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Author Topic: Evil Pathfinder  (Read 1255 times)

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Offline Regina MinxTopic starter

Evil Pathfinder
« on: November 04, 2017, 12:29:37 PM »
I'm reading a series of tongue in cheek fantasy novels in which the protagonists are NPCs of a D&D style fantasy setting, trying to pass themselves off as legitimate adventurers. It's clever and fun and it has rekindled my desire to play a proper D&D or Pathfinder game. That being said, I'd be interested in playing an evil character. I'm not interested in being disruptive or psychotic, but an anti-hero or someone who's out for herself and would just as soon cross the street when she sees a paladin.

If there are any prospective GMs interested in accommodating such a character or a group that would take them, drop me a line.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #1 on: November 04, 2017, 01:26:13 PM »
If this is a game of an evil party, I'll gladly join. :)

Online eBadger

Re: Evil Pathfinder
« Reply #2 on: November 04, 2017, 05:37:15 PM »
I would love a good evil party 3.5/Pathfinder game. 

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #3 on: November 04, 2017, 05:42:55 PM »
Would love also good evil party game in 3.5/pathfinder as well.

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #4 on: November 04, 2017, 06:21:32 PM »
Likewise.

Offline Ixy

Re: Evil Pathfinder
« Reply #5 on: November 04, 2017, 09:47:49 PM »
I would like that.

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #6 on: November 05, 2017, 04:02:33 AM »
  I could DM this, a party of evil PC is fun. Any specifics on what you kind of setting you want? Lawless edge of an empire, new frontier/colonialism, heart of a kingdom/bustling metropolis? Also, what kind of evil? Just standard fantasy quest only your evil, or you're establishing a crime family, criminal organization, maybe at the head of an invading army?

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #7 on: November 05, 2017, 04:28:22 AM »
Personally I find I play LE best as the power hungry ruler to be.

Buuut I also have a rape happy savage locked away as well. :)

Offline Yugishogun

Re: Evil Pathfinder
« Reply #8 on: November 05, 2017, 07:12:39 AM »
I'd prefer the criminal organization overtaking the governments. :)

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #9 on: November 05, 2017, 07:20:51 AM »
I think it's great to have so many interested potential group members, as well as at least one interested GM.

For my part, I'm sort of looking for a happy balance between a dark and gritty realistic portrayal of evil and a moustache-twirling caricature.

As far as setting goes...I kind of feel like there are a few ways to go with this. The group was in prison together, and managed to escape and flee into the wilderness, depend on each other for survival kind of thing might be good for group cohesion and solid motivation to start out with. Alternately, trying to climb the ranks of an evil organization or working for the same paymaster in a bustling metropolis might be richer in opportunity for individual action. It's a trade-off either way.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #10 on: November 05, 2017, 08:02:29 AM »
I agree, for evil party to work we need common shared circumstance where we were forced work together for sake of survival and then have shared common enemy (example prisoners in a prison and then participate jailbreak is good way form bond where from expand then).

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #11 on: November 05, 2017, 08:06:11 AM »
Agreed. I just want to put it out there from the start that while I may be shooting for an evil character here, she's going to have a backstory and motivations that involve more than just wanton destruction, murderous rage, or continuous backstabbing She won't go around betraying or attacking their allies, and my goal will be to likewise try to avoid conflicts with other players’ characters—everyone is here to have fun, after all.

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #12 on: November 05, 2017, 08:09:01 AM »
Works for me.

Could even go evil paladin so I’m reined in a little. :)

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #13 on: November 05, 2017, 10:00:35 AM »
  Here's my idea for a basic game premise (names may change, it ones of my weaker points as GM):

  The Morasti Desert

  A hundred years ago, the Verkilen legions marched against the elven tribes of the Morasti Desert. It was a long war, the hopelessly outmatched elves needing to employ hit and run tactics, whilst the legion tried to surround them, and force them to fight. Finally after a grueling 16 month, near the centre of the desert they achieved this goal, and the slaughter began. As the angry sun rose to its highest point in the sky, the holy seeress of the elves called out to the powers of the desert. Realizing her people could not be saved, she instead implored them to avenge them. A sand storm rose, its size and intensity unmatched, stretching almost the full length of Morasti Desert, with winds so strong that they stripped flesh from bone.

  The storm persisted for a hundred years, but now without warning it has finally died down, opening up the desert for all. Merchants are eager to have it mapped, as it could greatly shorten several trade routes. Archaeologists are mounting expeditions to the various ancient ruins that dot the sands, while the remnants of the elven tribes and Verkilen Kingdom are planning to visit the site of the final battle. Where there is this much interest, there is always opportunity.



  The PCs I imagine would know each other as the start, as one of the groups trying to capitalize on this new opportunity, either as part of a guild/criminal syndicate or their own independent group. Starting level would be low, but not necessarily 1, unless players want that. What do people think of that?

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #14 on: November 05, 2017, 10:21:49 AM »
Sounds good to me, albeit considering time/length of usual games in forum format and leveling being rare thing I would prefer if we start above 1st level. Not above 10 but somewhere between 1 and 10. My thoughts anyways. Fine with concept belonging to some opportunistic group, perhaps even crime syndicate who seeks some profitable criminal opportunity in the sands. Perhaps potentially think forming bandit/raider groups which will strike on trade caravans when roads are established and fat loads of trade goods would be lost/stolen in desert or such.

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #15 on: November 05, 2017, 10:31:11 AM »
I like the premise, absolutely. Need to think on a character when I’m home.

Online eBadger

Re: Evil Pathfinder
« Reply #16 on: November 05, 2017, 10:49:42 AM »
Sounds good, if Regina is good with it.  I'd also like to start with a bit of experience. 

I'm thinking an eleven caster, a survivor of the war who feels it's still on. 

And definitely no pvp without prior consent.  Evil is fun, infighting isn't. 

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #17 on: November 05, 2017, 10:54:25 AM »
Zaer's suggestion is a good one. Above 1, lower than 10 would give us a little bit of a buffer for squishy-ness and all, and being part of a desert raider group sounds fun.

I'd like to try a Zen Archer monk. Someone to half-ass a Robin Hood type. She's very interested in robbing the rich. Giving to the poor, though....that's the part she doesn't get.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #18 on: November 05, 2017, 11:04:54 AM »
Sounds nice. Maybe 5th or 6th level?

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #19 on: November 05, 2017, 11:11:53 AM »
Im feeling either an evil overlord kind of caster, or some sort of blackguard/fallen paladin. I should point out my 3.5 is strong, my pathfinder-fu is pretty weak.

Offline Ixy

Re: Evil Pathfinder
« Reply #20 on: November 05, 2017, 11:30:05 AM »
It's doable.  How much liberty with background, setting, etc

Online eBadger

Re: Evil Pathfinder
« Reply #21 on: November 05, 2017, 11:52:35 AM »
I should point out my 3.5 is strong, my pathfinder-fu is pretty weak.

*playful nudge* if only there were a learn to play game awaiting your response somewhere  ;)

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #22 on: November 05, 2017, 11:56:15 AM »
*playful nudge* if only there were a learn to play game awaiting your response somewhere  ;)

It totally dropped off my radar. No bookmarks, no notifications.  I just assumed it died  or filled up.

Online Chulanowa

Re: Evil Pathfinder
« Reply #23 on: November 05, 2017, 12:04:17 PM »
I'd be in, if there's space, and we're not looking at grimdark evil.

Offline Callie Del Noire

Re: Evil Pathfinder
« Reply #24 on: November 05, 2017, 12:11:22 PM »
Still rueing not getting to use my enchanting courtesan poisoner

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #25 on: November 05, 2017, 12:42:57 PM »
Im feeling either an evil overlord kind of caster, or some sort of blackguard/fallen paladin. I should point out my 3.5 is strong, my pathfinder-fu is pretty weak.

Well, in pathfinder there is anti-paladin which is basically blackguard as core class (and can get choose from some nice archtypes, one which is sort dark overlord type who is devoted to Asmodeus).

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #26 on: November 05, 2017, 12:52:01 PM »
Well, in pathfinder there is anti-paladin which is basically blackguard as core class (and can get choose from some nice archtypes, one which is sort dark overlord type who is devoted to Asmodeus).
Sold.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #27 on: November 05, 2017, 12:55:22 PM »
Ok, here is direct link for anti-paladin and archtypes it can get :)

http://www.d20pfsrd.com/classes/alternate-classes/antipaladin

Lord of Darkness would fit your fantasy perhaps ;). In 11th level (if we get that far) get able dominate person people permanently.

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #28 on: November 05, 2017, 01:10:24 PM »
Lord of Darkness would fit your fantasy perhaps ;). In 11th level (if we get that far) get able dominate person people permanently.

Kneel before Zod!

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #29 on: November 05, 2017, 01:15:18 PM »
Kneel before Zod!

You can get to do that since level 3, as you can via intimidate by demoralizing people give commands :P. But great archtype for sure, more so if you go for warrior of unholy darkness (so no need worry about spells but able debuf foes greatly with dark malignant aura).

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #30 on: November 05, 2017, 01:24:32 PM »
  I think level 4 is a good place to start, still rather low, but gives you more options.

  Character-wise a zen archer monk would certainly work well. For the rest it seems like there is more interest than places if everyone who posts on this thread produces a character, so I may need to make some choices once I know what everyone wants to play. For now, some notes:

I'm thinking an eleven caster, a survivor of the war who feels it's still on.

  That could work, though depending on how old they were during the war I would expect some reason in the backstory as to why they are only level 4 after a hundred years. I know, elven learning is handled awkwardly between NPCs and PCs. Certainly some elves would have sworn to continue the war, though with limited numbers and outside their home of the desert there was little harm they could inflict.

  The elves of the desert have different racial stats, getting +2 dexterity, +2 wisdom and -2 charisma, but some of them could have the standard state modifiers, they would be rare but not unheard of.

Im feeling either an evil overlord kind of caster, or some sort of blackguard/fallen paladin.

  As mentioned, anti-paladin is a good base class for this in PF, though just some warning, since its a hot climate, heavy armour is rare, it need to be important which tends to add a bit to the price, and you'll need a source of endure elements to wear it comfortable all day.

It's doable.  How much liberty with background, setting, etc

  I like receiving ideas for the setting via PC backstory, so as long as its not too drastic I can work it in. The local area isn't a desert, but it is next to one, so pretty hot and dry climate, beyond that though you have a fair amount of room for creativity.

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #31 on: November 05, 2017, 01:39:20 PM »
I’m not home this weekend, so I’ll start really digging in probably Tuesday, if that’s cool.

