The Blood Knives, now recruiting.


Recruitment

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I am currently running a organized crime game, set more or less in Absalom(for the moment). I have four, great, dedicated players already committed, and I am looking for one or 2, new players.

Before I start throwing out character creation rules there's a few important things I need to mention first:

The game began with a lengthy conversation among more or less all potential players, in the discussion thread, so the PCs had a chance to really connect. It worked out great, until we lost a bunch of the original PCs and had to replace them.

I would like to do this again, having the new recruits bond with the old guard, but I must stress that I am looking for people who likely won't be going anywhere any time soon, baring of course, emergencies or the like. Not to be a jerk, but if you might skip out due to a slow pace or the game isn't to your liking, don't bother showing interest.

One thing I strive for, almost above all else, is to work with PCs to make the game as close to perfect as possible. I've even helped save games I was a PC in, one of which is currently my longest running PbP.

If something isn't going the way you'd like, or your build sucks compared to how you thought it was going to be, or I suck as a GM and you have 37 reasons and ideas that could make me better, instead of leaving my game, and your fellow PCs in a lurch, TALK TO ME. I listen well to all that is brought up to me, and will definitely think about everything you say.

Depending on what's going on in my life, the game may slow to a crawl, but despite that, I will always post something when I am capable, and definitely have long term plans for this game, and the group.

It is an evil game, but if there are certain lines you personally do not want seen crossed, please make it obvious in your posting. While the game is based on being members of an criminal organization, its also sort of based on being the best of the worst evils. So there's probably going to be some classic good guy heroics, but only because those bad guys are disrupting or hurting business. Or are truly just vile.


I'm always on the lookout for a good evil game. I'd be very interested to hear more :)


I have been wanting to play this CE character for a while now its a sorcerer-draconic bloodline (black dragon) the concept is thus if you have ever seen Firefly he has the same up bringing that is equivalent of a Reaver in episode 2 "Bushwhacked", that is if your going for evil evil if you want a LE/NE I have this great rogue knife master that i have been wanting to play as well
.


Count me interested!

Id love to play Syndir Apep. His background is dark and could easily lead him to a life of crime...no better place to hide... He was originally in an evil game so this will be perfect.


Love a chance to play an Evil Gunslinger, or rehash my favorite builds of the Alchemist!


I would love to play an antipaladin.


Evil opens so many possibilities that are usually closed.

Shula is a kyton-spawn tiefling ninja with a nasty bag of tricks and a sadistic streak. She doesn't believe in separating business from pleasure, and so has gotten into the business of causing as much pain as she possibly can.


This sounds really interesting. I'd be down for this though I might want to hear about the character creation rules you want. I think it would be fun to play an Aasimar that takes advantage of the fact that people automatically assume you are 'good' because of your heritage.

The Exchange

So many PBP wizards have combat-oriented spells, so many campaigns expect and recruit them that it never seems to break the cycle. Some spells are just waiting to be perverted in out o'box ways. I've been dying to play a "Cleaner", a covetous sleight of hand artist or a contractual B/E. No grand gestures, No wanton destruction. No wetwork. Just a wizard who breaks bad during his/her off hours from guild time.

Ask me no questions, I'll tell no lies.


would you allow an Occultist in? (you can find it on d20pfsrd)

As I can just envision the chaos such a being could cause....


Alright, as said in the OP, we have four PCs already, and I looking for one or two new players to round out the group.

Right now, we have a 4th level Half-Orc Fighter, who serves as our muscle and intends to go Assassin, a 4th level Human(Jadwiga) Winter Witch who plans to take the PrC of the same name, and two others who are working on potential rebuilds.

Character Creation:

Character creation:

Level 4th,

Races Any, including from the ARG and created ones. Bear in mind, the less humanoid, the less likely I will choose you.

Alignment Any neutral or evil.

Traits Three, one of which should, but does not have to be, Social.

Feats You gain one noncombat feat as a bonus

Classes Any, save Paladin. As with races, the more bizarre or weird your concept, the less likely you'll be chosen. Be sensible, while this won't be a strictly urban game, playing a wilderness character who utterly hates anything bigger than a hamlet is a bad idea.

Also, I suggest characters who are somewhat stealthy, regardless of its via skill or magic. Overly flashy characters are gonna need something a little extra special to get chosen.

Finally, everybody is able to choose one of the following and make it a class skill: Bluff, Diplomacy, Disguise, Intimidate, Knowledge(Local), Perception, Sleight of Hand, Stealth.

