Empire of Night: Way of the Wicked (Vampire Campaign)

Game Master Neil Mansell

In the noble land of Talingarde, the righteous deity Mitra has purged the land of evil cults and undead predators, yet the darkness is set to rise once more. a band of evil outcasts plot the destruction of the people who imprisoned them and a way to attain power for themselves, even if it costs them their humanity.
Power at any price.

Full map of Talingarde

Branderscar Prison - Full Map.


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Ok, going to build Kensai Magus, Monk MoMS dip

Cole:

Full Name : Cole

Race: Human (Dual Talented +2str,+2dex)

Classes/Levels Monk MoMS 1

Gender M

Size M

Age 18

Special Abilities :

Alignment: LE

Deity :Asmodeous

Location :Brandiscar

Languages Common, Infernal, Abyssal, Celestial

Occupation : Soldier/Militia

Strength 20
Dexterity 17
Constitution 6
Intelligence 17
Wisdom 17
Charisma 15
Height: 6'0" 175lbs
Favored Class: Magus (+1HP/Level)
EXP:
Hit Points: 6
Spd: 30
Init: +3
AC: 16 T:16 FF:14
BAB: +0
CMB: +5
CMD: 21
Saves: Fort +0 Ref +5 Will +5

Weapons:
Unarmed +5 1d6+5 x2

Attacking Defensivly +3 1d6+5 x2 +3 Dodge to AC

Skills:
Profession-Soldier +7
Kno. Religion +7
Kno. History +7
Kno. Arcana +4
Spell Craft +4
Use Magic Device +3
Stealth +7
Sense Motive +9
Perception +9
Acrobatics +8
Escape Artist +7

Feats: The Bitten, Alertness, Crane Style

Equipment:
None

Backstory:

Cole was born in the NE of Talingarde. His mother a beutiful woman and his father a loyal soldier and follower of Mitra. Cole was rasied to believe in Mitra as well, but in his love of history he found out about how Talingarde used to be with temples to Asmodeous accross the lands. Through his study he became fascinated with the Dark God and started to dabble into his worship through pray and study of religion. Upon turning 16 it was his duty to join the military and to serve as his father did. Cole hid his secret worship well and din't have much taste for military life. He wanted to explore the lands and see if he could find some of these old temples to Asmodeous. One night he got his chance.
He got the night shift. It was just him and his child hood friend Jacob. Cole had learned that there was possibly a temple within a days travel. He thought Asmodeous had talked to him and instructed him to go. Cole with no hesitation killed Jacob that night. He hid the body and made his way out to find the temple. What he found may have once been a temple, but now was a crypt. Upon looking around Cole encoutered the vampire Artos. Artos was quick to charm the boy. He didn't make a meal out of him right away but questioned the boy. Learning of Cole's nature Artos decided to embrace Cole. The bite was all Artos was able to pass, as Cole was tracked and found. A battle broke out. Cole was knocked out and Artos was slain, but not before half the men lost their lives. Cole was found guilty of desertion and murder. He was to be taken to Brandiscar where he would await his death by hanging.

Realy wanted to start as Magus but probably wouldn't live. Also wanted to get Crane wing, but didn't want to delay being a undead and didn't want dodge as if I live get it later. This will be interesting. Will make a alias if selected, thanks for the consideration and good luck all. Also I'm pretty active on here well over a thousand post, I post as many times a day as the story allows so I'm active poster :)


Here's my submission: The Cloaked One.

Crunch:
The Cloaked One
Human Cleric 1
Alignment: NE
Deity: Asmodeus
Domains: Law, Trickery
Languages: Common, Infernal, Undercommon
Copycat: 6/day
Touch of Law (or Command): 6/day
Channel Negative Energy 6/day (1d6, DC 13)

STR 8
DEX 12
CON 6
INT 14
WIS 20
CHA 17

Darkvision 60ft
Speed: 30ft
Initiative: +1
HP: 7 (1d8 -2con +1class)

BAB: +0
AC: 11; Touch: 11; Flat-Footed: 10
CMB: -1; CMD: 10
Saves: Fortitude +0; Reflex +1; Will +7 (+2 vs. charms and compulsions)

Skills
Acrobatics +2, *Heal +9, *Knowledge(religion) +8, Perception +8, *Profession(scribe) +9, *Sense Motive +11, *Spellcraft +6

Traits
Blasphemy
Birthmark

Feats
The Bitten
Alertness
Selective Channel

Spells
Orisons: detect magic, guidance, resistance
Level One: disguise self, doom, infernal healing, murderous command

Background:
Rather creepy, and more than a little odd, The Cloaked One is shrouded in mystery. After a rash of incidents where religious texts were altered to state heretical Asmodean doctrine, authorities finally caught the culprit. This enigmatic human's name is unknown - although he appears to have been a trained scribe at some point. While extremely weak physically, he's quite intelligent and perceptive, and his speech is surprisingly persuasive - despite its lack of inflection. Oddly enough, he doesn't seem bothered by the dark cell he was thrown into.

I plan to expand on his backstory during gameplay, the above is just a teaser of sorts. :-) Yes, I'm going the vampire cleric route. Also, if you'll permit, I'd love to be able to take the Inevitable subdomain.


So I've been considering my options and I was wondering if you might be willing to accept a Goblin as a playable race. This particular one has a nasty temper and a knack for jumping out from high places to bite people. My concept is to combine the Feral Barbarian archetype with the Cave Dweller alternate race trait to make a Goblin that not only enjoys getting the jump on his prey, but to take a bite out of them as well.

The Exchange

Well Riley, My ratfolk/teifling could have met you in the past or more recently. He did grow up around a bunch of magic users.


Female. Dhampir. Monk(Hungry Ghost?).
Traits: Grave Robber, Corpse Cannibal
Also using the "Fangs" alternate race trait, as well as some of the Blood feats.
(Shame there's no Ghoul prestige class or something)

Rolls(from above):

STR: 1d10 + 7 ⇒ (10) + 7 = 17
DEX: 18 (20)
CON:1d10 + 7 ⇒ (9) + 7 = 16(14)
INT: 8
WIS:1d10 + 7 ⇒ (10) + 7 = 17
CHA:1d10 + 7 ⇒ (3) + 7 = 10(12)

Background:
The irony was lost on her. After years of scavenging as a child, up to and including the dead, she was saved from having to scavenge by getting arrested. That would have been the end if it were not for her Master, someone that had an idea of what she was worth. Or so he said. She did remember the first words he said to her, though.

"I saved your life. That makes your life mine, per salvage laws, but I also believe you have a choice. Sign this contract of servitude under me, or go back to your life-- which I believe has three days left before it ends." Signing the contract was an easy choice. In return, she was raised, trained, and used any way that Master saw fit.

She was not bright enough to help with bookkeeping, but that was fine. She helped elsewhere more reliably. Errands, guarding, rewards.. Decades passed. She also learned that she did not age as fast as humans. As her master went from someone in the prime of their life to someone slowly succumbing to the burdens of age, she aged at half of that.

She and the others that were sent out to pillage the tomb of a clergyman were caught, transported to Branderscar, and imprisoned. She did not know that at the same time, her Master's house was overthrown, and he had been killed. All she knew was that she was in prison, probably given up on, and had no idea how to get back, even if she could escape.


That could be fun! Riley would appreciate any "friends" that are taller than he is that he could get.


I am interested


str: 1d10 + 7 ⇒ (9) + 7 = 16-2= 14
dex:8
con: 1d10 + 7 ⇒ (2) + 7 = 9+2= 11
int: 1d10 + 7 ⇒ (5) + 7 = 12
wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha: 18+2=20

Thinking a gnome oracle

The Exchange

@ Riley Oh I am a ratling tiefling so I am still small. Yay free bonuses. and the fact that energy damage doesn't scale with size.
Crunch is done. Redone back story Dulres is made up.