Offline SeraphAzriel

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Re: Evil Pathfinder
« Reply #32 on: November 05, 2017, 02:00:27 PM »
I realize that I'm pretty dang late to the game but I'd love a shot at it if there's still room!  I can play pretty well any role.

Also on the note of prior connections between PCs, being evil doesn't necessarily preclude healthy relationships.  Evil people have family, friends, and loved ones that they care about.  Just because you tend to use people to benefit yourself doesn't mean that you can't get a bit attached to them if you work together closely for a while.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #33 on: November 05, 2017, 02:12:24 PM »
I think I'll make a void kineticist class character then. She appears rather nice and calming. However, her abilities are disturbingly violent due to the abuse she suffered from the unsettling powers she bared. Hence, she is fully on board with the criminal organization's objectives to overthrow the current rule.

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #34 on: November 05, 2017, 02:15:34 PM »
Is there anything that stops an Antipaladin from taking both the Lord of Darkness *and* Warrior of Unholy Darkneas, since they sun separate class abilities?

Asking for a friend. Who’s evil.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #35 on: November 05, 2017, 02:17:20 PM »
Nothing stops you taking both archtypes if they do not replace same abilities, archtype stacking is in itself a artform in pathfinder :P.

Offline Ixy

Re: Evil Pathfinder
« Reply #36 on: November 05, 2017, 03:14:29 PM »
All this enthusiasm, so cute. Would be amazing if the game gets this many posts.  So about my question... how much liberty with setting, what setting, what application requirements, etc. ?

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #37 on: November 05, 2017, 03:16:37 PM »
Background: Cricket's mother was an acolyte at the Order of the Desert Winds, a monastery on the border of the Morasti Desert, located in a valley just before the last bend of the road that takes merchant caravans out into the endless, elf-blasted wastes. But for a single night's indiscretion, Cricket's mother would have joined that order and lived her life in a rigorous discipline, studying the world within and learning the ancient secrets of the martial path.

Instead, she encountered a handsome, winking stranger, and her vow of chastity was forgotten beneath the man's spread cloak. A few months later, when her pregnancy could not be ignored, the Grand Master of the order exiled Cricket's mother to a life of drudgery on the outskirts of civilization. Even the birth of her daughters (twins...normally an auspicious omen) did little to relieve the bitterness and regret that plagued Cricket's mother to this very day. Seeing in her daughters the red-orange hair and lilac eyes of her seducer, to see her offspring was to be reminded of her sin and all that she had lost. Having only the skills of a half-trained monk to trade for bread, the exile worked as a caravan guard, crossing the deserts so often that her skin became as leathery and dark as the hides of the sturdy desert horses.

Having no one to watch, Cricket and her twin sister accompanied their mother from the day they were old enough to walk. And since a desert caravan has no room for those who only take, from the time they were old enough to hold a slingshot, a knife, or a bow, they participated in the defense of the caravan and its supplies as they trundled from one oasis to the next. By the time Cricket and her sister were 16, they had crossed the desert more times than they could count, and both were canny, cunning warriors with an ability that their size betrayed, and had learned from their mother what the ex-monk could teach them about the ways of monastic combat.

Of course, two fresh young girls are bound to be drawn to other battles than to defend against raiders and horse thieves. One night, Cricket's sister was set upon by one of their fellow guards. A description of what he did would last longer than the act itself, for acting on instinct, Cricket took an arrow to her trusty bow and skewered the would-be rapist through the spine. One thing leading to another, Cricket and her sister were forced to flee into the desert when the caravan leader and the dead man's captain would not believe that the fault was not Cricket's and her sister. The worse sting of all came from their mother, who saw in the aborted assault her own sins reflected and accused Cricket, her sister, and both of being seduced by the guard, just as she was all those years ago.

Cricket and her sister would have died had they not been discovered by a gang of desert raiders and bandits, intent on attacking the same caravan that the girls had been a member of the previous day. They were allowed to join the bandits, and live to see the next day, only on the condition that they help raid those they had once protected. Having no sense of loyalty compelling them to stay, the two joined as they were bidden, and attacked the caravan by night, sparing only Cricket's mother, who was exiled in turn and left to wander the desert sands.

Her sister has long since returned to civilization, but Cricket has remained in one outlaw band or another since turning thief. She has a taste for it, and loves the free, fierce life of stealing and raiding more than she ever did as a dour, silent guard.

Offline RubySlippers

Re: Evil Pathfinder
« Reply #38 on: November 05, 2017, 05:48:28 PM »
If you have room and depending on what your allowing I wouldn't mind playing a socially gifted enchantress type, there are a lot of options a bard or sorceress or occultist or some of the other options but think more charm and tits - I mean wits - over muscle. Well beauty and sex properly used backed by special powers can sometimes be very effective where other means fail.

Online firepyre

Re: Evil Pathfinder
« Reply #39 on: November 05, 2017, 06:13:58 PM »
I'd be interested in this as well. If you go the prison escape route, then perhaps playing a prison guard with questionable morality either bribed or seduced into aiding and abetting the escape.

Offline Autocad

Re: Evil Pathfinder
« Reply #40 on: November 05, 2017, 06:25:27 PM »
So just to clarify, is this game meant for Byronic anti-heroes who happen to have LE / E / CE written in their character sheet, or evil characters?

Online TFcommando

Re: Evil Pathfinder
« Reply #41 on: November 05, 2017, 09:03:50 PM »
If you have room and depending on what your allowing I wouldn't mind playing a socially gifted enchantress type, there are a lot of options a bard or sorceress or occultist or some of the other options but think more charm and tits - I mean wits - over muscle. Well beauty and sex properly used backed by special powers can sometimes be very effective where other means fail.

I was looking into that concept myself.  A infernal bloodline sorcerer with the Charming and Overwhelming Beauty traits and Spell Focus (Charm Person) will make it quite difficult to resist your supernatural allure even at first level.

I've also wanted to play a stereotypical "evil sorceress" from Cheliax, the decadent, scantily clad type, skull locket and so forth, with grand plans and ambitions in her hometown (Just like the rest of her family and all of her friends).  Maybe even playing up the whole thing, right out of cheap novels and plays A) because she likes it and B) because people expect it of a Cheliaxian so C) when she drops it, people don't recognize her and D) they won't question her motives or actions too deeply.   Adventuring to get out of town where it's constant evil plotting and to find useful knowledge and magic as well.

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #42 on: November 05, 2017, 09:07:40 PM »
All this enthusiasm, so cute. Would be amazing if the game gets this many posts.  So about my question... how much liberty with setting, what setting, what application requirements, etc. ?

  I like receiving ideas for the setting via PC backstory, so as long as its not too drastic I can work it in. The local area isn't all desert, but it is next to one, so a pretty hot and dry climate, beyond that though you have a fair amount of room for creativity. Does that answer your question?

  For character generation, point buy 20, two traits, one draw back, standard wealth. All official PF sources are good, homebrew and third party will be considered. Warrior Lord of Unholy Darkness for example is approved.

  For applications, backstory, personality, goals and character sheet, either in this thread or PM-ed to me.

  More people have expressed interest than there will be room in the game, but this isn't first come first served, I'll choose the best from the applicvations I receive.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #43 on: November 05, 2017, 09:11:11 PM »
Do you have any specific template you would like our characters presented in, Lisztes?

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #44 on: November 05, 2017, 10:29:03 PM »
  Not particularly, whatever works for you.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #45 on: November 05, 2017, 11:50:59 PM »
Ok. My application has been sent. :)

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #46 on: November 06, 2017, 01:34:56 AM »
Here comes my concept. Still W.I.P in regards sheet but goals should be clear and background (just add bit more later on personality as well).

Cardinal Pride
Fiendish Vessel Cardinal 4
Pride was born to noble family, usually in this point most tieflings tales sink to self depressing tale of abandonment or neglect or forsaken by their biological parents who are horrified from birth of a abomination. However his parents were overjoyed as they both were devoted followers of Asmodeus (and Asmodeus was main religion in city of his birth) so his birth was seen as divine sign from their god. So they used their wealth to bribe local Asmodeus priests to take in the god's favored child and educated in the church in matters of state craft, politics and of course climb up in church hierarchy much envy to non-devil touched members of the clergy. All while enjoy benefits of being born loving noble family who shared similar ideals and worldview as he did and is admired big brother to his younger sister (who sadly albeit not devil touched like him in regards career paths but no less ambitious her own). He took his new name; Cardinal Pride, upon graduation but he still accepts called by his older name by members of his family; Larsk Kradoman.

In short time he became one younger cardinals graduated from the merciless church and he decided to expand his influence (or build it) by working for crime syndicate which was distantly associated to the church. Criminal activity naturally is forbidden by Asmodean law, but then again there is no punishment if your not caught and thus leads to never ending wheel of bribery going towards Asmodeus church tolerate crime syndicates so long they do not grossly break the law and occasion church hires criminals to perform tasks for them.

Then opportunity arises with opening of the desert....promise of great wealth and thus power for someone who controls the desert sands.

Personality: Cardinal Pride, well, is prideful sort. He is proud of his fiendish heritage, not ashamed nor afraid of it. He knows very well what kind of patron he is dealing with and has sort zealous stoic acceptance of it and has accepted Asmodeus as supreme entity in universe (in his standpoint). Raised as prodigy by loved family he is very close to his parents and family but he is close also to his mentor in the church academy where he graduated from. He is driven, ambitious and has sense there is great destiny for him but he does not foresee it yet. So he focus mostly on gathering and increasing his own power and influence (in this order as influence without power is hollow one in his opinion).
« Last Edit: November 06, 2017, 02:28:57 PM by Zaer Darkwail »

Online eBadger

Re: Evil Pathfinder
« Reply #47 on: November 06, 2017, 03:54:10 AM »
   
Mahsati, The Moon Whisper
Elven Feral Huntress
Character Sheet

Description & Background
All is lost to the winds and sands.  My mothers no longer tell their stories; they weep in the darkness, holding their little court beneath the blasted rocks, and dream ever of revenge.  And lo, for I am that revenge, seeded by the wicked race that I might have their cruelty, taught the ways of the desert and its beasts to become the predator. 

Like the story of the mad djinn, I bring death to the sands; like the midnight wind, I steal souls to feed upon; like the humans, I'll bathe the desert in blood until the oases are mine. 


Mahsati was raised on stories of the animals who overran her homeland; the wicked things that fouled oases, despoiled the sacred sites and eternal cities, and murdered her kin.  Her three mothers - well, two were aunts, but only technically - were princesses of a nomadic tribe, a proud people skilled in poetry and art, one with the land they traveled.  But their warriors were overwhelmed, their people scattered, their camels butchered, and they fled the war into the deep caves in the broken lands along the desert's edge.  As the magical storm scoured clean their homeland, they used their earth magics to forge a new home. 

