(PF2) @ “Claws of the Tyrant” part two “Ashes for Ozem”


Recruitment


Hello!

I am recruiting a lean team of 3-5 players for a 2nd edition PFS-creditable 4xp adventure “Claws of the Tyrant”, playable in "Campaign Mode" by 7th level characters of your creation. To aid character creation, the primary themes of this adventure involve "evil protagonists" conducting an exterminative "dungeon delve". Yes, evil PCs.

"In Ashes for Ozem, the players assume the roles of agents assembled by Seldeg Bhedlis to infiltrate a stronghold of good and destroy it from within!"

This is not a FCFS (“first come first served”) recruitment, instead I will leave it open until I got a solid team. Check out my QM alias for the kind of game I like to run and what to expect. Will prioritize anyone who has GMed for me top shelf. Please apply with a full character posted within on-site avatar, sharing two "evil" edicts and one "evil" anathema that your character would observe. We begin once the current adventure (using this alias) is concluded.

Unlike Part One, this will not be part of an online convention.

Cheers!


I shall return once I have properly assessed the premise to build a character to offer.


Sh"Sh" is a Nagaji (Serpentfolk) Combat Chaplain Dhampir. She is a warpriest of Nalinivati. She specializes in protecting those who are healed by void energies. Though, she is able to treat wounds, etc. for any and all.

Since Pathbuilder/web is down, I cannot connect the crunch at this time

Edict: Seek out magic and use it.

Anathema: Kill a harmless snake or swan & spurn friends due to jealousy or romantic competition

Ability modifiers:

STR +4
DEX +0
CON +2
INT +0
WIS +4 (and a half)
CHA +2

Defense:

+1 Breastplate and Sturdy Shield (Lesser)
AC 26/26

Offense:

+1 striking handwraps on fangs??
Fangs are the favored weapon of Nalinivati

+16/+12/+8 for 2d8+4 and Wounding

Gear:

+1 Striking Handwraps of Mighty Blows
Spacious Pouch II
Lifting Belt
Healer's Gloves
Bloodstained Waistcoat
Shining Symbol
Coyote Cloak
Trusty Helmet
Squire's Tabard
Healer's Toolkit (Expanded)
Religious Symbol (Silver
Grappling Hook
Compass
Clothing (Explorer's)
Clothing (Fine)
Clothing (Cold-weather)
Climbing Kit

Skills:

Athletics (E) +16
Nalinivate Lore (T) +9
Medicine (M) +18
Nature (T) +13
Religion (E) +16
Survival (T) +14

Spells:

Cantrips:
Detect Metal
Divine Lance
Needle Darts
Vitality Lash
Void Warp

Rank 1:
Helpful Steps
Bless
Heal

Rank 2:
Cleanse Affliction
Spiritual Armament
Water Breathing

Rank 3:
Impending Doom
Spiritual Armament +1
Vampiric Feast

Rank 4:
Spiritual Armament +2
Spirit Link +3

Cleric Font: Harm x 5

Feats:

Archetype: Medic Dedication & Doctor's Visitation

Cleric: Deadly Simplicity & Harming Hands

General: Shield Block

Skill:
Assurance (Medicine)
Battle Medicine
Recognize Spell
Continual Recovery
Unusual Treatment
Ward Medic

Ancestry: Fangs N Taste Blood

Specials:
Anathema
Darkvision


An unexpected event is requiring me to condense my life, so I will not be submitting a character. Thank you for the offering.


Are you using free archetype?


Sounds fun, let me see what I come up with.


Pathbuilder link added.

Vigilant Seal

Posting my interest in participating. This character entry will be finished today, gotta sort feats, equipment, and tactics. The basics as requested are as follows

Toy Poppet Commander

Name: Needle Eyes

Edicts: despise and never forgive those who have slighted him. revel in causing, and leading others into, chaos or debauchery

Anathema: lose your combat edge due to your vices

Sheet Needle Eyes


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OK. I liked this character idea so much that I withdrew from other opportunities so that I could play this villain.

Edict 1: Start fires for the pleasure of watching them burn.
Edict 2: Lie when it benefits you.
Anathema 1: Confess to your crimes.
Anathema 2: Apologize.

Gamble worked as a firefighter in a logging town. He was known as one of the bravest firefighters, risking himself to save townsfolk or cut off a fire to save a building. His hometown never knew that he was the cause of many of these fires.

