The Villains that ruined Christmas... err, I mean Talinguarde. (WotW)


Recruitment

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Und the winners are...


Tykath
Captain Woodes Rodgers
Carnadine
Caprin Seylin
Rosemary Thorn
Kevlar Mylan
Yzera Hykeph

Discussion board is up for you. Post there and we can start finishing or checking builds.

Sorry to everyone else who put effort into this. If we have dropouts then I will come back here and see who's still around. Best of luck to you all in the new year.


Enjoy guys


Thank you very much!

Shadow Lodge

....
Ah well, best of luck, have fun
Maybe next time will be my lucky number 15.. wait, Is 15 lucky? In all seriousness have fun, though I do remember initially being told 8 not 7


Congratulations!!!! Enjoy everyone, and GM please keep me in mind should any characters drop out :)


Oops! Somehow I didn't realise Tykath and Ysera are from the same player.

Kaath the Bastard Please present yourself for execution.


I've never been so excited to march to my death.
Looking forward to play with those who made it.
Those who didnt? You live to see another day.


I shall verily go forth to my execution!


Greetings Villains. There is a potential spot or two open here due to losing players. I will be needing another(or 2 haven't decided yet) to join my team of miscreants as they escape branderscar. Don't worry about classes (we do have PLENTY of melee however) but submit what you would find fun to play.

So if anyone is still around, repost your original character, or bring something new. This will 'hopefully' be a quick recruitment, less than a week so we can keep things rolling.

Refresher.
Character creation is as below:
Gestalt.
Stats: choose Focus(18) and Foible(8). Then 15pt buy for the other 4 stats.
All paizo races and classes are available(case by case for 3pp that is on the d20pfsrd).
Guns are rare and not manufactured in Talinguarde but they are still around.
1 crime trait and 1 normal trait(optional drawback for a third).
There is ability to become powerful in the way of gaining a bestiary template later so (costs levels on one side of gestalt) you can add that into your calculations when thinking what type of character you want to submit and where they might see themselves down the track (vampires/liches/guinea pigs? who knows).

The Exchange

Would you be willing to update your campaign's active character list? Or do you actually have 8 to 9 active PCs?


I will update it when I am sure how many I am losing.

The Exchange

It would appear you have roughly six active players (which is a good party).


This alias at one time was an anti paladin of asmodeus /sorceror gestalt shooting to be an immortal lich to delay the delivery of his soul to the dark prince.

He was an Aasimar convicted of high treason. He was trying to overthrow the whole government

Grand Lodge

Don't know if I got my character submitted last time but I will have one up soon.

Grand Lodge

Are you allowing the bonus skill points, extra feat that is sometimes mentioned?


Okay. New character.

Ratfolk alchemist/wizard

Ikit Warpclaw =^^=


Str 6
Dex 17
Con 16
Int 20
Wis 12
Cha 7

All done :)

Having issues with PC. So cant access my HeroLab. Will put up a proper crunch soon

Here he is:

Ikit Klaw:

Ikit Klaw
Male ratfolk alchemist (plague bringer) 1/wizard (spellslinger) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 150, 153, Pathfinder RPG Ultimate Combat 74)
NE Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1 HD; 1d8+3)
Fort +5, Ref +5, Will +3; +2 vs. disease
--------------------
Offense
--------------------
Speed 20 ft.
Ranged bomb +6 (1d6+5 Fire)
Special Attacks bomb 6/day (1d6+5 fire, DC 15), swarming
Alchemist (Plague Bringer) Extracts Prepared (CL 1st; concentration +6)
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +6)
. . Opposition Schools Conjuration, Divination, Illusion, Necromancy
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 16, Int 20, Wis 12, Cha 7
Base Atk +0; CMB -3; CMD 10
Feats Brew Potion, Gunsmithing[UC], Point-blank Shot, Throw Anything
Traits alchemical prodigy (thuvia), consorting with the dark powers (witchcraft)
Skills Acrobatics +3 (-1 to jump), Appraise +9, Craft (alchemy) +11 (+12 to create alchemical items), Heal +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +10, Linguistics +9, Perception +7, Spellcraft +9, Survival +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Aklo, Common, Draconic, Goblin, Infernal, Orc, Undercommon
SQ alchemy (alchemy crafting +1), arcane gun, cleanliness, mage bullets, plague vial
Other Gear 1 gp
--------------------
Special Abilities
--------------------
Alchemical Prodigy (Thuvia) Alchemists level is considered 1 higher when calculating duration of extracts.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Consorting with the Dark Powers (Witchcraft, Knowledge [planes]) +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Plague Vial (10 minutes, DC 15) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Will change my prohibited schools. Just quickly chose a few. Bed time now