They even forced respect from the drow, when they met them, and were happy enough to capture and trade away any humans that ventured too near their caves.  The princesses came to respect the drow in turn, seeing the vicious brutality that would be necessary to continue the war.  They took males to stud, birthing Mahsati and well over a score of siblings. 

Mahsati, half drow and half desert elf, is the eldest of these, the heir apparent to leadership as the clan's Sheikh.  Raised by her mothers with frequent contact with the Drow, her beliefs are a mixture of traditional desert teachings, lust for vengeance and the attitudes of a matriarchal, evil society.  The burden of responsibility and expectation has also weighed heavily upon her. 

She learned the druidic magic of her mothers but wasn't content to merely channel the energies of nature.  Mahsati also enjoyed the wild savagery of the beasts, finding within herself a bloodthirsty animal eager for the hunt.  Humans and other imperials, no better than vermin, are prey.  The desert has long been a hunting ground where she prowls at night, picking off settlers, merchants or any other imperials who venture too far from town walls and armed guards.  While the rest of her clan tends to stay close totheir lair, she has ventured into the desert and the habitations along its edge, raiding caravans and villages - sometimes alone, but she has learned the value of hunting as a pack. 

Now, with the storm's sudden abating, she seeks to stop any efforts by the humans to resume their invasion and to repair the magical devastation the war has taken on nature. 


Personality
Mahsati is a poet-warrior who stalks men like beasts, driven by her mothers' thirst for vengeance.  She exists at the line between cultured and feral, aristocratic and animalistic, a polite storyteller and a playful killer.  She is dutiful and as merciless as a cat on the hunt, but quietly holds to the idea of becoming something more.  To those who gain her friendship is is a steadfast pack member and a surprisingly adept storyteller who takes her role as the last depository of her tribe's culture very seriously. 

Description
Mahsati favors her father's pale drow coloring, of medium height and athletically slim.  She is not only able to express her feral nature but delights in it, rarely seeing any need to conceal large, feline fangs, sharp nails and bright yellow eyes.  She enjoys rich fabrics, designed in desert style but reflecting her nocturnal, subterranean nature: black spider silk and loose, flowing fabrics. 
« Last Edit: November 12, 2017, 12:08:53 AM by eBadger »

Offline Yugishogun

Re: Evil Pathfinder
« Reply #48 on: November 06, 2017, 07:15:58 AM »
Just posting my sheet here for the sake of prosterity. Those are awesome characters, Zaer and Badger! :)


(Note: Upon taking burn (as shown in the above picture), the color of her hair and eyes warp. She also tends to glow with negative energy and have pale skin as well in such states.)

Name: Sara Blight, Human Void Kineticist (Elemental Annihilator) 4

Sheet: https://www.myth-weavers.com/sheet.html#id=1388538

Goals: Sara fully aims to use the assistance of the organization to overthrow the current rule. Her primary objective overall though is to smite the entirety of hometown.

Personality: Sara comes off as oddly affable despite having mentally snapped three years ago. It's just that her calm and kind demeanor starts getting rather disturbing as it ceases to fade when she rends her foes with gravity and dark energy. It's especially a vomit-inducing experience to watch as she holds casual conversations while slitting the throats of any creature unfortunate enough to be in such a helpless position. That calm demeanor shatters into blind rage however when she encounters a member of her hometown. Her class archetype is called "Elemental Annihilator" for a reason.

Background: Sara was born to a family obsessed with having a fruitful child for their own wealth. The caustic couple was angered to find that not only was their child not to a boy, but she looked quite average as a girl. The town would eventually take notice of the hidden abuse over the first decade of her life, but the lazy eyes caught on at the worst time. The moment a couple citizens planned to intervene, they forced open the door to the sight of Sara's repugnant parents warped across the floor by her awakened powers. The black-haired girl had accidentally used them out of fear, but the ensuing mob reaction of the townsfolk wasn't having that. After barely escaping them and their intent to hang her, she was forced to live out in the wilderness for the next six years. Throughout that time, she quickly grew quite bitter with the horrid lot she had been given in life. By age 16, she had finally snapped and went onto building her path of revenge, leading to her current position in the organization three years later.
« Last Edit: November 06, 2017, 10:23:55 PM by Yugishogun »

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #49 on: November 06, 2017, 08:49:15 AM »
Could someone a little more familiar with the system take a quick look over? I don't want to have missed anything but I'm like 95% convinced that I'm solid.

Spoiler: Click to Show/Hide
Name: Cricket. Race: Human. Class/Level: Zen Qinggong Monk 4. Favoured Bonus: H.
Alignment: LE. Pointbuy: 14/14/13/10/17/10 = 20.

Strength 14, Dexterity 14, Constitution 13, Intelligence 10, Wisdom 20, Charisma 10
Initiative +8
Perception +12
Hit Points 36

Armor Class 19, touch 19, flatfooted 17 (class 1, wis 5, dex 2, def 1)
CMD 18 (bab 3, class 1, dex 2, str 2)
Fort +7, Ref +7, Will +7

Speed 40
Base Attack +3, Base Flurry +2 (+2/+2)
CMB +8
Fist +5 (1d8+2)
Bow +10 (1d8+3/Crit [(1d8+3)x3]+3, 110’)
Bow within 30’ +11 (1d8+4/Crit [(1d8+4)x3]+3, 110’)
Bow flurry +9/+9 (1d8+3/Crit [(1d8+3)x3]+3, 110’)
Bow flurry within ’30 +10/+10 (ditto)


Traits: Exile, Resilient, Killer
Drawback: Family Ties (sister)
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot (does not suffer -4 for shooting into melee)
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot (+1 attack/danage within ’30)
Monk 3rd: Point Blank Master (does not provoke for using ranged weapon while threatened)
3rd: Deadly Aim (-1 ranged attack, +2 ranged damage)


Monk Class Abilities
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 4/day, once/round, as part of attack; roll two d20s for one bow attack, with the discard as confirmation if the first threatens
Zen Archery: Cricket uses Wisdom to determine ranged attacks
* Ki Pool: 8/day swift and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour,
(iv) unarmed bow damage, (v) +20 speed or jump, (vi) +3 barkskin [stnd, 60 mins]

Skills: Acrobatics +9 (4 rank, 3 class, 2 stat), Heal +11 (3 rank, 3 class, 5 stat) Perception+12 (4 rank, 3 class, 5 stat), Ride +6 (1 rank, 3 class, 2 stat), Stealth +9 (4 rank, 3 class, 2 stat)

Gear (6,000gp): composite str14 longbow+1 (2600gp, 3lb), ring of protection+1 (2000gp), cloak of resistance+1 (1000gp), 2 potions of mage armor (100gp), 10 smoke arrows (100gp, 10lb), masterwork backpack (50gp, 4lb), 200 arrows (10gp, 30lb), 40 blunt arrows (4gp, 6lb), cold iron knuckles (2gp, 1lb), soap (1gp, 2lb), 133gp
Encumbrance (light 56lb):
« Last Edit: November 06, 2017, 09:15:17 AM by Regina Minx »

Offline Yugishogun

Re: Evil Pathfinder
« Reply #50 on: November 06, 2017, 09:10:20 AM »
Could someone a little more familiar with the system take a quick look over? I don't want to have missed anything but I'm like 95% convinced that I'm solid.

Spoiler: Click to Show/Hide
Name: Cricket. Race: Human. Class/Level: Zen Qinggong Monk 4. Favoured Bonus: H.
Alignment: LE. Pointbuy: 14/14/13/10/17/10 = 20.

Strength 14, Dexterity 14, Constitution 13, Intelligence 10, Wisdom 20, Charisma 10
Initiative +8
Perception +12
Hit Points 36

Armor Class 19, touch 19, flatfooted 17 (class 1, wis 5, dex 2, def 1)
CMD 18 (bab 3, class 1, dex 2, str 2)
Fort +7, Ref +7, Will +7

Speed 40
Base Attack +3, Base Flurry +2 (+2/+2)
CMB +8
Fist +5 (1d8+2)
Bow +10 (1d8+3/Crit [(1d8+3)x3]+3, 110’)
Bow within 30’ +11 (1d8+4/Crit [(1d8+4)x3]+3, 110’)
Bow flurry +9/+9 (1d8+3/Crit [(1d8+3)x3]+3, 110’)
Bow flurry within ’30 +10/+10 (ditto)


Traits: Exile, Resilient,
Drawback: Family Ties (sister), Killer
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot (does not suffer -4 for shooting into melee)
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot (+1 attack/danage within ’30)
Monk 3rd: Point Blank Master (does not provoke for using ranged weapon while threatened)
3rd: Deadly Aim (-1 ranged attack, +2 ranged damage)


Monk Class Abilities
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 4/day, once/round, as part of attack; roll two d20s for one bow attack, with the discard as confirmation if the first threatens
Zen Archery: Cricket uses Wisdom to determine ranged attacks
* Ki Pool: 8/day swift and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour,
(iv) unarmed bow damage, (v) +20 speed or jump, (vi) +3 barkskin [stnd, 60 mins]

Skills: Acrobatics +9 (4 rank, 3 class, 2 stat), Heal +11 (3 rank, 3 class, 5 stat) Perception+12 (4 rank, 3 class, 5 stat), Ride +6 (1 rank, 3 class, 2 stat), Stealth +9 (4 rank, 3 class, 2 stat)

Gear (6,000gp): composite str14 longbow+1 (2600gp, 3lb), ring of protection+1 (2000gp), cloak of resistance+1 (1000gp), 2 potions of mage armor (100gp), 10 smoke arrows (100gp, 10lb), masterwork backpack (50gp, 4lb), 200 arrows (10gp, 30lb), 40 blunt arrows (4gp, 6lb), cold iron knuckles (2gp, 1lb), soap (1gp, 2lb), 133gp
Encumbrance (light 56lb):

It seems ok. (Don't worry. I'm currently in an awkward position myself. My entire morning has been a minor proof of why I should never build PF character sheets so late at night.)

Offline Ixy

Re: Evil Pathfinder
« Reply #51 on: November 06, 2017, 09:39:58 AM »
I'm working on a Tiefling Bloodrager. Her concept is that she was kept as a freak show attraction for the first part of her life, exhibited as a ' captured devil ' by a charlatan mage who dehumanized and degraded her.  She was freed by barbarian raiders, and quickly realized the extent of her abilities once the whips and Wands of Sickening were taken away.

Online eBadger

Re: Evil Pathfinder
« Reply #52 on: November 06, 2017, 10:06:59 AM »
We seem to have a raiding/bandit theme going on.  That might be a simpler place to start from than a jailbreak; we're already friends and comrades that are turning from theivery to exploration.

