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Author Topic: Planescape: To Hell and Back (Pathfinder, Mythic, Exotic, Closed)  (Read 8378 times)

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Offline FallenDabusTopic starter


Did you get the group size you waned?
I haven't picked anyone, but I think I'm going to let this run the full two weeks and pick characters at the end. So if you've got an idea, toss it on in there!

Offline Blinkin

  • Court Jester extraordinaire!
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  • Join Date: Mar 2012
  • Location: The State of Confusion
  • Gender: Male
  • I try to be good, but it's such hard work!
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So, here's Jackson "Jack" Sheats...

Physical Description

Jack is a good looking young man with a certain style and flaire that makes him stand out in a crowd, be it on the deck of a ship, or the local tavern; he makes a mark wherever he goes. A strong jawed face with bright, blue eyes and a slight curl to his lips that implies a bit of humor that only he is privy to are separated by a straight, almost bold nose and the top half of a jet black goatee. A tanned complexion surrounded by a luxurious mane of ebony hair and a single gold ring in the right earlobe. Broad shoulders fills out the linen tunic under a dark blue jacket before his fram narrows to lean hips and long legs encased in leather pants and turned down thigh high boots. A weapons belt hits about his middle holding a matching rapier and dagger..

Jack never lacks for something to say, usually witty and perhaps just a little insulting, but that’s only to his opponents. A fairly happy-go-lucky man, Jack is everything that a swashbuckler should be, urbane, polite, and loves a good duel. While he might plan to kill a man tomorrow, there’s no reason why he can’t sit down and have a drink with the man for some banter and piffy interchanges the day before. As long as the rules of editcite are followed, he’ll even buy the drink. But, when the time calls for seriousness… well, he’s probably not the guy to look toward.  He’s not lazy, or doesn’t take things seriously, he just doesn’t want to look like he is. But, when the decks are awash with blood and the sails are flapping in the dead air, he’s the man you want at your back and a more loyal friend won’t be found.

Jackson Scott (He vastly prefers Jack) was born to prosperous merchants who traveled extensively, doing the business of trade that was the lifes-blood of the family. Once Jack was old enough to travel with them, meaning that he could be carried without an alarming amount of care, Jack went along for the ride. Even at the very early age of 2 years old, Jack loved the sea and ships. He would sleep through the worst storm and had his sea legs before he had learned to run… so his favorite times where when they traveled by water.

Unfortunately, when Jack was less than 5 years old, he was found alone in the ship’s longboat, dehydrated and near death from exposure. The fate of the vessel that he and his parents had been on, nor the crew was ever discovered. As Jack only knew his age, and had no memory of the events that led to him being alone in the boat, he was returned home, where his grandparents raised him as best as they could. From that day onward, the mystery of the lost ship and family haunted Jack. It sat in the back of his mind so deeply that as soon as he was old enough, he went off to sea to learn the art of being a sailor. Eventually, he learned the art of the blade and the tongue as well and couldn’t resist the allure of well made clothing and the feel of excitement when the sound of steel on steel filled the air…. But his ambitions were to find the fate of his parents; no indication of pirtes or shipwreck ever came to light over the last 16 years.

Jack Sheats
Name:Jack Sheats         Player: Blinkin
Race:Human             Sex: Male
Class: Swashbuckler          Favored Class:  SwaFighter
 Level:3              EXP:
Alignment:CG          Next Level: 
Age: 21            Height: 5’10
Measurements:          Weight:192

Ability Scores:
STR:12    (+1) Carry: L:43 , M:86 , H: 130
DEX:   16 (+3)
CON:12    (+1)
INT:   12 (+1)
WIS:12    +1)
CHA:15    (+2)

Saving Throws:         Combat:
Fort: +2         HP: 33/33
Reflex: +6         Init: +3
Will: +2         Speed: 30’

Offense:            Defense:
BAB:+3            AC: 18
TAB: +5            AC (Flatfooted): 14
Ranged: +6            AC (Touch):14
CMB:+4            CMD: +17

Class Skills
Total   Skill (Ability) (CS+Abil+Mod+SP)
8   Acrobatics (DEX) (3+3-1+3)
7   Bluff (CHA) (3+2+2)
4   Climb (STR) (3+1-1)
8   Diplomacy (CHA) (3+2+2) (10 to gather information)
6   Escape Artist (DEX (3+3-1+1)
4   Knowledge; Local (INT) (3+1+1))
4   Knowledge; Nobility (INT) (3+1+1)
7   Perception (WIS) (3+1+3)
5   Profession; Sailor (WIS) (3+1+1)
6   Ride (DEX) (3+3)
7   Sense Motive (CHA) (3+2+2)
8   Sleight of Hand (DEX) (3+3-1+3)
4   Swim (STR) (3+1-1+1)

Languages: Common, elven

Feats/Racial Traits

(RF=Racial Feat, CF=Class Feature)

Able Learner (Gains 1 HP & 1SP instead of 1 or the other at each level)
1st Level:
   Two-Weapon Combat (Gains additional attack with off hand -2 to TAB)
CF -   Deeds(Daring Do, Dodging Panache, Opportune parry & repost)
CF -   Panache(2 pts) (Gains pointsequal to Charisma for deeds. )
CF -   Swashbuckler Finesse (Weapon Finesse Feat)
2nd Level:
CF -   Charmed Life 3x day (Add 1D6 to any skill check)
3rd Level:
Combat Exotic Weapon Proficiency; Swordbreaker
CF -   Deeds (Kip-up, menacing swordplay, Precise StrikeSwashbuckler Init.,
CF -   Nimble +1 (+ 1 to AC, like dodge feat)