As his power grew, he set off to wander so that he could fool more people with more elaborate fires and more "heroic" actions in the face of those fires. Seldheg's offer to fool a bunch of high-and-mighty sorts was very tempting.

Pathbuilder Sheet


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Archetypes legal for this Adventure:

Ghoul
Mummy
Zombie

If you are so inclined.

=)


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You might mention your Playtest concession from PFS recruiting.
I'm happy with my kineticist.

Sovereign Court

Alright, well, I am in the process of putting together an Elven Slayer with the Mummy archetype :-)


Alright! Here is my application :-)

Additionally:

Edicts: Create or protect elven undead; Sate your appetites (Desiccating Touch to restore 'beauty')

Anathema: Kill rather than transform living elves


I was perusing your build, so forgive the intrusion. Ancient Elf grants a Multiclass Dedication feat not any archetype dedication.


No worries! I acknowledge the error, and since I absolutely loathe making them, I withdraw my application.

Have a good game :-)

Vigilant Seal

Well, seeing the party that is likely to form from this. I have determined the diversity is a bit high for my original commander to be as helpful as desired. As such, I have shifted Needle Eyes to be an Exemplar instead. Same edicts and anathema. sheet is updated accordingly.


If the recruitment is still open, I would like to throw my hat into the recruitment.

Ghorzaan the Unentombed is a Hold-scarred mummy orc battle oracle.

Edicts: Spread fear before mercy. Answer disrespect with pain.
Anathemas: Show mercy to a defeated enemy who could threaten her later. Destroy power she could instead claim.


QM rainzax wrote:
We begin once the current adventure (using this alias) is concluded.

Recruitment is still open, yes. Probably a couple weeks, maybe more, maybe less.

=)


Here is Isabella. A dead child animating her own taxidermied corpse, escorted by her Father, a failed lich.
In game terms she is a dhampir poppet summoner.

An encounter in the night:

A small child darts through the dark alleys. This part of town is rough during the day, and at this hour of night only the predators roam. The town watch wouldn't normally leave the lights on the main street, but the kid seemed the same age as his niece. "Psst. Hey little girl. I'm Kellic and I'm with the watch. I can help you find your parents."

She stepped out from the boxes she was hiding behind. He could see that under her cloak she wore a fine dress suited to the nobility. She must have escaped something as the moonlight reveled a smear of blood on her tiny face. "Father... I can't find my father." she reached out to him. Kellic sheathed his sword to pick up the little girl. This close he could see that her skin was dry and her eyes were glass. Her body was as cold as her smile. "Oh, there is Father!" Kellic turned to see the looming figure reaching for him.

History:

Lady Isabella grew up in pampered luxury. It was just her and Father, mother having died giving birth to her. But Isabella could could always visit her, as Father had preserved her with taxidermy. She had a parlor in the basement where it was cool and dry. Isabella spent hours with mother.

Taxidermy was father's hobby, as his true calling was necromancy. He was preparing to have he and Isabella become immortal and grow in power together. It simply involved killing her on her seventh birthday. It was only painful for a moment and then she felt herself coming back to consciousness. She awoke in her own body, but it was cold and still. She felt the tiny stitches and knew that she had been preserved like her mother. But there was also something special inside her. It was a little silver heart that Father was going to put his soul into.

Father understood that becoming a lich was empowering, but it also meant that his eternal life was based on preserving his soul cage. He knew adventurers would eventually track it down. So he intended to put his soul cage inside his daughter where she could protect it. At first he was going to wait until she was grown, but he grew impatient. Her physical size mattered little, and it might cause do-gooders to hesitate.

But his impatience meant that he hadn't properly studied how a soul cage reacts when it is within another ensouled being. By the time he understood, he had already taken the poison and his body was dying. Along with that was his free will as his soul became part of Isabella's.

She felt her Father join with her. But something was wrong. He wasn't telling her what to do. He was like the zombie servants, patiently waiting for orders. She could feel some of his magic within her and she knew some of the things he knew, but the spark was gone. She waited a day to see if he would emerge, but she was growing hungry. She shouldn't ever be hungry anymore.

When she got up, she could feel Father's body and she found that she was both of them. She knew that with the ritual failing, Father's flesh would decay. So they went to the lab to preserve him. She began by draining out his blood, and that triggered her hunger. She drank the blood of her Father and sated herself. Still, it was strangely flat and she knew that living blood would be better.

