Chronicles - The Mourn Wood Trail

Asmodeus

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THE CRIMVALE CHRONICLES

This OOC is for the side-adventures and spin-off stories from the Crimvale Keep Quest.

The side-adventures will be used to experiment with character concepts, blow off steam and give guest DMs a chance to use the Roll20 system.

Usually, the quest will feature monsters or other factions, and may often be prequel events in dungeon areas that the Flint & Steel Guild will later pass through.

But be warned: if you equip your spin-off character with loot designed specifically to be found by your main character, it may well get carried off by caretaker monkeys...​
 
ADVENTURE ONE
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Raknaw, leader of the Orc tribes in the Eastern Courtyards, will not rest until he has gathered the Chests of Velgovis.

Enraged at his followers' incompetence and frustrated by the state of lockdown the Western Courtyards are currently in, he looks to outside help. Those willing to do anything for money, those who lack the moral qualms of others, those who enjoy hurting their fellow creatures. He tasks them with gaining entrance to the Western Courtyard, to the Purple Ogre Tavern in order to acquire the object of his desires.

Success promises great reward. Failure is not an option.

With common entrances to the Western Courtyards off limits, the mercenaries of Raknaw must take an alternate path. One filled with dangers and perils.

If they are to succeed, they must follow the paths of the ancient Mourning Wood...​


  • Characters begin at Level 6.
  • Your characters are villainous villains, or other sorts of people who wouldn't mind taking jobs from crazed Orc Clerics.
  • Starting gold is 7000GP.
  • Stats are determined using the Points Buy system. You may spend a maximum of 20 points, BEFORE racial modifiers, then add 1 for your Level 4 ability bonus.
  • Yes I did just copy and paste that from your original brief, Asmo. WITH IT YOU MUST DEAL.
  • Be sensible and non-stat monkey-ish with your equipment purchases (ie. Don't just buy equipment for you main character to find later, for this is a dick move). Failure to abide by this rule will result in the offending equipment being carried off by mad monkeys.
  • When determining hitpoints, use the FULL VALUE for Level one, and the AVERAGE value (rounding up) for LEVELS 2-6.
  • Stole that bit too. WITH IT YOU MUST ALSO DEAL.
  • I am fairly open regarding character options race and class-wise, provided you're not picking some bullshit Mary Sue munchkin race or class. Attempt to create such a character and they will be fed to the aforementioned mad monkeys.
  • Mad monkeys are awesome.
 
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Venevale Sern


Samsaran Wizard (6), Neutral Evil.......HERO POINTS: 1

STR: 9...........(-1)..............FORT: +1 (+2 vs Death/Negative)
DEX: 14.........(+0)
CON: 9..........(-1)..............REF: +4 (+2 vs Death/Negative)
INT: 18..........(+4)
WIS: 16.........(+3)............. WILL: +8 (+2 vs Death/Negative)
CHA: 11.........(+0)

Favoured Class: Wizard

Initiative: +2 ....... Speed 30ft .......

AC:12..... HP: 25 .....

Sword: .....+6 to hit

BAB: +3 ()

CMD 14 .......CMB +2



On person... (Weight 9.5lb).......In Backpack... (Weight 10.5lb)

Bonded Ring of True Strike
+1 Dagger of Spell-storing (Lightning Bolt)
Spellbook
Club
10 pieces of chalk
Flint & Steel
Small hand mirror
Thunderstone
Earth Elemental Gem
Potion of Cure Moderate Wounds (2d8+2)
2x Assisting Gloves

Backpack
Scroll Case
Ink & Pen
Hooded Lamp
4x sheets of Paper
1 day trail rations
Spare sack
Waterskin

Pouch with 19.6 gp

20lbs = LIGHT LOAD
Languages: Common, Samsaran, Abyssal, Celestial, Infernal & Draconic
Profs: Club, dagger, heavy crossbow, light crossbow, and quarterstaff

