Swords, Sex and Sorcery (D20 casting call)

Three things, first, you have an additional point to assign to your main stats (at fourth level all characters increase one stat by 1) Second, skill ranks cannot exceed your level, so max of 4 ranks per skill.

Oh, sorry, I didn;t know it had changed from 3.5.

I thus also advised Lex to take too many skill points since I thought the x4 at level 1 was still in effect.

Might need to check my own skills

Edit: Have done so, and added 3 ranks of diplomacy.

Still might not be right though. My brain hurts!
 
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Oh, sorry, I didn;t know it had changed from 3.5.

I thus also advised Lex to take too many skill points since I thought the x4 at level 1 was still in effect.

Might need to check my own skills

Edit: Have done so, and added 3 ranks of diplomacy.

Still might not be right though. My brain hurts!

While you wait for your skills to be confirmed, you should post in the story :)

Ugh. I am behind now! was going to post. I should get something up later.

You should post too! It's later now :p hehe
 
Oh, sorry, I didn;t know it had changed from 3.5.

I thus also advised Lex to take too many skill points since I thought the x4 at level 1 was still in effect.

Might need to check my own skills

Edit: Have done so, and added 3 ranks of diplomacy.

Still might not be right though. My brain hurts!

Hey, you made a mistake, it happens, getting to make a led astray pun totaly made up for it.
 
Took me long enough, huh? Here's the character sheet for Scully Brand.

Appearance:

Scully is a thin young man of average height with long, straight dark hair in a braided ponytail, dark eyes, and a sharp, aquiline nose. There's a faint scar on his left cheek and on his neck is a tattoo of a snake. He dresses in muted earth tones with buckskin boots, dark trousers, and a grey shirt with dark brown vest. He always has his two daggers with him, plus one hidden in each boot. He seems to glide rather than walk and carries himself with a very cocksure attitude.


Background:

Scully grew up in a large port city the son of a whore and a drunken gambler. He never learned his mother's name, and his father Marcus Brand was a terrible parent. About the only positive thing that could be said for him was that he never beat his son, though one may argue that was only because he was never sober enough to throw a punch. Young Scully had to learn to get by on wits alone. He learned early on that he was more agile than the other boys and used that to his advantage. He got into fights frequently, but was able to win by taunting his enemies into a rage and then staying out of the path of their fists until he had a chance to give them a particularly nasty blow.

His father's vices meant that money was always scarce, and when Scully was only 8 years old, he started practicing pickpocketing just to get enough money to buy his own food. This proved a wise decision as his father ended up drinking himself to death when the boy was only 10.

Finding himself suddenly orphaned, Scully spent the better part of 6 months living on the streets picking pockets and running short cons to get by. Perhaps inevitably, he was noticed by one of the local thieves' guilds known as the Night Candles. They were mostly burglars, sneak thieves, muggers, pickpockets and con men and kept a low enough profile that the city watch decided they had much bigger fish to fry. The boy apprenticed with senior guild members, eventually becoming something of a star among the other young urchins the guild had recruited.

When Scully was 20, things started to take a turn. A new guildmaster came into power that winter. Thrask had started out as a burglar, but shortly before he took leadership of the guild he had started running protection rackets and hiring out the guild's toughest fighters as sellswords. He was ruthless, cold, and determined to make the Night Candles a major player in the city. And he was not shy about using violence to consolidate his power.

During the year-long power struggle that resulted from Thrask's ascension to guild leader, Scully took a poisoned goblet meant for one of Thrask's enemies. He was bedridden for days and that he survived at all was considered a small miracle. The poison however did irreparable damage to his liver, leaving him unable to handle toxins as before and forcing him to give up drinking. He mused that this simply guaranteed he would never die the same way that his father did. The tattoo on his neck of a snake was a memento to remind him of his surviving the accidental poisoning.

But despite his bravado and bragging, Scully was worried. The Night Candles were turning into a group of thugs and bullies. Thrask was becoming more paranoid by the day, seeing enemies everywhere. Several friends abandoned the guild, joining rival guilds where they felt they had a better chance of survival. Thrask marked some of them for death and a few met an untimely end in a back alley with a knife in their throats. Perhaps most chillingly of all, Thrask ordered his assassins to leave a calling card. Every target they successfully killed was found with candle wax melted over their eyes, mouths, and in their ears, sending a symbolic message: when the Night Candles come for you, you will see nothing, hear nothing, and scream nothing.