She skinned him and soaked his skin in the preservative mixture that would keep it going. Wiring up the bones, stuffing his skin and sewing him up got him ready. Glass eyes finished the job. With proper makeup he could pass casual inspection. She was a little better as she moved more naturally.

Now what to do. She couldn't stay at home. Father would have to interact with too many people. So she left in the night to seek her fortune.

Edicts and Anathema:

E: Live forever, no matter what this takes
E: Always keep up appearances and conduct one's self with dignity
A: Succumb to the will or morality of the masses.

Isabella's Stats:

Isabella
Poppet dhampir summoner 7 (Lost Omens The Grand Bazaar 60, Secrets of Magic 51)
Rare, Small, Construct, Dhampir, Humanoid
Heritage dhampir
Background quick
Perception +13; darkvision, low-light vision
Languages Common, Necril
Skills Acrobatics +12, Deception +13, Diplomacy +15, Intimidation +15, Medicine +11, Religion +11, Stealth +14, Undead Lore +9
Str +0, Dex +3, Con +3, Int +0, Wis +2, Cha +4
Items +1 explorer’s clothing, +1 astral striking handwraps of mighty blows, cold iron bracelet, disguise kit, healer's toolkit, ordinary mask[LOGB], replacement cosmetics disguise kit, purse (7 sp)
--------------------
AC 23; Fort +14; Ref +12; Will +13; +1 circumstance bonus vs. death effects, disease, poison, and draining, paralyzing, and sickening effects
HP 104; void healing
--------------------
Speed 25 feet
Melee [1] astral striking fist +13 (magical, nonlethal, agile, finesse), Damage 2d4 B +1d6 Spir
Divine Summoner Spells DC 23, attack +13; 4th (2 slots) harm*, pernicious poltergeist*[SoM] 3rd (2 slots) agonizing despair*[APG], heroism*, rouse skeletons* Cantrips (4th) glamorize, needle darts[RE], prestidigitation, protect companion[SoM], void warp
Focus Spells 1 Focus Point, DC 23; 4th boost eidolon, evolution surge
Ancestry Feats Helpful Poppet[LOGB], Sealed Poppet[LOGB]
Class Feats Basic Flair, Energy Heart[SoM], One For All, Ranged Combatant[SoM], Swashbuckler Dedication
General Feats Toughness, Untrained Improvisation
Skill Feats Battle Medicine, Charming Liar, Intimidating Glare, Stitch Flesh[BD]
Other Abilities unlimited signature spells

Father's Stats:

Father
Undead eidolon (undead brute)
Medium, Eidolon, Undead
Perception +12; darkvision
Languages Common, Necril
Skills Acrobatics +12, Deception +11, Diplomacy +13, Intimidation +13, Medicine +10, Religion +10, Stealth +14
Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Items ordinary mask[LOGB]
--------------------
AC 25; Fort +15; Ref +12; Will +12
HP 104; void healing; Resistances void 3
Negative Essence +2 circumstance bonus to saving throws against death effects, disease, and poison effects, and non-damaging effects that target only undead. The flat check to remove bleed damage from the eidolon is DC 10 (or DC 5).
--------------------
Speed 25 feet
Melee [1] slam +16 (magical, trip), Damage 2d8+6 B +1d6 Spir
Melee [1] touch of the grave +16 (magical, agile, finesse), Damage 2d6+6 Void +1d6 Spir
Ranged [1] gaze of the abyss +15 (range 30 feet, magical, propulsive), Damage 2d4+4 Void +1d6 Spir
Drain Life [2] (divine, eidolon, void) Your eidolon attacks a living creature and drains some of the creature’s life force to feed your shared link. Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save, with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled.
Critical Success No effect.
Success Your eidolon drains a small amount of life force. The enemy takes additional negative damage equal to half your level.
Failure Your eidolon drains enough life force to satisfy itself. The enemy takes additional negative damage equal to half your level and is drained 1. Your eidolon gains temporary Hit Points equal to the enemy’s level, which last for 1 minute.
Critical Failure Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy. As failure, but the enemy is drained 2 and the temporary Hit Points are equal to double the enemy’s level.

a note:
Yes, she has swashbuckler dedication. This represents the natural exuberance of eternal childhood. She can tumble around and be bull-headed. This also opens up One for All, which is one way of her helping the party.


"I have already suffered death from the hands of those filthy Iomedeans. Now I hunger to give those do-gooders the violent end they deserve - by my hands."