1xDay: Comprehend languages, Deathwatch, and Stabilize.
Low-light vision
Mystic Past Life (5 of your spells can come from any Arcane class)


Bonded Object - Ring with True Strike
Magic School: Conjuration (sacrifice Transmutation and Necromancy)
Summoner's Charm: (+3 rounds duration for summoned creatures)
SPELLS PER DAY: 4 zeros, 4 firsts, 4 seconds, 3 thirds
Scribe Scroll
Metamagic Feat: Enlarge Spell (Summon Monster I)


Weapon Finesse (add dex to attack)
Spell Focus, Conjuration (no spellbook needed to prepare)
Augment Summoning (+4 Str/Con to Summoned creatures)

Trait: Focused Mind (+2 concentration)
Trait: Scholar of the Beyond (+1 Knowledge, History & Planes)


Appraise (Int)......................................3 ranks, +3 wis, +3 class
Fly (Dex).............................................1 rank, +3 class, +2 dex
Knowledge, Arcana (Int)........................4 ranks +3 class, +4 int
Knowledge, Geography (Int)..................1 rank +3 class, +4 int
Knowledge, History (Int).......................1 rank +3 class, +4 int, +1 trait
Knowledge, Nobility (Int).......................1 rank +3 class, +4 int
Knowledge, Planes (Int)........................1 rank +3 class, +4 int, +1 trait
Knowledge, Religion (Int)......................1 rank +3 class, +4 int
Linguistics (Wis)...................................1 rank, +3 class, +3 wis
Perception (Wis)...................................4 ranks, +3 wis
Spellcraft (Int)......................................6 ranks, +3 class, +4 int
Acrobatics (Dex)...................................6 ranks, +2 dex
Escape Artist (Dex)...............................5 ranks, +2 dex
All Cantrips (except Transmutation & Necromancy)
8x first level
4x second level
4x third level


PREPARED SPELLS

BONDED RING: True Strike

DAGGER OF SPELL-STORING: Lightning Bolt

SCHOOL: Acid Dart: 7/day, 30 ft ranged touch attack, D6+3 damage, ignores spell resistance.

CANTRIPS: Detect Magic, Dancing Lights, Resistance, Daze

FIRST: Burning Hands, Grease, Mage Armour, Obscuring Mist.

SECOND: Glitterdust, Summon Monster II, Summon Monster I (Enlarged Spell), Resist Energy

THIRD: Summon Monster III, Dispel Magic, Deep Slumber.
The Samsaran Race were enslaved by the Demon King long ago, and favoured as servants to the demonic generals. Their ability to reincarnate allowed the Generals to kill them at the moment they learned too much, while their ability to retain partial memories ensured that they would not forget how to perform basic duties. In short, it was racial engineering that spanned generations. Venevale was one such servant, trained as a scribe of the demonic libraries. He was executed at the age of 30, for more cycles than he can remember, and was only released from this torment when his Master was slain by a Celestial Warrior. Now he has reawoken after the Great Sleep and found himself aging beyond anything he has yet experienced. He travels to the outer courtyards, seeking knowledge of the Celestials who destroyed his master. He believes the Chests of Velgovis will lead him to answers.
 
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Class: Ranger
Race: Half-Elf
Level: 6
Alignment: CE
Antihero

STR 14|+2
DEX 18|+4
CON 14|+2
INT 12|+1
WIS 14|+2
CHA 7|-2

Fort +7
Ref +9
Will +4
(immune to sleep spells, +2 vs enhancement)

CMB +8
CMD 22|18ff

Initiative +6
Speed 30
HP 47

BAB +6
Attack Bonus +6/+1
Melee +8/+3
Ranged +10/+5

AC 18|14tch|10ff

Acrobatics +6
Appraise +1
Bluff -2
Climb +10
Diplomacy -2
Disguise -2
Escape Artist +4
Fly +4
Handle Animal +2
Heal +11
Intimidate +7
Know (Geog) +5
Know (Nature) +10
Perception +21
Ride +10
Sense Motive +2
Spellcraft +5
Stealth +13
Survial +11
Swim +6