Kayne +2 skill points yes.

Seth Do you have a backstory for him?

Grand Lodge

Will make changes and post my character up soon.


Will post it hopefully by end of today :)

Grand Lodge

here we go...

Aleksion Coric Crunch:

Aleksion Coric
Male human cleric of Asmodeus 1/ranger (divine tracker, skirmisher) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 108, Pathfinder RPG Advanced Player's Guide 128)
LE Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel negative energy 5/day (DC 12, 1d6), favored enemy (humans +2)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—fire bolt (1d6 fire), touch of law
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands[D] (DC 15), command (DC 15), cure light wounds
. . 0 (at will)—bleed (DC 14), detect magic, guidance
. . D Domain spell; Domains Fire, Law
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 14, Int 13, Wis 18, Cha 14
Base Atk +1; CMB +3; CMD 12
Feats Improved Initiative, Selective Channeling
Traits marked by unknown forces, reactionary, sedition
Skills Bluff +7, Intimidate +6, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +8, Profession (scribe) +8, Sense Motive +8, Spellcraft +5
Languages Common, Ignan, Infernal
SQ human cleric, track +1, zealous
Other Gear 0 gp
--------------------
Special Abilities
--------------------
+1 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Cleric Channel Negative Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Fire Bolt 1d6 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Marked by Unknown Forces People who recognize sigil start attitude at +/- 1 level.
Sedition +1 trait bonus to Bluff checks and Bluff is always a class skill for you and +1 trait bonus to Leadership score.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Law (7/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you

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

Background::

Right from birth Aleksion was prepped to be raised in the faith of Asmodeus. Schooled to know both the Mitrian faith and the Asmodean, he was a small child in the city when his parents were found out. The priests wanting to hope he wasn't corrupted, raised him in a watched church were others like him were sent and watched. He saw many other children who were raised to blend in, but either they weren't taught as well as himself or thought it was time for them to do something. Either way they got them selves exposed, or choose to seek forgivness by Mitra.

Aleksion choose to wait, he became a faithful servant to all those, even so much that it seemed that those watching him started to move on, believing he had forgotten or moved on to seek forgiveness. Truth be told, he felt it wasn't time to act. So during the day, he was as faithful a son of Mitra he could be, seeking work in the church as a scribe, even seeking out work as an initiate. Showing that he had a talent with several domains associated with the combined faith. In truth with a talent to summon a Mark of Asmodeus, he was able to use two of Asmodeus' domains.

As the years went, he was soon trusted in the management of several clerics books, making it looked like they might have ties to darker faiths for those that looked into it. But he real plan came, when one day while going through the books, he found a note in one address to him saying that they were closing in. Its time to act, if you prove worthy we shall meet and I will set you upon a vengence filled path. Signed A. Thorne. With that the note burned to ash and were scattered by a slight gust of wind.

With that note Aleksion left the city, knowing he would be hunted. He was on the road several days when he came across a small chapel to Mitra. There he discovered a cultist of Asmodeus being strung up and being set to the torch. Having had enough, he tapped into the power and skill he held back for all these years, raining fire down on those with weapons, brining his weapon to bare on the soldiers left remaining, it was hard fought, and in the end the cultist was still killed, but Aleksion felt had had done right by the man.