Mataranka Cherenov was once a mortal Magus that used his magic and bowmanship to wreck carnage and destruction in Mendev. He would do so subtly, using his Stealth and Invisibility to stalk his foes, tormenting them with the knowledge that a violent death was lurking close by. Once satisfied that his deity was happy with his actions, he would Spellstrike them from a distance, enjoying the carnage that was a body exploding from raw magic pumped into them by bowshot.

Eventually, some do-gooders from the Church of Iomedae caught on to his actions. They chased him out of the city and towards a deep, dark chasm. Rather than stand trial for his crimes, Mataranka lept from the precipice into the abyss, laughing all the way.

When he woke up, it was with a long forked tongue, a still heart and a hunger for flesh. It appeared that a Ghoul had fed on him, giving him their curse - but also providing him with a second chance at unlife. With praises to Ananshea on his cold blue lips, the Magus picked up his bow and prepared to take revenge on the Church that had denied him his rightful prey. This time, he promised himself, he would feast not just on their fear, but also on their flesh.

Who is our villain?:
Mataranka Cherenov is a level 7 Starlit Span Magus with the Ghoul Dedication. He's the brains of this operation - with his expertise in Occultism, Society and Stealth, he will deal quick, explosive and silent death upon anyone unlucky enough to cross him. A ghoulish, sadistic grin is spread across his face at all times. On his bare chest, he has emblazoned the Faith Tattoo of Ananshea - The Skin That Walks on Teeth. A row of sharp teeth dripping with blood glows a sickly red at all times, marking him as a truly Unholy and detestable creature.

Edicts: Annihilate any worshippers of Iomedae, enjoy every kill to the fullest - while Mataranka will work with others willing to help him get kills, each kill is a unique piece of art and he's armed with a scalpel, ready to carve chunks out of any victim into a bloody masterpiece. His grudge against those that caused to his death fuels him - nothing less than the annihilation of any Iomedean he sees will do.

Anathema: Hold back in a fight - in the words of Emperor Palpatine: "There is no mercy."

Stats::
Skills Acrobatics +16, Arcana +13, Athletics +7, Crafting +13, Lore: Academia +13, Lore: Iomedae +17, Nature +11, Occultism +18, Religion +11, Society +13, Stealth +16, Thievery +13

Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +0

Items +1 Shadow Leather, Pendant of the Occult, Thieves' Toolkit, Thieves' Toolkit (Replacement Picks), Repair Kit, Backpack, Bedroll, Waterskin, Soap, Spellbook (Blank), Bracelet of Dashing, Faith Tattoo, Cold Iron Chunk, Silver Chunk, Arrows (70), 12 GP

AC 25; Fort +13, Ref +15, Will +13
HP 78

Recognize Spell
Speed 30 feet

Ranged +1 Striking Fearsome Gakgung +16 (Deadly d8, Monk, Propulsive, Magical), Damage 2d6+2 P

Feats::

Spellstrike
Arcane Cascade
Consume Flesh
Additional Feats Adapted Cantrip (Divine Lance), Additional Lore (Iomedae), Arcane Sense, Clever Improviser, Fleet, Force Fang, Ghoul Dedication, Grave Strength, Keen Follower, Quiet Allies, Skilled Human (Stealth), Untrained Improvisation

Additional Specials Conflux Spells, Disease and Poison Protection, Greater Disease and Poison Protection, Hybrid Study (Starlit Span), Immunity to Death Effects, Negative Healing, Negative Survival, Paralysis and Sleep Protection, Skilled Heritage (Stealth), Spellbook, Spellstrike Specifics, Studious Spells, Undead Hunger

Spell collection::
Arcane Prepared Spells DC 23, attack +13; 4th Fly, Dispel Magic (H+2); 3rd Shared Invisibility, Horizon Thunder Sphere (H+2); 2nd Gecko Grip, Sure Strike; 1st Harm, Helpful Steps; Cantrips Shield, Needle Darts, Ignition, Divine Lance, Gouging Claw

Arcane Innate Spells DC 19, attack +9; Cantrips Detect Magic

Focus Spells (2 points) Shooting Star
Force Fang

Cantrips -
Caustic Blast
Eat Fire
Electric Arc
Frostbite
Gouging Claw
Ignition
Needle Darts
Shield
Telekinetic Projectile
Void Warp

1st
Fear
Force Barrage
Helpful Steps
Horizon Thunder Sphere
Interposing Earth
Sure Strike
Tailwind