Feats
simple & martial weapons
Light Armor, Medium Armor & shields
Point Blank Shot
Precise Shot
Improved Precise Shot
Rapid Shot
Deadly Aim
Endurance
Weapon Focus (longbow)
Skill Focus (Perception)

Abilities
favored enemy (Lycanthrope)
favored enemy (Human)
track
wild empathy
favored terrain (Forest)
Hunter's bond (companions)

Traits
Magical Knack
Reactionary

Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Equipemnt
Seeking Composite Longbow (str+2) (dmg d8+2|x3)
Mithral Chain Shirt (+4)
Eyes of the Eagle
Cure Light Wounds Potion x4 (d8+1)
Cure moderate woundsx2 (2d8+2)
Trap, bear
Alchemist's fire x2
Bedroll
Compass
Mirror, small steel
Flint & Steel
Torch x2
Arrows x40
Silver Arrows x10
Arrow(s), tanglefootx2
Gauntlet, spiked
Longsword
Black gem Ring

Scrolls
Abundant Ammunitionx2
Aspect of the Falcon
Blendx2
Detect Snares and Pits
Gravity Bowx3
Entangle
Pass without Tracex2

Spells: 2 level 1 per day
Aspect of the Falcon
Gravity Bow
 
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Lily Ki'tak​
Human Bard​
Chaotic Evil​
Hero Points: 1
Strength: 10 (+0)​
Dexterity: 14 (+2)​
Constitution: 10 (+0)​
Intelligence: 13 (+1)​
Wisdom: 12 (+1)​
Charisma: 16 (+3)​
Fort: +2​
Ref: +2​
Will: +5​
BAB: +4​
HP: 25 (d8)​
AC: 10 +2 from armor + 2 +0 = 14​
CMB: 4 + 2 = 6​
CMD: 10 + 6 +2 = 18​
Init: 2 + 6 = 8​
Equipment:​
Shortbow (1d6/x3/60 ft) 2 lbs​
Arrows (20) 3lbs​
Leather (+2, +6 DEX) 15 lbs​
Backpack 2lbs​
Manacles 2 lbs​
Alchemist Fire (x2) 2 lbs​
Thunderstone 1 lbs​
Musical Instrument, Masterwork (+2 Performance Check) Violin, 3 lbs​
Carrying Capacity: 30 lbs, Light Load​
Monies: 6,792G​
Specials:​
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment)magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy,Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy,Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Feats:
Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw weapons into melee without taking the -4 penalty on your attack roll.​
Agile Maneuvers: You add your Dexterity bonus to your to your CMB instead of your Strength Bonus.​
Improved Initiative: +4 bonus to Initiative checks
Traits:
Reactionary: Adept at detecting sudden attacks. +2 bonus to initiative checks
Grief-filled: You are no stranger to loss and intense emotions. You gain a +2 trait bonus on all saving throws against emotion spells and effects.
Skills:​
Acrobatics: Rank 7
Appraise: Rank 1
Bluff: Rank 9
Climb: Rank 5
Craft: Rank 1
Diplomacy: Rank 9
Disguise: Rank 9
Escape Artist: Rank 8
Fly: Rank 2​
Heal: Rank 1​
Intimidate: Rank 9
Knowledge/Local: Rank 6
Knowledge/Arcana: Rank 6
Perception: Rank 7
Perform(flute): Rank 10
Ride: Rank 4​
Sense Motive: Rank 7
Sleight of Hand: -
Spellcraft: Rank 7
Stealth: Rank 7
Survival: Rank 3​
Swim: Rank 3​
Use Magical Device: Rank 8
Spell List:​
Lvl 0
Daze​
Detect Magic
Ghost Sound​
Lullaby​
Light​
Mage Hand​
Lvl 1
Cause Fear​
Charm Person​
Confusion, lesser​
Grease​
Lvl 2
Blindness/Deaf​
Hold Person​
Sound Burst​
Enthrall​
 
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Deceased - Killed by his own Channel Negative Energy in an effort to take a few others down with him.