Hit Points Max at first, then average+1. This will be what we follow when leveling as well. You can feel free to roll, and if you get lower, take the average+1 instead.


How do ability scores work?


It's 20 point buy


Hmmmm Alchemist sounds like a fun build.... an Elven build.

The Exchange

Unnamed Hero
Male Human Wizard 4 Potential PrC: Spy

crunch:
]LN Medium Humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 15 (4d6)
Fort +1, Ref +1, Will +8 (+2 against attempts to scry on you or read your mind)
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 4):
2 (3/day) Misdirection, Oppressive Boredom (DC 16), Pilfering Hand
1 (4/day) Magic Aura, Unseen Servant, Disguise Self, Decompose Corpse (DC 15)
0 (at will) Open/Close (DC 14), Mage Hand, Mending, Scrivener's Chant
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 18, Wis 15, Cha 14
Base Atk +2; CMB +2; CMD 12
Feats Careful Speaker, Cosmopolitan (Bluff, Sleight of Hand), Invested Magic, Iron Will, Scribe Scroll
Traits Dealmaker (1/week), Mathematical Prodigy (Knowledge [engineering]), Nonchalant Thuggery
Skills Appraise +10, Bluff +7 (+9 to fool someone or pass secret messages), Fly +5, Knowledge (arcana) +12, Knowledge (engineering) +10, Knowledge (local) +9, Knowledge (nobility) +9, Linguistics +9, Perception +3, Profession (engineer) +7, Sleight of Hand +7, Spellcraft +11, Stealth +2
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Undercommon
SQ +3 bonus on stealth checks, arcane bonds (arcane familiar, centipede, house), deliver touch spells through familiar, empathic link with familiar, hand of the apprentice (7/day), share spells with familiar, specialized schools (universalist)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
+3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Careful Speaker +2 bonus on some Bluff checks and some Will saves
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Invested Magic Spells cast using this feat pay the wages of Mammon and forgo their more mundane costs.
Benefit: You may satisfy the material requirement of any spell you cast with valuable coins, gems, or jewelry rather than the normal component. For spel
Nonchalant Thuggery You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

--------------------

Arcane Familiar:

Centipede, House
N Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 7 (1d8)
Fort +2, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Centipede, House) -1 (1d3-5/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 8 (16 vs. Trip)
Feats Alertness
Skills Appraise +1, Bluff -2, Climb +4, Fly +9, Linguistics +0, Perception +7, Sense Motive +2, Sleight of Hand +7, Spellcraft +2, Stealth +21, Swim +3
Languages
SQ improved evasion, poison
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Bite - injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save.

background:

Rough draft
The tasks of guild life are monotonous and dreary. He is part of the mage’s guild and the cities building subcommittee. Politics, plans and sales pitches fill his day. Often accompanied by offers of favors and bribes, his steadfast adherence to structural codes have not garnered him much high-ranking friends but too competent to demote. His career is deadlocked. He does have an uncanny talent to unearth shortcuts which has flummoxed his detractors. Probably has something to do with disguising himself.

After departing one such building site, he was marked for a simple mugging and trailed. Before the perp could make his move, the disguise was changed midstep and he thought better of it. Dropping back to follow where he would be led and who this was. Soon thereafter, a business offer landed on his step. Started out small, increasing in scope, the targets frequently involved those folks hampering his career and creating the most headaches. Now he is in too deep but having a great time. Cat and mouse game with different set of rules. He especially appreciates the irony of finding code violations while under contract. Note to self: Follow up inspection… he he he.
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OC... I've always wanted to play an anti-hero. I think this would be a good setting for it.

Concept is a smuggler, every OC needs someone that specializes in getting the goods from point a to point b without the watch finding out. This would be a wizard, one that runs a respectable shop by day, smuggling at night.

If this sounds interesting, I'll work on the crunch.


Oh I just love evil games. A few questions/comments tho

What type of characters are in the party (as far as functionwise goes?)

I don't really care what line is crossed as long as it's relevant to the story, but I am good at staying sensitive to other's wishes

I'm a college kid so I normally check the forums every couple of hours (just habitual when I go on to do homework or something). The faster the game runs the better (although I have some really fun slow moving campaigns going)

Can we get more details about the party members/world we're in? I just like a better feel for the surroundings


Its currently set in city of Absalom on Golarion.

PC Builds

Ragnar, is a fighter who plans on going assassin.