Online Chulanowa

Re: Evil Pathfinder
« Reply #53 on: November 06, 2017, 10:13:33 AM »
I'll glue something together after work. Ugh I hate short-shifting.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #54 on: November 06, 2017, 11:05:26 AM »
We seem to have a raiding/bandit theme going on.  That might be a simpler place to start from than a jailbreak; we're already friends and comrades that are turning from theivery to exploration.

Seconded. :) *reads "exploration" as "overturning everything we come across"*

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #55 on: November 06, 2017, 11:07:40 AM »
We seem to have a raiding/bandit theme going on.  That might be a simpler place to start from than a jailbreak; we're already friends and comrades that are turning from theivery to exploration.

If by exploration you mean graverobbing...

Online Chulanowa

Re: Evil Pathfinder
« Reply #56 on: November 06, 2017, 02:02:27 PM »
If by exploration you mean graverobbing...

I prefer to think of it as recovering abandoned antiquities and returning ancient objets d'art to the modern world. Our actions in this desert could start a new cultural movement, nay, a renaissance even!

Besides, they're more like tombs than graves, anyway...

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #57 on: November 06, 2017, 02:03:41 PM »
If that makes you sleep better at night, sirrah. Me, I think of it as lazy banidtry. When you bandit, you kill people and take their stuff. Here, they're already dead, and we're just taking their stuff. Bigger payout, less work.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #58 on: November 06, 2017, 02:29:14 PM »
Updated my earlier post include link to charsheet and also some info on his personality. Intent is to get Vile leadership in 7th level so he can start gather his own minions which to bully/punish (and slaves). Expecting by time on 7th level we have established stronghold or base of operation some kind in desert.

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #59 on: November 06, 2017, 02:58:11 PM »
  Wow, these are some great characters. I wasn't expecting people to already have mechanics written up, so very quickly here are some setting specifics rules, more for general fluff, but will require some general tweaking of character sheets. Sorry everyone:



  Coins: the common currencies of the land are silver, bronze and copper. This is because I feel gold should be special, and not a metal used in every day transactions. Hopefully this will not prove too complicated.

  Languages: Common does not exist, in its place is Trade. As the name implies it is used by traders, and can cover general conversation. What it does not do well is elaborate word play or convey precise, non-trade related information. Diplomacy and elaborate bluff attempts (such as “We represent the royal guard of the crown, “ as oppose to “It wasn't us, we're innocent,”) take a -4 penalty when done in Trade. Furthermore, attempting to convey non-trade related information quickly can be tricky. During combat and other rushed scenarios, a DC: 10 Linguistics check must be made to relay information in Trade (“It has high spell resistance,” “Ignore the archers, I'll deal with them,” “Aim between the 4th and 5th rib, its a weak spot”). If the check is a failure, you can choose to either give up, or instead convey the information as a move action (making success  automatic).
  Eshna replaces Common as the human language. Everyone can swap Common for Trade, Eshna, or any other language a high intelligence modifier would give them access to.

  Weapons: Usual stuff: bows, clubs, spears, blades. Rapiers and over fancy weapons are rarer, but by no means unheard of. However, due to the limited metal working skill of the land, metal weapons cannot be crafted as master work and need to be imported. As such, a masterwork metal weapon costs an extra 500 silver pieces. Non-metal masterwork weapons cost the standard +300 silver. However, a weapon need not be masterwork to be enchanted into a magical weapon.

  Armour: It is hot in the desert, few people bother wearing heavier armours. Light and medium armour costs the same, but heavy armour is often imported and in short supply, costs an extra 50%. As with weapons, masterwork metal armour costs more. Add 200 silver to the price of light metal armour, 300 for medium and 400 to heavy (after the 1.5 price multiplication).
  Worth noting is the effect armour has on you in a hot climate. Simply wearing armour gives you a penalty to saves to avoid negative effects from the hot environment as follows:
  Light, not metal: -1
  Light, metal: -2
  Medium, not metal: -3
  Medium, metal: -4
  Heavy, not metal: -6
  Heavy, metal: -8

Of course, if you have Endure Element or are otherwise immune to these effects, then the price is the only drawback specific to this game for such armour.

  Background skills: This game will use the background skills variant rules. Basically you receive an extra 2 skill points per level, that can only be spent on the following:

     Background Skills
Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

  Further details: http://www.d20pfsrd.com/skills/background-skills/



  Okay, that should be everything, hopefully these house rules aren't too obnoxious/difficult to understand. Don't hesitate to ask if something is unclear, and sorry these weren't delivered earlier, again the speed of things caught me off guard.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #60 on: November 06, 2017, 03:08:19 PM »
Ok, need adjust some prices. But as GM approval your okay I can use summon monster II variant? Variant which allows me summon hell hound with summon monster II. Normally it's listed 4th level summon but some modules seem have Asmodeus disciples casting it earlier. Also how much a ruby dagger would cost? A one which is not masterwork/meant for combat but more for ritual purposes to draw blood/cut flesh?

Offline SeraphAzriel

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Re: Evil Pathfinder
« Reply #61 on: November 06, 2017, 03:31:46 PM »
Albron Mahmud
Alright, throwing my hat into the ring.  Putting the background under a spoiler cuz it got a bit longer than I was expecting. 

Half Giant
Aegis/Warhulk

I realize that these are a third party race/class, but I'm interested in playing a divine refluffed version of the class.  Psionics I'm not particularly interested in.  If that's not possible, then I don't mind making something else more RAW.  I'm holding out on crunching numbers until I know whether or not it's a kosher idea.


Background
These are the old stories, the ones my sisters and brothers learned from their fathers and mothers.  Such was our way.  There were many tribes of my kin in the sands once.  Some of us would guide caravans through to the other side.  Some herded sheep and camel.  Others were content to live with their tents in peace. 
When the father of my great grandfather was young, he laid beside his wife one night and dreamed.  He looked and saw many men on one side of the desert, with their spears and shields.  Then he looked to the other side and saw many of the sandwalkers with bows and curved swords on the other.  Both cried loudly at one another, and swore curses and oaths.  My honored ancestor knew naught why they clashed shields and shook spears so fiercely.  The sight of so many warriors made his heart shake like a tent flap in the hot wind. 
   Then from the desert strode a figure.  Tall, as tall as the stars.  His form was the shape of metal, with spines like the peaks of distant mountains.  Eyes shone in that dream like polished rubies that caught the sun’s caress.  “Listen.”  The figure’s voice boomed across the desert.  “For I tell you that my hand reaches into the desert and much blood will be spilled as I will it.”  My honored ancestor quaked before the might and strength of this armored form.  “You follow me.  Now I tell you that you and your kin shall be my spear bearers.” 
   My honored ancestor shook with fright.  “Oh but my lord!  I have but few sons and daughters!  I have swords enough to fight in your name, but I bear no mail with which to protect my breast!  I shall fight as you say, but let me live that I might fight longer in your name!”
   The Lord In Iron’s eyes blazed.  “Do no quake like a child that hears the jackal’s scampering at night.  You shall go raise your arms against the enemy and you shall go with my blessing.”  Gorum then did stretch forth and smite my ancestor with his mailed fist, leaving a great mark upon his forehead.  “You now bear my mark.  You will walk at my side and your tents shall swell with strong children.  Step as I do and your purse shall never empty.  Raise your blade, fight, and kill as to honor me and I shall lend you my mail.”  Then the God of Battle spoke with my ancestor and opened his mind’s eye, that he might make with his thoughts steel enough to deflect even the mightiest of swords. 
   My honored ancestor then awoke and pulled down his tent, that he might walk with Gorum.
   This is the story that my brothers and sisters speak.  My honored ancestor lead his family to those who lived in the sands, who were few in number to the men.  There he broke bread with them and said that he would raise sword for them against men.  They Old People were glad for this and gave him little coin and jewels that he might be happy for fighting alongside them. 
   Thus when battle was joined did he sally forth alongside the sandwalkers bearing a great sword and roaring Gorum’s name, clad in steel like black glass.  My honored ancestor did fall upon them as the laughing wolf seizes the throat of the antelope.  He took many heads in the Lord In Iron’s name.  The number of men was great but they did not have His blessing.  Their swords and axes were turned aside by the black glass he bore.  The sandwalkers shot at the men from afar.  Thus did the Old People know victory.  My honored ancestor was given a great many spoils from the battle.
   So did he and his kin fight beside them, giving glory to Gorum with every beheading, every raid, every siege, throughout the whole of the war.  As the God of War promised my honored ancestor grew mighty indeed.  The strong women of many tribes came to him and he took many wives that gave him sons with strong spear arms and daughters that could bear shield.  They fought alongside their father when they were old enough to bear weapons. 
   Such is the history of my family.  My honored ancestor died in the final battle against men.  But his son, my great grandfather was wise and gave great glories to Gorum.  So did the Lord In Iron come to him as he slept beside his wife one night. 
   “I now come to you as I came to your father.  You will walk with me.  A great storm shall come and tear the flesh from those who live here.  You shall take up your tent and walk across many dunes to where the land is hard and much grass grows in the plains.  You will stay there until I call for you again.”  My great grandfather nodded and did as he was told.  My family moved to the savannah.  There did my kin and forefathers take up our arms and mail to keep our spear arms strong until Gorum called upon us.  As the God of War had spoke, a great storm descended upon the desert.  And all those who stayed there had their flesh torn from bone and died. 
   My great grandfather held communion in Gorum’s name.  We visited battle on surviving tribes.  We slew those that raised hand against us and took their daughters for our wives.  My family grew in number, strength, and riches.  We raided merchant caravans as we roamed the desolate plains.  My uncles and aunts spread forth their own tents elsewhere as my kin grew in number.  Our spears would go to whoever paid us, apart from the likes of men.  My family’s name gained much honor in Gorum’s service. 
So did we live until the time of my father. 
   Then did the Lord In Iron speak to him, saying, “As I have spoken to your forefathers so shall I speak unto you.  In a fortnight’s time shall the howling winds grow quiet and the desert shall be open again.  None bear spears yet but hearts ache to spill blood.  You and your family shall return.  But for three sons and three daughters.  These you shall send forth into the cities that they might spread your name again amongst the peoples of the sand and the Old People will remember the compact made with your tribe.”
   So it was that my father sent me and my brothers and sisters into the new desert, to the towns and the oases that we might spread our family’s name and power again.  I was a sellsword for a time.  The coin is nice, but battle in itself is payment enough.  I crave to know the thrill of war as my honored ancestor did.  However...things are different from those times.  There are new powers now, more of those picking about the edges of ancient battlegrounds.  I have aligned myself with one of these vipers, to spread my family’s name and my own.  There are comrades now.  Brothers and sisters in arms.  They are fine companions to have.  Perhaps...close to my own family.