Name: Ya'al Graaugh
Race: Gnoll
Class: Antipaladin
Level: 6
Alignment: Chaotic Evil.
Hero Points: N/A (Antihero).

Str: 20 | +5
Dex: 14 | +2
Con: 16 | +3
Int: 10 | +0
Wis: 8| -1
Cha: 14 | +2

HP: 65
BAB: +6/1
Initiatve: +2
AC: 19 | 10 | 5 | 2 | 2
Fort: +10 | 5 | 3 | 2
Ref: +6 | 2 | 2 | 2
Will: +6 | 5 | -1 | 2

Attack (Cruel Earth Breaker): +11/+6 attack. 2d6+7 damage.
Power Attack (Cruel Earth Breaker): +9/+4 attack, 2d6+10 damage.
- When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

Feats:
- Toughness: 1 hp/level.
- Weapon Focus (Earth Breaker): +1 bonus to hit with the Earth Breaker weapon.
- Demolishing Strike: You do not provoke attacks of opportunity when performing a sunder combat maneuver with a hammer. Additionally, whenever you damage an object with a hammer, you treat the object's hardness as though it were 5 less than it actually is. This does not stack with other effects that allow you to ignore or bypass some of an object's hardness, such as if you are using an adamantine weapon.
- Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Racial:
- Ability Score Racial Traits Flexible (+2 Str, +2 Con) (2 RP)
- Type: Humanoid (gnoll) (0 RP)
- Size: Medium (0 RP)
- Base Speed: Normal (0 RP)
- Languages: Xenophobic (0 RP)
- Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
- Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet. (2 RP)

Class Abilities:
- Archetype: Lord of Darkness.
- Weapon and Armor Prof: Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
- Aura of Evil: The power of an antipaladin's aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
- Detect Good: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
- Smite Good (2/day): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
- Unholy Resilience: At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
- Touch of Corruption: Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
- Aura of Obedience: At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness' level + the lord of darkness' Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.
- Plague Bringer: At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
- Cruelty: At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier.
- Channel Negative Energy (2/day, 3d6 damage): When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
- Spells: Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.
To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier.
- Fiendish Boon: Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

Traits:
- Armor Expert (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
- Fiendish Confidence (Religion): You gain a +1 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.

Skills:
Bluff (Cha): +2 | 2 | 0 | 0
Craft (Int): +0 | 0 | 0 | 0
Disguise (Cha): +2 | 2 | 0 | 0
Handle Animal (Cha): +2 | 2 | 0 | 0
Intimidate (Cha): +10 | 2 | 6 | 2
Knowledge (religion) (Int): +0 | 0 | 0 | 0
Profession (Wis): -1 | -1 | 0 | 0
Ride (Dex): +2 | 2 | 0 | 0
Sense Motive (Wis): -1 | -1 | 0 | 0
Spellcraft (Int): +0 | 0 | 0 | 0
Stealth (Dex): +8 | 2 | 6 | 0

Equipment:
- Cruel Earth Breaker.
- +1 Chain Shirt.
- Belt of Giant Strength +2.

Cruelties:
- Commanded: The target must obey one order from the lord of darkness, as per the command spell.
- Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.

Spells: 3
1st: Litany of Weakness, Litany of Sloth, Doom.

Diseases:
- Blinding Sickness: Type disease, ingested; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; Cure 2 consecutive saves
- Bubonic Plague: Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves
Infected vermin and parasites spread this disease, also known as Daemon's Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim's body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.
- Cackle Fever: Type disease, inhaled; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d6 Wis damage; Cure 2 consecutive saves.
- Filth Fever: Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves.
- Leprosy: Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects
Onset 2d4 weeks; Frequency 1/week
Effect 1d2 Cha damage; Cure 2 consecutive saves
Terrifyingly common throughout Qadira, leprosy is spread by victims of the disease through direct—even casual—contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don't receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction's incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 20. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.
- Mindfire: Type disease, inhaled; Save Fortitude DC 12
Onset 1 day; Frequency 1/day
Effect 1d4 Int damage; Cure 2 consecutive saves.
- Red Ache: Type disease, injury; Save Fortitude DC 15
Onset 1d3 days; Frequency 1/day
Effect 1d6 Str damage; Cure 2 consecutive saves.
- Shakes: Type disease, contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d8 Dex damage; Cure 2 consecutive saves.
- Slimy Doom: Type disease, contact; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves.