With a smirk, he took the dead into the chapel and after killing the priest found there he used the blood and bodies to desecrate the holy place in the name asmodeus. Doing his best to make sure it would be a long time before it was forgotten. But the desecration took time, and in that time the people found Knight of Mitra, some with the job of hunting him. Ambushing him as he left the chapel.

Upon waking he found himself in a prisoner's transport, headed to Branderscar, as he watched the gates come closer he thought he heard another voice in his head, You might do, we shall see. With that he was through the gate and on his way a destiny the would change the face of Talengarde.


I would like to submit Nikos Demyan. Let me know if there are any changes that need to be made.

Scarab Sages

It makes me nervous that you're apparently somewhat new to the boards and already recruiting 10-ish gestalt characters for WotW and also recruiting for Rappan Athuk, but I can hardly pass up the opportunity to play my much-beloved serpent-caller. I present to you Azrin Merysh, snake charmer extraordinaire.


I think I have caught everything at this point in the change over to gestalt. If I missed something, please let me know.
Before Racial modifiers my stats are:
Str 8
Dex 14
Con 14
Int 18
Wis 10
Cha 14
After Racial Modifiers
Str 10
Dex 14
Con 12
Int 18
Wis 10
Cha 16


Ok I am closing recruitment again. Of my list of new possible villains I have:

Gimlet Bravo
Ikit Claw (no backstory?)
Aleksion Coric
Nikos Demyan
Azrin Merysh
Fauniel Darkleaf

I will let you know within a day or two which I have chosen.


Will have backstory up today/tonight. My pc's ram is faulty. Hence delay in a few things. Upgrading next week.


Ikit with background:

Ikit Klaw
Male ratfolk alchemist (plague bringer) 1/wizard (spellslinger) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 150, 153, Pathfinder RPG Ultimate Combat 74)
NE Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 15 (2 HD; 1d6+1d8+6)
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Ranged bomb +6 (1d6+5 Fire)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Alchemist (Plague Bringer) Extracts Prepared (CL 1st; concentration +6)
. . 1st—cure light wounds, expeditious retreat, shield
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +6)
. . 1st—mage armor, magic missile, ray of enfeeblement (DC 16)
. . Opposition Schools Abjuration, Divination, Illusion, Transmutation
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 16, Int 20, Wis 12, Cha 7
Base Atk +0; CMB -3; CMD 10
Feats Brew Potion, Gunsmithing[UC], Point-blank Shot, Throw Anything
Traits alchemical prodigy (thuvia), consorting with the dark powers (witchcraft)
Skills Acrobatics +3 (-1 to jump), Appraise +9, Craft (alchemy) +11 (+12 to create alchemical items), Heal +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +10, Linguistics +9, Perception +7, Spellcraft +9, Survival +5; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Aklo, Common, Draconic, Goblin, Infernal, Orc, Undercommon
SQ alchemy (alchemy crafting +1), arcane gun, cornered fury, mage bullets, plague vial
Other Gear 1 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Alchemical Prodigy (Thuvia) Alchemists level is considered 1 higher when calculating duration of extracts.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Consorting with the Dark Powers (Witchcraft, Knowledge [planes]) +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Plague Vial (10 minutes, DC 15) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
--------------------
Ikit is a tinkerer, but not with mechanical thing, but with alchemical. He knows how to brew things. Not the savoury kind. Deseases follows where he goes. Whole towns can succumb to his concoctions. Disease runs in his very blood.

It was only natural that he wanted to expand his power over this, so the one night he did conspire with dark powers, he was caught, and tried. But it would not be the end, he would make sure that those who wish to harm him would suffer long before he dies

Just a short background. If it works for you GM i will expand on it


After much deliberation I have made my choice.

If Azrin Merysh would like to post in the discussion board they may.

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