Traits/racial traits:
Bonus Feat at 1st level
+1 skill point at each level
   Paragon of Speed: +2 to Initiative)
   Affable: +2 to diplomacy to gather information

PP:  7 2.3 oz)(
GP: 13 (3.3 oz)
SP: 9 (3 oz)
CP: 8 (2.7 oz)
   Weight: .7

MW Rapier
Dam: 1D6      Crit: 18-20(x2)   Wgt: 2   Cost320
MW Dagger, swordbreaker: +4 vs disarm & Sunder
Dam: 1D4   Crit: x2   Wgt: 3   Cost: 310
Dagger (x2)
Dam: 1D4   Crit: 19-20(x2)   Wgt: 2   rng: 10’   Cost: 4
MW Chain Shirt
AC: 4   Dex: +4   Skill Pen: -1   Spell Fail: 20%   Wgt: 25   Cost:250

Other Items:
Item:         Weight:   Cost:   Notes:
Handy Haversack:   5   2,000
Bedroll:      5   .5
Belt pouch (x2)   2   1
Caltrops      2   1
Canteen (x2):      2   4
Clothing, explorer:   8   0
Flint & Steel:      neg   1
Grappling Hook:   5   1
Rations (x7):      3.5   3.5
Rope, silk:      5   10
Wetstone:      1   .02
Wrist Sheath,(x2):   2   10 (Spring loaded, holding dagger each. +2 slieiht vs perc)
   Weight:41.7 lbs
 Spent: 2,916.02

Offline Ebb

Marcus Cantanos, Level 3 Minotaur Fighter
Marcus is a hulking seven foot tall minotaur with deep red fur ranging from the top of his head down to his lower back. His muscular chest and arms are hairless, as are his thighs. His lower legs are bent like a bull's, covered in fur, and end in broad black hooves. Marcus has two large curved white horns which he keeps well polished. His eyes are black, deep set within his head, which of course is that of a bull. Marcus typically wears a breastplate suited for his shape and a leather kilt.
Marcus is from the city-state of Bethos, on an alternate Prime, from a region similar to classic Greek myth. Bethos is an enlightened city, ruled by laws and home to a mixed population of humans, centaurs, minotaurs and a scattering of other races. The world is relatively low-magic, with little to no overt sorcery and typically only minor direct manifestations of divine power.
Although Bethos is by and large a peaceful city-state, there is still crime, there are still spies, and even occasional treason is not unknown. In these cases there is invariably a fair trial, with the guilty sentenced to harsh punishments. The death sentence is not uncommon, and when it is administered the method is always the same: The Labyrinth. For the rulers of Bethos know that mortals can be fallible, and so the guilty are given the opportunity to seek redemption by the gods for their crimes. They are dropped into the center of the Labyrinth, with no supplies and armed only with a knife, and given the chance to escape from the Labyrinth’s sole exit.
Which would be no easy feat, given the immensity of the structure and the maddening design. But if the Gods truly wish to save one who is condemned then they must give him the strength to defeat or elude the Executioner, who is tasked with hunting down and killing the criminal. In five hundred years only three men and one woman have managed to escape, at which point they were declared innocent by the hands of the Gods.
Marcus is an Executioner, a member of the small elite body who administer the Labyrinth. They are considered almost a mystery cult by those outside, and in fact they do worship together the Empyreal Lord known as Damerrich. Executioners are considered to be an honored and necessary part of the system that keeps Bethos strong, and are thought to be above corruption.
Four months ago Marcus was serving as Executioner for a man named Nemesil, a strange individual of foreign complexion and odd mannerisms. He had been accused of spying on Bethos on behalf of the enemy city-state of Torgon, having been caught within Bethos’ own armory. He had offered no defense at trial and was summarily consigned to the Labyrinth. After four days he had not emerged, but Marcus had also not killed him. After another week it was clear that something was wrong. There was neither food nor water in the Labyrinth, and prisoners were provided with neither. The whole of the Executioners corp were released into the maze, but after an intensive search  Nemesil was not found. He had simply disappeared.
The event was unprecedented and threatened to rattle the entire structure of criminal jurisprudence in Bethos. Eventually it was proclaimed that the Gods had granted Nemesil his freedom, and that Marcus was without blame in the matter. Such proclamations are easy to make, but difficult to make stick, and Marcus’s reputation suffered on innumerable levels.
Which, it turns out, made little difference. In a few short months Marcus went to sleep in his own bed, and awoke… elsewhere.
Marcus is well-spoken, though not overly bookish, generally patient and has a good sense of humor. In short, he is completely unlike what most would expect from a minotaur. On his own world the civilized minotaurs have little contact with the savage tribes that live in the wilderness. Marcus will soon learn that for most of the multiverse those savages are far better represented than his own enlightened minority.
That having been said, no one would ever mistake Marcus for a scholar. His life has been one of training in arms and he has very narrow experience of the world outside his own structured society. He has a firm belief in the Law, though he has never been put in a position where the local law conflicts with his own beliefs.
Marcus eats no meat, but will partake of fish, eggs, dairy and the like. He is very fond of cheese.
Marcus is heterosexual, though the culture that he comes from does not frown on homosexuality. He has participated in his share of wine-soaked festivals and other Bacchanalia.