Spoiler:
Razze was born in a merchant caravan that sells Magical Crafts throughout the continent. His father and mother are a diviner wizard and a cleric of Dulres the LE ratfolk god of crafting. It was a good life but not the safest due to the occasional bandit attack. Razze was born without much magical abilities. He trained under all of the powerful wizards, clerics, and other magic users that his family traveled with but only managed to gain a weak magical ability while being apprenticed to Fulens the juju oracle. Angry at his lack of skill he started to hang around with the guards that protected his family learning the art of the bow from several of them. Finally when he reached 18 at his parents behest he started taking lessons from a half-elf alchemist Iradli that was traveling with the party. He quickly picked up the alchemists art but Iradli's time with the caravan was limited so he was unable to learn the more subtle art of poison that most alchemist are capable of. Razze left the caravan at the age of 19 to study alchemy at Twilight academy. Unfortunately on the way to the college he found out that his parents; caravan had been attacked and destroyed by the Talingarde army the only one capable of fighting the mighty wizards, clerics and other magic users that made up the caravan. Every shred of the dead taken and destroyed. They fell on the caravan because admittedly they were an increadible powerful group of arms dealers who sold to the highest bidder. (Who can really afford a ring of regeneration or a +5 vorpal long sword after all.) And used necromancy in some of the items they made creations. Enraged and maddedned by loss he set out to avenge his family. Turning to selling his alchemical creations for profit was not enough to fuel his search so he began drug production and out right thievery for the funds for his quest. He had quite the Pesh empire going using his addicts to steal from stores for his profit when the order of the Gryphon led by Lord Vastenus of Barca himself attacked his base killing his workers and dragging him to the prison.

crunch
Spoiler:

Razze Tovar
Male Tiefling Alchemist 1
LE Small outsider (native)
Init +3; Senses darkvision; Perception +4

--------------------
DEFENSE
--------------------

AC 11, touch 11, flat-footed 10

HP (1d8+2)

Fort +3, Ref +5, Will +0
+2 all vs spells, spell like abilitys, and poision

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee +0
Ranged +4
Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Mutagen +2 Na +4 Str,Con,Dex -2Int Wis Cha
Bomb 1d6 fire reflex save 10 + ½ level + Intelligence modifier Current 15
Alchemy: Add your lvl to craft alchemy checks
Extracts: 3 lvl 1 a day
Traits
High theft +1 reflex
Pragmatic activator. Use int for umd checks
--------------------
STATISTICS
--------------------

Str 8 , Dex 17 , Con 12 , Int 20 , Wis 10 , Cha 12

Base Atk 0; CMB -2; CMD 11

Feats:
Martial weapon proficiency: long bow
Throw Anything
Point-Blank Shot
Skills:
* untrained
Acrobatics 7
Appraise 5
Bluff 3
Climb -1
Craft alchemy 9 (10 alchemical creations)
Diplomacy 1
Disable Device 7-2 no tools
Disguise 1
Escape Artist 3*
Fly 3
Handle Animal 1
Heal 4
Intimidate 1
Knowledge (arcana) 5*
Knowledge (dungeoneering) 5*
Knowledge (engineering) 5*
Knowledge (geography) 5*
Knowledge (history) 5*
Knowledge (local) 5*
Knowledge (nature) 9
Knowledge (nobility) 5*
Knowledge (planes) 5*
Knowledge (religion) 5*
Linguistics 5*
Perception 4
Perform 1
Profession 7
Ride 3
Sense Motive 1
Sleight of Hand 3*
Spellcraft 9
Stealth 10
Survival 0
Swim -1
Use Magic Device 9

Languages:
Common, Abyssal, Draconic, Dwarven, Elven, Halfling, Infernal
--------------------
GEAR/POSSESSIONS
--------------------
Location:

Carrying Capacity Light: 19.5 lbs. Medium: 39.75 lbs. Heavy: 60 lbs.

Money: GP SP CP

Total Weight: lbs.

I can see why they did it his family was international arms deals that worked for the highest bidder. Selling whatever you want for cash.


Dotting


Do you guys still have an open slot for anyone?

I'd love to participate in this :)

(I'll start off with ideas after I get a reply... Expect me to play some sort of martial build or possibly a Wizard Blaster, if we have some sort of map)


Some good applications so far. It's not going to be easy to whittle down to the final five.

@Ashe: Enlightened Warrior sounds to me like it should include Neutral Evil Monks. No problem.

@MPCampbell: Wow. I'm stunned by the concept and presentaion but I'm not a fan for game balance reasons.
Ghilanna has +2 Dex, +2 Con, +2 Cha AND +2 natural armor racial bonuses. Yikes. (Admittedly, this is standard for Merfolk)
The movement issue is a downside but this is probably offset by being amphibious and aquatic.
The other concern is the desire for aberrant conquest. This campaign is well suited for PCs with an interest or in necromancy (undead) or diabolism (devils, Asmodeus, etc) but aberrations is not something that fits in easily.

@Captain Fremont: A goblin seems unfeasible to me. Talingarde is in a constant state of war with the bugbear tribes to the
north and goblinoids would be slain on sight, not be sent to a prison. On a side note, barbarians are probably
not a good choice for an undead campaign. Undead are immune to morale effects (such as from raging) and have no constitution
score to increase in any case.


@ GM of Binding Light

Mind putting put a list of the total players with valid builds ready to go; I'd like to see my odds of being picked on the front page. We have something close to about 12 people with builds whipped up if I'm not mistaken.


Str: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 18
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis: 8
Cha: 1d10 + 7 ⇒ (8) + 7 = 15

Hot damn, with stats like that it's time to do something crazy:

Behold Asil Twice-Damned, a follower of Asmodeus blessed with the blood of the greatest of all tarnished Silver Dragons, Asil'fanitalpitrax the Damned. (Cross-blooded Sorcerer (Draconic/Infernal) with a dip in Anti-Paladin then on to Dragon Disciple).

I'll get a huge helping of fluff and crunch served up later tonight or tomomrow.

Are the Wild-blooded variants ok with cross-blooded? I'd like to snag Pit-born as it fits better than pure infernal, but no worries if not.


@Karias Blackheart: Hopefully I'll get around to that shortly.

@Xentik: Wild blood is fine.


Absolutely delectable!

Let's try gambling a little shall we? Focus in the one stat that undead can't use!

STR: 1d10 + 7 ⇒ (6) + 7 = 13
DEX: 1d10 + 7 ⇒ (7) + 7 = 14
CON (focus): 18
INT: 1d10 + 7 ⇒ (10) + 7 = 17
WIS (foible): 8
CHA: 1d10 + 7 ⇒ (10) + 7 = 17

Zounds! Brilliant and charismatic yet not quite sane... I like it.

Full submission to follow shortly.

Edit: Also one quick question. You mentioned the possibility of allowing some Tome of Necromancy prestige classes. Does this mean that some of the feats from that source might also be available?

In particular I was wondering about the whole "Feast Unknown" feat path, as I'd love to create a Hannibal Lecter-esque character.

The Exchange

Completed submissions based on what I see posted on the board not in there character profile

KatsuneSage sorcerer
Karias Blackheart anti paladin
Razze Trel Alchemist* me
Ashe Monk
The Cloaked One Cleric
Me'mori monk
Riley Pinkerton Witch

MPCampbell? needs to reapply but was really cool.


GM of Blinding Light wrote:

@MPCampbell: Wow. I'm stunned by the concept and presentaion but I'm not a fan for game balance reasons.