Lady Natalia, who posted above, is a winter witch, going the PrC of the same name.

Kedrik(name might change) who is an Inquisitor(infiltrator/heretic).

Our 4th player is currently possibly rethinking his PC. He might be a poison focused Alchemist, going Daggermark Poisoner.


Thought that I would post as well so that those interested could see one of the current player builds in addition to Lady Natalia. I see some interesting options thus far.


Putting together a guy..

Rolling hp
1d8 + 2 ⇒ (3) + 2 = 5
1d8 + 2 ⇒ (8) + 2 = 10
1d8 + 2 ⇒ (2) + 2 = 4

Taking the average for the last roll, so hps are 10+5+10+5=30

Is it WBL or somthing diff for starting cash?


How are you handling ability scores at creation? 20pt buy?


Rolls for a diff character..

1d6 + 4 ⇒ (6) + 4 = 10
1d6 + 4 ⇒ (5) + 4 = 9
1d6 + 4 ⇒ (1) + 4 = 5

Taking the average for the last , so hps are 10+10+9+7=36


Yea, 20pt buy.


Hmm, lot of variation that can be in those classes. What role seems to be needed?


So, I have a few ideas for created races, but I just wanted to check about how many points you want us to stay at. I assume keep it to about 10 pts + or - 2ish?

Sorry for all of the questions. This just seems like a really fun game and I want to make sure that I have everything written down right so its easy to read and done to your satisfaction.


For roles, as I told the PCs considering rebuilds, I can easily adapt missions for my group.

Ideally, I would like to end up with six strong players, that I can then split into two groups if needed, which I did originally. But do not feel pressured to cover a specific role.

Race Points, around 10 to 15 is good. Of course, I expect you to post your race so I can look it over.


My first submission, as im going to also write up a necromancer.
I outfitted him with WBL, but can obv. change this if incorrect.
Hail Norgorber!


Few things:

If anybody plans on creating a custom race, please try to keep it semi normal looking. As I said in the character creation guidelines, the more exotic the race the less likely it'll be chosen.

Also, WBL will in fact be 8k, not 6. Feel free to spend that as you see fit, but if you decide to blow it all on armor, or a sword, do not complain later.

Finally, mundane, non masterwork gear is more or less unlimited, and while I don't really bother with encumbrace, if you can't logically carry all your toys and tools, I will ask you to drop some stuff.

Alchemical items follow this as well, but again, be reasonable. If you have 30 flasks of acid, it might suck if you get hit with a the right spel or fall far enough.

Last but not least, our 4th player has decided on a breaking and entering thief, thus if somebody wants to be an Alchemsit focused on poisoning that would make me happy.

I promise to work that player to make sure their posions are badass.


Greetings and Salutations Ladies and Gentleman,

On behalf of Voice of Awesomeness and The Blood Knives, please answer these questions in your submissions

1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??

3) You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon.


Ooh so I have this idea for a Tetori monk. Alias up sometime tonight


My character will be able to provide a front behind which the organization can operate, aka Universal Exports. The power behind the throne of course, nothing else will satisfy! Seriously, I'm thinking that he has simply found that crime provides the intellectual adrenaline that he needs while he continues what is otherwise rather boring and tedious arcane research. A wizard has many options for escape, from teleportation to invisibility, flight, transformations, and what I expect to be a personal favorite, charming dupes to do the dirty work for me.


1d8 ⇒ 41d8 ⇒ 71d8 ⇒ 8

I believe I'll take that hp


Have the basic monk stats done. Will draw up the flavor stuff later tonight


My Necromancer. I posted 2 characters so to possibly provide what the group needed. If given a choice i would play the necromancer, due to flavor and ive never played a gnome. Ill need to update the cleric to 8k in gear but that shouldn't be a problem. Even though this guy isnt an alchemist, his craft alchy esp poison is quite high, so np making them. Starting with quite a few right off the bat..