A few years later, Scully was ordered to assassinate one of these deserters. But that deserter had been a friend of his growing up. He refused. He had killed in self-defense several times, but didn't believe himself a murderer. He would not kill someone, much less a friend, in cold blood over the promise of gold. At first Thrask seemed to accept the decision while taking more of Scully's earnings as punishment for insubordination, but later that day a friend warned him that Thrask had put a price on Scully's head.

Scully went into hiding for 15 days at a safehouse his friend had that no one else in the guild was aware of. He spent the whole time trying to plan his escape. He had to get out of the city. He had to get away from Thrask, had to escape the Night Candles once and for all. His friend came to him telling him of the airship departing for new lands. This was their chance. Donning a disguise, the pickpocketed enough money to buy Scully's passage onto the ship and give him a little spending money as well. It wasn't much, but he would find a way to make due. He had his life. That was what was important.

The airship left port and Scully never looked back. That life was over. He had to give up the only home he ever knew and go to strange land where he would have to forge new contacts, new connections, and try to make enough money to get by. It was a long road ahead, but he had point an ocean between him and Thrask's madness. The Night Candle guild had spent four years turning into a band of cutthroat mercenaries and killers and now Scully was free from their descent into villainy.

Code:
Name: Scully Brand
Age: 24
Race: Human
Gender: Male
Class: Rogue
Alignment: Chaotic Neutral

Strength 	10	(+0)
Dexterity 	20	(+5)
Constitution 	12	(+1)
Intelligence 	11	(+0)
Wisdom 		16	(+3)
Charisma 	17	(+3)

Size: 		Medium
Height: 	5'10"

Total Hit Points: 36

Speed: 30 ft

Armor Class: 17

    Touch AC: 15
    Flat-footed: 12 

Initiative modifier:	+5	= 5 (Dex bonus)
Fortitude save:		+1	= 1 (base save) + 1 (Con bonus) - 1 (flaw)
Reflex save:		+9	= 4 (base save) + 5 (Dex bonus)
Will save:		+4	= 1 (base save) + 3 (Wis bonus)
Attack (handheld):	+ 3	= 3 (base) + 0 (Str bonus)
Attack (missile):	+ 8	= 3 (base) + 5 (Dex Bonus)
Combat Maneuver Bonus:	+ 4	= 4 (base attack) + 0 (Str) + 0 (size)
Combat Maneuver Defense:+ 19	= 10 + 4 (base attack) + 5 (Dex) + 0 (size)

Languages:	
    Common

Traits:
    Child of the Streets (+1 bonus on Sleight of Hand checks)
    Fast Talker (+1 bonus on Bluff checks)

Flaws:
    Meager fortitude (-1 penalty to fortitude saves)

Feats:
    Deadly Aim (Trade ranged attack bonus for damage)
    Throw Anything (No penalties for improvised thrown weapons)
    Two Weapon Fighting (+1 shield bonus when fighting with two weapons)
    Weapon Finesse (Use Dex bonus for melee instead of Str)
    Weapon Focus (dagger, +1 to attack with a dagger)

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Acrobatics	 Dex		12 =		5			4	3
Bluff 		 Cha 		11 =		3			4	4
Diplomacy  Cha 	10 =		3			4	3
Disable Device Dex    12 =         5                      4      3
Escape Artist Dex      10 =         5                      2      3
Intimidate 	 Cha 		10 =		3			4 	3
Perception Wis          10 =         3                      4      3
Perform (juggling) Cha   5 =      3                      2      3
Sense Motive Wis      10 = 	3			4 	3
Sleight of Hand Dex   13 =		5			4	4
Stealth 	 Dex 		12 =		5			4	3

Class Skills:
    Sneak attack +2d6, trapfinding, evasion, rogue talent (weapon training), trap sense +1, uncanny dodge, rogue talent (ledge walker)

Race Skills:
    Bonus feat, Skilled

Equipment:
    Dagger (3, 1d4 damage, 19-20/x2), masterwork silver dagger "Katerina" (1d4 damage, +1 to attack, 19-20/x2) leather armor (+2 armor), backpack, thieves' tools

Gold: 10
Silver: 7
Misc: 1 gemstone

In keeping with the character background, I decided to give Scully very little money to reflect his whole "fleeing for his life" thing. He only carries his tools of the trade.

Will get an introduction up later tonight.

EDIT: Okay, I think I finally fixed all the numbers.
 