Ghilanna has +2 Dex, +2 Con, +2 Cha AND +2 natural armor racial bonuses. Yikes. (Admittedly, this is standard for Merfolk) The movement issue is a downside but this is probably offset by being amphibious and aquatic. The other concern is the desire for aberrant conquest. This campaign is well suited for PCs with an interest or in necromancy (undead) or diabolism (devils, Asmodeus, etc) but aberrations is not something that fits in easily.

Hmmm, let me see if I can help with some of these sticking points. I don't know exactly how the game will go, but I have a pretty good idea of what is a real bonus and what is kind of cosmetic.

1) Stat Bonuses - These aren't really important to me. The merfolk get better, but fewer, bonuses than the other races and virtually no alternate traits. I think this is why they get three good stats. We could drop one if you like, which puts them on the level of Aasimar. I don't care if we drop Con or Dex but I'd rather not drop Cha.

2) +2 natural armor bonus - I think the horrible movement rate is why they give this bonus.

3) Movement - She moves 15' w/Strongtail. That goes down to 10' if she wears medium armor. This kind of limits her to light armor and even then she can't keep up with anyone else in the party. Kobolds get +1 natural armor and have a 30' movement. Still, it is nice, just not really important to me.

4) Amphibious and Aquatic - I can't really see this ever being a factor for anything. I'll gladly give up both as well as Aquan as a racial language. 8)

5) Aberrant Conquest - I wasn't really expecting this to be a major factor either. It's just kind of the character's background, their "happy ending" kind of scenario. I played with a pirate once who's overarching goal was to get a pirate ship. She finally got one when the game ended and she retired. This is kind of like that. Still, it's easily changed. She was created to kill ghouls, who live in Orv next door to the neothelids. That way, all she has to do is periodically kill some ghouls and problem solved!

Did I mention that her overriding goal is power at any cost? I wouldn't worry overly much about the aberration bit. 8)

With all of that said, I'm perfectly fine changing her race to something else but keeping the same crunch. She doesn't have to be half-worm, it was just a cool idea I had. She can remain legless and be a tiefling if you like (sub neothelids with demons). You should know however that "Legless" makes you immune to being tripped. I think I said that in the packet.

I am also fine turning her into a fetchling. I think the fetchling is more powerful than the merfolk, but they do seem to be more "standard" compared to the other races - meaning they have the same level of advantages and disadvantages. She'd at least have feet at that point.

Lastly, I could always make her a straight human, elf or drow. It's really all the same to me.

Please let me know what you'd like to see change with the character so I can decide where to go with it. I think the worm angle is pretty cool and definitely unique. It's your game however, and your opinion is what counts.

How about I scrap the worms and go with the Fetchling. She won't be as cool, but I'd still play her.

With all of that said, here's a bit I wrote for her backstory.

Denebrum:
An impossible forest lies deep in the earth. Here, tall fungus trees grow amongst waterways of mud and stagnant water. Giant hives rise from the fetid swamp, towering twisted spires of stone and hardened resin. Each hive houses a giant worm, its immense girth dwarfing all other beings in the dark caverns of Orv.

Each neothelid sits at the head of an army of minions. The Seugathi, man-sized worms with tentacles, treat their sires as kings, fathers, and gods. Beneath the seugathi lie hordes of mind-wiped slaves. Some labor in the swamp, others form the backbone for massive armies and the blessed few remaining serve as hosts for neothelid larvae.

A laboratory straight out of nightmare, filled with biomechanical devices and lit by green fungus, lies deep in one of the hives. Here, a desiccated drow corpse lies still on a resin table with deep runnels carved with alien runes to bear away the blood.

Various necrotechs walk slowly through the room, each biofitted with the tools necessary to perform their particular function. Above them, their seugathi master clacks its mandibles, instruction the one closest to the table to begin sewing.

With one arm ending in a spool of gut and the other a spindle of fine needles, the ‘tech rapidly stitches the drow torso to a seugathi lower segment. The seugathi necrosurgeon in the back of the room flows down to the table, carefully inspecting their handiwork.

One tentacle reaches up into the ceiling, pulling down a clear resin reservoir of matte black ichor. A great deal of effort had gone into acquiring this large an amount of the rare substance, known to those of the surface world as the Black Blood of Orv. Lowering the resin container on its counter-levered arm, the giant worm carefully inserts the leading hypodermic into the female drow’s arm.

Reaching for the release, the ‘surgeon clacks in satisfaction as black blood flows into the arteries of the desiccated elf. Several gallons, well over half the reservoir, flow into the drow without any visible effect. Slowly, the sunken abdomen begins to fill, heralding the rapid revitalization of dead tissue.

The elven corpse resolves from desiccated to overfull in a mere instant, as the feet and hands swell to the point of bursting. Lashing out in anger, the necrosurgeon slams aside one of the ‘techs with a whipping tentacle, forcibly engaging the safety valve and halting the flow of ichor. Screeching its displeasure at its mindless servants, the worm waits impatiently, its tentacles wringing together in a parody of human worry.

Defying all rational explanation, the figure on the table slowly sits up. The swelling of the appendages slowly recedes as ichor flows from the poorly stitched juncture of torso and segment. Scarlet irises stare straight ahead as the drow female regains awareness. Quick minutes pass as the recently deceased patient takes in its surroundings.

Suddenly and without warning, the female elf screams, a deep, all-encompassing scream like a damned soul on its arrival to Hell. Clawing at its throat, the drow strives to rip its very body asunder. Precious black ichor sprays around the room as the surgical team erupts in motion.

Lashing out with the blade cradled in one tentacle, the seugathi surgeon slashes the elf’s throat, rapidly severing its spine. Hurrying necrotechs wheel out another resin table with its accompanying drow corpse as the giant worm slowly flows from the room to retrieve more of the rare black blood. This experiment has been a failure, but the patient neothelid know that it is only a matter of time until they get the neurosurgery right and their patient survives awakening.


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I want to be in a party with someone who uses Zounds in regular speech...

Sczarni

Lins Backstory. Ill make an alias for her in a bit. Hope you enjoy.

Story:

Lin was always talented in the ways of magic, and also in the ways of deception. She couldn't help but use her magic to forward her own progress in the world. She would go from town to town, selling costume jewelery cloaked as priceless jems and jewels. Each town, she would find someone in the guard to seduce for information if and when she was ratted out, which was usually rather quickly. She would then get the hell outta dodge and apply her trade at the next city or town, gold and platinum in her pockets.

Everything was going pretty well, until she got wind of an art auction at a local nobles estate. She knew she had to get in on it, so she conjured up her greatest illusion yet. She made twine and some acorns look like beautiful sparkeling saphire earings and a necklace to match that looked to be hundreds of years old. She put it up in the auction, making it in by looks and guile. They were just ending the auction of her items when a passing wizard saw the truth. No amount of sweet talking could save her. She was charged with fruad in the highest degree and placed in prison to die.


Str: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con = 8 (Foible)
Int = 18 (Focus)
Wis: 1d10 + 7 ⇒ (4) + 7 = 11
Cha: 1d10 + 7 ⇒ (1) + 7 = 8

Looking for an Admixture Wizard to blow stuff up with.

EDIT: This will be really fun to try out...

Dark Archive

Strength: 1d10 + 7 ⇒ (2) + 7 = 9
Dexterity: 1d10 + 7 ⇒ (6) + 7 = 13
Constitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence: 1d10 + 7 ⇒ (3) + 7 = 10
Wisdom=8
Charisma=18

Well, that adds up to ... 16 point buy if I'm not mistaken. Think I will take the reroll:

Strength: 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 7 ⇒ (10) + 7 = 17
Intelligence: 1d10 + 7 ⇒ (4) + 7 = 11
Wisdom=8
Charisma=18

And to the other extreme we go. Have to see if I can't do some un-optimization with my character build, which will probably be a rework of a prostitute-burning aasimar oracle I worked up for an earlier WotW pitch.