Personality
Strength prefers strength.  Albron is strong and prefers those about him to have strength as well, that they might be of use in a fight.  He is intelligent enough of course to realize that there  are unfortunately many problems that can’t be solved by a cracked skull, and is willing to leave such matters to those with the patience suited for such complicated affairs.  His primary concern is to give a good acquittal of himself in a conflict that he might honor Gorum with spilled blood and naked steel.  Although not particularly given over to promises and oaths he has a certain dogged kind of loyalty.  People that he sees as trustworthy and worthy of respect are a kind of extension of his family.  Family gets fond, preferential treatment.  There are some rather enjoyable perks on being on the good side of a nearly eight foot tall giantblood with a hammer about as large as he.  Albron is wary of ‘outsiders’, which tends to include anyone not an ally or family.  For him, there is little else in the world that interests him beyond friends, family, and battle.

Description
Albron stands at 7’8” tall, weighing in at three hundred pounds.  His physique is a build similar to that of a mud brick house.  Sturdy and powerful.  Not to mention very large.  The skin of his tribe tends towards very dark colors, shades of dark brown to even black.  Albron’s is very much on the dark end of the spectrum.  The hair on his body, in remarkably sharp contrast, is a brilliant shade of copper.  His hair is long and run pasts his shoulders, although he prefers to keep it in intricate braids that it might not interfere with him in battle.  His attire is generally the long robes that most travelers prefer in the sands as well as the usual cheche.  When not necessary he prefers the traditional wear amongst his tribe, a small skirt and sandals. 

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #62 on: November 06, 2017, 03:44:52 PM »
Updated my earlier post include link to charsheet and also some info on his personality. Intent is to get Vile leadership in 7th level so he can start gather his own minions which to bully/punish (and slaves). Expecting by time on 7th level we have established stronghold or base of operation some kind in desert.

  I'm think I'm going to have to disallow Vile Leadership as a feat. Its way too powerful, and if one character takes it, then others should be allowed to as well, and that will just get overwhelming real fast. You should get followers and maybe even a cohort, but this should be for story reasons.

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #63 on: November 06, 2017, 03:45:43 PM »
And slaves, boss. Nothing like a high-value commodity that can haul ITSELF across the dessert.

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #64 on: November 06, 2017, 04:33:08 PM »
  Also more fun than other merchandise. There's only so much you can do to entertain yourself with a cart load of copper pans.

  Updated character creation: point buy 20, two traits, one draw back (not 3 traits in total, just 2 and the draw back), standard wealth (6,000gpsp), HP maximum at first level, then averager rounding up (d4 = 3, d6 = 5, ect). All official PF sources are good, homebrew and third party will be considered. Warrior Lord of Unholy Darkness for example is approved.

Offline Cataclysmic Archangel

Re: Evil Pathfinder
« Reply #65 on: November 06, 2017, 06:29:24 PM »
Missed quite a few posts. Saw something about a raiding band?  All the good stuff happens while I’m not home to see my books. Sounds like my paladin idea may not work, but seems there’s already quite a large group.

Offline Yugishogun

Re: Evil Pathfinder
« Reply #66 on: November 06, 2017, 07:24:43 PM »
The edits to my sheet have been made.

Offline Ixy

Re: Evil Pathfinder
« Reply #67 on: November 06, 2017, 08:39:50 PM »
 
Khait, Pitborn Tiefling.  NE Abyssal Bloodrager.
Hammers fall onto wooden staves, driving them into the hard-packed ground of the baked clay near the riverbed, which winds like a dried vein through the dead flesh of the once-green Valley of Wilizi.  The stakes draw creaks from the ropes, make billowing canvas of the many-times-patched tents snap taut.  They are stained over the years from piss-yellow to whore-rouge pink in alternating incarnations of desert dust, like the skins and the costumes and the make-ups of the carnies themselves. 

The pulley to the water's edge is being tested, creaking its half-hour journey to return murky water barely fit for the animals to drink, and the cookfires are still building to consume the coal they brought with them-- there's not much wood to be found, and the animals will consume the little scrub-grass before the next nightfall, but the traders and the desert-people, they will come.  This place is well-known, well-found, and one of their most profitable venues, perhaps because of its remoteness, because they are the only ones who will dare it.  In fact, a few gawkers have come already, and rather than shunning them-- risking a loss of income in the act-- the traveling performers have thrown together an impromptu teaser-show, a promise of more to come, foreplay for the greater event to ensure they return at the sun's last hours.

The remoteness of it is perfectly suitable to them.  They are far from law, far from civility, far from the wrestling control of tax-men and sanctimony.  Here in the expanse, no one bats an eye at their ecclectic shows, except to squint harder to see more.  Is it the Producer's aversion to law-- perhaps a troubled past-- that has driven them to this niche market?  Or is it a taste... a craving of his, or theirs?  Is it that they are all deviants.  Certainly the Girl is, so they've said... but she doesn't know quite why.  They must know something she doesn't.

So as the tent snaps against the desert wind one last time and no longer yields, she watches and pretends it's a sail taking the wind, and that the great sands they drove through, which she witnessed through the bars, were the great white ocean from the books.  She's never seen the ocean, so why shouldn't it be the same?  She hums softly and her thumb strokes a ragged coconut husk, and with her eyes closed it's a doll's hair.  This is normal enough, she thinks.  It's basically home.

A barker's voice beyond, not lacking in enthusiasm, continues its imitation of excitement to laud the skills of a contortionist's skill, even as its owner throws back the tent flap.  "And here, though the full displays are not yet ready, you can see how vast our collection of oddities has grown!  Yes, for but a few coins, you can see the strangest of the world's beings, all brought to your land for display-- we have a Grippli-beast, a giant, soft-skinned green being that swims in water like a bird flies through air-- believe it, yes, you will see.  And-- ah, this cage has been left open!"  She emerges into view of the bars, the Producer... her long legs and tall boots making her elven form look like a walking stiletto.  "Tsk tsk--" she chides, "And this one is one of our more interesting displays-- and yet not THE most rare by far.  Yes, this one you get a free peek at, but... you may approach no closer--" her silhouette is dark against the afternoon sun washing through the open flap, blinding the girl's sensitive eyes.

There is muttering in a foreign tongue, but the Producer continues in Common. "Yes, a free peek for you!  There, in that cage, we have captured a devilspawn-- an interdimensional being held in check by protective, magical wards!  Be not afraid, this one is under full control of our--" CRACK! as the producer's shadowy hand slaps the hollow wooden casket, ringing it like a drum and making the girl start.  "--our own blessed runes and wards.  Yes, you can see, even study a hell-spawned infernal.  Just look..." The producer's features are almost clear now as the girl's eyes adjust to the light.  "Just look.  She's almost beautiful... for a freak."

The girl looked up at their faces, and though she could barely make them out, she could not see their faces.  So she simply smiled, thinking, still, that this might show them she was friendly.  More than one of the small cluster of onlookers shrank away.  This didn't bother her any more, so she leaned back against the corner, recrossed her legs, and let her tail uncurl itself to wave in the air like a searching snake.

"We'd best go before you're bewitched... come back tonight to see her... more completely," the Producer assured them, her walking staff pointing them back to the tent flap they'd entered.  Something sinister in that statement clung in the tent like a bad smell.

That was the first night, a realization that she had ascended from mere curiosity to high-ticket attraction.  All wanted to see, but many wanted to touch, and with that came coin for her masters.

*

Seven years of this.  Wands of enfeeblement and of nausea kept her from fighting back.  Stygian chains kept her from escaping.  Whips kept her in check when things got out of hand-- and they did, like the time she bit out the throat of a merchant-guard who'd sacrificed a year's pay for her company, and even the whip couldn't make her release his severed windpipe until he stopped making gutteral, spurting breaths through the ragged hole.  She managed to wheedle books away from time to time, but the fare was limited.  She learned a few dances, but more and more potent enchantments were required to maintain her docile state.  The conversation had come up more than once that she should be sold off-- either to a pit-fighting crew or a wealthy collector-- but the opportunist Producer was reluctant to part with the flow of wealth until one more score each time. 

In a twist of fate, it was she who almost saved them all when the raiders struck; barbarians, never expected so far in the wastes seiged them before dawn after a particularly successful tour, slaughtering their labor animals and labormen alike.  It was in desperation that the Producer freed her, stood behind her, hid in the corner in the hopes that the raiders would focus their attention on the strange, exotic prize-- and when she stretched herself from her cold-iron casket and found her chains loosed, she was reluctant to accept this chance at freedom... it had to be a trick, and not the first of its like.  It was the swinging blades that convinced her otherwise, the pain of a broken arm, the fierce choking grapple at her throat, the clumsy, fierce ripping at her meager garb.  It woke something in her, the thing that had so rarely been sated.. and it wouldn't rest until she stood on sands wet to mud with the blood of the raiders, her claws and teeth red with their deaths, and a trail of ragged bodies leading to her cage as she waded deeper and deeper into the fray.

When it was over, the Producer emerged from hiding-- shaky-voiced and shivering with fear, babbling thanks and promises, assurances that this was the end of her enslavement, that she would be free and wealthy, have half her Mistress' fortune until her death.

"Free?" She had asked, remembering how a Paladin had come to slay her, once, and stayed to fuck her when determining she was not -actually- a devil.  "But Mistress," she'd answered, popping her dislocated shoulder back into its socket, then giving a wild smile of relief, "you said nothing was ever free..."

She was not frenzied when she finished the Producer; she made it last until the dawn's light cascaded down upon the wreckage of so much death, until the screams could no longer come, until she could no longer be revived to suffer more, then she left the Producer in her iron coffin as she set the tent ablaze.
« Last Edit: November 08, 2017, 01:36:22 PM by Ixy »

Offline SeraphAzriel

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Re: Evil Pathfinder
« Reply #68 on: November 06, 2017, 09:14:41 PM »
Daaaang!  That's a pretty cool character you've got there Ixy! 

  Also more fun than other merchandise. There's only so much you can do to entertain yourself with a cart load of copper pans.

  Updated character creation: point buy 20, two traits, one draw back (not 3 traits in total, just 2 and the draw back), standard wealth (6,000gpsp), HP maximum at first level, then averager rounding up (d4 = 3, d6 = 5, ect). All official PF sources are good, homebrew and third party will be considered. Warrior Lord of Unholy Darkness for example is approved.

Uhmmm...I was a bit confused and took a look in my Core Rulebook, in which the wealth by level for a 4th level character is stated to be 6,000gp.  Is there a detail that I'm missing...?  Or are we just counting gp as sp?