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Took me long enough, huh? Here's the character sheet for Scully Brand.

Appearance:

Scully is a thin young man of average height with long, straight dark hair in a braided ponytail, dark eyes, and a sharp, aquiline nose. There's a faint scar on his left cheek and on his neck is a tattoo of a snake. He dresses in muted earth tones with buckskin boots, dark trousers, and a grey shirt with dark brown vest. He always has his two daggers with him, plus one hidden in each boot. He seems to glide rather than walk and carries himself with a very cocksure attitude.


Code:
Name: Scully Brand
Age: 24
Race: Human
Gender: Male
Class: Rogue
Alignment: Chaotic Neutral

Strength 	10	(+0)
Dexterity 	18	(+4)
Constitution 	12	(+1)
Intelligence 	10	(+0)
Wisdom 		14	(+2)
Charisma 	16	(+3)

Size: 		Medium
Height: 	5'10"

Total Hit Points: 36

Speed: 30 ft

Armor Class: x

    Touch AC: x
    Flat-footed: x 

Initiative modifier:	+4	= 4 (Dex bonus)
Fortitude save:		+1	= 1 (base save) + 1 (Con bonus) - 1 (flaw)
Reflex save:		+8	= 4 (base save) + 4 (Dex bonus)
Will save:		+3	= 1 (base save) + 2 (Wis bonus)
Attack (handheld):	+ 4	= 4 (base) + 0 (Str bonus)
Attack (missile):	+ x	= 4 (base) + 4 (Dex Bonus)
Combat Maneuver Bonus:	+ 4	= 4 (base attack) + 0 (Str) + 0 (size)
Combat Maneuver Defense:+ 18	= 10 + 4 (base attack) + 4 (Dex) + 0 (size)

Languages:	
    Common

Traits:
    Child of the Streets (+1 bonus on Sleight of Hand checks)
    Fast Talker (+1 bonus on Bluff checks)

Flaws:
    Meager fortitude (-1 penalty to fortitude saves)

Feats:
    Deadly Aim (Trade ranged attack bonus for damage)
    Throw Anything (No penalties for improvised thrown weapons)
    Two Weapon Fighting (+1 shield bonus when fighting with two weapons)
    Weapon Finesse (Use Dex bonus for melee instead of Str)
    Weapon Focus (dagger, +1 to attack with a dagger)

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Acrobatics	 Dex		8 =		4			4	x
Bluff 		 Cha 		8 = 		3			4	1
Diplomacy  Cha 	7 = 		3			4	x
Disable Device Dex    6 =           4                      2      x
Escape Artist Dex      4 =           4                      2      x
Intimidate 	 Cha 		7 = 		3			4 	x
Perception Wis          6 =           2                      4      x
Sense Motive Wis      6 = 		2			4 	x
Sleight of Hand Dex   9 =		4			4	1
Stealth 	 Dex 		7 = 		3			4	x

Class Skills:
    Sneak attack +2d6, trapfinding, evasion, rogue talent (weapon training), trap sense +1, uncanny dodge, rogue talent (ledge walker)

Race Skills:
    Bonus feat, Skilled

Equipment:
    Dagger (4, 1d4 damage, 19-20/x2), leather armor (+2 armor), backpack, thieves' tools

Gold: 10

In keeping with the character background, I decided to give Scully very little money to reflect his whole "fleeing for his life" thing. He only carries his tools of the trade.

I made him something of a throwing knife expert. Possibly because I was watching Desperado the other day. His flaw by the way is the result of him taking some poison intended for someone else by mistake a few years back. He survived, but it did some serious damage to his liver before it was done. The tattoo has a double meaning, celebrating his conquering of the poison but also because his friends had at one point nicknamed him "Snake" because he was such a smooth talker.

Will get an introduction up later tonight.

You have unallocated stat points (its a 35 point buy, you used 32, and there's the level 4 +1, so you have 4 more points to play with) you also forgot to add favored class bonuses and class skill bonuses (you get one favored class point per level, which can be used as an extra skill rank or an extra point of HP, and you get +3 to every class skill you put a point in to) there are also a number of things incomplete on your sheet, armour class for example, your armour class is listed as x, as is your ranged to hit bonus. Also, if you want to be broke that's fine, but you are giving up like, 1600ish worth of shiny toys, are you sure you want to do that?

Lastly, I notice you have already posted in the IC thread, its considered bad form to do your first post before being approved.
 