@Walter Lindie: Thanks for the list!
@ManiaINC: At first I thought some of the feats were horribly overpowered (A Feast Unknown being the prime example) until I saw:

Tome of Necromancy wrote:
These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that is not touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level. Materials to create any undead always cost at least 25 gp per hit die.

So... Yes I'll go with those feats. However, I'm house ruling that you can only create what you can control in these instances (this applies with the vampire's create spawn ability too).

@MPCampbell: Hmm, interesting. I'm pretty convinced but for sake of game balance I'd like your natural armor bonus to be only +1 and you get +2 charisma and +2 to either con or dex (Your choice).
You are right about the lack of options in the ARG, a bit disappointing really. I have an offer though, if you want you can trade in your aquatic and amphibious racial traits for the Fleet feat and a +4 racial bonus to swim.


Awesome! I was planning on taking them more for the thematic aspect anyways.


Dropping my hat into the ring for interest, let me see what we get here.

STR 1d10 + 7 ⇒ (8) + 7 = 15-2 Racial
DEX = 18+4 Racial
CON 1d10 + 7 ⇒ (6) + 7 = 13
INT 1d10 + 7 ⇒ (8) + 7 = 15
WIS = 8
CHA 1d10 + 7 ⇒ (8) + 7 = 15-2 Racial

Looks like a good spread to me! Let me get my crunch cap on here...

Basic Crunch:
Sir Boogrub of the Order of the Dragon
LE Goblin Cavalier (Preferred Class, +1 Skill Rank)

STR 13
DEX 22
CON 13
INT 15
WIS 8
CHA 13

Skills:
Climb
Craft Traps
Craft Weapons
Disable Device
Intimidate
Handle Animal
Ride
Stealth: +19
Survival

Feats:
Splintering Weapon
Precise Strike

Traits:
Highlander
Crime (Disable Device)
Natural Leader

Drawbacks:
Power-Hungry

Crime:
Sedition

Background:

Boogrub was born in a cave, but that wasn't that extraordinary. He grew up in a cage, but that was normal. Boogrub's tribe was a small mountainous cave-dwelling tribe of goblins. The founders of the tribe must have been smarter or stronger than their other counter-parts, as the tribe was quite prosperous. Despite living near the coast of Lake Tarik, the nearby locals while perhaps able to keep them in check, they never managed to drive the local menace from the area. Merchants and Travelers who dared take the coastal road between the lake and the mountains were ambushed with infuriating regularity by the little beasts, and the resulting pillage lead the tribe to be rather prosperous, and their ability to slip away between every crag and rock and crevice lead the frequent attempts to unseat the goblins to be ultimately capable of little more than keeping them in check.

Boogrub grew up in this environment, and found himself to become unusually successful. His skill with the tribe's traditional weapon, the javelin, made him useful on raids. His skill at repairing weapons and setting traps made him more useful still. Through all of this, Boogrub gained an amount of magnetism about him that lead to him slowly, wordlessly, and unofficially becoming the leader of raids. This proved to be his undoing however, as Boogrub's ego grew, he foolishly challenged the tribes war-leader for power, and found himself quickly outmatched. Soundly beaten and now under attack by his tribe, Boogrub fled deeper into the mountains. Boogrub quickly found that without the aid of his tribe, attacking and sacking caravans was too difficult for him. Despite stealing and scavenging what food he could, Boogrub slowly began to starve.

Lost in the wilderness, far from his tribe or any other civilization, Boogrub withered. As his death approached, he collapsed in the heat of the summer. At this point, a wolf approached. Too weak to defend himself, Boogrub waited for his end, when the wolf sat and began to speak. The wolf told him that she was the messenger of the God Asmodeus. The God saw promise in him, and wished to see him as conqueror of his tribe, and to raise them up from their weak and disorganized state. Further, this wolf was to serve as his steed and guide in this task. The voice faded, and the vision, or hallucination ended. Nonetheless, the wolf remained sitting, watching, patiently waiting. Believing the voice, regardless of where it came from, Boogrub slowly heaved himself upon the wolf, who laid down to ease his climb. The wolf then began to run and Boogrub was taken back towards civilization. Now with the speed, senses, and cunning of a wolf on his side, Boogrub began to successfully hunt, raid, and forage his way back to health.

Once strengthened, Boogrub realized he needed resources if he was to ever bring organization and strength to his people, and to get those, he would have to go to the civilized lands proper. Yet not knowing how to speak to them, Boogrub began this initiative by kidnapping a young Human boy from his traveling parents. With the boy captured, Boogrub forced the child to teach him the common-tongue. After months of practice, Boogrub began to feel confident enough in his abilities to try and interact with society at large. Abandoning the child to fair the wilderness with nothing but his own tenacity, Boogrub traveled south. Stealing various pieces of weapons and armor, Boogrub armored himself and his wolf for potential conflict, and went into civilized lands and into Daveryn. Sneaking in by night, the common people awoke that morning to find a goblin shouting stories from the rooftops. He told the tale of his people, entreating the people to rise up beneath him and help bring society to the goblin tribes, aiding their fellow creatures and helping to end the goblin menace at the same time. Despite the semblance of logic in his speeches, the guards were quickly called to chase the little annoyance out of town. Yet due to his faithful steed and his natural ability to climb and scurry away from the guards, they repeatedly failed to catch him. Several weeks passed like this, and eventually the guard, seeing that the little thing was not actively harming anyone, and was courteous enough to not go shouting at night, gave up at catching him.

Several more months passed like this, yet Boogrub failed to gain any support for his cause. The best the little goblin could hope for was the occasional encouraging word shouted to him, or perhaps a load of bread tossed to him (which was normally given to shut him up for a while). Frustrated at the lack of progress, Boogrub nonetheless continued his entreaties to the good populace to help his kind. Someone eventually suggested that perhaps no one listened to him because he wasn't anyone with rank. At this time, Boogrub settled upon attempting to maintain a persona of a knight, becoming "Sir Boogrub." Designing a simple banner, and polishing his pieces of weapons and armor, "Sir" Boogrub had as little success as his first attempt. Eventually, someone simply called up to the roof he had settled on, and told him that no one would likely ever help him without the king's support. With this thought in mind, the citizens of Daveryn finally gained rest from the constant bellowing of the goblin, and Boogrub left to Matharyn.

Upon reaching it, the same story played out. Boogrub began his poor rhetoric, the complaints raised against him led to a near constant pursuit by the guards, who eventually gave up due to how slippery the little goblin ended up being.

Boogrub kept this up until the year anniversary of his vision. Enraged by the lack of progress, Boogrub came to a new conclusion: His people could never be raised up so long as the current seat of power didn't care. And if they were ever to care, that meant that he would have to have this power himself. The rhetoric changed the next day, bellowing for the people to rise up and cast off the chains of their current ruler. Tired of his constant shouting, and finally with a reason sufficient enough, the guard finally managed to mobilize with numbers enough to corner and capture Boogrub. The wolf, ever faithful was driven off by the guards as Boogrub was dragged away in chains. The last thing Boogrub heard of his friend was yelps of pain.

Now in the prison of Branderscar for the crime of Sedition, Boogrub rages over the apparent death of his friend and over the perceived injustice he has been brought to. Boogrub satisfies this rage by stalking, pouncing, and killing any rat he finds, then hurling the corpse at his captors the first chance he gets.

This is a concept for a character I've had bouncing around in my head for a while, so let me know if given background or any other quantifiers if Goblin is an acceptable race choice. If not, I can come up with something else.


katsunesage here: This is the alias. Browse at your own convenience. :)


This is tribeof1's submission: Kohrath, the delusional, oblivious but committed oracle of flame. He's in for arson, rather than murder (would the authorities care that much about a dead prostitute?), and will be shooting for a level or two or antipaladin later - he needs a big sword to set on fire, although the Blackened curse keeps him from taking full advantage of his high strength.