Marcus Cantanos, Level 3 Minotaur Fighter
Alignment: Lawful Good      Deity: Damerrich
Str: 18 (+4) Dex: 12 (+1) Con: 16 (+3) Int: 10 (+0) Wis: 13 (+1) Cha: 8 (-1)
AC 18 (armor 7, dex 1); Touch AC 11
hp 13 + 8 + 8 = 29 (taking average, not rolling)
Fort +6, Reflex +2, Will +2   Init +1
Melee attack +7, Ranged attack +4, CMB +7, CMD 15

Traits (2):
Blade of Mercy (no attack penalty for non-lethal damage with slashing weapon, +1 damage w/slashing weapon)
Killer (on critical hit, add critical multiplier as bonus damage)

Masterwork Greataxe (att +8, dmg 1d12+6, crit x3) (+3 dmg on crit)
Gore (att +7, dmg 1d6+4)
Gore, charging (att +9, dmg 2d6 + 6) (and -2 AC until next turn)
Throwing Axe (att +4, dmg 1d6+4, crit x2)

1- Power Attack
F1 - Cleave
F2 - Pushing Assault
3- Improved Bull Rush

(Class Skills are Climb, Craft, Handle Animal, Intimidate, Knowledge:Dungeoneering, Knowledge: Engineering,  Profession, Ride, Survival, Swim) 6 points to spend
(CS + ranks + ability; For simplicity, only showing skills with points spent)
Knowledge: Engineering (3 + 1 + 0) 4
Survival (3 + 3 + 1) 7
Perception (0 + 2 + 1) 3

Common, Giant

Special Abilities:
bravery +1 (saves vs. fear)
armor training (armor check penalty -1, move at normal speed in medium armor)
know direction cantrip at will
immune to Maze spell
darkvision 60'

Equipment: (3000gp to spend)
+1 breastplate (200 + 150 + 1000 = 1250)
masterwork greataxe (320)
five throwing axes (40)
dagger (2)
fighter's kit (9) (backpack, bedroll, belt pouch, flint and sttel, iron pot, mess kit, rope, soap, torches (10), trail rations (5), waterskin)

1379 left to spend

Custom Race Details
Minotaur Race
3RP      monstrous humanoid (darkvision 60 feet)
0RP       medium
0RP      normal speed
1RP      Specialized (+2 Str, +2 Con, -2 Cha)
0RP      standard languages
1RP      natural attack (gore) 1d6
2RP      powerful charge (2x damage dice + 1 1/2 str bonus on nat. weapon on charge)
4RP      scent
1RP      immune to Maze spell; "know direction" cantrip at will
(12RP total, LA +0)
« Last Edit: May 03, 2014, 11:23:04 PM by Ebb »

Offline Lockepick

Base image: Add red eyes and elongated canines.
Erinyes-Blooded Tiefling -- Infernal Sorcerer
Tiefling/Demonic Taints
An Erinyes is a type of devil that is traditionally a beautiful bestial woman with feathery wings and red eyes. They look rather humanoid outside of those two traits. Malpos has the natural beauty, the bright red eyes of his ancestry, and elongated canines of his ancestry. Even if the physical manifestations are subtle, Malpos carries an undeniable aura of sensuality and fiendish taint, most often being perceived as the soft scent of musky incense coming off of him.
Personality: Malpas believes he most constantly fight against his heritage for free will. As a Sensate, he tests the borders of taboos; exploring what society forbids their members from experiencing. He constantly questions his own decisions and motives, as well as why certain rules and laws are in place. He is Chaotic Neutral: He acts devoid of the rules in place by others. He is not so stupid to take intentional risks, but the rules that society puts up to protect the 'common' man does not always apply to him.

Sexuality: Character is Bisexual with a preference towards other men. -- Player would prefer to fade to black and M/F sex. Turn Ons: Masculinity, 'inhuman' shapes, 'unique' sexual organs; Turn Offs: M-Preg, Scat, Vomit, M/F Interactions.
It's no secret that Devils are predetermined towards a specific set of ethical guidelines, just how the Slaadi and the Celestials are. Concepts like 'Law' and 'Evil' are perceivable traits, and it's easy to see the trend in the cultures, and how they compare to others. Most see no reason to move against that grain, even if they are aware they're following some genetic disposition. Once Malpas was of age enough to understand how certain species of Outsider were influenced by their native plane, he found the fact abhorrent. To follow along with that predisposition was akin to a loss of all free will. Malpas left Baator for the Prime material in hopes to find his own free will. In the beginning, he acted intentionally opposite to the devil's natural alignment: trying to embody 'chaos' and 'good.' He traveled to major cities in the Prime to act as a vigilante and a mercenary.

Eventually, it became clear that acting specifically opposite of his predetermined alignment was just as much of a loss of will as acting in accordance with it. A constant over-analysis of his own actions left him frozen in indecision. He tried to act without thought or planning; usually in a haze of alcohol, drugs, and adrenaline. Eventually he crossed path with a Sensate who was traveling through, and was intrigued enough by the order's philosophy. Malpas visited with the Sensates, believing that by experiencing everything the planes had to offer, he could find true free will. While some Sensates focused on experiencing every aspect of love or hate, Malpas tried to experience everything that cultural taboo blocked people from experiencing. By breaking those cultural taboos, Malpas can learn who and what he really is, and in that, lies the truth of free will.
« Last Edit: May 08, 2014, 10:29:33 AM by lockepick »

Offline Erich Norden

Arduinne Winterbourne
CN female human sorcerer 3

A young human woman of average height with auburn hair and light hazel eyes.  Attractive, though otherwise unassuming in appearance, she seems to possess an aura of cool confidence and focused determination.

Arduinne was born into the well-to-do Winterbourne house, a family of Chelish descent whose relatively small but successful business trading in furniture and textiles in Korvosa ensured she did not want for much in her youth.  Being the youngest of three children and the only daughter, at an early age Arduinne developed a rebellious streak she never quite outgrew.  She discovered her sorcerous talents early, and made a hobby out of playing magical pranks on visitors, something which caused her parents no small amount of embarrassment.