I thought I had used 35. Maybe I just did the math wrong? The gaps are mostly parts I needed more information to fill out and then just forgot to finish it. I'll get those fixed. I'm not used to the Pathfinder leveling system, so I need to doublecheck just what it was I screwed up here with all the math. I'm usually much better at that.

As for posting ahead of approval, my mistake. I've been out of touch with the place for a while. Would you prefer I change anything? Delete the post?

EDIT: Alright, I think I got the numbers straightened out except on the ability scores. Not sure where I screwed that up.

I gave it a little thought and though I would still like the challenge of playing a character with fewer resources, I did try to make him look a bit less new to the game by giving him a masterwork silver dagger, his prized possession. He calls the dagger Katerina, and there is indeed an engraving of that name on the blade. Scully keeps changing his story about how he got the dagger, whether it always had that name or he had it added later, what the meaning behind the name is, and so on.
 
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Hey KoD, can we hear a little bit more about the world we're in? Main continents, major centres of population, some basic history everyone should know etc?

Holding off on replying IC for one more post so we have even thread participation.
 
OK, think I have sussed the skills:

No int bonus, but taking the favoured class bonus for cleric levels, and spending the points thus:

Code:
Skill		F1 (2)	C1(3)	C2(3)	C3(3)	Total inc +3

Climb		1				4
Diplomacy		1	1	1	6
Heal			1	1	1	6
Know Religion		1			4
Sense Motive			1	1	5
Survival	1				4
 
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I thought I had used 35. Maybe I just did the math wrong? The gaps are mostly parts I needed more information to fill out and then just forgot to finish it. I'll get those fixed. I'm not used to the Pathfinder leveling system, so I need to doublecheck just what it was I screwed up here with all the math. I'm usually much better at that.

As for posting ahead of approval, my mistake. I've been out of touch with the place for a while. Would you prefer I change anything? Delete the post?

EDIT: Alright, I think I got the numbers straightened out except on the ability scores. Not sure where I screwed that up.

I gave it a little thought and though I would still like the challenge of playing a character with fewer resources, I did try to make him look a bit less new to the game by giving him a masterwork silver dagger, his prized possession. He calls the dagger Katerina, and there is indeed an engraving of that name on the blade. Scully keeps changing his story about how he got the dagger, whether it always had that name or he had it added later, what the meaning behind the name is, and so on.

You've already posted, so asking you to delete the post or something like that would just be petty, so you can keep posting.

Hey KoD, can we hear a little bit more about the world we're in? Main continents, major centres of population, some basic history everyone should know etc?

Holding off on replying IC for one more post so we have even thread participation.

I'll do a bit of a write up of that kind of stuff later.
 
Okay, tomorrow I'll write up a landing post as well as give some more basic background information everyone would know, so if there's any last minute things you want to do before this kicks off, do it now.


Took me long enough, huh? Here's the character sheet for Scully Brand.

Appearance:

Scully is a thin young man of average height with long, straight dark hair in a braided ponytail, dark eyes, and a sharp, aquiline nose. There's a faint scar on his left cheek and on his neck is a tattoo of a snake. He dresses in muted earth tones with buckskin boots, dark trousers, and a grey shirt with dark brown vest. He always has his two daggers with him, plus one hidden in each boot. He seems to glide rather than walk and carries himself with a very cocksure attitude.


Code:
Name: Scully Brand
Age: 24
Race: Human
Gender: Male
Class: Rogue
Alignment: Chaotic Neutral

Strength 	10	(+0)
Dexterity 	20	(+5)
Constitution 	12	(+1)
Intelligence 	11	(+0)
Wisdom 		16	(+3)
Charisma 	17	(+3)

Size: 		Medium
Height: 	5'10"

Total Hit Points: 36

Speed: 30 ft

Armor Class: 17

    Touch AC: 15
    Flat-footed: 12 

Initiative modifier:	+5	= 5 (Dex bonus)
Fortitude save:		+1	= 1 (base save) + 1 (Con bonus) - 1 (flaw)
Reflex save:		+9	= 4 (base save) + 5 (Dex bonus)
Will save:		+4	= 1 (base save) + 3 (Wis bonus)
Attack (handheld):	+ 4	= 4 (base) + 0 (Str bonus)
Attack (missile):	+ 9	= 4 (base) + 5 (Dex Bonus)
Combat Maneuver Bonus:	+ 4	= 4 (base attack) + 0 (Str) + 0 (size)
Combat Maneuver Defense:+ 19	= 10 + 4 (base attack) + 5 (Dex) + 0 (size)