Online Chulanowa

Re: Evil Pathfinder
« Reply #69 on: November 06, 2017, 10:20:10 PM »
yeah, in this setting, Silver = Gold, Bronze = silver, and copper = copper.

Online Chulanowa

Re: Evil Pathfinder
« Reply #70 on: November 07, 2017, 02:13:01 AM »
I'm feeling spellcaster personally. i'm not 100% sure what exactly just yet, but I know it's gonna waggle fingers and have an interest in esoteric plunder

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #71 on: November 07, 2017, 02:21:47 AM »
Missed quite a few posts. Saw something about a raiding band?  All the good stuff happens while I’m not home to see my books. Sounds like my paladin idea may not work, but seems there’s already quite a large group.

Your antipaladin could come from same area/background as my char did :)

Offline Ixy

Re: Evil Pathfinder
« Reply #72 on: November 07, 2017, 06:04:02 AM »
Daaaang!  That's a pretty cool character you've got there Ixy! 

Thank you, yours too- always liked the half-giant idea but never much cared for psionics.

Anyway, still need some adjustments, but basically ready for application.

One brief question of LF and company:does a Tiefling's fire resistance protect against environmental heat/desert conditions?

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #73 on: November 07, 2017, 08:18:24 AM »
One brief question of LF and company:does a Tiefling's fire resistance protect against environmental heat/desert conditions?

  As long as you stay hydrated yes it will protect you from sunstroke/burn and general heat exhaustion, but if you don't manage to drink any water for the day, you'll feel the full effects. Love your character by the way.

  In case some people missed this, magical weapons, even metal ones, are actually cheaper in this game, since they don't need to be masterwork to become magical a mundane weapon can be enchanted for 2,000. If you have a masterwork weapon, I'll allow the 300 to enchanting, so if you ever want to make it a +1 weapon, it will cost 1,700 rather than 2,000.

  Group is looking good, liking the bandit theme. Is everyone going to start knowing each other, or will people start in the desert already bandits, and other come in from the cities to make an alliance/agreement as the pickings are suddenly going to get a lot juicier, and thus likely more well protected too?

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #74 on: November 07, 2017, 09:01:58 AM »
Our illustrious GM has helped me fix some mistakes I made in my character sheet. It looks like Cricket is ready to go, with the one addition to her backstory is that after she and her sister (names withheld to protect the innocent guilty) had their falling out with their ex-monk mother, they returned to their home in the city on the edge of the desert and helped themselves to what they thought of as their birthright. In Cricket's case, it's a scroll that her mother took from the Monastery of the Desert Wind which describes the secret of their Way of the Bow, which is what enables Cricket to continue along the path of the monk despite hanging out with a bunch of horse thieves.

Putting up a revised character sheet.



Background: Cricket's mother was an acolyte at the Order of the Desert Winds, a monastery on the border of the Morasti Desert, located in a valley just before the last bend of the road that takes merchant caravans out into the endless, elf-blasted wastes. But for a single night's indiscretion, Cricket's mother would have joined that order and lived her life in a rigorous discipline, studying the world within and learning the ancient secrets of the martial path.

Instead, she encountered a handsome, winking stranger, and her vow of chastity was forgotten beneath the man's spread cloak. A few months later, when her pregnancy could not be ignored, the Grand Master of the order exiled Cricket's mother to a life of drudgery on the outskirts of civilization. Even the birth of her daughters (twins...normally an auspicious omen) did little to relieve the bitterness and regret that plagued Cricket's mother to this very day. Seeing in her daughters the red-orange hair and lilac eyes of her seducer, to see her offspring was to be reminded of her sin and all that she had lost. Having only the skills of a half-trained monk to trade for bread, the exile worked as a caravan guard, crossing the deserts so often that her skin became as leathery and dark as the hides of the sturdy desert horses.

Having no one to watch, Cricket and her twin sister accompanied their mother from the day they were old enough to walk. And since a desert caravan has no room for those who only take, from the time they were old enough to hold a slingshot, a knife, or a bow, they participated in the defense of the caravan and its supplies as they trundled from one oasis to the next. By the time Cricket and her sister were 16, they had crossed the desert more times than they could count, and both were canny, cunning warriors with an ability that their size betrayed, and had learned from their mother what the ex-monk could teach them about the ways of monastic combat.

Of course, two fresh young girls are bound to be drawn to other battles than to defend against raiders and horse thieves. One night, Cricket's sister was set upon by one of their fellow guards. A description of what he did would last longer than the act itself, for acting on instinct, Cricket took an arrow to her trusty bow and skewered the would-be rapist through the spine. One thing leading to another, Cricket and her sister were forced to flee into the desert when the caravan leader and the dead man's captain would not believe that the fault was not Cricket's and her sister. The worse sting of all came from their mother, who saw in the aborted assault her own sins reflected and accused Cricket, her sister, and both of being seduced by the guard, just as she was all those years ago.

Cricket and her sister would have died had they not been discovered by a gang of desert raiders and bandits, intent on attacking the same caravan that the girls had been a member of the previous day. They were allowed to join the bandits, and live to see the next day, only on the condition that they help raid those they had once protected. Having no sense of loyalty compelling them to stay, the two joined as they were bidden, and attacked the caravan by night, sparing only Cricket's mother, who was exiled in turn and left to wander the desert sands.

Cricket and her sister returned home not long after, to take from their mother's home what they felt was their birthright. In addition to the household goods, Cricket removed only one item from the house that she still keeps by her side: an ancient scroll, long since taken from the Monastery of the Desert Winds, that contains the secret of her remarkable archery skills. Her sister, not wanting to continue down the path that they chose, remained in the city to carve out a new life for herself. Cricket has remained in one outlaw band or another since turning thief. She has a taste for it and loves the free, fierce life of stealing and raiding more than she ever did as a dour, silent guard.

Image: Cricket is a lean wait wearing the voluminous, colorless robes of a desert dweller. A well-strung bow and quiver of arrows speak to her role in a group. Beneath her hood and face coverings, she has a fair face ill-suited for the scorching desert sun. Her father's gift is in the blood-colored hair and dark blue, almost purple eyes that stare down the length of an arrow. She is lean and well-muscled, and not-unendowed when you see her beneath her shapeless garb.

Personality: Cricket knew when she began the life of a bandit that an early death was a likely possibility for her, and she is determined that if that is to be her fate, she meet her death when the time comes without regret. She drinks, carouses, gambles, and is free with her affection to a pretty face of any gender. Despite her libertine lifestyle, she is paradoxically disciplined in her personal conduct and ritual; practicing with her bow and meditating every day, and her code of ethics will not permit her to steal from those who have nothing, nor to leave unarmed civilians with nothing to sustain them across the desert after she's robbed them. There is even a kind of mercy in her apparent ruthlessness; while she will shoot a fleeing opponent in the back, it is not from bloodlust. Better die from an arrow in the heart, Cricket reasons, than of thirst beneath the sun.

Character Sheet
Name: Cricket. Race: Human. Class/Level: Zen Qinggong Monk 4. Favoured Bonus: Add +1/4 point to the monk’s ki pool.
Alignment: LE. Pointbuy: 14/14/13/10/17/10 = 20.

Strength 14, Dexterity 14, Constitution 13, Intelligence 10, Wisdom 20, Charisma 10
Initiative +8
Perception +12
Hit Points 27

Armor Class 19, touch 19, flatfooted 17 (class 1, wis 5, dex 2, def 1)
CMD 18 (bab 3, class 1, dex 2, str 2)
Fort +7, Ref +7, Will +10

Speed 40
Base Attack +3, Base Flurry +2 (+2/+2)
CMB +6
Fist +5 (1d8+2)
Bow +10 (1d8+3/Crit x3, 110’)
Bow within 30’ +11 (1d8+4/Crit x3)
Bow flurry +9/+9 (1d8+3/Crit x3], 110’)
Bow flurry within ’30 +10/+10 (1d8+4/Crit x3)


Traits: Exile, Resilient
Drawback: Family Ties (sister)
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot (does not suffer -4 for shooting into melee)
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot (+1 attack/damage within 30’)
Monk 3rd: Point Blank Master (does not provoke for using ranged weapon while threatened)
3rd: Deadly Aim (-1 ranged attack, +2 ranged damage)


Monk Class Abilities
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 4/day, once/round, as part of attack; roll two d20s for one bow attack, with the discard as confirmation if the first threatens
Zen Archery: Cricket uses Wisdom to determine ranged attacks
* Ki Pool: 8/day swift and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge AC,
(iv) +3 barkskin [stnd, 40 mins]

Skills: Acrobatics +9 (4 rank, 3 class, 2 stat), Climb +6 (1 rank, 3 class, 2 stat), +2 Handle Animal (2 rank), Heal +11 (3 rank, 3 class, 5 stat) Lore (monastic traditions) +5 (2 rank, 3 class), Perception+12 (4 rank, 3 class, 5 stat), Profession (soldier) +10 (2 rank, 3 class, 5 stat), Ride +6 (1 rank, 3 class, 2 stat), Sense Motive +11 (3 rank, 3 class, 5 stat), Survival +6 (1 rank, 5 stat), Stealth +9 (4 rank, 3 class, 2 stat)

Linguistics 1 (Eshna, Trade)

Gear (6,000gp): composite str14 longbow+1 (2300gp, 3lb), ring of protection+1 (2000gp), cloak of resistance+1 (1000gp), 2 potions of mage armor (100gp), 10 smoke arrows (100gp, 10lb), masterwork backpack (50gp, 4lb), 200 arrows (10gp, 30lb), 40 blunt arrows (4gp, 6lb), cold iron knuckles (2gp, 1lb), soap (1gp, 2lb), 2 ioun torches (150gp), 2 weapon cords, 7gp, 277sp
Encumbrance (light 56lb)

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #75 on: November 07, 2017, 10:26:36 AM »
Ah, indeed. Missed the part of 'no need masterwork' for my weapon. Armor has some use from masterwork (reduced ACP), however difference of mundane weapon and masterwork weapon after enchanting; there is no difference as when weapon is enchanted the +1 bonus to hit from masterwork no longer applies to user of said weapon. Perhaps masterwork weapons are just more decorative than usual ones :P. Anyways have 119sp left as I spend 200sp for my light metal armor (and my heavy mace is not masterwork and thus no under extra expense and is +1).

Offline SeraphAzriel

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Re: Evil Pathfinder
« Reply #76 on: November 07, 2017, 10:54:18 AM »
Thank you, yours too- always liked the half-giant idea but never much cared for psionics.

Anyway, still need some adjustments, but basically ready for application.

