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  1. - Top - End - #1
    Barbarian in the Playground
     
    DrowGuy

    Join Date
    Feb 2013

    Default [PF] Wonderfully Wicked - OOC

    The Table 'o Players

    {table=head]Player|Name|Class|Race|Gender|Alignment|Text Speech|Status
    Mathemagics | Valyss Shal | Cleric | Tiefling | Female | Lawful Evil | Indigo | A
    BramsesII | Shea "Gull" Blaskar | Ranger | Human | Female | Lawful Evil | Red | A
    Magatsu Izanagi | Vasilisa Afanasyeva | Witch | Human | Female | Neutral Evil | Royal Blue | A
    ??? | ??? | ??? | ??? | ??? | ??? | ??? | ???
    Jarl11 | Kiarran Webber | Rogue | Halfling | Male | Neutral Evil | Dark Orange | A
    [/table]

    DMs Quick and Dirty Reference Table
    {table=head]Character|Hit Points|AC/TAC|F/R/W|CMD|Init
    Valyss Shal | 24/24 | 16/12 | 5/3/7 | 13 | 2
    Shea "Gull" Blaskar | 33/33 | 20/12 | 5/5/5 | 19 | 2
    Vasilisa Afanasyeva | 21/21 | 12/11 | 4/3/5 | 13 | 7
    Kiarran Webber | 21/21 | 17/15 | 2/8/3 | 16 | 4
    [/table]

    IC Thread
    Click this link!

    Sponsored Third-party Dice Roller
    Invisible Castle

    Current Map of Talingarde
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    Loot/Gear Listings by Character
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    Valyss
    Silver Unholy Symbol of Asmodeous
    Chain Shirt
    6 gp
    Kiarran
    2 Dagger (medium)
    Leather Armor (small)
    Thieves' Tools, Masterwork
    Quiver of Arrows (20)
    Silver Flask (half full w/unknown liquid)
    6 gp
    (15gp 8sp)
    ???
    -
    Vasilisa
    Cestus
    Dagger
    Sling
    Haramaki
    Masterwork Backpack
    Artisan's Outfit
    Cloak of Resistance +1
    Spell Component Pouch
    239 gp
    Gull
    Masterwork Longsword
    Chainmail
    Heavy Steel Shield
    Longbow
    Quiver of Arrows (20)
    6 gp
    Talingarde Tabard
    Unassigned



    Guidelines of Combat
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    1. You can do anything you like, just as long as its possible to do within a single turn. Actions (standard, move, swift, immediate, free) matter, so plan accordingly. Objects on the map must be navigated in an appropriate manor. Turns that are not accurate to PF movement guidelines will be invalid and be given one opportunity to redo their turn within the standard time limit.

    2. You get 48 hours to act when you receive initiative. Your timer starts immediately after receiving initiative. Failure to state your action puts your character on autopilot for the turn and up for consideration to Inactive status in the event too many turns have been missed. I will not retcon actions from players after your timer has expired.

    3. When you have finished your turn, don't forget to link the updated table (provided by Pyromancers) onto your post.

    3. I am always open to answering questions or addressing concerns. Try not to do so when it's your turn. I am often on Skype (Tsriel) if you need to get ahold of me quickly. My schedule changes semi-regularly, but I'm usually home during the evening.


    Wishlists
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    Spoiler: Gull's List
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    Spoiler: Vasilisa's List
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    None yet!


    Spoiler: ???'s List
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    None yet!


    Spoiler: Kiarran's List
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    Last edited by Tsriel; 2013-11-20 at 06:35 AM.
    The Siggy
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    Tsriel's Characters
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  2. - Top - End - #2
    Barbarian in the Playground
     
    DrowGuy

    Join Date
    Feb 2013

    Default Re: [PF] Wonderfully Wicked - OOC

    Welcome to the game!

    It's been a long and trying process to get things to where they are. That is behind us now, so lets focus on the game.

    Before we get started, I wanted to bring up a couple things. First is your character data. Recruitment threads expire in three months from their opening post. I would greatly appreciate if you would do a quick C&P of that info onto here.

    Second is about Pyromancers. Is there anyone here unfamiliar with it and/or would want a tutorial?

    The third also goes along the spirit of keeping things fast paced for a PbP game, and that's rolling for checks and saves. Personally, I've not been a fan of rolling for other people as I would rather let the player have that fun of doing that roll. In situations that require a group check, would anyone object if I went ahead and roll for everyone in order to keep the game moving along?

    Lastly, is there anything people would like to bring up now before we get started?

