My planned character for this one:
Lyr- NE Half-Eleven Wizard. Debonair and polite to a fault, a master chef in training who uses his magic to ease his life while also trying to unlock a longer life in order to experience culinary epiphanies . A secret devotee of Urgathoa in her gluttony aspect. He plans signs up with Thrune to get access to Rarer and more..questionable ingredients.
Tone setting Quote: "Sir, what were you planning to do with that Unicorn carcass? I have a devilishly good recipe for a stew, you see..."
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Ritse Halflinghoff (goblin with ugly swine trait and misbegotten drawback to give her ample bosom), her introduction: "Never seen half-orc? My father was something my ma sat on. Never find him again."
My first plan was gunslinger musketeer, but now I'm looking how brawler inquisitor of lust fits together, atleast it sounds awesome and much more fun.
|Tammerine "Tammy" Dragontoe|
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Thinking of playing a red draconic sorceress who is well this person: http://paizo.com/people/NovenniaGalonnica
Still working on her background and all but she pretty much thinks dragons, specifically and especially red dragons, are the best thing to happen to Golarion since sliced bread...and fire magic...and tattoos...and scantily clad clothing...and red velvet cupcakes...you get the idea. She's basically an evil (and scatterbrained) version of Seoni who also happens to worship both Ymeri and Ardad Lili!
Gregan the Inquisitor, from Wayfinder 6, I decided to base my character on that background because it's wonderfully interesting.
In this version of events, he discovered the truth and slew the 'Tickwood Hag' before returning to Cheliax in shame, a fallen Inquisitor of Asmodeus resigned to the Backwaters of the Empire for being a disappointment and murderer.
Of course, he will rise once more, Hell has more in mind for their wayward son.
Here is version 1.0.
Aasimar cleric of Ardad Lili 1 (Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Special Attacks channel negative energy 5/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +3)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—touch of evil (1 round), venomous stare (1d6 nonlethal damage)
Cleric Spells Prepared (CL 1st; concentration +5)
1st—cure light wounds, doom (DC 15), protection from good[D]
0 (at will)—create water, resistance, stabilize
D Domain spell; Domains Scalykind (Dragon subdomain), Evil
Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Channel Smite
Traits armor expert, unpredictable
Skills Bluff +7, Diplomacy +8, Knowledge (religion) +5, Perception +6, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Infernal
Other Gear 150 gp
Channel Smite Channel energy can be delivered through a Smite attack.
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 (Dragon) You have innate connection to dragons and their kin.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Touch of Evil (1 round, 7/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Venomous Stare (1d6 nonlethal damage, 7/day, DC 14) (Sp) 30' Gaze attack deals 1d6+0 nonlethal damage and fascinates targets.
would depend on other players in party, but have ideas of
Wood Oracle, thinks that nature is fundamentally ordered and the Green Faith is misleading. Probably human but haven't quite decided
Fetchling Deliverer Slayer of Zon-Kuthon going around with her spiked chain, personality based somewhat on Harley Quinn
Halfling Destined Bloodrager, believes halflings are destined to be also slave-owners
Half-elf Bramble brewer/Trapbreaker Alchemist, kicked out of elven community because kept blowing up trees
|Tammerine "Tammy" Dragontoe|
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Female halfling psychic 1 (Pathfinder RPG Occult Adventures 60)
CE Small humanoid (halfling)
Init +3; Senses Perception +7
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +4, Will +4; +2 vs. fear
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) or
sickle +0 (1d4-1)
Ranged sling +4 (1d3-1)
Special Attacks painful reminder (1d6, 6/day), phrenic amplification (overpowering mind[OA]), phrenic pool (5 points)
Psychic Spells Known (CL 1st; concentration +4)
1st (4/day)—ear-piercing scream[UM] (DC 14), magic missile, persuasive goad[UM] (DC 14)
0 (at will)—bleed (DC 13), haunted fey aspect[UC], mage hand, read magic
Psychic Discipline Pain
Str 9, Dex 16, Con 13, Int 16, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Expanded Phrenic Pool[OA]
Skills Acrobatics +3 (-1 to jump), Bluff +9, Intimidate +8, Knowledge (planes) +7, Perception +7, Spellcraft +7; Racial Modifiers +2 Bluff, +2 Perception
Languages Abyssal, Common, Gnome, Goblin, Halfling
SQ manifestation points, ability scores, power from pain (maximum 1), read aura (perception)
Other Gear dagger (4), sickle, sling, absinthe (per bottle)[UE], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal[UE], prismatic crystal[OA], torch (10), trail rations (5), waterskin, 2 gp, 9 sp
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Manifestation Points, Ability Scores ([none], 16/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Painful Reminder 1d6 (6/day) (Su) Swift action: deal nonlethal damage to enemy you damaged with spell on prev or this turn.