This, along with her impatience and stubbornness as a child, tended to get her into trouble on several occasions, especially with her father Marius.  Over time, this friction grew into mutual resentment, despite her mother's attempts to smooth things over.  After a mishap in which she very nearly set the family's country manor ablaze, her father decided to send her to the Theumanexus College, in part to ensure she got a proper education, but mostly so he could get the "little witch" out of his hair.

During her school years, the young Arduinne fared little better, as she would often chafe at her instructors' advice or reprimands -- she knew what she was doing, and they didn't have all the answers.  However, she excelled on almost all practical examinations and retained much of what she learned, and this was sufficient enough for her to pass graduation shortly after her eighteenth birthday.

Afterwards, rather than return to a family she felt did not want or need her, Arduinne began her life as an adventurer, living for herself and travelling as her means would allow.  Despite being a skilled practitioner of the arcane, she has only made a modest income, as she often disdains work she finds uninteresting or beneath her.  Ultimately, she seeks to better understand her magical gift and improve her abilities, her goal being nothing less ambitious than to eventually become one of the most powerful sorcerers of the present age.

Most recently, her travels took her to the Spellscar Desert in Garund, where she devoted herself to learning all she could of the odd surges of wild magic that periodically scoured the wastelands.  While attempting to locate one of the fabled mana wells rumoured to form beneath the desert's surface, Arduinne's overconfidence and ambition nearly proved fatal as one such storm overtook her.  She pressed onward even as it grew more severe, and soon she could no longer turn back, eventually falling to her knees in pain as it seemed her very flesh was boiling away.  In her last agonized moments of consciousness she had only a singular, overwhelming thought, a need surpassing any other: I must live.  In a monumental exertion of will born of the most dire necessity, her entire being screamed this desperate wish to reality, and reality listened.  For but an instant, her mind touched the wild magic engulfing her, and the world fell away into merciful oblivion.

In the untold time Arduinne's mind drifted in unconsciousness, from among the half-formed fever dreams there came a voice.  Perhaps it was that of a teacher echoing from years ago, perhaps it was one of her own subconscious imagining, but its words were clear:

"You will hear the silent whispers of magic, and it will change you."

Arduinne can be difficult to get along with to those who don't know her, and often even to those who do.  She is stubborn and ambitious, and comes off as blunt and cool, even haughty at times, and has little patience for those whom don't respect her.

She values her own freedom in the highest regard, and attempts at coercion are the surest way to rouse her temper.  Despite having no love for authority, she is not ignorant of social customs and proper etiquette, and will show deference to others when it suits her needs.

Although she was instructed in all variety of arcane matters, Arduinne has long favoured evocation magic, and all the spectacle and raw power it embodies.  In combat, she is clever and ruthless, and delights in occasions when a novel tactic of her own devising proves particularly effective.  She relishes a good challenge and is far too proud to rely on anyone else, confident that her own ability will see her through, and only retreating as a last resort.

Other info for the GM
In short, the freak encounter with the wild magic storm resulted in Arduinne being shunted to one of the outer planes from Golarion and falling into a coma, awakening when the adventure begins with only a hazy memory of how she got there.  I reckon this event would be her "mystery", and an excellent jumping-off point for mythic ascension.  Having spent several years at an academy of magic, she is somewhat familiar with the Planes, but only in a theoretical capacity.

I did read what you wrote regarding alignment, and you have my utmost assurance that Arduinne is not Chaotic Stupid.  She will quickly realize the importance of allies.  I play characters, not caricatures.

Offline Blackflow

Pathfinder, Planescape and allowed Psionics?  My three favorite P's!  I must needs apply to such an event.  Here's what I propose to play, if there's room:

Jacopo Torrhen
CG male Human Cryptic 3

The city of Old Scipian is the reigning superpower of its neck of the world, or at least, so its citizens believe.  Ruled by the Governor, or by the Council Populous depending on the day, its mercantile arms stretch hundreds of miles in every direction,  the wheels of its industry ever turning, smog covering the sky and making the sunsets over the city's tall towers glorious, even if it is a bit hard to breathe.  In the name of progress, its navy steams out, carrying the latest technology researched at the Caricossal Institute to enlighten the world.

Professor Torrhen, Jacopo to his friends, was a gentleman scholar and inventor, a sometime teacher of execrable skill, and a dabbler in one of the less flashy forms of the thaumaturgy that the city ran on.  One-time mutilations of his flesh in exchange for minor changes to his anatomy at will, a welcome bargain to him, and helpful as he tinkered on new and improved mousetraps for the university's backers, or really for anyone who would give him a research grant.  His wife was an unassuming painter of not inconsiderable skill from one of the poorer districts, their children destined to be the city's next bohemians.  All in all, he and his family were the picture of the up and coming Scipianer middle class.

The day he came home and found it simply gone, the building now a slaughterhouse, the space where his flat had been an oven, and no sign that he or his family had ever even existed in this place, was the day Jacopo Torrhen lost his mind.  Peering into the oven yielded his first glimpse of the Symbol, etched in burning coals underneath the massive grille.  He had become persona non grata; none knew him, no sign of his existence lingered.  His inventions were credited to others; his office was now a mail room; his former friends greeted him as though they had never met in their lives.  Jacopo was reduced to a wanderer, traversing the city for days, then weeks, then months, searching for any sign of his family or, indeed, even himself.  The time stretched to years as he made his way through garbage strewn streets, sleeping in gutters and dodging cutthroats and guardsmen alike, surviving on refuse.  And always, everywhere he looked, the Symbol.

It appeared everywhere, in the clouds, in the ripples of the water, in the layout of streets, in the puddles of unspeakable fluid dripping out of abattoirs ... and everywhere as graffiti, in all the colors of the rainbow, many of them put there by his own hand as he made his slow circuit.  The only method to his madness, as the years stretched into over a decade, was finding a place, even a single street, where the Symbol was not.  He stumbled through multiple administrations, staggered through gang wars and demolition crews, bedded down with the city's rejects in sewers and landfills.