1d8 ⇒ 8
1d8 ⇒ 3
1d10 ⇒ 10
Hmmm. I think Ill take these for my Character. This could work out quite well. I'll have the Character up tonight. As for the Race, Its an 11 pt. build.
The Urodela. A small simian race that have had to adapt to the city slums to survive. They have taken advantage of their small size and quick wit to achieve some form of happiness in city life.
Type: Humanoid (0)
Size: Small (0)
Speed: Normal (0) race creation says its 30 ft. but I assume its 20 ft.
Ability Mod: (4) Advanced -2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha.
Language: (0) Standard
Offensive Traits
Kneecapper (1) +4 to trip
Feats and Skill
Static Bonus Feat (2) Weapon Finesse
Gifted Linguist (2) +4 on Linguistics and Learn 2 languages for each rank.
Movement
Climb 20 ft (2)


updated a lot of fluff. it's still pretty rough, but it's a good idea of where i'm going with it

Questions:

1: A front line bruiser who can subdue as easily as kill, a blood curdling smile that can scare others into behaving (high intimidate skill), and still enough subtlety for quiet missions.

2: Whirrun has heard of pacts with demons that enhanced the power of mortals. He plans to use this to become more powerful than any that oppose him.

3: Whirrun would feign surrendering until somebody was close enough, then he'd grab the most valuable hostage he could and threaten to snap their neck if they didn't let him go. Then he'd slowly walk away and probably snap their neck when he got far enough anyways


I'm putting together a Drow Cleric are you permitting Variant Channeling from UM?


I present, Martil Nightwalker, female drow for consideration. She has one level of rogue and three levels of cleric.

I’ve taken the Surface Infiltrator alternative race trait losing darkvision, but gain low-light vision and lose light blindness.

My bonus non-combat feat – alertness
My social trait - Charming
Knowledge local was the skill selected.

I am frequent poster and commitment to the game will not be an issue. I have an excellent history both as a GM, running several successful PbP games, and as a player. It seems like I GM much more than I play and I sure would like chance to just be a player.

Gritty games suit my gaming style, so I doubt we'll get close to an offensive line.

On behalf of Voice of Awesomeness and The Blood Knives, please answer these questions in your submissions:

1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Martil Nightwalker is a roguish cleric committed to deception/trickery (Domain) with a touch of Madness (Domain), but she will focus on helping the group with healing, buffing and tactical support.

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish?

Martil intends to open a thriving trade route between the organized crime syndicate and her drow house in the underdark.

3) You're caught in the act. How do you get away?

Martil Nightwalker can be extremely resourceful in tight situations. She has several immediate options available to her, such as: Deception subdomain, which permits her to Sudden Shift 10 feet away. She has various spells such as: darkness and vision of madness, and of course, she has her charming personality to sway others.

I still have coin left based on 4 level wealth (plus 2000), so I'll tinker with a few items.

HP Rolls
Level 1: 8
lv 2: 1d8 ⇒ 1
lv 3: 1d8 ⇒ 7
lv4: 1d8 ⇒ 1

I'll take the half +1


I've made a few minor stat/skill/feat changes. I've, also, added a backstory. Do to her heritage she will certainly be accustomed to poison usage and I've weaved a little of that into her backstory.

Will there be down time for scribing scrolls? If so, I've taken that feat. If not, I'll switch it out.

I still have some coin to tinker around with. Is an ability stat boosting item permitted? If so, I'll probably use some of my coin towards a wisdom boost.


Pertaining to the questions:

Question 1:

1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Zexil brings a versatile set of arcane spells to the table, of which he's specialized in necromancy. He has the ability to control undead and soon he'll have the ability to make them, adding a vast number of fighting bodies to any challenge we may have. He also brings a nice skill set to the table including lots of knowledge skills and an above average alchemy skill, esp. when it comes to crafting poisons.. He's also quite stealthy for a wizard.. In combat look for him to cast sos spells and when needed toss an extra body into the fray from his robe of bones..

Question 2:

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??

Zexil's personal goals are very simple. To serve Orcus's plans on Golarion to his fullest capabilities. The Prince of Undeath sent him to Absalom for a reason and he plans on figuring it out. He lives everyday to become a more powerful individual, there can be no weakness.. Therefore he plans on surrounding himself with strong of will and body, so to further himself faster. Additionally as of late he's been reading up on Lichdom..

Question 3:

3) You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon.

Zexil is small in size with an above average stealth check, combined with a quick invisibility spell makes him very likely to get away from all but the saviest opponent.. Additionally he has a nice assortment of scrolls to help him out of situations he doesnt normally plan for.. He has learned the hard way that to survive you must be able to weather any storm.


1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Knives (mine) and Blood (other people's). Stealth & scouting and a certain expertise in obtaining things discretely. Also a charming girl who can be quite persuasive. And when it comes time to make people bleed, she just shines.

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??