Phrenic Pool (5/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Power From Pain (1/day) (Su) Regain 1 pool when painful reminder does at least 5 damage.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Tammy’s name is Tammerine, as mama would asy, it’s like if a tangerine and tambourine were blessed by the sun, mama always was full of s+!*.
Tammy was born in Sandpoint, Tammy has a twin, Tibbedo, i call him Tibs, he’s alright, no one else gets Tammy, he’s gone now, disappered across the crown without Tammy, that’s okay though, Tammy’s better off on her own. still, Tammy misses Tibs.
Tammy had a puppy too, Wiggles, Tammy loved Wiggles, Tammy and Wiggles went everywhere.
Then the Goblins came, Tammy hates Goblins, Tammy was 12, it was the Swallowtail festival, that bag of hot air Father Zantus was prattling on about dreams and Desna, Tibs was up by the stage, Tibs was always a dreamer, like grandpa. Tammy was by the food wagon, feeding Wiggles venison, when the Goblins attacked, poor Wiggles, so brave! He set on the nearest goblin when the little a+~%$~%, he set poor Wiggles on fire, Tammy wasn't scared, Tammy's smart, Tammy can put him out with her mind, then the dwarf, that piece of s*$* dwarf kicked poor Wiggles into the trough, mama said he was only trying to help, but mama always was full of s@#+. As poor Wiggles died in Tammy's tiny arms, she felt pain, deep angry pain, Tammy decided then, others will feel her pain as keenly, if not more, then her.
But not Sandpoint, nope Sandpoint is too small to properly grasp Tammy's pain, the world will feel Tammy's pain, and Tammy knows just where to start...
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So just made my character for this and she is interesting
Female gnome spiritualist (fractured mind) 1 (Pathfinder RPG Occult Adventures 72, 109)
NE Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +4
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +4; +2 vs. illusions
Defensive Abilities defensive training
Speed 20 ft.
Melee scythe +1 (1d6/×4)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Spiritualist (Fractured Mind) Spells Known (CL 1st; concentration +4)
1st (2/day)—cause fear (DC 14), ventriloquism (DC 15)
0 (at will)—daze (DC 13), detect magic, message, telekinetic projectile[OA]
Str 10, Dex 13, Con 15, Int 14, Wis 14, Cha 17
Base Atk +0; CMB -1; CMD 10
Feats Casual Illusionist[ARG]
Skills Acrobatics +1 (-3 to jump), Bluff +9, Craft (alchemy) +8, Disguise +5, Heal +6, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (planes) +6, Perception +4, Sense Motive +6, Spellcraft +6; Racial Modifiers +2 Bluff, +2 Craft (alchemy), +2 Disguise, +2 Perception
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ emotional spellcasting, etheric tether, faith healing (heal), gnome magic, phantom (Vegoia, anger), phrenology (knowledge [arcana]), prognostication (sense motive), shared consciousness
Other Gear scythe, 132 gp
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Emotional Spellcasting Use Charisma as casting stat instead of Wisdom.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Annnnnnnd the Campaign Traits are in!
Lilliana DeVries- LE Infernal-Blooded Human Sorcerer from Egorian, with an emphasis on social skills and charm spells. Took the "Rich Parents" Trait(we're still waiting on campaign traits, of course) to represent her nouveau riche status, since she married a wealthy merchant who then had a rather tragic accident involving a patch of ice, a flight of stairs, and an open cellar door. Much of the estate is still tied up in court, but she's well-off.