Finally, a little over a week ago, he stumbled onto Weaver Street, a back alley between a condemned bar and a railway warehouse, and it was here that the Symbol showed up only in one spot: as an ornate doorknob.  Entering the door, Jacopo's perceptions seemed clearer than ever, but ringed with stars, whirling about his retinas.  He was greeted by name; he was welcomed inside, arms thrown about his shoulders, comradely laughter.  And then ... the door of his flat.  Exactly as he had left it, the sound of his children playing inside, his wife's voice as she scolded them.  He was pushed through and met blackness.  Void.  Before a new world took shape around him ...

Stumbling into the wide world of the planes has disoriented Jacopo, but surprisingly seems to have jarred his wits back into place, allowing his former persona to mostly emerge once more.  Erudite and analytical, he prides himself on knowing a smattering of everything, and delights in applying what he knows to help himself and others.  He remains ill at ease around people, though, either lapsing into uncomfortable silence or blurting out stream of consciousness rants.  He retains an unhealthy fixation on symbology and an insatiable curiosity, and is liable to hare off after some interesting bit of information, but takes care to escape most peoples' notice while doing so.  Fundamentally, Jacopo wants to discover the entity behind his ruination if he can, but there are lines he will not cross in his quest.

Old before his time, Jacopo is middle-aged and relatively lithe, but his malnourished frame and years of street living have given his craggy face lines and greyed his thinning black hair, his brown eyes furtive yet piercing like a wild animal's.  His nose has been broken many times over, but miraculously he's only lost two teeth.  His clothes are ragged and layered, but practical and warm, scavenged and stitched as they are from multiple sources.
« Last Edit: May 04, 2014, 10:14:37 PM by Blackflow »

Offline FallenDabusTopic starter

Awesome job folks, keep them coming! I've seen some great ideas, both here and in PMs. Just an FYI, if you're waiting for a response from me, I just got off a long weekend, so it won't be as quick as it has been.

To help everyone out, I've made a countdown to track how long you have until I'm picking characters. You can find it here.

Finally, the Mythic Mania Kickstarter has just over 24 hours to go. I know I said it before, but I am backing this project and it will be available to you as resource once it is released. Its also made my many of the same people who wrote Mythic Adventures. If you're on the fence, please consider backing it!

Offline Orange Marmalade

Alright, here's the one I've been working on. I'm open to a few changes but I think I finally got him into a good spot!

Surface Drow - Fighter1/Rogue2
Zin is a young (for an elf, anyways) rogue who hasn't seen a lot of the world. He's competent but not a master at his craft - yet - and his curiosity and propensity for going where he shouldn't are always bound to get him into trouble. I look forward to the chance to throw him into the Planes in a sink or swim situation where he can mature and grow into something greater than himself.
Szinolin ('Zin) always had a bit of wanderlust in him. Even as a boy he ranged far and wide within the forests where his people dwelled, going farther than most of his race had ever ventured and constantly exploring. He got himself into minor trouble with frightening regularity, though he was intelligent enough to never push things too far.

Still, to him the trees of the city felt almost oppressive. There was an entire world out there, his people had trading partnerships and he'd seen some of the things they brought back with them, but he'd never been allowed to travel far enough to see other towns or people. Eventually, as he passed the century mark and into adulthood for his kind, the pressures of society grew on him even more. Elves were long lived, but they grew slowly as a people and pregnancies were not common which meant that he was supposed to marry and start a family.

Zin was having none of that! Eventually he left a note and then made his way out of their city, out of their forests and into the plains beyond. In the two decades since then he has traveled the land, reveling in the atmosphere and density of the large cities which were completely unlike anything he'd known before. And while at times he was met with distrust because of his skin, the fact that he was alone, friendly, and seemingly at home in the sun meant that people generally weren't outwardly hostile. Most, in fact, had hardly even heard of his kind - surface or otherwise - outside of stories.

Eventually he settled in a citystate capital of Northton. It was there where he really spread his wings and started on his professional careerpath. He'd always had a habit of getting into trouble, which meant often times getting into places he wasn't supposed to be, and through this he made a modest living. Others with similar skills were far more cutthroat, but Zin preferred to avoid the darker side of things.

In Northton there was an ancient tower, 10 stories high and as big around as a large barn. Inside it was said to dwell one of the most powerful Wizards of all time, one who had once been a hero who saved the realm. Nobody had seen this Wizard for quite some time, and rumors and stories constantly swirled about the tower and its lone inhabitant. Some said the only thing he ate now were the flesh of those who trespassed, others said his constructs roamed the halls, ready to kill intruders on sight. Often the Tower was a topic of discussion, boasting, and wishful thinking by Zin and his friends. They would tell stories of what they'd do if they went in, of the treasure they'd find, and the ways they'd defeat the guardians. None of them would ever actually do it though.

At least, until Zin lost that bet. Left with the choice of sleeping with their landlord's daughter (who looked something like a cross between a horse and a rabid ox) or spending an hour inside the Tower, Zin made his choice. Zin approached the tower long after dark, finding the front doors nearly rusted off their hinges. Slipping inside, he waited... and waited. Not a single sound was heard. Dust covered the floors and decorations. Moth-eaten tapestries covered the walls. It was obvious that nobody had been there in many, many years.

Slowly Zin climbed the tower, curiosity getting the better of him. Each floor was much like the first, everything seemingly still in place and untouched - though nothing seemed particularly of value, or screamed magical to him. There certainly were no constructs and no wizard. Eventually he found himself on the top floor which was entirely empty except for a mirror, which he quickly approached. Almost immediately he noticed that the mirror was odd - no dust covered it, and the surface was perfect and polished. Zin leaned in for a closer look... and that's when he tripped, falling head first through the mirror...