One brief question of LF and company:does a Tiefling's fire resistance protect against environmental heat/desert conditions?

I think the mechanics of psionics are pretty cool, as well as some of the classes that a wee bit flavored (Aegis and Soulblade in particular), but it's pretty rare that I've seen much of anyone really want to play with psionics involved. 

Also @LisztesFerenc what of the likes of feats like Endurance?  Will Survival be an important skill in this campaign, considering the fact wandering the desert will require one to be out in the wilderness for long periods at a time?

Online eBadger

Re: Evil Pathfinder
« Reply #77 on: November 07, 2017, 09:22:48 PM »
  As long as you stay hydrated yes it will protect you from sunstroke/burn and general heat exhaustion, but if you don't manage to drink any water for the day, you'll feel the full effects. Love your character by the way.

  In case some people missed this, magical weapons, even metal ones, are actually cheaper in this game, since they don't need to be masterwork to become magical a mundane weapon can be enchanted for 2,000. If you have a masterwork weapon, I'll allow the 300 to enchanting, so if you ever want to make it a +1 weapon, it will cost 1,700 rather than 2,000.

  Group is looking good, liking the bandit theme. Is everyone going to start knowing each other, or will people start in the desert already bandits, and other come in from the cities to make an alliance/agreement as the pickings are suddenly going to get a lot juicier, and thus likely more well protected too?

I would say start off knowing each other; that gets us past the "why are we loyal to each other" hurdle.  We've been thru good times and bad, saved each other's lives and aren't too judgy if the feral half drow is a bit bitey.   

If anyone's concept doesn't fit with that, or doesn't want to, it would also make a lot of sense for a small raiding group to bring on a couple more before a big job.

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #78 on: November 07, 2017, 10:06:22 PM »
Also @LisztesFerenc what of the likes of feats like Endurance?  Will Survival be an important skill in this campaign, considering the fact wandering the desert will require one to be out in the wilderness for long periods at a time?

  Probably yes. Endure Elements is a first level spell and create water is a cantrip, so whilst getting lost likely won't be fatal, it will be a waste of time and dangerous in other ways.

I would say start off knowing each other; that gets us past the "why are we loyal to each other" hurdle.  We've been thru good times and bad, saved each other's lives and aren't too judgy if the feral half drow is a bit bitey.   

If anyone's concept doesn't fit with that, or doesn't want to, it would also make a lot of sense for a small raiding group to bring on a couple more before a big job.

  That makes sense. So its a bandit group, that maybe is forming an alliance with someone from one if the cities.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #79 on: November 07, 2017, 10:29:53 PM »
From city it's most likely that Cardinal Pride leads group coming from city (or present one city's interest) and arrives join the bandit group. So everyone else in bandit group knew each other (lived in banditry already and expanding upon the desert). Most likely he brings 'gifts' (perhaps some magic items others have in their possession now in sheets or if GM feels generous everyone in bandit group gets additional item).

Online TFcommando

Re: Evil Pathfinder
« Reply #80 on: November 08, 2017, 03:14:17 AM »
Background is a little thin (So many great backstories), but wanted to get her out there.

Scylla Menador  was born into a noble family in a city controlled by devil worshipping nobles. brought up to embrace the dark power in her blood and raw ambition in her soul.  Just like her mother, five sisters, aunts and cousins.  It was an incestuous (sometimes literally) tangle of alliance and betrayal as they jockeying for position and power in the city’s aristocratic system.   And it was so tedious and petty!  Was it really making the Lord of the Hells happy to stain some young nobleman’s reputation or cause a schism in a marriage, over and over?

Thus, she’s set out on her own to do something more worthy of her many talents, and to be appreciated for them as well.  She’s certainly the best evil sorceress in this bandit gang, and that’s a start.  It provides the opportunity to delve into forgotten ruins and pillage ancient lore from time to time, that’s a passion she wasn’t able to exercise before. 

Still working on her look, but definitely in the “scantily-clad evil sorceress” type, which she’s playing to, flaunting what she had to be discreet about before.  Pale skin, black hair, red-brown eyes, maybe a BBW.

Scylla Menador

Female Human Sorceress 4
Preferred Class Sorceress (+1HP levels 1-3, +1 spell level 4)
Fire Elemental Bloodline Primal Archetype (reskinned as flame devil?)
LE Medium Humanoid
Init +2 Perception +0
 
AC 12 Touch 12, Flatfooted 10 (+4 for Mage Armor)
HP 25 8  + 6+ 6+ 5   favored class
Saves Fort +3 Ref. +4 Will +5

Speed 30 feet
BAB 2
Melee +1
Ranged +4

Sorcerer Spells Known

0th Read Magic, Spark, Prestidigitation, Detect Magic, Flare, Mage Hand, Create Water (Cleric, from trait)

1st  Mage Armor, Magic Missile, Charm Person, Infernal Healing, Burning Hands (Bloodline) (5d4+5)

2nd  Scorching Ray (2 rays, 4d6+4 ea)

Stats
 
-2 Str 8 -1
5 Dex 14 +2
2 Con 12 +1
5 Int 14 +2
0 Wis 10 0
10 Cha 19/21 +4/5


Feats:
Eschew Materials (Sorcerer)
Mage Tattoo (Evocation -Dancing Lights) (Human)
Spell Focus Evocation  (L1)
Spell Specialization Scorching Ray (L3)

Adventuring (Class) Skills
Knowledge (Planes) 3/+8
Knowledge (Arcana) 4/+9
Diplomacy 4/+13
Fly
Intimidate 1/+10
Spellcraft 4/+9
Use Magic Device 4/+12

Background Skills
Knowledge (Nobility) 4/+9
Knowledge (History) 4/+9



Languages
Eshna
Infernal
Elven

Traits
Social - Princess - Diplomacy Class Skill, +1 Diplomacy & Intimidate bonus
Magic - Two-World Magic (Create Water)

Drawback
Hedonist

Primal Fire Elemental Bloodline -

Bloodline Arcana:
Whenever you cast a spell with an energy descriptor that matches your elemental bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 1d6+2

Elemental Resistance - Fire Resistance 10

Equipment

Headband of Alluring Charisma +2 4000
Cloak of Resistance +1 1000
(More coming)
« Last Edit: November 08, 2017, 08:10:17 PM by TFcommando »

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #81 on: November 08, 2017, 08:36:27 AM »
  Here’s some notes on how various opportunities and how factions are being effected by the end of the Ceaseless Storm (a poor choice of name in hindsight).

1.   The Elven Tribes can return to their ancestral homes. Readjusting to life in the rocky valley was difficult after they were driven from their home, and some went to live among the humans in the towns and cities instead. Their numbers have also been a bit stagnant, they never really replaced those lost in the massacre. There is also the holy sight of the final battle, and if possible the bones of the seeress to recover. After 100 years of sandstorm is it unknown what the desert will look like, but if they can return to their old way of life their numbers can grow and life will be easier.

2.   The Drow are not too concerned either way. If the humans move they will help their desert-kin, any excuse to make humans bleed really, but the desert is bright, they are unfamiliar with the terrain and will be a long way from the safety of the Underdark, as its tunnels do not surface in the desert, so any major involvement is out of the question.

3.   The Dwarves have always been digging in their mountain home, looking for ore and stone, but a few times a miscalculation was made, and the dwarves ended up opening a tunnel to a scene of raging ochre. Such tunnels were sealed and forgotten about, but now the dwarves realize that there may be several points of access to their network of caverns that are not guarded. Such a raid would be daring, and unless a good cache could be found likely not as lucrative as banditry, but if the scorching desert isn’t to your taste yet you still want your slice of the pie, perhaps the dwarven tunnels will prove attractive.

4.   The various city states and nations on the edge of the desert are of course scrambling to respond. On a private level, mercenary groups are struggling to fill quotas as scouts set off to map the changed land, whilst some merchants feel they themselves should be making these maps as they drive their caravans across the sand, let the cautious reap the leftover profits. No one however wants to travel without proper guard, and so a sword and some battered leathers is a good investment for the brave and the hardy. On the other side of the Morasti Desert no doubt a similar scene if unfolding, and perhaps the bold merchants of each nation will all meet in the middle.

Of course, nobles and councils are also moving. The Verkilen apatite for controlling the desert was heavily blunted by the seeress’s invocation, but 100 years can dull most injuries, and the kingdom and its allies are gathering. Their enemies and others are nervously preparing too, as the whole desert thing could easily be a cover to invade them, and others like the Drow see an opportunity to catch the Verkilen offguard.

5.   Finally there are the archaeologists. There are 3 major cities known about in the desert from a forgotten race: Vashifa, Maldavedi and Govind, the former small settlements, the latter a sprawling metropolis bigger than anything inhabited this day. Artifacts already recovered from these sights where valuable and magical items could be quite powerful, and their value increased 10 fold after the storm. Already expeditions are being planed, these teams themselves potential targets for bandits, but perhaps it is wise to let them reach the sites and find something valuable to steal first.



  On a party building note, it seems like Eshna will be the one common language of PCs, so double check your character can read it.

  Also, obsidian weapons:

  Light melee and thrown weapons that deal piercing or slashing weapons can be made of obsidian. Obsidian weapons roll an extra dice for damage and discard the lowest, their critical damage multiplier is increased by 1 step, and any critical threats receive a +4 bonus confirm. On a successful hit, an obsidian weapon is destroyed. Obsidian weapons cost an additional 20 silver. With the DMs permission, one or even two handed melee or thrown weapons can be made out of obsidian if only a small part is normally metal, such as a spear.

  Ammunition which deals piercing damage can also be made out of obsidian. As above, such ammunition deals rolls an extra dice for damage and discard the lowest, their critical damage multiplier is increased by 1 step, and any critical threats receive a +4 bonus confirm. However, obsidian is bad against armour, and unlike a melee weapon arrows cannot be adjusted mid attack. Against an opponent with a manufactured armour bonus of +7 or more (a breastplate and shield or splitmail for example) or a natural armour bonus of +11 or more, the attacker must take a -4 penalty to the attack roll or the arrow will shatter and even a successful hit will deal no damage. Do not count an armour or shields enchanted bonus for determining whether or not the tricky shot is needed. Obsidian ammunition costs an extra 2 silver per piece (so an extra 40 silver for the standard 20 arrows, a total of 21 silver).

  What do people think of the last one?

Offline Regina MinxTopic starter

Re: Evil Pathfinder
« Reply #82 on: November 08, 2017, 08:49:06 AM »
  Here’s some notes on how various opportunities and how factions are being effected by the end of the Ceaseless Storm (a poor choice of name in hindsight).