gnoll_chieftain_by_hizumi_tsukasa-d4cnb18.jpg

Story:
When the Demon King ruled Crimvale so long ago, he had been surprised when a race of mortals came to serve him willingly: the Gnoll race found themselves attached to the power of the Demon King, and sought to make themselves useful to him any way they could. They became his enforcers, executioners, and some of his greatest soldiers. The bloodlust of the gnoll race impressed the Demon King, who turned the greatest of the warriors' fur red as the blood they shed in his name.
However - when the Demon King was being assaulted by what would be his doom, the gnoll tribes turned and fled. Had they stayed, the story might have been different. Betraying their lord for the sake of their own lives, the gnolls survived to harass and kill up to this day.
The return of Crimvale Keep was heralded by gnolls being born with red fur. While many of these red-furred gnolls were slain, a few have been saved by a knighthood of mortals - the loyal Dukes of Crimvale, sworn to the return of the Demon King. They believe that the blood shed in and around Crimvale feeds their lord and make his return more likely. Those red-furred gnolls that become part of the Dukes believe this more than any other. They go fearlessly into combat, knowing that their own blood hastens their lord's return.
Among them is Ya'al. One of the weakest of the Dukes of Crimvale, Ya'al seeks to slaughter as many as he can... though he's sworn to keep his role as a Duke a secret - simply, if others in or around the castle knew of the existence of the Dukes, even those evil creatures within may turn against them, for fear of the Dukes actually bringing their lord back from oblivion. Ya'al is fine with that - he enjoys killing, and he enjoys the thought of the blood that will spill in any circumstance. So, he's allied himself with the Orc Warchief on a temporary basis...
Perhaps he'll be able to slaughter some of the other traitors to the Demon King while he's here.
 
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Soot Gloomborn


Half-Drow Monk (6), Lawful Evil.......HERO POINTS: 1

STR: 16.........(+3)..............FORT: +8 (+10 vs Enchantment)
DEX: 13.........(+1)
CON: 14.........(+2)..............REF: +6 (+8 vs Enchantment)
INT: 13..........(+1)
WIS: 15.........(+2)............... WILL: +6 (+8 vs Enchantment)
CHA: 9...........(-1)

Favoured Class: Monk

Initiative: +1 ....... Speed 50ft .......

AC:14 [10 base, 1 dodge, 1 dex, 2 class]..... HP: 43 .....

BAB: +4 (+3 strength)

UNARMED ATTACK: +7 to hit, D8+3 damage
AXE KNUCKLES: +9 to hit, D6+4 damage (x3)
FLURRY OF BLOWS: .....1 each of the above (or may use trip/disarm/sunder)

CMD 19 .......CMB +9



Masterwork Axe Knuckles (+1, Intelligent, with Vampiric Touch 1/Day)
Caltrops
Waterskin
Smokestick
2x Mage Armour potion
1x Cure Light Wounds potion
Figurine of Lady Nendra
2x Field Rations

Pouch with 18 gp spent

LIGHT LOAD
Languages: Common, Elven, Undercommon, Goblin

Profs: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear

Keen Senses (+2 Perception)
Darkvision 60ft
Light Blindless
Darkness 1/Day
Dancing Lights 1/Day
Faerie Fire 1/Day