Personality & Sexuality
Personality: Szinolin is rarely serious and often a bit of a jokester - unfortunately his jokes aren't always the best and not everyone agrees with his own for of humor. Generally, however, he's quickwitted and wise and even if he doesn't choose to do the right thing he at least usually knows what he should have done. Sometimes the other choices are just more fun!

He has a propensity for exploration, for being a scoundrel, and for sometimes picking up things that don't belong to him. That said, he never kills in cold blood and would never take from those who didn't deserve or could not afford it. Mostly. Unless it is really shiney - and even then he might just leave something in its place as a sort of trade (though he does usually get the better deal...). Zin is also loyal to a fault, though he'll never admit it and most would never guess it.

Sexuality: Zin likes having fun. Can you provide fun? Good enough! (Though he leans towards men)

Surface Drow Race
Many centuries ago a small group of Drow had gathered, brought together by a common distaste of the worship of the Demon Lords that their race bowed to. Together they fled their underground caverns and traveled far from known civilizations, making a home deep within the forests.
Slowly they grew in number, learning to survive and adapt in a world totally new to them. From books they had brought with them they learned a new way of worship and gave thanks to the Elven god Yuelral, who taught them how to work with the natural materials of their new home.

Over time these Drow began to build their own society and adapt better to the brighter world, the world outside their caverns and outside the shade of the mighty trees they lived under. They became great craftsman, and better hunters, giving up their crossbows for weapons more suited to chasing down game. The sun gave them health, light and warmth, and they embraced it, becoming a culture that celebrated life, freedom and magic.
Stats: (14 points, same as Drow)
Humanoid - Elf subtype. Elven Language.
+2Dex/+2Cha (Flexible)
Dancing Lights, Darkness, Faerie Fire 1/day
Static Feat: Point-Blank Shot
Lesser Spell Resistance

Easier to read PDF here:
Male Surface-Drow Fighter (Archer) 1/Rogue (Sniper) 2
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +8
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 25 (1d10+2d8+6)
Fort +4, Ref +6, Will +2; +2 vs. enchantments
Defensive Abilities elven immunities, evasion, hard to kill; Immune sleep; SR 9
Speed 30 ft.
Melee dagger tohit +4 (1d4+2/19-20)
Ranged +1 composite longbow tohit +7 (1d8+3/×3)
Special Attacks accuracy, sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—Dancing Lights, Darkness, Faerie Fire
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits magical knack, reactionary
Skills Acrobatics +7, Appraise +5, Bluff +4, Climb +6, Diplomacy +4, Disable Device +9, Disguise +4, Escape Artist +7, Handle Animal +4, Intimidate +4, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Linguistics +5, Perception +8, Ride +7, Sense Motive +6, Sleight of Hand +7, Spellcraft +2, Stealth +6, Survival +6, Swim +6, Use Magic Device +4
Languages Abyssal, Common, Elven, Undercommon
SQ rogue talents (weapon training), surface infiltrator
Other Gear leather armor, +1 composite longbow, arrows (80), dagger (3), flight arrows (20), bell, bell net, chalk (5), earplugs, iron spike (2), rogue's kit, thieves' tools, masterwork, 232 gp, 9 sp, 1 cp
Special Abilities
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities (Ex) +2 save bonus vs Enchantments.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Magic Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (9) You have Spell Resistance.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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« Last Edit: May 05, 2014, 02:58:47 AM by Orange Marmalade »

Offline Blinkin

  • Court Jester extraordinaire!
  • Lord
  • Addict
  • *
  • Join Date: Mar 2012
  • Location: The State of Confusion
  • Gender: Male
  • I try to be good, but it's such hard work!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 0
It appears that we have achieved a lull... Quite an achievement, I admit, but I prefer a more difficult goal to reach. ;)

Offline FallenDabusTopic starter

It appears that we have achieved a lull... Quite an achievement, I admit, but I prefer a more difficult goal to reach. ;)
Oh, there's activity in the PMs, don't worry. There will be more characters to come.

Offline Blinkin

  • Court Jester extraordinaire!
  • Lord
  • Addict
  • *
  • Join Date: Mar 2012
  • Location: The State of Confusion
  • Gender: Male
  • I try to be good, but it's such hard work!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 0
That's good to know. Nothing wrong with the characters already posted, just was hoping for mor. lol

Of course, as I'm unlikely to get in with my plain-jack fantasy character, we'll have to see what happens. It'll be something interesting to watch.

Offline Ghostwheel

Yipyip the Kobold

Yipyip's story began long ago, far before he was even born. Back then, his kobold tribe, the Dragonsong Hope tribe, lived near the surface. It is told that during the time, far ago, a vision came to the eldest of the clan, a mighty oracle name Gingin who said they had received a message from Tiamat to dig deeper into the earth and find the most secret of treasures. The kobolds, often an industrious bunch, worked together and started burying themselves deep into the Earth. They dug deeper, and deeper, and a generation or two passed and they continued digging. Unknowingly, the tribe travelled through a planar portal into the plane of Earth, and yet they continued digging. Never realizing that they weren't even on the same plane anymore, they continued to dig deeper, and deeper. Generations passed, and the kobolds maintained their holy (or unholy, as some might describe it) purpose, and another portal was passed unknowingly.