Languages:	
    Common

Traits:
    Child of the Streets (+1 bonus on Sleight of Hand checks)
    Fast Talker (+1 bonus on Bluff checks)

Flaws:
    Meager fortitude (-1 penalty to fortitude saves)

Feats:
    Deadly Aim (Trade ranged attack bonus for damage)
    Throw Anything (No penalties for improvised thrown weapons)
    Two Weapon Fighting (+1 shield bonus when fighting with two weapons)
    Weapon Finesse (Use Dex bonus for melee instead of Str)
    Weapon Focus (dagger, +1 to attack with a dagger)

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Acrobatics	 Dex		12 =		5			4	3
Bluff 		 Cha 		11 =		3			4	4
Diplomacy  Cha 	10 =		3			4	3
Disable Device Dex    12 =         5                      4      3
Escape Artist Dex      10 =         5                      2      3
Intimidate 	 Cha 		10 =		3			4 	3
Perception Wis          10 =         3                      4      3
Perform (juggling) Cha   5 =      3                      2      3
Sense Motive Wis      10 = 	3			4 	3
Sleight of Hand Dex   13 =		5			4	4
Stealth 	 Dex 		12 =		5			4	3

Class Skills:
    Sneak attack +2d6, trapfinding, evasion, rogue talent (weapon training), trap sense +1, uncanny dodge, rogue talent (ledge walker)

Race Skills:
    Bonus feat, Skilled

Equipment:
    Dagger (3, 1d4 damage, 19-20/x2), masterwork silver dagger "Katerina" (1d4 damage, +1 to attack, 19-20/x2) leather armor (+2 armor), backpack, thieves' tools

Gold: 10

In keeping with the character background, I decided to give Scully very little money to reflect his whole "fleeing for his life" thing. He only carries his tools of the trade.

I made him something of a throwing knife expert. Possibly because I was watching Desperado the other day. His flaw by the way is the result of him taking some poison intended for someone else by mistake a few years back. He survived, but it did some serious damage to his liver before it was done. The tattoo has a double meaning, celebrating his conquering of the poison but also because his friends had at one point nicknamed him "Snake" because he was such a smooth talker.

Will get an introduction up later tonight.

EDIT: Okay, I think I finally fixed all the numbers.

Also, I forgot to give your character a free magic item.

Torc of timely distractions
This unadorned torc is a peculiar item, with a very limited use, but smart rouges find it incredibly useful for a quick get away.

Allows the wearer to use the spell 'silent image' (caster lever 1) for a duration of 30 seconds, 1/day.
 
NIZZRE TEKEN'DUIS CR 4
Female Drow, Noble
Magus (Bladebound, Kensai) 3/Rogue 1
N Medium Humanoid (Elf)
Init +5; Senses Darkvision (120 feet), Low-Light Vision; Perception +11

--------------------
DEFENSE
--------------------

AC 23, touch 18, flat-footed 15 (+5 armor, +5 Dex, +3 misc.)
hp 36 (4d8+4)
Fort +4, Ref +8, Will +3
Defensive Abilities Canny Defense +3; Immune sleep; Resist Elven Immunities; SR 15
Weakness Light Blindness

--------------------
OFFENSE
--------------------


Spd 30 ft.

Melee

Elghinn (dueling sword) +10 (1d8+3/19-20/x2)

Knife, Switchblade +7 (1d4+2/19-20/x2)

Mace, Light +7 (1d6+2/20/x2)

Ranged Masterwork Shortbow, Composite (Str +2) +8 (1d6+2/20/x3)

Special Attacks

Sneak Attack +1d6, Spellstrike

Spell-Like Abilities
Dancing Lights (At will), Deeper Darkness (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day)

Magus (Bladebound, Kensai) Spells Known (CL 3, +4 melee touch, +7 ranged touch)

--------------------
STATISTICS
--------------------


Str 14, Dex 20, Con 12, Int 20, Wis 10, Cha 16

Base Atk +2; CMB +4; CMD 22

Feats
Piranha Strike -1/+2, Rogue Weapon Proficiencies, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling

Traits
Desperate Focus, Sword Scion

Skills
Acrobatics +12, Disable Device +15, Escape Artist +10, Intimidate +10, Knowledge (Arcana) +12, Knowledge (Local) +9, Knowledge (Planes) +9, Perception +11, Sense Motive +6, Spellcraft +12, Stealth +14, Use Magic Device +10