    Oh, that will on Saturday.
    The Siggy
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    Tsriel's Characters
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    Tsriel's Game(s) DMing
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    Tsriel's Private Reserve

  3. - Top - End - #3
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Feb 2006

    Default Re: [PF] Wonderfully Wicked - OOC

    Woohoo! So excited!

    My skype name is [redacted, been getting spam calls], if anyone wants to add me.

    Dibs on speaking in teal.
    Trionne Dar-Chenai, Human Soulknife
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    Background
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    Part I: Wharf Rat
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    Trionne was born low indeed, the unwanted get of a tavern wench in Absalom's dock district. While largely ignored by her mother, she received plenty of attention from the tavern's owner and regulars, and remarkably this attention was almost entirely benign. From a young age, she spent most of her time around the docks, with the need to keep out from underfoot sharpening her reflexes, as well as her climbing abilities. As she grew older, she would often help out on the docks, inspecting shipments or running messages, in exchange for a few coins or some exotic treat from a newly arrived ship. Among the crews of several ships that regularly stopped in Absalom, the young girl became a regular fixture, often fondly referred to as "our wharf rat."


    Part II: Rat's Gambit
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    As Trionne reached puberty, she began to blossom. While she would likely never become a great beauty, between her skills and her still child-like charm, she started to attract more attention. Her mother, neck deep in debts from addictions to foreign soporifics and gambling, saw this interest in Trionne as an opportunity, and started making plans to sell her daughter into servitude in exchange for a clearing of her debts.

    Trionne found out about this only by chance, when she happened to brush off an advance from the man who was in negotiations to buy her. He pinned her against the wall and hissed in her ear about how he'd "punish her for that attitude" once he owned her.

    In that moment of panic, her psionic powers manifested. As she struggled to break free long enough to run away, a blade of pure mental energy sprang from her hand. The effect was far from controlled, Trionne barely nicked the man, but it was enough to shock him into releasing her. She pushed away from the wall and ran as fast as she could, towards the one place she was sure she could find help: the docks.

    Her luck held out as she reached the docks and saw the familiar lines of the merchant ship Damned Confidence in harbor. She hid herself in a pile of crates as the ship approached it's berth, and once it was moored, she scrambled up the ropes to the deck, and begged the first mate to let her speak to the Captain.

    Captain Marcus Isatis was a wealthy merchant, but it wasn't the sale of legitimate goods that had made him wealthy. Nor had the slave trade of his native Cheliax made him rich. No, it was business of shipping illegal goods that had made him wealthy, and his cover as a legitimate merchant, along with the fact that his ship had never in his 15 years as captain carried slaves, that had guaranteed him welcome in ports that would otherwise never granted berthing to a Chelaxian ship. The last thing he had expected out of this stop in Absalom was to have a 14 year old wharf-rat begging him to buy her.

    Trionne offered her meager savings as a gesture of intent to pay him back; he wasn't interested. She offered more...personal service; he frowned and told her he had "no desire for little girls...and neither do my men, if they know what's good for them." She pleaded with him, reminding him of her dockside experience. He asked her why she was so insistent on the matter. She looked him straight in the eyes, and with calm desperation replied:

    "Because if I don't get out of here, I'll be dead within the month."

    In the end, he was adamant. He had never owned a slave, and he wasn't about to start now. Instead, he offered to take her along, as long as she worked to earn her keep. He warned that he would leave her at the next port, if she slacked off or caused trouble.

    Which is how Trionne found herself working on the smuggler ship Damned Confidence.


    Part III: Rat with Long Teeth
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    Certain that she must have used up a lifetime or more of luck, she worked hard to earn her keep, and on the side struggled to gain control over her soulknife. With no one to teach her about manifesting the blade, it was a long process, though sparring with several of the sailors helped her at least develop her skill at sword fighting.

    Despite this, over time Trionne became frustrated and bitter at the fact that so much of her well being had relied on luck and the mercy of others. She was determined not to let that happen again. It wasn't until a chance encounter at a tavern at port that she finally found an outlet: dueling.

    A rich merchant's son, gone slumming in the lower quarter, had made a drunken pass at her. While on another night, Trionne might have been interested, that night she had been in a mood. She turned him down, rudely. He persisted, stopping her when she tried to leave. She pushed him back into a table, leaving him with a bloodied head and battered pride. He demanded satisfaction, which in that city was within his right to do. In a fit of anger, she agreed.

    As she walked up the stairs, she was pulled into the shadows by one of the other young men that had accompanied the merchant's son, offering her gold if she would seriously injure him during the duel.