Finally, continuing in the same direction, they broke surface--they must have reached the other side of the world! But no, instead they had come out in the middle of a giant gear that moved ever so slowly around and around. Having forgotten why they started digging in the first place, the kobolds made this new place their home, and for a time, all was good, for this was Mechanus, the plane of perfect order, and the kobold society fit perfectly into its way of thinking--though perhaps this was due to the plane's influence upon them, rather than how they were originally. Regardless, kobolds were always a species that worked together, and the plane's influence accenuated this, causing them to mine deep into the cogs of the plane, and expand their home further to keep up with the quickly-growing number of hatchlings that were spawned from the way kobolds usually went about things.

One of these hatchlings was Yipyip. From a young age he had two loves--firearms, and magic. Both were wondrous for him; on one hand there was the feel of magic running through his veins and exploding from his fingertips, tingling as it changed the way that the world worked in the most primal of ways. And then, there was blackpowder. Its scent as it ignited, the feel of a large piece of metal in his hands ready to blow enemies of the tribe away, these were things that brought him to such ecstatic heights that he could not properly explain to his clanmates. His prized possession was a rusty old handgun that the adventurers who had showed him the magic of blackpowder for the first time had left him. Since then he had worked furiously, and successfully replicated and upgraded a copy to have TWO barrels--after all, two barrels were better than one, right?

All was good for a while, until as part of his mining duties Yipyip dug a little... too far, and found himself surrounded by strange metallic beings. They were completely different from anything that he had ever seen before, with a strange language and weird half-robotic eyes. He quickly fled from their probing limbs and multi-faceted bodies into a strange doorway that appeared before him only to emerge inside a strange city with little knowledge of where he was, or how to get back home.

Since then he has been on a number of adventures, each one a wild goose chase trying to find his way back home, and each time failing. Usually chased by something far bigger than he and being forced to run away from one fight after another, he has learned to be quiet and sneaky (at least, as much as a kobold can be), and to quickly bow his head and beg for mercy, an act which has saved him more than once from creatures that were amused enough not kill him right there.

As most kobolds go, Yipyip has never lost the innate cowardice that has allowed them to live so long as a species. While he can be quite brash when he has someone on the ropes, he quickly quails at any actual resistance and when someone proves themselves stronger than he, he is the first to grovel on the ground and beg for mercy. The little kobold also enjoys hoarding various trinkets, as long as they are "shiny", and loves the warmth of heated coins against his cold scales.

Beyond that, he desperately wants to go back home and rejoin his tribe, but despite his constant effort, he never seems to find his way back--and the time or two that he had even gotten back to the right plane, he had no idea in which direction his tribe was, leaving him no choice but to eventually, somehow, find his way back to Sigil. In Sigil he mostly lives off of the scraps of others, though it's been common practice for others to hire him on for an adventure when they need some long-range magical and physical support, and he's gotten a reputation for being solid in a fight--since, by the time he turns and runs, most of his comrades are already dead, and don't live to tell the tale.
Axiomatic Kobold Gunslinger (Pistoleer Bushwacker) 1 / Magus (Myrmidarch) 2
N Small Humanoid (Reptilian)
Init +5; Senses See in darkness; Perception +7
AC 21, touch 16, flat-footed 16 (+3 armor, +5 Dex, +2 natural armor, +1 size)
HP 28 (1d10+2d8+6)
Fort +8, Ref +8, Will +5; +2 vs. enchantments
Speed 30 ft.
Melee spiked gauntlet tohit +2 (1d2-1/20)
Melee switchblade tohit +2 (1d3-1/19-20)
Ranged personal pistol tohit +8 (1d6/×4)
Ranged masterwork double-barreled pistol tohit +9 (1d6/×4)
Str 8, Dex 20, Con 14, Int 15, Wis 12, Cha 5
Base Atk +2; CMB +0; CMD 15
Feats Point-Blank Shot (Bonus), Gunsmithing (Bonus), Precise Shot, Rapid Reload
Traits magical knack, defensive strategist
Skills Acrobatics +10, Knowledge (arcana) +8, Perception +8, Stealth +11, Use Magic Device +2
Languages Common, Undercommon, Draconic, Planar Common
SQ Prehensile Tail, See in Darkness
Other Gear
Special Abilities

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Trembling Grit 1/2: At 1st level, at the start of each day, a bushwhacker gains grit points equal to her Wisdom modifier – 1 (minimum of 1). In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points.

Arcane Pool 3/day: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier
Level 0 (DC 12): Acid Splash (1), Arcane Mark, Dancing Lights, Daze (1), Detect Magic, Disrupt Undead, Flare, Ghost Sound (1), Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Level 1 (DC 13): Expeditious Retreat, Grease, Keep Watch, Silent Image (1), Vanish (1)
« Last Edit: May 10, 2014, 06:56:49 AM by Ghostwheel »

Online TheGlyphstone

In on this so hardcore. Planescape is fantastic (though my favorite part is honestly the Sigil Prep fan-subsetting).

Since you're approving Dreamscarred Press material, how do you feel about the Tome of War beta-material? I haven't gotten a chance to give the PF-ized Martial Adepts a spin yet.
« Last Edit: May 08, 2014, 12:18:24 PM by TheGlyphstone »

Offline FallenDabusTopic starter

In on this so hardcore. Planescape is fantastic (though my favorite part is honestly the Sigil Prep fan-subsetting).

Since you're approving Dreamscarred Press material, how do you feel about the Tome of War beta-material? I haven't gotten a chance to give the PF-ized Martial Adepts a spin yet.
Go for it! It's all sitting on my laptop.

Offline Ghostwheel

In on this so hardcore. Planescape is fantastic (though my favorite part is honestly the Sigil Prep fan-subsetting).

For what it's worth, I'm the one who collated all the 3.5 material and saved it from permanent destruction on the wiki ;)

And yes, I love it as well.

Online TheGlyphstone

Go for it! It's all sitting on my laptop.

Do you have the Harbinger beta material? That's what really caught my eye.