Languages
Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, Undercommon

SQ Arcane Pool (+1) (6/day) (Su), Black Blade (Ex), Black Blade: Arcane Pool (1/day) (Su), Black Blade: Strike +1 (Sp), Black Blade: Telepathy (Su), Black Blade: Unbreakable (Ex), Chosen Weapon: Sword, Aldori Dueling, Poison Use (Ex), Smoked Goggles, Spell Combat (Ex), Trapfinding +1

Spells per day: Level 0/3, Level 1/4

Spellbook:

Level 0 - Acid splash, arcane mark, dance lights, daze, detect magic, disrupt magic, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

Level 1 - corrosive touch, expeditious retreat, infernal healing, jump, magic missile, mirror strike, obscuring mist, ray of enfeeblement, shield, shocking grasp, stone fist, vanish

Combat Gear
+1 Mithral Chain Shirt, Arrows (20), Arrows, Blunt (20), Knife, Switchblade, Mace, Light, Masterwork Shortbow, Composite (Str +2); Other Gear Backpack, Masterwork (empty), Bedroll, Flint and steel, Grappling arrow, Hammock, Ink (1 oz. vial, black), Inkpen, Iron Spike (2), Mask, Noble's outfit, Perfume, Poison, Drow Poison (5), Pouch, belt, Random jewelry, Rope, Spider Silk (50'), Shinobi shozoku, Signet ring, Smoked Goggles, Soap, Bar (50 uses), Spell component pouch, Spellbook, wizard's, Thieves' tools, masterwork, Tindertwig (10), Tobacco, Wand of Cure Light Wounds, Wand of Magic Missile (CL 5), Wand of Shield, Waterskin, Whetstone, Wrist sheath, spring loaded

--------------------
TRACKED RESOURCES
--------------------


Arcane Pool (+1) (6/day) (Su) - 0/6
Black Blade: Arcane Pool (1/day) (Su) - 0/1
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Poison, Drow Poison - 0/5
Suggestion (1/day) (Sp) - 0/1
Wand of Cure Light Wounds - 0/50

--------------------
SPECIAL ABILITIES
--------------------


Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +3 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Sword, Aldori Dueling Kensai abilities only function when wielding a weapon of this type.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Resistance (15) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Trapfinding +1 +1 to find or disable traps.

Background: Nizzre was born into the noble drow house of Teken’duis. By all rights the house was of nobility, though it was a minor house at best. She was the seventh daughter to the Matron Mother of the house, an honor in itself that she had little to no power or sway and very little hopes of attaining anything more than what scraps her elder sister’s would throw her. She had no delusions of becoming a high Priestess and paid only enough lip service to not be the next sacrifice on Spider Queen’s altar. Her true love, she had found by happenstance, was arcane magic. She was drawn to the great mysteries and power and sought it like a moth to flame. Secretly she would sneak off when others slept, making deals and alliances with several members of the prestigious Arcane tower. Arcane magic was primarily thought of as a lesser magic by the dominate females and left men to master its intricacies. It was through her initial contact with the arcane that she found her other true calling, swordplay.

Nizzre excelled at handling a sword, a skill that would prove useful in keeping her dirty little secret. Eventually she began to master the art of arcane and sword and found the ability to meld them into one fluid form of deadly grace. She thanked her former master’s by slitting their throats one night, ensuring none would sell her secrets for the right price. She made off with numerous trinkets and tomes of arcane knowledge.

That very night Nizzre returned to her family’s manor only to find death and destruction. As was the way of the drow, one house would slay the other and take what was theres. Nizzre’s house had been overrun in the midst of night, leaving not a soul to tell the tale. Or at least the other houses thought. Nizzre melded into the shadows of the underdark, disappearing quietly into the vast tunnels that connected the massive caverns of the drow cities. Yet she did not escape as easily as she thought. Assassins and worse were sent to dog her heels and ensure that no claim to the house Teken’duis lived. Nizzre managed to slay a great many of her would be assassins, though it seemed with each one that she killed two more would take their place. Her journey into the horrible wilds of the underdark quickly drained what resources she had, always constantly on the move and wary of danger. In desperation she turned to one of the tomes she had stolen from her former Master’s. It spoke of pacts and deals, of summoning creatures from the ether. Nizzre could think of nothing else to do but try such. She enacted the ritual and to her surprise obtained a powerful ally, though one she was not entirely expecting.