    The duel was the next morning, just as dawn broke. She won handily, leaving the spoiled merchant son with a long scar across his face. A strange joy burned inside her, a fierce exaltation at seeing someone at her mercy, for once. She returned to the ship, richer by a pocket of gold.

    Incidentally, it was that pouch of gold that saved her from being left in port by an irate Captain Isatis, who had heard about her performance from one of the crew.


    Part IV: Caged Rat
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    Over the past few years, word got around in the various ports that aboard the Damned Confidence was someone willing to challenge one's rivals to a duel...for a price. Even splitting the proceeds with Captain Isatis, Trionne was on her way to being wealthier than she could have imagined. And while she was dueling, she felt completely in control. Having some outclassed nobody at her mercy was intoxicating.

    Isatis' and his ship made periodic stops at Ghastenhall, on the isle of Talingarde. He had warned Trionne to be careful, that dueling was illegal. But Trionne, in search of that high, did not listen. After all, she had participated in a duel on the isle once before, without getting caught.

    On her last visit to Talingarde, Trionne picked the wrong target. Worse, she had let it get personal. Instead of simply settling for wounding the woman, Trionne killed her. The victim's second and friends scattered, leaving her just enough time to pick up the victim's blade, before the guard arrived to arrest her. Isatis, in order to protect his ship, had to denounce any knowledge of her actions. As it was, the Damned Confidence was barred from docking in Talingarde for a year and a day, and Trionne was sent to Branderscar prison to await her execution.

    NOTE: She's not entirely sure whether the warden knows about her ability to summon a blade (she did her best to hide it at the scene of the crime), and she's not about to tip her hand unless there's a solid plan to escape.



    Personality
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    Trionne is a firm believer in luck. She also firmly believes she's used most of hers getting away from Absalom before her mother sold her. This makes her a little edgy. She compensates by holding herself with an exaggerated air of confidence. She craves the feeling of having someone at her mercy, a need often filled by dueling. The money was always incidental to filling that need. She knows the value of keeping an ace in the hole, and while she might not be tactically brilliant, she's more likely to run into trouble from over-analyzing the situation than from committing to action too soon.


    Appearance
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    Trionne is short and wiry, almost boyish in figure, with wind-weathered skin and short salt-bleached hair. Years at sea have stripped the last echos of childlike features from her face, and her dark eyes are bright and alert. Her arms and torso are covered with a light scattering of scars.

    Last edited by Xianthe; 2013-11-05 at 09:47 PM.

  4. - Top - End - #4
    Ogre in the Playground
     
    Mathemagics's Avatar

    Join Date
    Oct 2012

    Default Re: [PF] Wonderfully Wicked - OOC

    Here's Valyss's info stuff.

    Calls dibs on Indigo.

    I'm fine with DM rolling for saves and passive checks, makes it easier and faster for you to write up what's happening to us.

    What is this Pyromancers you speak of, I have no knowledge of this!

    Valyss Shal
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    Sheet:


    Backstory:
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    Following the ascension of House Thrune and the advent of diabolism in Cheliax, many of the noble houses began to enter into their own pacts with devils in exchange for power. Among these were the nobles of House Charthagnion, who bartered and struck deals with the fiends on an almost fanatical scale. Some time later, a particular man from a minor branch of the family named Terast contracted the services of a powerful devil to advance his own fortunes and position.

    Beyond the terms of the contract demanding Terast's eternal servitude, the devil demanded that Terast offer it his own sister for the purposes of fathering a half-fiend as a show of allegiance to seal their bargain. Terast agreed, and the unholy ritual that then took place ultimately resulted in the death of his sister as the half-fiend child was violently born into the world. Taking the child, the devil returned to Hell, but not before reminding Terast that he would return again one day, as their pact was not yet complete.

    Twenty years passed, and the effects of the infernal deal made themselves evident as Terast was promoted from position to position, each time gaining new wealth and influence. Then, the devil returned, bringing with it the now-matured half-fiend whom he introduced to Terast as his "niece". The devil's depravity and cruelty were then made even more manifest when it mandated that Terast must now father a child with this creature, or it would regard the terms of their contract void and revoke all that had been given. Faced with what he thought of as little choice, Terast reluctantly agreed.

    This resulted in the birth of Valyss's elder sister Elyss, who against all odds was born perfectly human. This was unacceptable; the fiend desired a tiefling, a creature that was of the material realm but held an inherent connection to the plane of Hell. So Terast was coerced to commit the deplorable act once more, and finally Valyss was born.