Offline FallenDabusTopic starter

Do you have the Harbinger beta material? That's what really caught my eye.
Ooo... haven't seen that before. Looks cool though, go for it!

Offline Isengrad

You have My interest Sir, Currently have a Half Giant Aegis in the works. Will certainly be reading up on planescape and finishing him tomorrow.

As a note of disclosure here. I have used Feats and a Racial build from Ultimate Psionics/ Psionics Augmented Volume 1. if you have Neither of those please let me know and I can get them to you.

Offline FallenDabusTopic starter

You have My interest Sir, Currently have a Half Giant Aegis in the works. Will certainly be reading up on planescape and finishing him tomorrow.

As a note of disclosure here. I have used Feats and a Racial build from Ultimate Psionics/ Psionics Augmented Volume 1. if you have Neither of those please let me know and I can get them to you.
I've got it so no worries!

Just so everyone knows, my computer's gone through another total collapse. This time I'm looking to getting it replaced, and quickly. I'm still here, all is good and we are going to stay on schedule, but I'm likely to be pretty quiet today. Deadline's coming up. Really looking forwards to seeing everything come together!
« Last Edit: May 10, 2014, 08:20:04 AM by FallenDabus »

Offline FallenDabusTopic starter

Okay, problems solved, at least for now.

We've got about 30 hours from this post until the deadline. That being said, it is a soft deadline and is at midnight my time on a work day, so you've got about 8 to 16 hours of flex time on top of that. As long as you get your character posted before I make my decision, I will consider it, however I don't know exactly when that decision will be made, so the sooner its up, the safe you are.

This has been very fun to watch and brainstorm with all of you, so I'm expecting it will be even more fun to play. Looking forwards to it people  ;D

Offline Lockepick

Glad to hear your computer issues are fixed! I know how stressful those can be.

Also just wanted to voice that I am still here, and still looking forward to seeing what the drawing is.

Offline EroticFantasyAuthor

Would really like to give group games another go, this campaign sounds like it could be really awesome.

Is there still time/room to submit a character?

Edit: From what I've read it seems there's still time and that the deadline is the 14th, but always good to confirm.  :-)
« Last Edit: May 10, 2014, 02:10:15 PM by EroticFantasyAuthor »

Offline FallenDabusTopic starter

Would really like to give group games another go, this campaign sounds like it could be really awesome.

Is there still time/room to submit a character?

Edit: From what I've read it seems there's still time and that the deadline is the 14th, but always good to confirm.  :-)

There's as much time as you can find left on this ticker.

Offline EndofDivine

Here's mine. It's kind of "out there" but I figured I might as well go crazy and try playing something weird while I have the chance. The idea is basically a dead outer god that saved itself by creating a mortal vessel as it died. Pretty sure I'm going to have it be genderless in its normal state but it can shapeshift so it can technically be whatever gender it wants but will probably identify more as a female...the outer gods may be piles of tentacles and eyeballs but it was a female pile of tentacles and eyeballs. I haven't given it a name either since it won't know its old name because I don't want it to know exactly who it used to be. Kind of imagined the name developing in game, whether its asked to come up with one so it'll stop calling itself something like "This one" or someone giving it one so they can stop saying "Hey you."

Its true form, while rarely shown, is vaguely humanoid in shape but a far cry from anything that would pass as human. The creature's musculature is completely uncovered by skin, revealing the mass of reddish-grey flesh beneath. Its head is roughly human-shaped though it lacks many human features, only possessing round, milky white eyes with no eyelids on its relatively flat face. Several parts of its body end in tentacle-like appendages, with a dozen of the appendages extending from the back of its head and also from the end of its arms, forming long and flexible fingers.

More than likely, anyone encountering the creature is going to see it in one of its preferred forms. It disguises itself as beings possessing extreme beauty, most often defaulting to a human female form but, in the end, it will adopt whatever form it believes will make it the most appealing to those around it.

Desperation. That's what many would call the act that led to its creation. The deity that created it had lived for so long, untouched and only recognized by the few that cared to seek her out. It didn't matter - she had little need of mortals even though she often observed their lives from afar, her jealousy and curiosity for what they had constantly growing. That is how her existence played out for millennia. The outer god was so sure of her power, so confident that her position was secure. But even gods can die.

The vessel shook its head as its eyes opened, flashes of an existence that was both alien and familiar playing in its head. A god's twisted kingdom fell, the very fabric of her plane crumbled, and her essence was torn asunder. Instinctively, the vessel knew it was that deity, that its own home was the one that suffered, and its own existence was the one that ended. But its former self performed one final act as everything fell around her: a single life created with the last of her power and sent adrift into the void, a dying ember of what was once a roaring flame.

And here it was; mortal, frail, and nearly powerless. So little was left of what it once was - it was fractured and incomplete. Memories of what had happened and who it was were an incomprehensible mess cluttering its mind. Most importantly, who did this and how completely eluded the vessel. Regardless, they would pay in time. Despite the pitiful state it was now in and the sheer hopelessness of reclaiming its position, there was still a lingering power swirling inside that could prove to be the fallen outer god's saving grace. It would be the catalyst for her ascension and rebirth - and her eventual revenge.

Containing the essence of a god of envy and deception, the vessel has a tendency to display such traits without really knowing why. It is motivated by those around it, striving to make it so it is perceived as more powerful, more beautiful, or more wealthy than those around it. Whether it does this by improving itself, through deception, or simply having misfortune befall the other creature depends on its seemingly unpredictable whims. The vessel rarely understands why it acts the way it does or why it has the feelings it does but a lot of it can be attributed to the lingering personality of the outer god that spawned it buried under its own emerging one.

Offline EroticFantasyAuthor

There's as much time as you can find left on this ticker.

Thank you