Way of the Wicked Replacement Character Recruitment.


Recruitment

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Although everything is in the profile, I finished off Coloua's personality and appearance as well, so I'll put it here for easy access.

Personality, Beliefs, and Appearance:

Coloua is extremely hesitant and a bit paranoid around any kind of "normal" person. She will automatically assume that people are out to get her unless there is a reason to believe otherwise. She tends to stay to the side, and hidden if possible, around untrusted individuals.

She lives for ending the Mitran control of Talindarde. If she stops "The Light" from controlling everything, the shadows, the rot, and the insects will take over, which is what she believes is the natural state of things. Perhaps there could have been some balance, but the Mitrans have taken it too far in one direction and the only way to fix it is to destroy them all and see what follows. This is her own personal belief. She does not devoutly follow any gods, although some of their teachings do intrigue her. Any diety that supports decay, undeath, or destruction is good in her eyes. She is not quite a zealot in terms of interaction with others, but is very prone to express her beliefs and to desecrate anything she considers "too clean".

She is willing to align with anyone who will support her in her campaign against Mitra, to the point of giving up some of her own freedoms in order to gain power and/or valuable assistance. The way she sees it giving up aspects of herself or her beliefs would be the "lesser of two evils" as long the rule of Mitra is ended. She is willing to be a tool for someone else for now and see what happens afterwards.

In terms of appearance, she retains the basic appearance of a Wayang...gaunt, dark, and pixielike. She continues to follow the traditional Wayang expression through scarification, and often still cuts herself when in an mood of any extreme, whether happy, distressed, or merely bored. Due to her recent obsession with insects and undeath, she rarely washes, and her cuts and scars show signs of infection and are crawling with insects although this does not seem to affect her mood or health. Her hair is matted and repulsive, and her clothes (rags) are not much better. She tends to offend most people that she meets purely by her appearance, although strangely enough she does not seem to smell all that bad.

I have a feeling she'll be kind of like the Igor to the group, staying out of the way until needed and then do whatever horrible thing they need done, disappearing into the shadows again afterwards to play with her bugs. I'm unsure what her long term plan is but leaning towards building towards craft construct so she can hopefully augment the group with flesh and carrion golems as well as her undead, or maybe fleshwarping to augment pets/mounts/followers. There's also craft ooze, craft shadow piercing, or grisly ornament which fit her personality pretty well if someone else was doing constructs (this is assuming we go with crafting feats, so obviously it's pending GM approval and party consensus.)


My apologies, but I withdraw. I tried a few approaches, from Monk to Antipaladin to Inquisitor or back to the Oracle - the problem is that this adventure path/campaign is, for me, deeply 'connected' with the Flame Oracle I played in it, the deaf/mute pyromaniac with on-touch telepathy(which made for a very unique playstyle despite sign language being a thing, and might have contributed to the 'specialness').
Problem being, she depended on all-day availability of Fire attacks and ways to overcome resistance only provided by Sphere-Casting - so I cannot 'duplicate' her with regular rules. And the other concepts I worked out fell short in comparison, to me, not being as memorable and individual as her.
As such, I wish you best of luck!


Here is Layoki, my submission.


Previous attempt to post didn't go through, so let's try again. Will likely respec my initial inquisitor submission into a more martial build.

4d6 ⇒ (1, 6, 4, 5) = 16 = 15
4d6 ⇒ (4, 1, 3, 6) = 14 = 13
4d6 ⇒ (6, 2, 2, 3) = 13 = 11 (drop)
4d6 ⇒ (2, 6, 4, 1) = 13 = 12
4d6 ⇒ (3, 5, 6, 5) = 19 = 16
4d6 ⇒ (6, 3, 5, 6) = 20 = 17
4d6 ⇒ (6, 4, 4, 2) = 16 = 14


How is everyone doing? Still interested and such yea? I haven't had too much to do on you guys end. Last recruitment I think I tried too hard to have every character "ready" and checked over crunch wise and a bit of other setting bits.

But, this time I'm holding back a bit on the crunch work. So, I hope no one feels that I'm any less interested or paying attention to this recruitment.