CT: Chelish Noble (married in!) As GM, I had no issue with that pile of starting cash (she's a sorcerer, so it's not like she's going to be loaded up on top of the line weapons or armor), and it gives her a concrete reason to support Thrune in particular.... she wants her title to become hereditary. And meaningful. And maybe have a bit more sway... She and Cassiel met at several social functions in Egorian, and they get along as well as two tyrannical harpies can. She ends up involved in the job after Cassiel convinces her that getting some dirty work for Thrune under her belt is likely to help her case. In a regular campaign, she'd be the pretty spoiled princess with a heart of gold. In this one, it's a heart of flint.
Sorin Kell (whose name I have shamelessly stolen for an alias, gyah-hahahahahahahaha)- LE Slayer, Isgeri-born orphan, looking to take levels in Assassin as soon as possible. Formally affiliated with the Church of Asmodeus through his sister, and personally loyal to them thanks to their raising him, describes himself as a "gardener." His specialty is pulling troublesome weeds. Like Bellflowers.
CT: Local Tough. He didn't grow up in Longacre (obviously), and we've tweaked the implied backstory to where he was relatively respectable compared to Cimri (his amicably-separated ex-girlfriend)... because he covered his tracks better. Still, for being "just a gardener," he has a bit of a rep, and he's only too happy to float his sister a note of the growing rebellious sentiment in Longacre.
Cassiel Kell- LE Cleric of Asmodeus, Sorin's twin sister. Raised by the Daughters of the Golden Erinyes, but since she was more pious than athletic, she became a Cleric instead of a monk. If experience with this group is anything to go by, she'll end up in charge. Claims to be saving herself for Asmodeus, since no mere man can measure up.
CT: Asmodean Acolyte (duh!). As the link between Sorin (and, by extension, Cimri) and the other two, she is, just as I predicted already the de-facto leader. Seeing a chance for advancement and knowing that fortune favors the prepared, she has brought along her society friend Lilliana and her "rustic" courtly romancer (he hits like a freight train, is pathologically loyal, and asks only to be allowed to serve, what more could she want?)
Tarok of Korvosa- LE Half-Orc fighter from Varisia, with every intention of taking the Hellknight Prestige Class. Found by Korvosan Hellknights during some good old-fashioned Orc-stomping while just an infant, he considers the strict order of the Asmodean faith to be all that stands between him and his "savage Orcish instincts." More fanatical than Cassiel, he has still made her the object of a rough species of courtly romance, respecting her desire to keep her virtue for their god.
CT: Hellknight Aspirant (DUH), and the Order of the Nail's halberd option fits him handily. Having long admired Cassiel from a respectful distance, he practically jumps at the chance to serve as her "strong right arm" in a mission to root out sedition.
We're ready to roll... in a bit. May start alternating short session of HV in to let us use these guys while wrapping up HR. And then I get a friggin' break and Tarok's player will run something else for a spell.
Proof, that not all evil bad asses have to be Anti-Paladins. :-D
Male human (Varisian) warpriest of Urgathoa 1 (Pathfinder RPG Advanced Class Guide 60)
NE Medium humanoid (human)
Init +4; Senses Perception +3
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
Speed 30 ft.
Melee heavy pick +4 (1d6+3/×4)
Special Attacks blessings 3/day, sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
1st—cause fear (DC 14), cure light wounds
0 (at will)—bleed (DC 13), detect magic, read magic
Str 17, Dex 10, Con 14, Int 11, Wis 16, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Combat Reflexes, Improved Initiative, Weapon Focus (heavy pick)
Traits amoral mercenary, bully
Skills Heal +7, Intimidate +6, Knowledge (religion) +4, Sense Motive +8
Languages Common, Varisian
SQ blessings (evil: battle companion, unholy strike, magic: blessed magic, hand of the acolyte), manifestation points, ability scores
Other Gear chain shirt, heavy pick, backpack, bedroll, belt pouch, coffin[UE], flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 46 gp
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Manifestation Points, Ability Scores ([none], 14/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
When Django was a small lad growing up destitute, living on the docks of Riddleport, he dreamed of leaving the squalid life behind, on the deck of one of the many pirate ships that made port.