With Scion of Humanity he looks almost entirely human, but adopts a more stylized, angel of vengeance look when using his alter self spell-like ability to go a-cleansing.


A bit late getting to this, but I kinda did a mini backstory on the crimes part just as a goof and a teaser to the character and what would be part of the backstory. Now, for the full thing~ ROLL THE TAPE!!!!!!

Backstory:
Karias was born into the regal Proudfist family, who for generations had been serving as part of the city's beacons of light, each one after another joining the Knights of Alerion and staunchly rooting out evil as it was found. Karias was no different, inducted into the order at a young age she work along side her father and brothers, both of the order and of blood.

Up until recently she has been a devout follower of Mitra, believing in her divine protection to guide her through life. That was until her goddess failed her in most dire hour. A cult of necromancers had snuck into the city, goal set upon infiltrating the crypts and raising the dead to make a army. It could have ether been fortune or fate that lead them to hide away in her family home, or that she thought she could handle the intruders alone. Upon her next waking she was on a rack, blades impaled into her body in the most vulnerable places, the pain seeping into every pore of her body, and the screams. She had lost sight of weather they where her own screams or the screams of her family's they where subjected to the same torture.

After what felt like weeks she was forced to endure it, as well having the cult force feed her gruel, and heal her wounds only to open them once more, she had to watch as her brothers and father put up with the same, beg and plead for release, for a end to come. Begging their goddess for rescue.

After a meeting with the cults leader with a summoned divination, the prisoners where forced into a large cage they had constructed, each given a sword and told if they wanted to live they had to kill. She watch as her father and eldest brother killed themselves to avoid the pain of harming another. Thats around the time when something clicked in her mind- There were no gods. There where no goddesses. None of them would every allow such a fate to come to their most devout followers. There was only one thing that was the truth- Power. And she needed power. Power to live. Power to continue existing.

She reached for the blade tossed at her feat and raised it high, feigning the act of suicide just as her father and sibling had, and when one of her family ran to stop her, she struck, blade tearing through flesh and bone as she murdered the man only trying to help her. And it felt good. One after another she picked off the family who cowered in fear of death.

After the blood stopped flowing she stood in the middle, bodies surrounding her and blood drenching her ruined clothing and hands, Looking to the ult with hungry eyes asking 'I don't want to live. I want power.' The cult only laughed in merriment and took her back to her rack, and plunged the blades back into her body. There was pain, but it was good pain, The pain of a job well done.

After a few hours they summoned up their master once more, and she was offered the power she desired, and all she had to do was to make the city fall and rise again under her banner. To make corpses line the streets, but not to decompose, the corpses would move, shamble; form a new kingdom of the wicked and the damned. She greedy agreed, and the cult freed her fro her binds and handed her a blade. The first thing she did was plunge it through the cults bodies, in which they accepted whole heatedly; their job was done, and their master had his champion.

Not knowing, or caring what she may have aligned herself with she walked out of the cellar, into the light and down the street, coated with gore and caked blood.She was quickly stopped by a band of fellow orders-men, that where being sent to investigate the disappearance of her family, that had 'Left the City' in the middle of the night. Cutting them down she was quickly outmatched and pulled a trump card, using their laws against them and demanding a fair trial.

Of course she was found guilty, she expected nothing less; but she had faith that she would be saved in the end, her master had promised her power, and she had to do was wipe out the city and start from scratch; he wouldn't let that happen if she was dead, and even if she died he would still use her to his whims. There was no way to lose anymore. Death was all that she needed~


GM of Blinding Light wrote:
@MPCampbell: Hmm, interesting. I'm pretty convinced but for sake of game balance I'd like your natural armor bonus to be only +1 and you get +2 charisma and +2 to either con or dex (Your choice). You are right about the lack of options in the ARG, a bit disappointing really. I have an offer though, if you want you can trade in your aquatic and amphibious racial traits for the Fleet feat and a +4 racial bonus to swim.

Sounds great and removes the biggest problem with merfolk, their speed.

I'm also going to work her up as a fetchling, if that is okay with you. I'll let you see her that way and decide if you like her better.

I'm kind of avoiding Drow as it's been done to death. I'm not criticizing anyone else playing a Drow of course, I just LARPed as one for eight years and so am ready for something else. 8)


Drow are the quintessential Evil Race. It's not done to death so much as, the most fitting ever always. Kinda like humans, it's just the most common of races for that type of campaign.


Alrighty, Kermah is ready for whatever this may throw at him. (Except for Fortitude saves :P)

One question though, may I take Spell Focus instead of Scribe Scroll as per Pathfinder Society? I don't have to have it that way, and what I would use it for is to gain Spell Specialization at first level rather than third.

Otherwise, here's the

Crunchy bits:
-------
Name: Kermah Orletithar
-------
Admixture Wizard 1 (Opposition: Illusion, Necromancy)
LN Medium Humanoid (Elf)
INIT: +2 | SENSES: Low-Light Vision
-------
Defense
-------
AC: 12 | Touch: 12 | Flat-Footed: 10
hp: ??
Fort: -2 Ref: +2 Will: +2 (+4 vs. Enchantment)
-------
Offense
-------
Speed: 30 ft.
Melee: Unarmed +3
Space: 5 ft.
0-Level: Detect Magic, Read Magic, Ray of Frost
1-Level: Burning Hands x3 (DC 16) (1d4+1)
-------
Statistics
-------
STR: 17, DEX: 14, CON: 6, INT: 20, WIS: 11, CHA: 8
BaB: +0; CMB: +3; CMD: 15
Traits: Witchcraft, Magical Lineage (Fireball)
Feats: Spell Focus (Evocation), Scribe Scroll
Skills: Perception +3, Fly +4, Knowledge (Planes, Arcana) +10, Knowledge (Religion) +9, Spellcraft +9, Sense Motive +1, Linguistics +9, Appraise +9.
Languages: Common, Elven, Celestial, Draconic, Sylvan
Equipment: You have the clothes on your back.
SQ: Immune to magic sleep.
+2 vs. SR
+2 to identify Magic Items
Versatile Evocation (Su): (8/day)
Intense Spells (Su): +1 to Spell Damage
Familiar: Greensting Scorpion (+4 Initiative) (Currently Missing)

Crime:
Witchcraft (Summoning)

Background:
They were fools, all of them.

Kermah strode back and forth within his room, part of the school of wizards that had taken him in as a student. The mage was proficient enough to earn his keep, just now learning spells that beginners were always given. Sometimes people wondered why they kept the pointy-eared wizard around, but most agreed that it would be cruel to turn the elf out to the streets. Besides, keeping an elven mage around would provide some sort of benefit in the long run, wouldn’t it? He would be more likely to pioneer, what with his already vast intellect. Subjects of the planar and even religious ideas were all privy to the elven mage’s mind.

Which is exactly why that mage now violently strides through the halls, yelling out his opinions for all to hear. “I don’t believe it!” he said for no doubt the thousandth time, glad that no one else could really hear him within the library. A silence spell filled the air, allowing him to violently rant without the others discovering his true opinions. They were all petty minds anyhow, to brainless to understand the complexities of Kermah’s ideals. “After all, how can you expect to ban a deity and get away with it!” It had been years, but Kermah had never accepted the fact that Talingarde had outlawed Asmodean, and in fact all of the so-called evil deities. “So yes, they desire to enslave and destroy all that you petty lot hold dear; it doesn’t matter! You all don’t matter in this grand plan of The Fallen and his compatriots!”