A blade of solid black, much like adamantine or obsidian appears within her grasp, a slender and elegant blade Nizzre was accustomed to. Yet a subtle power ebbed and flowed through the beautiful blade, as did a whispering voice of death. And that was what Nizzre dubbed her new ally, “Elghinn” the drow word for death. The sword had a consciousness of its own and surprising powers which seemed to grow along with Nizzre. Yet she would soon learn that no power came so easily without a price. As the blade tore through her enemies and shred them to pieces, Nizzre found their blades bit just as fiercely. Each battle left a new bleeding wound, another reminder of the price she paid for freedom.

By the time she emerged into the blinding rays of the screaming sun, Nizzre’s once smooth and silken flesh was lined with scars from her ordeals. The agony of the sun was almost unbearable at first, Nizzre could not find it in herself to venture from the opening of the entrance, nor could she find it to venture back into the darkness. In the dead of night Nizzre finally gathered her courage to venture forth. Her first few months on the surface of the world was a horrid experience; one that made her question her choice to leave the underdark. In reality she never really had a choice and thus the drowess resigned herself to a life of misery under the burning rays of the godsforsaken sun.

Knowing little of the landscape or even how to transfer it Nizzre soon found herself lost. She had managed to bumble her way from the mountains and into a living green world, a forest. It was there, foraging for food that Nizzre had her first encounter with surface dwellers. While she had learned the common tongue long before, her accent was so thick it could barely be deciphered as such and sadly by the end of the day she had another few scars across her ebony flesh. The battle had left a sour taste in her mouth regarding humans, her bitterness grew further. It would be another month before Nizzre would encounter another. This time she happened upon a rather tragic sight, a lone hunter left in the woods to die. Nizzre found his camp at night and sat silently in the woods watching, accessing the scene to see if he was a threat. The man was badly hurt, part of his leg was crudely bandaged, blood seeping through the cloth.

As she watched though, she noticed she was not alone. Stalking through the shadows was another beast drawn by the blood. It’s sleek and powerfully frame was all but hidden in the darkness, but what was darkness to the eyes of a drow? The panther drew ever closer to its oblivious prey and would have been the end of the man had Nizzre not leapt into action. She never really understood why she did what she did, leaping from the underbrush and driving Elghinn through the cat’s black hide before it could even register the attack. She flew the beast in one blow, much to the surprise of the hunter. To her growing surprise the man did not tremble in fear at the sight of her or beg for mercy. In the crude language of common he thanked her and offered her a drink in thanks for saving him. That was when Nizzre laughed...something she had forgotten about so very long ago. She took the man’s drink and shared his fire and by the end of the night his bedroll as well. The burning flames of the campfire were nothing compared to the burning desires that welled up in the drowess.

She awoke the next morning heavy headed and ashamed. Even with the blinding rays of the sun cresting in the distance Nizzre snuck off into the brush, leaving the slumbering man as she ran. It would be another night before he found her again though, after all, he was a hunter. Nizzre almost killed the man then, Elghinn had been screaming for blood for many weeks; yet the drowess relented. Somehow the man had brought out something in Nizzre she did not know existed and with it some hope for a life beyond simple survival. She traveled with the man for some time, finally going so far as to have a taste of civilization after so long. The racial hatred of her kind was strong everywhere she went, though she eventually managed to make some name for herself through her deeds. After all there were few things Nizzre did as good as killing. She managed to make some coin by the time the new of the airships leaving for Raina reached her. Without a second thought she left all she had known behind for a chance at something new, perhaps a better life after all.

Appearance: http://lingy.deviantart.com/art/Dark-Elf-13332649?q=boost%3Apopular%20lineage%202%20dark%20elf&qo=34
 
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Gimme mah present!

You'll get your present when you post a history for the character, damn impatient kids these days, wanting their presents early, back when I was a player character we didn't even get presents, we had to make our own out of sticks, and there were never enough sticks, so we had to get more by killing giant monsters who guarded the trees. It was difficult, but by level 7 you would have one hella nice makeshift stick thing.

Do feel free to post though.

EDIT:
Just realized you're playing a noble... You're still going to get a present, but it may be cursed.
 
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Have we pretty much got the band together? The urge to slay beasts and win treasure is rising...
 