Fatiguing Fist: Declare first and if damage dealt, enemy rolls DC15 or becomes fatigued.
Evasion: No damage on successful reflex save
Purity of Body: Immune to all diseases.
Slow Fall: Treat falls as 20ft less than they are.
High Jump: +6 to Jumps
Ki Pool: 6 Ki points to do one of the following swift actions: 1) Treat strikes as magical weapons. 2) One additional attack when using flurry of blows. 3) +20 speed for 1 round. 4) +4 dodge bonus to AC for 1 round.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Bleeding Attack (Combat): When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Dodge (Combat): You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility (Combat): You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Spring Attack: Attack while moving without provoking attacks of opp
Combat Reflexes (Combat): 1 additional attack of opportunity per round


Honored Fist of the Society

Ki pool increases by 1 point.

Hard to Kill (Combat)

When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.



Acrobatics (Dex) 6 (+3 class, +1 Dex)
Climb (Str) 4 (+3 class, +3 Str)
Craft (Int)
Escape Artist (Dex) 4 (+3 class, +1 Dex)
Intimidate (Cha)
Knowledge (history) (Int) 3 (+3 class, +1 Int)
Knowledge (religion) (Int) 2 (+3 class, +1 Int)
Perception (Wis) 6 (+3 class, +2 Wis, +2 KS)
Perform (Cha)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis) 5 (+3 class, +2 Wis)
Stealth (Dex) 4 (+3 class, +1 Dex)
Swim (Str) 1 (+3 class, +3 Str)
BLAH BLAH.
 
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Amusingly, with his Disease Cruelty and Plague Bringer, Ya'al can just give himself a ton of diseases, at no penalty to himself, giving him a ton of extra nastiness. Which I just might have him do.
 
NO LONGER IS IT JUST THE FOREST OF BLAH. IT'S GOT A NAME AND EVERYTHING.

Also, have some guidelines for the game. NOW MAKE ME SOME FUCKING CHARACTERS THAT I'M GOING TO FEED TO TREES.
 
I will have ALL the diseases!

Bubonic Plague, Filth Fever, Leprosy... Gonna have an aura of filth that messes with people nearby, and thanks to Antipaladin, I'm immune to. Even better, it'll probably be all over my gear.

Hope whoever finds my armor has a decent Fortitude save!
 
So... Which one of our evil characters is gonna

A. Die first.
OR
B. Kill our originals first.


Any bets? =P
 
Hoping my cloud of miasma "inadvertently" gets one of you.

"Oops".
 
For those curious, the diseases that Ya'al spread by proximity (inhalation) are: Bubonic Plague, Cackle Fever, Leprosy, and Mindfire.
From touching him (melee attacks, etc), he's got Shakes and Slimy Doom. Many of his diseases he can spread by cutting himself and smearing it on his hammer... his 2d6-and-up-damage hammer.

Out of a sense of teamwork, he will be standing downwind, 10ft away from everyone else. That many Fortitude saves is a whole lot of fun. Special note: Plants are not immune to disease. We might be making this forest a quarantine zone by the time we're through: minimal monsters, but still a lot of hell for the Guild to go through.

...Mwahaha.
 
Okay, so Frost will be playing in a separate fucking dungeon.



Also, I always knew that Mourning Wood would be my downfall.
 
Mostly, I'm curious how Zen's Druid would handle a diseased and rotting forest.

That, and I could only afford three things with the starting gold (magic weapon, magic armor, strength-increasing belt), so I consider Ya'al's diseases part of his equipment.

With his Antipaladin ability to Command things he's Intimidated (he has a high Intimidate), it should get REAL funny with that cloud of miasma. He can also use an ability to Command on a touch. So he can hug someone, and keep them there, until they wither and die.

'Cause the Dukes of Crimvale don't dick around.
 
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Don't you only apply diseases via your Touch of corruption tho, its not a passive thing like an aura is it?
 
Thanks to Plague Bringer, I can apply diseases to myself, not getting penalties from them, but allowing me to spread them.

So he used his Disease cruelty on himself, loading himself up on diseases. Many of them have various ways to spread - including Inhalation, which are the "proximity" ones.