With a glimmer in his eyes, the mage pulled out the fabric he had been given. Engraved on it was a sigil that many in the school would recognize if they could but see it. Asmodean markings, designed for a summoning. And Kermah knew what he would do. He would bring a creature here, and would watch as the fury of Asmodeus tore through these fools.
He laid the patterned fabric on the ground, then pulled the decrepit scroll from within his cloak. Infernal words lay across the scroll, all with a feeling of dark writings that when read would reveal the truth of the others feeble existence to be useless.

An incantation in the language of the damned began to arise from the mage’s lips. Words that called across planes… Then he felt the hand on his shoulder, and the lights flickered in front of him. He collapsed to the ground, the scroll dropping from his hands. The proof would never be shown… and the mage that made it possible would be killed. Such was the way of the Talingardean Law. Foolish laws, enacted by a foolish government.

They would burn for this.

All would burn.

I'm wanting to play this character as somewhat inspired by Sheldon of Big Bang Theory. Playing on his intellect while his somewhat low Charisma being his idiocy in conversations and sheer offensiveness. (More emphasis on the intelligence than the offensiveness though.)


Stats for my Bard!

STR1d10 + 7 ⇒ (7) + 7 = 14
DEX1d10 + 7 ⇒ (4) + 7 = 11
CON08
INT1d10 + 7 ⇒ (7) + 7 = 14
WIS1d10 + 7 ⇒ (6) + 7 = 13
CHA18

Well, the DEX is utterly craptastic, but the rest is doable! I can see it now, the bard to be feared throughout the ages, whose title shall be THE SANGUINE MINSTREL!!! MWAHAHAHA!!!

I will stat the character up shortly!

By the way GM, I had a cool thought. There's a 3PP book out there called The Necrotic Verses by Legendary Games that has some really wicked Bardic Masterpieces. If I can get it up on Google Docs for your inspection, will you allow them for my character to take? As for the work's balance, most of the people at Legendary Games have written several official Pathfinder books, so it is well balanced.

Previous post reposted here so I can find out about my character's bardic masterpieces and such!

Intend to be a vampiric gnome bard that is completely insane. He will be the party's mad little mascot, jester, whipping boy, and barely controlled attack dog with a penchant for manipulation and assassination. Oh, he's going to be an evil little bugger, as if that wasn't obvious in a WotW game!

One additional question GM: what happens to a Gnome's CON bonus upon turning vampiric? It'd be great to be compensated for it once the change occurs, but if not, then I'm fine with being a tad bit weaker than everyone for the thematic flavor of VAMPIRE GNOME!!!


Sheet done. Working on the backstory.

Presenting Sion, the drow Anti Paladin.

Stat Sheet:

Sion
Drow Anti Paladin 1
NE Medium Humanoid(Elf)
Init +0; Senses darkvision 120 ft.; Lightblindness; Perception +5
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10 (+0 dex, +0 armour)
hp 11 (1d10+1)
Fort +3, Ref +0, Will +5(+2 vs ecnhantment spells or affects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed +5 1d3+5(x2)
--------------------
Spellcasting
--------------------
1st level spells DC 15 No spells available.
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 12, Int 13, Wis 16, Cha 19
Base Atk +1; CMB +5; CMD 15
Feats: Power Attack.
Traits: Attempted Murder, Dangerously Curious.
Skills: Bluff +8, Intimidate +10, Religion +5, Profession(Soldier) +5, Use Magic Device +9
Languages: Undercommon, Elven, Common
Other Gear Prison Rags
--------------------
Special Abilities
--------------------
Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and shortsword. Anti Paladins are proficient with all simple and martial weapons, light armor, medium armor, heavy armour and shields (except tower shields).
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance(7) Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Keen Senses Drow gain a +2 bonus to perception.
Spell-Like Abilities(Su) Dancing lights, Darkness, Faerie Fire, once each per day, using their total character level as caster level.
Ancestral Grudge The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes.
Superior Darkvision Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Attempted Murder You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Dangerously Curious +1 to use magic device and this is a class skill for you.
Aura of Evil(Ex) The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good(Sp) At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good(Su) Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.


dice rolls:

Str: 8

Dex 1d10 + 7 ⇒ (4) + 7 = 11

Con: 1d10 + 7 ⇒ (5) + 7 = 12

Int: 18

Wis: 1d10 + 7 ⇒ (6) + 7 = 13

Cha: 1d10 + 7 ⇒ (5) + 7 = 12

Reroll!

1d10 + 7 ⇒ (1) + 7 = 8

1d10 + 7 ⇒ (7) + 7 = 14

1d10 + 7 ⇒ (9) + 7 = 16

1d10 + 7 ⇒ (2) + 7 = 9

Dang, the dice do not love me right now.

1d10 + 7 ⇒ (5) + 7 = 12

1d10 + 7 ⇒ (8) + 7 = 15

1d10 + 7 ⇒ (6) + 7 = 13

1d10 + 7 ⇒ (2) + 7 = 9

Jeebus!

1d10 + 7 ⇒ (4) + 7 = 11

1d10 + 7 ⇒ (2) + 7 = 9

1d10 + 7 ⇒ (4) + 7 = 11

1d10 + 7 ⇒ (4) + 7 = 11

Maybe I'm just not meant to play anything all that good?

1d10 + 7 ⇒ (6) + 7 = 13

1d10 + 7 ⇒ (4) + 7 = 11

1d10 + 7 ⇒ (10) + 7 = 17

1d10 + 7 ⇒ (2) + 7 = 9

Ok, this I can work with.

The Exchange

New list 11/12/13 9:00
Character names

lin sorcerer Aasimar (Musetouched)

Karias Blackheart antipaladin Human

Razze Trel Alchemist* me small tiefling

Ashe Monk human

The Cloaked One Cleric human

Me'mori monk Dhampir

Riley Pinkerton Witch ratfolk

MPCampbell Ghilanna Daevon'lyr oracle Merfolk?

Sion antipaladin Drow

Kermah wizard Elf

Kohrath oracle aasimer

Sir Boogrub Cavalier goblin


The Silver Prince wrote:

By the way GM, I had a cool thought. There's a 3PP book out there called The Necrotic Verses by Legendary Games that has some really wicked Bardic Masterpieces. If I can get it up on Google Docs for your inspection, will you allow them for my character to take? As for the work's balance, most of the people at Legendary Games have written several official Pathfinder books, so it is well balanced.

Previous post reposted here so I can find out about my character's bardic masterpieces and such!

One additional question GM: what happens to a Gnome's CON bonus upon turning vampiric? It'd be great to be compensated for it once the change occurs, but if not, then I'm fine with being a tad bit weaker than everyone for the thematic flavor of VAMPIRE GNOME!!!

Once you're undead, your constitution score is lost. There is no compensation.

I'm open minded to outside sources. Find it for me, and I'll check it out.


@Duderlybob: Sorry, but I'm going to disallow goblins as a playable race. They simply don't make a great deal of sense in a campaign where Talingarde and the northern bugbear tribes are in a continuous state of war. i.e. A goblin wouldn't be allowed to live long enough to make to a prison.


I'm very interested and will be dotting, just so I have a place marker, if there's still room. Pulling my life together and need some good stuff to look forward to.


Without further ado, I present...

Donovan Gance, Gravedigger:
You'd think a man would be awful lonely when his only associates are dead men.

Too tell the truth though, it isn't too hard to adjust to. Maybe in the beggining, a more squeamish man would have some trouble getting used to some of the uglier ones, the incomplete ones, the ones who didn't choose to die of 'natural causes.'

I'm not squeamish though; that never bothered me at all.

And then once you've gotten past the acquaintance stage, once you've really started to spend some time with them, you really get to know them. It's just like meeting new people, except they never say a mean word and they're deathly polite.

Get it? Deathly? Heh.