You'll get your present when you post a history for the character, damn impatient kids these days, wanting their presents early, back when I was a player character we didn't even get presents, we had to make our own out of sticks, and there were never enough sticks, so we had to get more by killing giant monsters who guarded the trees. It was difficult, but by level 7 you would have one hella nice makeshift stick thing.

Do feel free to post though.

EDIT:
Just realized you're playing a noble... You're still going to get a present, but it may be cursed.

As long as I can sell it for at least half its value like normal.

:p Just kidding. Who needs a background? I'm a hot drow with a sword and magic. I come to chew bubble and kick ass...and no one has invented bubble gum yet.
 
As long as I can sell it for at least half its value like normal.

:p Just kidding. Who needs a background? I'm a hot drow with a sword and magic. I come to chew bubble and kick ass...and no one has invented bubble gum yet.

Mention it to the gnomes and give them a year, bubblegum will be everywhere, because the gnomes will screw up with explosions and noise and bubblegum will be everywhere.

But yeah, Drow Noble as a PC is a little stronger than other races, so I figured a cursed item would do to balance everything out nicely... I just cant think of something that's suitably detrimental and amusing, so I'm open to ideas.
 
Well you wanted another sexy ass so I went all out for you.

As for cursed items feel free to control her weapons. A as a bladebound Magus she gets a magical weapon for free, which as she grows in levels becomes a sentient magical weapon. Feel free to give it a personality, motivations, and whatnot. The archetype itself says that pretty much. Right now it's got an int of 11 and can speak to her telepathically so it could be fun.

This is from the archetype:

Black Blades

A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

If you want to read up on it a little more: http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound/
 
Well you wanted another sexy ass so I went all out for you.

As for cursed items feel free to control her weapons. A as a bladebound Magus she gets a magical weapon for free, which as she grows in levels becomes a sentient magical weapon. Feel free to give it a personality, motivations, and whatnot. The archetype itself says that pretty much. Right now it's got an int of 11 and can speak to her telepathically so it could be fun.

This is from the archetype:

Black Blades

A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

If you want to read up on it a little more: http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound/

Hey, I'm not complaining, I asked for sexy ass and it was delivered to my door with a smile and next to no clothing.

And the blade thing will work, somehow, not quite sure what nefarious things will happen because of it, but I'll think of something, it is however going to have a bit of a drawback though, I found a nice cursed item problem in the arms and equipment guide for 3.5. The blade loves a good bit of bloodletting, so much so that if you score a critical hit, it does 1 point of bleed damage that needs to be healed before it stops, but every slashing hit you take does the same (the effects don't stack with themselves though).

And in response to the casting spells on the orcs, yeah, if its pretty much a guaranteed thing, which that would be, then rolling isn't necessary.
 
Uh, Led my man, the weapons collection point and the census point are two different things, might want to a quick rewording on that.
 
For those of you curious, this is what the hospitality papers look like, and +5 Internets of you recognize it without going to Google.

*Certification of Hospitality*

By Proclamation of King Ivan, Ith Di Wer Svant, by Authority of the Sovereign Council of the Great Hexith'taul and its Several Client and Subsidiary Houses and Clans

Scribe (Scribe name), under Master Angaredhel Mage-Lord, Prefect of Hospitality of the Great Hexith'taul, under Master Darthoridan Mage-Lord, hath entered into Recognizance with Sureties, before us his Majesty's Magistrates of Peace, within the said District, whose Names are hereunder written:
We therefore his Majesty's said Magistrates, have hereby Licensed, and allowed the said (player name), to travel abroad in the Great Hexith'taul and its environs upon his own recognizance, to visit with all and sundry, and make conversation and arrangements and to seek lodgings with the citizens, tradesmen, and publicans of said town as put forth under law by the Collective Articles of the Council of the Great Hexith'taul, Rainia, for three full years, from henceforth next ensuing, or till such other time as shall be by us, or some of our fellow Magistrates thereunto appointed; Provided that if the said (player name) do not from time to time during that time, well and truly observe the Collective Articles of the Council of the Great Hexith'taul, then this License shall presently cease, and be utterly void.

For all matters of record, the following Knowledge was given and taken as true.
Name: (player name)
Age: (player age)
Species: (player species)
Profession: (player profession)

Signed,
Scribe (Scribe name)
(signature)
Representing the Sovereign Council of the Great Hexith'taul.

Signed,
(Player name)
(signature)
Lawful barer of this Certification.
 
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