    Naturally, neither Elyss or Valyss were recognized as official members of House Charthagnion (and consequently were denied the right to carry the family name), though Valyss always envied her elder sister. Due to her entirely normal appearance, Elyss was unofficially recognized as Terast's bastard child and then conveniently ignored, the result of a minor indulgence in the eyes of the House. Valyss, on the other hand, was forbidden from even leaving the small suite the sisters were given on the edge of the estate as Terast attempted to hide away the shame of his actions that led to the birth of such a creature.

    During these early years, Valyss's contact with the outside world was almost entirely through books, as even her sister had little interest interacting with her. With no other outlet for her time, Valyss turned to knowledge as a distraction from her bleak existence, and consequently developed a strong intellect and breadth of study at an early age. When she was 12, a priest from the Church of Asmodeus arrived and informed Terast that they were there to collect Valyss on behalf of their diabolic master. Glad to be rid of what he viewed as a nuisance, Terast agreed and without comment or ceremony, Valyss was taken to an initiate temple in another part of the capital of Egorian.

    There Valyss was taught and mentored by the clerics of Asmodeus and trained in the magic of summoning and binding. Her fiendish blood made her the ideal candidate for such a role, granting her an affinity and control not found among her human peers. After several years of teaching, she was graduated to a full member of the priesthood, though placed in a subservient role under more experienced clerics due to her heritage. In effect, she was little more than a glorified servant.

    That all changed a year ago, when Valyss was assigned to Talingarde. As she understood it, the cabal dedicating to undermining the self-righteous government and establishing an open worship of Asmodeus was in need of someone skilled in conjuring and compacting with devils. Unable to go against the wishes of her superiors, she was shipped off once more with no thought to her wishes, though at least they had the consideration to grant her an amulet that hid her true form. It went without saying that the zealots of Talingarde would immediately assume the worst if they saw her undisguised appearance.

    As it turned out, Valyss's new assignment proved to be surprisingly enjoyable. While still strictly ordered and organized, the Talingarde branch of the church proved to be far less controlling when it came to her actions and she was allowed a very reasonable degree of free time. For the first time in her life, Valyss found herself with the freedom to come and go as she pleased, and with the assistance of the amulet, wherever she pleased as well. Unfortunately, things didn't go smoothly for very long.

    It was all a horribly contrived accident; looking back that was the only way to describe something so improbable. She had been making her way through the marketplace in the capital, casually perusing some of the books on display by a small vendor cart. A thief collided with the cart while trying to flee the guards; in the resultant mess, he desperately flailed around for anything that might allow him to escape, and in doing so laid hands on what was apparently an inscribed scroll. In his panicked state, the idiot actually tried to activate the magic stored in it, causing an arcane backfire (at least one would hope that the scroll's intent hadn't been to reduce the reader to a smoldering pile of ash in a small charred circle on the pavement). While the abrupt self-destruction of the thief was the immediate effect of the backlash, the far more pressing side-effect for Valyss was the dispelling of the magic amulet she wore.

    In some small sense, she might be considered fortunate that she wasn't killed on the spot. That certainly seemed the intent of the guards who had until then been engaged with chasing the thief, and the general townspeople in the square who weren't screaming or cowering in fear were more than ready to hang or burn the devil that had suddenly appeared in their midst. It was only the intervention of a group of paladins who insisted she first be taken to prison and tried before execution that prevented her from an almost immediate death.

    Saved from death only to go through a mock trial followed by summary execution. Wonderful.


    Description:
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    Valyss is three-quarters Chelaxian and one-fourth Infernal, with her physical appearance strongly reflecting both of these traits. For the most part, her appearance is that of an attractive Chelaxian woman--dark hair and eyes with pale skin. She is somewhat on the tall side, with a slender and graceful build throughout, with her hair styled to frame her face on the sides and fall towards the small of her back behind.

    Grafted onto her human features, in a manner which on the whole tends to enhance rather than mar her appearance, are the telltale aspects of her devil-tinged parentage. Dark obsidian-like horns curve around the sides of her head ending in sharp forward-facing points just above her temples while a pair of miniature wings spring from her back between the shoulder blades. However, a closer inspection would reveal these wings to be merely decorative as they apparently lack the muscle strength necessary to assist in any manner of flight. Finally, a long serpentine tail trails behind her, though often kept concealed beneath her robes.