Of course still interested. Just waiting patiently for selection time :)

Coloua's fine with you being more hands off. She's not big on being the center of attention anyways.


Yeah, not much to do besides hope our characters pique your interest. :)


Yep, still here, just waiting. :)


Don't mind me; just over here waiting to carry out my revenge on those heathen followers of Mitra and such.


This is Nephele's planned backstory / Crunch for now, might flesh this out even more slightly later.

Backstory:

Nephele wasn’t born of darkness, instead she learnt her darkness out of the light.
As a young child, she had been orphaned by her parents. Perhaps they had hoped the child would simply perish, or perhaps they did not want the shame of a child with orc heritage, but nevertheless, she was discarded as a child, and sent to an orphanage.

Nephele hated life there. It was an endless struggle, trying to change people’s misconceptions or bias. The children, tended to act aggressively towards her, no doubt scared but attempting to act tough – as if by hitting the half orc girl they would prove to be courageous or brave. For her part, if Nephele attempted to hit back, she was blamed for starting a fight, for being a brute, a barbarian. She was frequently branded as slow, or occasionally a monster, suitable for a humdrum life at best, always inferior. If something went wrong, it was always her fault, and as a result Nephele was frequently beaten as punishment. The beatings indirectly made Nephele strong, as she had to learn to handle the bullying, and the beating, but this in turn challenged the other boys in the orphanage – yet another thing to be punished for.

Eventually growing until a rebellious girl, and considered a hopeless case for adoption, Nephele was eventually sent off to the Church of Mitra – in the hope that its healing light would find a solution. To the surprise of some, Nephele actually excelled in the church (something that was attributed to Mitra – a shining example of converting an uncivilised brute into a loyal healer), although she did not possess a divine spark that would allow her to cast spells, she could make potions, salves, and was remarkably adept at the process. Although still ridiculed for the failure in the lack of divine energy, Nephele was grudgingly respected in at least possessing some small use.

As she grew older, Nephele’s features softened, possessing a sort of exotic beauty. A relatively high ranking priest enjoyed this attractiveness, and showed Nephele some small kindness. Relatively inexperienced with someone showing her such kindness, Nephele reciprocated, and the two were eventually married a short time later.

If Nephele expected married life would be blissful, she was unfortunately mistaken. Nephele had failed to realise that the man had a raging temper, and was a fearful alcoholic. Night after night the man would come home, terribly drunk, beating her senseless and forcing himself on her afterword. The worst times were when the man would quietly strangle her, leaving her gasping for breath until she submitted, while he yelled vile and crude things at her. After the first few times, Nephele tried to go to his superiors but the man was an accomplished priest, well respected, as well as a skilled healer. He could hide much of the evidence fairly well, and much of Nephele’s accusations fell on deaf ears – the lies and slander of a women obviously upset that she could never be a true divine servant of Mitra.

At her wits end, Nephele began to plan her revenge. She was sick of all of it, sick of people belittling her, sick of people treating her like a liar, like something brutish, uncivilised. The Church was an abomination, it was corrupt, and hardly a shining example of the thing it pretended to be. Nephele planned to bring the entire thing crashing down but firstly she wanted revenge.

One night, back from one of his daily drinking sessions her husband came back, ready for another round of ‘fun’ with his wife. Once again, Nephele defied him, and her husband lashed out, again and again. With each strike however, the man weakened, became sickly. Unknown to him, Nephele had turned her skills with potion making into other branches of chemistry. She had developed a toxin harmless to her, but those who came into bodily contact with her skin would suffer its effects. The man attempted to pull back, but it was too late, he was vulnerable, and Nephele hit him with a powerful paralytic.