1.   The Elven Tribes can return to their ancestral homes. Readjusting to life in the rocky valley was difficult after they were driven from their home, and some went to live among the humans in the towns and cities instead. Their numbers have also been a bit stagnant, they never really replaced those lost in the massacre. There is also the holy sight of the final battle, and if possible the bones of the seeress to recover. After 100 years of sandstorm is it unknown what the desert will look like, but if they can return to their old way of life their numbers can grow and life will be easier.

2.   The Drow are not too concerned either way. If the humans move they will help their desert-kin, any excuse to make humans bleed really, but the desert is bright, they are unfamiliar with the terrain and will be a long way from the safety of the Underdark, as its tunnels do not surface in the desert, so any major involvement is out of the question.

3.   The Dwarves have always been digging in their mountain home, looking for ore and stone, but a few times a miscalculation was made, and the dwarves ended up opening a tunnel to a scene of raging ochre. Such tunnels were sealed and forgotten about, but now the dwarves realize that there may be several points of access to their network of caverns that are not guarded. Such a raid would be daring, and unless a good cache could be found likely not as lucrative as banditry, but if the scorching desert isn’t to your taste yet you still want your slice of the pie, perhaps the dwarven tunnels will prove attractive.

4.   The various city states and nations on the edge of the desert are of course scrambling to respond. On a private level, mercenary groups are struggling to fill quotas as scouts set off to map the changed land, whilst some merchants feel they themselves should be making these maps as they drive their caravans across the sand, let the cautious reap the leftover profits. No one however wants to travel without proper guard, and so a sword and some battered leathers is a good investment for the brave and the hardy. On the other side of the Morasti Desert no doubt a similar scene if unfolding, and perhaps the bold merchants of each nation will all meet in the middle.

Of course, nobles and councils are also moving. The Verkilen apatite for controlling the desert was heavily blunted by the seeress’s invocation, but 100 years can dull most injuries, and the kingdom and its allies are gathering. Their enemies and others are nervously preparing too, as the whole desert thing could easily be a cover to invade them, and others like the Drow see an opportunity to catch the Verkilen offguard.

5.   Finally there are the archaeologists. There are 3 major cities known about in the desert from a forgotten race: Vashifa, Maldavedi and Govind, the former small settlements, the latter a sprawling metropolis bigger than anything inhabited this day. Artifacts already recovered from these sights where valuable and magical items could be quite powerful, and their value increased 10 fold after the storm. Already expeditions are being planed, these teams themselves potential targets for bandits, but perhaps it is wise to let them reach the sites and find something valuable to steal first.



  On a party building note, it seems like Eshna will be the one common language of PCs, so double check your character can read it.

  Also, obsidian weapons:

  Light melee and thrown weapons that deal piercing or slashing weapons can be made of obsidian. Obsidian weapons roll an extra dice for damage and discard the lowest, their critical damage multiplier is increased by 1 step, and any critical threats receive a +4 bonus confirm. On a successful hit, an obsidian weapon is destroyed. Obsidian weapons cost an additional 20 silver. With the DMs permission, one or even two handed melee or thrown weapons can be made out of obsidian if only a small part is normally metal, such as a spear.

  Ammunition which deals piercing damage can also be made out of obsidian. As above, such ammunition deals rolls an extra dice for damage and discard the lowest, their critical damage multiplier is increased by 1 step, and any critical threats receive a +4 bonus confirm. However, obsidian is bad against armour, and unlike a melee weapon arrows cannot be adjusted mid attack. Against an opponent with a manufactured armour bonus of +7 or more (a breastplate and shield or splitmail for example) or a natural armour bonus of +11 or more, the attacker must take a -4 penalty to the attack roll or the arrow will shatter and even a successful hit will deal no damage. Do not count an armour or shields enchanted bonus for determining whether or not the tricky shot is needed. Obsidian ammunition costs an extra 2 silver per piece (so an extra 40 silver for the standard 20 arrows, a total of 21 silver).

  What do people think of the last one?

I got one welcome our obsidian overlords.

Offline Ixy

Re: Evil Pathfinder
« Reply #83 on: November 08, 2017, 09:19:02 AM »
Got it, obsidian works

Online eBadger

Re: Evil Pathfinder
« Reply #84 on: November 08, 2017, 09:27:54 AM »
It looks good. Mahsati will definitely pick up a few arrows. 

Offline Yugishogun

Re: Evil Pathfinder
« Reply #85 on: November 08, 2017, 09:42:35 AM »
Seems fine. :)

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #86 on: November 08, 2017, 12:03:20 PM »
Obsidian looks nice, albeit no use for my char who wields a heavy mace anyways :P. Plus do not plan invest too much on a weapon as long run intent my char be caster sort cleric.

Offline Ixy

Re: Evil Pathfinder
« Reply #87 on: November 08, 2017, 01:37:04 PM »
I've edited hp, equipment, feats, and traits.   Wheee

Online eBadger

Re: Evil Pathfinder
« Reply #88 on: November 08, 2017, 01:42:03 PM »
I've edited hp, equipment, feats, and traits.   Wheee

That "wheee" is killing me Ixy  ;)

Online Chulanowa

Re: Evil Pathfinder
« Reply #89 on: November 08, 2017, 02:40:56 PM »
-Pauses in mid-sorcerer. Sees TFcommando has made exactly the same thing, only human-

well first... that's eerie. Even all the points and feat choices are the same! second... dagnabbit!

Well, I've got other things, one thing I'm never short on is ideas for characters I guess.

Online TFcommando

Re: Evil Pathfinder
« Reply #90 on: November 08, 2017, 08:03:57 PM »
-Pauses in mid-sorcerer. Sees TFcommando has made exactly the same thing, only human-

well first... that's eerie. Even all the points and feat choices are the same! second... dagnabbit!

Well, I've got other things, one thing I'm never short on is ideas for characters I guess.

Sorry about that!  Great minds think alike!

Online TFcommando

Re: Evil Pathfinder
« Reply #91 on: November 09, 2017, 03:16:44 AM »
I like the idea of the archaeology hooks.  Scylla's skills might give the party an edge while looking through the ruins.  The party might also keep an eye on groups going in and charge them a "protection fee" of some of their haul when they're on the way out.  This might also involve fighting other bandit groups who are trying to lay claim to the area.

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #92 on: November 09, 2017, 08:16:51 AM »
  I'll give Chulanowa, and anyone else still interested until tomorrow to submit a character, then I'll make my choices. If you are pressed for time unless you need a particularly strange/special sets of mechanics for the character to work, prioritize backstory, personality and goals, that will play a greatly role in determining which character I select. If can accept you with just that and then you can finish the character sheet as the OCC stuff is being finalized.

Offline SeraphAzriel

  • The Lord Knave - Bane Of The Wise
  • Lord
  • Bacchae
  • *
  • Join Date: Aug 2016
  • Location: Farther than I'd like and closer than you think
  • Gender: Male
  • Smiles are so much more becoming!
  • My Role Play Preferences
  • View My Rolls
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Re: Evil Pathfinder
« Reply #93 on: November 09, 2017, 06:23:12 PM »
Whew.  Aren't quite finished with him, still some last minute decisions/details that I need to settle upon but he's most definitely firmly in working order.

https://www.myth-weavers.com/sheet.html#id=1392061

Online Chulanowa

Re: Evil Pathfinder
« Reply #94 on: November 09, 2017, 10:21:37 PM »
  I'll give Chulanowa, and anyone else still interested until tomorrow to submit a character, then I'll make my choices. If you are pressed for time unless you need a particularly strange/special sets of mechanics for the character to work, prioritize backstory, personality and goals, that will play a greatly role in determining which character I select. If can accept you with just that and then you can finish the character sheet as the OCC stuff is being finalized.

Hopefully "tomorrow' allows for all of tomorrow  ;D 15-hour shift today, really sucked out my brain juices. But there's definitely a thing rattling aroudn there just waiting for thise juices to come back and flush it out and okay this metaphor is weird.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #95 on: November 09, 2017, 10:21:56 PM »
Can't see the sheet Seraph.

Offline SeraphAzriel

  • The Lord Knave - Bane Of The Wise
  • Lord
  • Bacchae
  • *
  • Join Date: Aug 2016
  • Location: Farther than I'd like and closer than you think
  • Gender: Male
  • Smiles are so much more becoming!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 0
Re: Evil Pathfinder
« Reply #96 on: November 09, 2017, 10:48:55 PM »
Hmmm...  Edited some of the settings.  Lemme know if it works!

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #97 on: November 10, 2017, 12:17:19 AM »
Can see the sheet now :)

Offline SeraphAzriel

  • The Lord Knave - Bane Of The Wise
  • Lord
  • Bacchae
  • *
  • Join Date: Aug 2016
  • Location: Farther than I'd like and closer than you think
  • Gender: Male
  • Smiles are so much more becoming!
  • My Role Play Preferences
  • View My Rolls
  • Referrals: 0
Re: Evil Pathfinder
« Reply #98 on: November 10, 2017, 12:41:28 AM »
Excellent!  Hopefully my religious brute will be to your malicious enjoyment! : )

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #99 on: November 10, 2017, 06:22:48 AM »
Hopefully "tomorrow' allows for all of tomorrow  ;D 15-hour shift today, really sucked out my brain juices. But there's definitely a thing rattling aroudn there just waiting for thise juices to come back and flush it out and okay this metaphor is weird.

  Yeah, midnight Friday Eastern time.

Online Zaer Darkwail

Re: Evil Pathfinder
« Reply #100 on: November 10, 2017, 06:30:55 AM »
Excellent!  Hopefully my religious brute will be to your malicious enjoyment! : )

Just remember fluff as well ;). As that decides more than sheet itself.

Online Chulanowa

Re: Evil Pathfinder
« Reply #101 on: November 10, 2017, 08:15:44 PM »
I'm actually gonna bow out; ideas aren't coalescing and I got stuff to do away from the machine tonight. Have fun guys  ;D

Offline LisztesFerenc

Re: Evil Pathfinder
« Reply #102 on: November 11, 2017, 04:16:04 AM »
  Okay, the group is

  Cricket (Regina Minx)
  Cardinal Pride (Zaer Darkwail)
  Mahsati (ebadger)
  Albron (SeraphAzriel)
  Khait (Ixy)

  Head on other to the OOC thread: https://elliquiy.com/forums/index.php?topic=278041.0

  Shame about those who didn't get in. Neither Sara nor Scylla were bad characters, and where their space I would have happily included them. Do you want to be notified is a space opens up?

Online TFcommando

Re: Evil Pathfinder
« Reply #103 on: November 11, 2017, 08:28:08 AM »
Yes please!  And there was certainly stiff competition... the backgrounds everyone did were really great.