2nd
Blazing Bolt
Darkness
Dispel Magic
Gecko Grip
Invisibility

3rd
Blister Bomb
Fireball
Shared Invisibility
Slow

4th
Chromatic Ray
Fly


Plunk a skeleton fighter, born a dwarf and can still pass for one while in his full plate armor. Though he's long since forgotten the name of his clan, he remembers that they were stoneworkers and upstanding members of the community. He remembers that he, on the other hand, began life as a soldier but then, over time, transitioned to the life of a mercenary, often going into the Darklands for lucrative and violent jobs. Finally a job came through where the pay was too good to pass up ... though it did require betraying his clan. He doesn't know if he died at that time, or later, but all he remember strongly is that the rest of his clan were fools and deserved what they got, pleased that their names and works have been lost to time.

Since then, he's travelled the Darklands and now the Gravelands fighting against the living whenever he can. One of his favorite hobbies is meeting up with a group of the living, pretending to be a living dwarf, and then killing the group once they've fallen for his ruse. It amuses him greatly.

Edicts:
* Betray those who trust you
* Leave statues/stonework undamaged

(Note: I assume my commanders and party will not be foolish enough to "trust" me, and just find me useful)

Anathema:
* Deal nonlethal damage to a foe

Tentative full character sheet is in the profile, though open to a few adjustments here and there, particularly if the free archetype option is available.


Recruitment Closed:

Plunk (Skeleton Fighter)
Mataranka Cherenov (Ghoul Magus)
Ghorzaan the Unentombed (Mummy Oracle)
Gamble Eigirsson (Human Kineticist)

Reguler PFS-style Character, Common option + Two Uncommon or One Rare ("Boons"), Equipment standard for Starting 7th level characters.

Vigilant Seal

Whelp. such is my luck. have fun all.


May you wreak havoc upon the living!


Chiming in here per QM rainzak's direction. I'm in the current game playing through Book 1 of Claws of the Tyrant and having a lot of fun.

Given the current party is pretty martial focused, I thought a control/debuff caster would be a nice fit. Applying here with Yiks - a Ysoki Witch. I'll get the alias sorted over the next few hours in between work. Equipment and finalized spell selection might extend until tomorrow though.


Yiks wrote:
Given the current party is pretty martial focused. . .

My flames are offended!


I think that's a good idea, Yiks. This is likely to be a mixed undead and living party, so healing might be a problem. So far the only source of healing is Battle Medicine from our Battle Oracle, so Robust Health is a must take imo. We don't have anyone capable of casting Heal/Harm.


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Yeah, that’s part of why I created an occult spellcaster. As far as I understand, Soothe heals both living and undead PCs.


I could switch one of Isabella's spells to add heal. Then she would be able to cast both, though still limited slots.


Eletido wrote:
Yeah, that’s part of why I created an occult spellcaster. As far as I understand, Soothe heals both living and undead PCs.

Yes, can confirm that should be how it works. Taking the Cauldron feat would also grant you 2x Oils of Unlife/Healing Potions, should you choose to go down that route.

I had a look at your spell list. I like that you've got most of the good stuff (Haste, Soothe, Befuddle, Gravity Well, Heroism, Slow) but you could probably use some things that boost your own subclass. Spells that cause Blinded/Concealment/Hidden (Revealing Light, Darkness, Ocular Overload) or make your own familiar invisible (Invisibility) would be good. I'd cast them on you, but I only have 4 flexible spell slots and my 2nd rank ones don't allow me to cast any of the above on you or your familiar.

You've also forgotten to add the spells granted to you from your Patron to your spell collection - these are Fear (Starless Shadow) and Sleep (Lesson of Dreams).

To best make use of Ceremonial Knives, you ideally want multiple disposable 4sp daggers to use as a wand that you can overcharge and get back the next day.


Mataranka Cherenov wrote:
I had a look at your spell list. I like that you've got most of the good stuff (Haste, Soothe, Befuddle, Gravity Well, Heroism, Slow) but you could probably use some things that boost your own subclass. <snip>

Yeah, the spell list is definitely a work in progress. Looks like I included Fear but missed Sleep. And, I appreciate the call out to include spells that work well with the patron. Building a level 7 character from scratch is hard.


Recruitment Closed:

Plunk (Skeleton Fighter)
Mataranka Cherenov (Ghoul Magus)
Ghorzaan the Unentombed (Mummy Oracle)
Gamble Eigirsson (Human Kineticist)
Yiks (Ysoki Witch)

I'll give you guys a week to collaborate / put characters fully together after current game ends.

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