Some of them have a lot to say too, you'd be surpised at what a stone dead body can tell you about his past ventures. I can't help but confess that I've spent many a long hour deep in conversation with one of my wordless companions. No, even after ten years of grave digging, the loneliness isn't so terrible after all.

But the hunger is.

...

I know you won't believe me, so that's why I'll just tell you the truth.

The Priest always said it ran in my family. Not that I had one, anyways, but he claimed that long ago some vile power must have gotten mixed up in my bloodline. Something of darkness and death and blood and rotting flesh. Something that made me more like my clients than it did their mourners.

I've never understood why so many weep for the dead. A dead man's still a man, and one without pain to boot. You Mitrans will just never understand.

But I understand you alright, yes I do. The Priest made sure of that. He was a good man, the kind who who used the same rites for the prince as he did the pauper. He taught me everything I know in fact. Well, almost everything. But he did teach me what he could, including all about your Shining Lord. That's right, I could recite his tenants right this very instant - in Celestial. One of the 'four cardinal tongues' as the Priest called them. Funny isn't it? A poor, uneducated grave digger who can speak the language of the living or dead, angel or devil. Well, after The Priest died--

I didn't kill him.

--I was free to truly pursue my more... supernatural talents. It was in many ways somewhat liberating, no longer being bound by his command, free to explore power in ways not entirely compatible with the Mitran faith. Whereareas before I could perform merely cheap parlor tricks, I could now begin to tangibly effect both dead and living. The downside, of course, was an increased hunger. With The Priest having passed--

I told you I didn't kill him.

I had no one to temper me. No longer could I be sated by a small yet succulent taste of blood snuck behind his back every now and then. No, the darkness which ran through my veins craved something more. A repast much more... fleshy. Of course, this posed hardly any problem, for was I not alone and surrounded by the source of my cravings? Would you lock a drunkard in a wine cellar and arrest him for blasphemy? Nonsense! And, best of all, my newfound perspective helped me better understand some of the dusty tomes which The Priest had never let me read. Tomes which would help me understand how I could help him, help The Priest--

For the last time, I didn't kill him.

In those final few years I toiled ceaselessly, and finally, finally, one day I succeeded! At what you ask?

Repaying his kindness. Giving him back all he gave me. Just as he helped me stand up from the squalor and fear of the streets, I made him stand up. I gave The Priest life, I--

YOU BASTARDS! THE PRIEST WAS LIKE A FATHER TO ME, I TRIED TO BRING HIM BACK, TRIED TO GIVE HIM LIFE! YOU DESTROYED YEARS OF WORK! YOU KILLED HIM! YOU KILLED HIM! MITRA KNOWS NO MERCY FOR A MURDERER LIKE YOU!

---

The accused charged with the murder of a Mitran clergyman, multiple counts of grave robbery, and the desecration of said Mitran clergyman through necromantic resurrection. Necromantic abomination has been destroyed. Accused sentenced to death by beheading, followed by burning. Transported to Branderscar to await punishment. May Mitra have mercy upon his wretched, damned soul.

-Sir Balin of Karfield

Crunchity, Crunch, CRUNCH:

Donovan Gance
Human Sorcerer (Crossblooded Sanguine/Umbral) 1
LE Medium Humanoid
Init +2; Senses: (light sensitivity), Perception -1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 10 (1d6+4)
Fort +4, Ref +2, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Unarmed +1 (1d3+1)
Ranged: Ray of Frost +2 (1d3)
--------------------
Spellcasting
--------------------
CL 1*(see bloodline arcana), concentration +5
0-ghost sound, mage hand, ray of frost
1st(4/day)-chill touch, sculpt corpse
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 18, Int 17, Wis 8, Cha 19
Base Atk +0; CMB +1; CMD 13
Feats: Feast Unknown, Silent Spell
Traits: Grave Robbery (+1 to confirm critical hits), Trustworthy (+1 to Diplomacy//+1 to Bluff checks made to fool someone)
Skills: Bluff +11, Diplomacy +11, Knowledge(religion) +7, Profession(gravedigger) +3, Stealth +6
Languages: Common, Celestial, Infernal, Necril
Combat Gear
Other Gear
--------------------
Special Abilities
--------------------
Silver Tongued Humans are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
A Feast Unknown You can create Ghouls or Ghasts from any dying person (at -1- to –9 hps). Any undead you create have the Scent special quality. In addition, any time you consume the flesh of a sentient creature, you regain 5 hps per HD. You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that is not touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level. Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour. Special: A first or second level character can create undead equal to their own CR, but each undead creature counts as two for control purposes.
Bloodline Arcana Sanguine - Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
Umbral - Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
The Blood Is the Life (Su) At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Notes, etc.:
While crafting Donovan and his story I thought it would be immensely cool for him to take levels in theSkindancer prestige class some day. If this class were to get the axe for some reason, I would probably switch his Silent Spell feat to something more thematic instead of a prerequisite.

Also, I gave Mr. Gance light sensitivity to represent the amount of time (by which I mean almost all of it) he spent working in the dark. Hope you don't mind!


Been-jammin here with my submission. Adding another monk to the mix.

Writing down the backstory and personality. Should have those for you tomorrow morning.


That's fine, let's take a gander at a different build then... Just going with good ol' fashion human this time around.

STR = 18
1d10 + 7 ⇒ (5) + 7 = 12+2 Racial
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (10) + 7 = 17
CHA = 8

Basic Crunch:
Dane Grahn
NE Human Barbarian

STR 18
DEX 14
CON 17
INT 10
WIS 17
CHA 8

Skills:
Craft Armor +4
Craft Weapons +4
Intimidate +3
Knowledge Nature +4
Perception +7
Survival +7
Swim +8

Feats:
Power Attack
Pushing Assault

Traits:
Crime: Dueling unto Death
Axe to Grind
Armor Expert

Drawback:
Pride

Crime:
Dueling unto Death: Dane's tribe being a firm supporter of duels between two warring faction's best warriors elected Dane to seek out the enemy commander and slay him. Typically, this duel would've been overlooked in the battle around him, but Dane was convicted and captured due to him being the last of his tribe to quit the field, making the audience to his killing quite large.

Background:
Dane was born to the Iraen peoples of the Caer Bryr. He was raised as an apprentice to the blacksmith of his tribe, but truly found his calling every summer when it became the season for war. When the needs of the harvest were easily enough ignored, the men of the tribe all gathered arms and set forth to maraud across the country side. Whether against a rival faction in the tribe, travelers, or other settlements of the Talireans, it didn't matter. All that mattered was paying homage to the old ways and seeking glory and honor on the battlefield.

When the war season was over, and it was time for everyone to return and help with the harvest, Dane would quietly return to his work, but always eagerly awaiting the next year's raids. As time passed, Dane came to have a small amount of recognition in the tribe for his prowess in battle, and while no war leader, was oft' called upon as one of the tribe's premier warriors.

In fulfilling these duties, Dane's path towards prison was set. As the Iraen's began one of their annual raids into Talirean territory, the tribe ran afoul of one of the border garrisons. Engaging the defense with zeal, Dane called out the Talirean commander for single combat. The two fought ferociously as the battle around them turned in the Talireans favor. As the Iraens began to route and flee towards home, the enemy commander was brought to his knees. In a fit of rage at the sight of his men fleeing the battle, abandoning him and victory to the civilized folk, Dane lashed out and slew his beaten opponent.

In the aftermath Dane was surrounded, and told to lay down his arms and submit himself to their rightful arrest. Dane refused, but was quickly subdued despite his massive strength. Dane now rots away in the prison of Branderscar, awaiting his execution for not accepting an honorable surrender in a duel. He currently waits quietly, engaging the guards in small talk in hopes of lowering their guards for when he makes his escape attempt.