Captured, Nephele proceeded to carry out her revenge, as slowly as possible. Keeping him tied down, Nephele administered poison after poison, letting the man suffer in agony for as long as possible, keeping him on the brink of death before – ignoring his pleas – she would administer the antidote. She believed she had hours to spare and drag his suffering out – hoping to even make him forsake Mitra but she miscalculated. Her husband’s friend had stopped by, aiming to return the man’s purse that he had left at the bar – and instead interrupted the scene. Nephele attempted to fight or flee but the choice was taken from her – imprisoned by magic she was left helpless until reinforcements arrived and she was captured. Unfortunately, her husband also survived the experience and provided a detailed account at her trial – leaving out of course his beatings and sexual assaults. Her crime worsened by her husband’s influence and prestige within the Church she was sentenced to beheading at Branderscar Prison.

Nephele would have met her eventual fate, had she not decided on a hunger strike, in transit to the prison. Her guards didn’t exactly care for her welfare, but on the other hand, she had been served a sentence and a sentence needed to be carried out. Worse, it was insulting that this prisoner continued to defy them, and reflected poorly upon them. With her refusal to drink and eat a source of frustration, one of her guards lost patience. Stopping at a stream, the man grabbed Nephele by the back of the neck, forcing her into the river, trying to get her to drink. Unfortunately, it appeared that he had misjudged his strength, or the time he held Nephele under for, upon pulling her out, Nephele looked quite dead.

Angry (but no doubt pleased they had won some sort of moral victory at ensuring she had met justice at someone’s hands), they dumped the body in the river, and escorted the rest of the prisoners to the prison.

Unknown to the guards, Nephele’s studies into the healing arts also expanded into the human body. She was well aware of what the limits were and how to push them. Furthermore, she had even had practiced struggling without air – due to her husbands repeated incidents and as such the guards never realized that they had left behind Nephele, very much alive who was able to fight her way out of the river and onto dry land. Alone, without anything, Nephele fled into the night, keen to seek out allies as she sought to crush the Church entirely.

Crunch:

Nephele
Half-orc alchemist (internal alchemist, toxicant, vivisectionist) 3/barbarian* (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
LE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +4, Ref +4, Will +1; +2 vs. disease, +2 bonus vs. poison
Defensive Abilities ferocity, orc ferocity; Resist disease resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longspear +6 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks rage (4 rounds/day), sneak attack +2d6
Alchemist (Internal Alchemist, Toxicant, Vivisectionist) Extracts Prepared (CL 3rd; concentration +5)
1st—enlarge person (DC 13), heightened awareness[ACG] (2), shield
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Statistics
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Str 18, Dex 12, Con 13, Int 15, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 17
Feats Brew Potion, Extra Discovery[APG], Ferocious Action[ARG], Ferocious Resolve[ARG], Intimidating Prowess
Traits - custom trait -, broken, not beaten, bruising intellect
Skills Acrobatics -2 (-6 to jump), Craft (alchemy) +8 (+11 to create alchemical items), Disable Device +4, Intimidate +16, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Sleight of Hand +4; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +3), breath mastery, discoveries (feral mutagen, mutagen[UM]), mutagen (+4/-2, +2 natural armor, 30 minutes), orc blood, poison use, secreted toxin condition (dazzled), toxic secretion (2 dmg, 1 round, DC 13), weapon secretion
Other Gear chain shirt, longspear, formula alembic[UE], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 55 gp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzled Toxic Secretion dazzles opponent.
Disease Resistance +2 (Ex) +2 to save vs. Disease.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Ferocious Action When at 0 HP or less, you lose 2 HP/round but are not staggered. Lose 1 HP/round if raging.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rage (4 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic Secretion (1/day, DC 13) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (5/day, DC 13) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion


still interested as well.


I'm also still interested, currently hammering out the backstory of a fetchling ninja. With a heavy crossbow.


Still here, character ready to go.


How much longer do you expect recruitment to last? Two weeks is two more days, right?


There may be a bit of wiggle-room for an extra day or two. I was sick over the weekend so I got a little behind and then I've also been a minor bit distracted with my wife in the last week of pregnancy.

But, I am going to be a stay at home dad so that shouldn't affect my posting for any who worry!


After careful thought and deliberation with my players, I am pleased to announce Coloua will be joining the ranks of villanry.

Thank you all for good reads and patience during this recruitment.


Congratulations!!


congrats

second try to get into game, maybe if a third comes up it will be a charm?

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