So, no one was surprised (nor did they care) when young Django stowed away on a ship bound for Cheliax. it was a long trip, alone in the hold, the only friends, the plague rats, that the church of Urgathoa had stowed away with him.
At some point, Django wasn’t sure when, he ventured out of his little corner, to find a ship devoid of life, except himself and the rats. while feasting like the pirate king, Django was sure that he would doubtlessly become, he noticed the rats, sitting by the door, staring.
Django wasnt exactly sure why he followed, the madness of lonliness maybe, but follow he did. Down into the cargo hold, deeper then even he had dared venture.
There sat a plain wooden coffin, “but whose coffin” Django thought to himself, “Yours” whispered a rat, into his ears.
By the time the ship had floated into Kintargo, and Django dragged his coffin ashore, his destiny as a follower of Urgathoa was sealed.
And so Django travels Cheliax, seasoning his coffin with blood, pestilence and death, waiting for the moment when he transcends his mortal form, a humble servant the Pallid Princess.
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I'm stuck between three:
A high-born Human Crusader Cleric of Asmodeus who is such a groan-inducing traditionalist he favors the spear over the mace ("cuz Asmodeus killed his brother with a great SPEAR, not a mace - know your history, man!")
A sadistic Fetchling Summoner (Shadow Caller) from Nidal who thirsts for fresh pets to torture & claims it is all just worship to her god, Zon Kuthon...
Or a Vishkanyas Rogue (Deadly Courtesan Archtype) who thrives on manipulation and deceit.
I have 6 players for this. Rarely are all 6 present, so we usually play with 4 or 5.
Elf Vivisectionist Alchemist
Human Battle Oracle
The cleric is playing the Tiefling racial variant where channel energy heals evil creatures and harms good. This has worked well as there was concern by some folks about healing for evil worshipping clerics.
I will start this AP with my player group in the morning. We picked up this one after a TPK in the 4th book of Carrion Crown. It ought to be an interesting ride, to see where they go with evil PCs.
Casey - Gunslinger. Local to the starting area.
Kevin - Inquisitor. Here to observe and report...and take action when called for.
Miro - Cleric. Runaway slave who found home and tools for revenge in the church of Uragothra.
Sil - Ninja. Pulled from an orphanage and trained by a retainer, she barely keeps her desire for death and destruction in check.
Seichan - Magus. Last daughter of a minor noble house, she sees her path as a means to further her family's prestige in Cheliax.
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Alright, I've changed my character, and am here to post my whole complement! We're playing with Spheres of Power, and I'm considering altering my investigator levels to use it too, down the line.
Arthus (me): Antipaladin of Baphomet, with a 3-level dip in investigator down the line. He's based off of an NPC I used when I ran my (incredibly disastrous) Wrath of the Righteous campaign. Basically, an antipaladin with brains. And while you may immediately say 'Doesn't Baphomet HATE Asmodeus? How will this work?', I assure you, a master plan is afoot. I intend on posing as a tyrant of Asmodeus, and having some...interesting situations happen with his church. Also he's got a gift of gab - never stops talking! We've only been through one session so far, but he's been really fun to play.
Stella: Soul Warden. She is a budding necromancer, as is personally responsible for saving me from ferocious dogs and a spooky thing more than once. Hopes to create a cult of Urgathoa, and seems well capable of doing just that.
Ivan: Hedge Witch. A sneaky sort of dhampir, he wears obscene amounts of makeup to avoid showing his skin, which supposedly gleams like burnished brass. Prefers poisoned weapons in combat, and knows a bit of alchemy. Has applied poultices to save me. I've went down twice already, I'm gonna need a lotta saving.
Luminita: Witch. She's a saucy exotic dancer who knows how to keep it professional. She travels with her two children, and she and Arthus have gotten quite close quite quickly. She has a pragmatic streak, but is constantly allured by wealth.
Urgraz: Duergar Antipaladin of Ydersius. He hasn't made the campaign yet, but intends to; yes, he IS playing as the iconic villain, just wiht a couple of backstory and stat alterations. Antipally-bros ftw!