A dungeon of her own would be nice. Of course, it would want to be disguised as something nice, like a temple to Shelyn or maybe a some kind of charitable organization (that way, we could accept donations!) Filled with hideous monsters and devious traps to restrain the unwary. So I can watch them die.
Slowly.

3) You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon.

First, if I'm restrained, I have to get myself out of that Escape Artist, Disable Device though I may need to get a hold of the key first, from the guard Bluff, Intimidate, Sleight of Hand.
Then I sneak away and find whoever put me in there while they're asleep. They may wake to find that they have been caught in the act, and are suffering deliciously.

Hit points 1d8 ⇒ 51d8 ⇒ 21d8 ⇒ 3 ouchie.
Character updated to 4th level, still needs gear.


Pertaining to the questions:

Question 1:

1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Eric brings to the table everything a good cleric should. Buffs, Healing, and some decent Skill checks(Esp. Perception and Sense Motive).
However he is also focused in Necromancy, so he can provide sos spells offensively and is able to animate additional bodies for any fight the group might have. He also has the ability to channel neg or pos energy, which makes him even more versatile.. He's also very sneaky for a cleric and with the trickery domain can be even more so.

Question 2:

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??

Maim, Torture, and Murder in the name of Norgorber. It matters not to him the when's and why's, just that it get's done. Doing this will advance him to greater heights with his diety and with greater power comes greater ability todo the things he loves most.

Question 3:

3) You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon

Eric has a full assortment of spells that can get him out tight spots, from invisibility, to disguise self and hold person if necessary. If backed into a wall he will not be takin alive and will do his best to kill as many as possible.


Tell me if the background seems a little over the top. I played some of it off the 'bred for war' trait


So, I'm Scrapping the created Race. I'm writing up a disillusioned Aasimar who has an intense interest in science (Thus being an Alchemist). Although not all things are currently explainable, everything can be achieved with Science.

With regards to the questions:

1:
What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Well for starters, Science. I'm a master when it comes to concocting poisons and aides of that sort and; should we need a few fireworks or explosions, I can handle that as well. I've also mastered how to prepare a few goodies (extracts) for others to use besides myself. You need your assassin to get in and out without being noticed? Great, lets change his features so he can sneak in unrecognizable, make him invisible when he needs to go in for the kill, and change him again when he comes back out so that even if they saw the previous face, he looks different now.

2:
You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??

Personally I'll be working towards my own estate where I can perform my experiments without having to worry about prying eyes of those with higher morals. Of course I'll need to venture out and 'acquire' specimens from time to time but that shouldn't be a problem with connections in the Blood Knives.

3:

You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon.

Well for one thing, I'm just an "innocent" I would never do anything to break the law. After all, I service the people in relieving their ailments. Bluff: 1d20 + 15 ⇒ (13) + 15 = 28

If that doesn't work, I may just have to make a break for it and hide for awhile. Becoming invisible is handy and its not as if I stick out from my surroundings Picked up The Chameleon Discovery


If I could make a suggestion for the players that have submitted completed characters can you post what your extra trait, non-combat feat, and what class skill you took. Also, if you took any alternative race traits. That will make it easier to review characters and rebuild them if necessary.


Aw what an excellent idea Martil!

Extra Trait: Bred for War

Non-Combat feat: Intimidating Prowess

Class Skill: Sleight of Hand

No alternate racial traits


Extra Trait: Fast Talker (+1 Bluff and Bluff is Class Skill)
Non-Combat Feat: Prodigy (+2 on Craft and Profession)
Class Skill: Stealth
Alternate Racial Traits:
Peri-Blooded Aasimar: +2 Int, +2 Cha
TruthSpeaker: +2 Lingusitics, learn 2 languages for every point.
Scion of Humanity: Count as Both Outsider (Native) and Humanoid (Human)
Ditched the Spell like ability for the alternate ability. Currently its on +2 Int, but if you would prefer that I roll it on here.

Other Goodies:

I still need to write up his background but for a quick gist his morals are pretty much spelled out in the questions that were asked. I'm all for taking out the competition (preferably alive so I can experiment on them. They are criminals after all).

Background wise I'm thinking that he is the atheist scientist trying to find ways to explain everything logically. Yes there are 'other-worldly' beings but that doesn't make them 'divine' just more powerful.


Extra Feat: Combat Casting
Extra Skill: Stealth
Extra Trait: Collector


Extra Feat: Versatile Channel
Extra Skill: Stealth
Extra Trait: Suspicious

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