What deities and such beyond Asmodeus are in use here? I want to tie my PC to a undead/necromancer power. If possible, despite her being a Demon Lady, I'd like to choose Zura, as she is worshiped by both Drow and Vampires.


@Monkeygod: Good point. With the exception of Mitra, all the deities are from the Pathfinder campaign world. So yes, Zura is fine.

@Duderlybob: No problem, but barbarian is a poor choice for an undead PC. All bonuses from raging are morale bonuses (which undead are immune to).


Silver Prince posting with character alias! Statblock to be filled out by tomorrow and Google Doc for material I want to use with the character as well.

Hey there, ShadowyFox, fancy meeting you here!

Also, GM, I was planning on having the character's background remain something of a mystery with only small tidbits of her history interspersed with lies. There will be a few facts but if it's ok with you, I'd like to keep her history limited to the events that led her to Branderscar for now. That way, she's like the Joker, a mad force of nature shrouded in mystery; mystery which makes her all the more terrifying and dangerous.


GM of Blinding Light wrote:


@Duderlybob: No problem, but barbarian is a poor choice for an undead PC. All bonuses from raging are morale bonuses (which undead are immune to).

Whoops, good point! Well fortunately, switching to Fighter is an easy enough task. Went ahead and just got this into an Alias as to keep things from getting too cluttered.


@Mad Minxie Frubjubber: I think you've forgotten to include your racial bonuses/penalties (-2 str, +2 con, +2 chr). Also, Chaotic Evil is not allowable as an alignment. Go Neutral Evil or Lawful Evil.


I have here the backstory for my drow anti paladin Sion. It and his stats will reside in this profile for now and if I am picked I shall create a new one for him.

And, ACTION!

Backstory:

Sion felt his life flash before him as the wagon rattled down the pothole covered road to Branderscar. He didn't hear the birds chirping or the soldiers mumbling amongst themselves. Neither did he hear the clip clop of the horse that pulled him towards his end. What filled his ears was the voice of the accursed Palladian who had captured him and sentenced him to his death. "For the crime of the attempted murder of the person of our esteemed mayor, you are sentenced to die by beheading at the neck. May Mites have mercy upon your soul drowned."

He had always tried to be the best at everything he did. Unfortunately not being born a noble, rather, to a very low ranked family, his options of gaining power and influence were severely limited. This did not discourage him though. The fire of hardship made stronger those that passed through and lived. He threw in his lot with the soldiers and other grunts unworthy to do anything else. Barely higher than a slave. It was here at the bottom that he excelled. In strength and cruelty and violence he was unmatched among the other recruits. This brought him notice from others above him. He always did well at his job and would only keep getting better. He was put in charge of training other young soldiers and quickly received a name for himself as the toughest taskmaster in the barracks. Sion punished every mistake fiercely and training was often a bloody affair with several times causing casualties. Soon he was gaining ranks among the soldiers for his successful missions. He never failed a task given to him. Whether it was guarding a vault, escorting and protecting a noble from assassins(quite a common occurrence) or hunting down wanted targets and more. For several decades he rose, commanding others. But he was always below even the lowest and least influential noble. He did not have the skills or the cunning or the knowledge or power that they possessed and he knew not how to obtain it.

Fate would have him follow another path however. When his parents fled to the surface from inquisitors searching for traitors, as some disenheartened drow occasionally do, it brought a very bad mark on his name and he lost everything he had worked for. He was cast out as if the taint that caused his parents to flee also resided in him. No matter the arguments he made it made no difference for him. One prophet of Asmodeus was to be his saviour and give him another path. It was bargained with him to bring back his parents heads in exchange for his life and continued freedom. In his hate he made the oath that bound him to fulfil this condition or die. He made an extra vow to Asmodeus himself. He would eternally serve him if he was granted the power necessary to destroy his enemies, starting with the parents which he hated. With the prophet overseeing the ceremony his own blood was shed and he was ordained as an anti paladin, to do the will of Asmodeus for as long as he was destined to live. He left the underground Drow city to find and take the lives of his traitor parents. It took only a few weeks to find them. They had been living in what caves or other shelter they could find. The surface life is a strange place to Drow. Even he longed to return home from this wilderness of green and blue. They fought back when he announced his intentions, then pleaded once he had beaten them. Cut and bleeding they pleaded. With disgust on his face he beheaded them with his greataxe. The blight on himself and all Drow removed. He packed the heads and journeyed back. On returning he was proved to be of stronger blood. That the weaknesses in them had not been passed on to him. The path of eternal service to Asmodeus was begun. Little did he know the plans that had been made for him. He put off his previous name and took a single name. Sion. For he would fight against his enemies until he was the last one left to fight.

For many years the mainland had been purged of followers of Asmodeus by the fanatic followers of Mitra and Sion was sent, along with others to capture any important human figure they could and bring back interrogation by the ever effective inquisitors. They travelled at night and waited during the day when they were weaker. Managing to avoid several patrols they infiltrated the human city under cover of their own magically created darkness. There they stayed, gathering information. Sion was restless, for it was the two spies that did most of the sneaking around while he and the other soldiers waited in the dark. Finally after two weeks they had located where the mayor of the city would be and prepared to assault his residence. They predicted they would easily overpower the dozen or two guards that watched over him. When the night to make their move came Sion could barely contain his excitement. They approached from the least visible entrance and killed the guards without a struggle thanks to their spellcaster, a cleric of
Asmodeus. Sion felt something was off but ignored it until too late, when the overpowering aura of good hit him in the face as the crossed a hallway. He knew it must be paladins. Before they could discuss retreat, the paladin likewise sensed his own strong evil and they were found. Sion cursed the spies for not knowing of the paladins arival. They were surrounded and cut down, several being killed, others knocked unconscious and arrested. Sion faced the paladin himself, a human far stronger than himself. The battle was quick. His greataxe hit only air and the next minute hit the floor when the righteous sword cut open the back of his hand. The paladin would not kill him but sentenced him to death at the hands of justice. He was held for a day before being thrown in a wagon and hauled off.

The motion of the wagon stopping jolted him from his thoughts. He had arrived to meet his fate. Sion prayed
Asmodeus would remember the bargain and give him a chance to right his failure.

TLDR: This guy is such a perfect vessel of vengeance for asmodeus you just have to pick him.


Thinking hexcrafter magus. So, lets try with the rolling. Focus int, foible constitution, and here we go.

Str: 1d10 + 7 ⇒ (7) + 7 = 14
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

Interesting...and workable!


Cole is a monk only for surviving first level. He will be a Magus if your looking at long term party make up.


Crunch is all done. I've also added a synopsis of the crime and a description of Asil's appearance.

I'll finish up a full background story and some personality information tonight.

The Crime:

As the culmination of a century long pact made between Asil'fanitalpitrax the Damned and Asmodeus, a ritual was performed to return the tarnished silver to life once he was slain. This ritual, involving magically-preserved blood of the fallen dragon required some additional unique components: The blood of a high-priest of Mitra, a desecrated altar of the Shining Lord, and with a host whose fall mirrored Asil’s own.

While the ritual was interrupted before Asil'fanitalpitrax could be resurrected, a significant portion of his power was bound into the host. The aasimar who was used in the ritual, a fallen paladin of Mitra, has since taken to calling himself “Asil Twice-Damned” during his stay in Branderscar awaiting death by burning.

Appearance:

Standing at an imposing 6’5”, Asil is a muscular man with long silver hair and dull grey eyes which betray his extra-planar origin. The first thing one would notice about Asil during his brief stay in Branderscar before execution, however, isn’t his size or his celestial blood. Instead the first thing people notice are the black tattoos that cover his skin from head to toe. Carved into his body as the result of an unholy ritual, Asil bears infernal runes and harsh geometric patterns across every inch of his body, seemingly imposing order on the draconic markings found between them.

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