    In her manner of dress, Valyss adheres to the norms of Cheliax and the Church of Asmodeus. She favors expensive materials and designs in her attire and prefers to dress in dark colors, preferably black and crimson. When in public or attending to her duties, she typically wears a long concealing and hooded robe to disguise her diabolical features.


    Personality:
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    Valyss is an immensely proud individual, and places a great deal of importance on both her Chelish and Infernal heritages. Born from one of the great noble houses of Cheliax, she is familiar with the intricacies of political intrigue and learned early the value of deception, but also the need to discern when to trust others and wisely select allies. Her rigorous training and studies under the Church of Asmodeus has further impressed upon her the values and virtues of Hell--the world is meant for the strong, and built upon the backs of the weak, order and law are supreme, but kindness and mercy are falsehood.

    On the surface, Valyss initially appears as a very calm, almost stoic, individual, with a sense of polite deference and subservience that almost seems insincere in its perfection. This is a facade, as Valyss understood early in life that flattering and acceding to those in authority over her was by far the simplest path. In private, she gives free reign to her ego, and shows considerable condescension towards those she believes to be inferior in some manner. Of course, this applies to the vast majority of those not of Chelaxian blood, as well as those who are not adherents to the Asmodean faith.

    Valyss is exceptionally intelligent and insightful, both talents inherent to her and fostered further by her upbringing. Though, given her generally derisive disposition, this also has developed into a penchant for somewhat sadistic teasing and ridicule... when she feels she can get away with it, of course. However, she is not an unnecessarily cruel person either, nor is she completely unfeeling; it would instead be more proper to describe her as uncaring towards those she has no emotional investment in.


    Party Role:
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    Valyss is a caster cleric with a focus on summoning and offense in the form of combination blasting and debuffing. I won't be summoning much in the early game, due to limited options and short durations, but after picking up a few feats like Augmented Summoning and Sacred Summons, she should be able to help support through an expendable front line and the occasional group-wide buff. I also intend to take Scribe Scroll to allow stockpiling of curative or utility spells (things like Lesser Restoration).


  5. - Top - End - #5
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Feb 2006

    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Mathemagics View Post
    I'm fine with DM rolling for saves and passive checks, makes it easier and faster for you to write up what's happening to us.

    What is this Pyromancers you speak of, I have no knowledge of this!
    Ditto on both the passive rolls, and complete lack of any knowledge of Pyromancers.

  6. - Top - End - #6
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: [PF] Wonderfully Wicked - OOC

    Can I just say that I'll be using http://invisiblecastle.com/roller/ as my roller, under the name Lexxaj for searching purposes? I really, really, really really really really really really hate the forum roller. If it was a real person I would've smothered it in its sleep by now.

    Lexxaj will speak in green.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  7. - Top - End - #7
    Barbarian in the Playground
     
    DrowGuy

    Join Date
    Feb 2013

    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by BananaPhone View Post
    Can I just say that I'll be using http://invisiblecastle.com/roller/ as my roller, under the name Lexxaj for searching purposes? I really, really, really really really really really really hate the forum roller. If it was a real person I would've smothered it in its sleep by now.

    Lexxaj will speak in green.
    I'm willing to give it a try. I see that it takes away the need for annoying roll tags.

    I'm prepping a tutorial map and should have it up a little later.
    The Siggy
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    Tsriel's Characters
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  8. - Top - End - #8
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: [PF] Wonderfully Wicked - OOC

    To guard against cheating, tell someone that their roll only counts if it's under a certain name (like Lexxaj). You can then do a search for that name and see what they've rolled and when.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  9. - Top - End - #9
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: [PF] Wonderfully Wicked - OOC

    Lexxaj Avesta

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    Lexxaj Avesta


    "There are people for whom the words 'never again' carry special meaning, as they do for me."

    Name: Lexxaj Avesta
    Age: 20
    Species: Human
    Wanted For: Witchcraft
    Occupation: Demonologist, former slave, former initiate of the Katheerian Mages Guild
    Nationality: Qadarian

    Distinguishing Features:
    - Nose and lip ring.
    - Swirling, red tattoo pattern runs across the top, left-most quarter of her face.
    - A piercing runs from one of her nostrils to her ear-lobe.

    Personality:
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    A calm and collected woman, Lexxaj cultivates the 'lady of the night' image of grace and finesse. Years spent as a slave in a matriarchal society has taught her patience and self-reflection, as more often than not Lexxaj has been her own best friend during unbearable hardships. As such she is slow to trust and to share her thoughts (unless directly asked) and is prone to resorting to vague, apocryphal responses when questioned about her affairs.

    Like many people from less-than-ample backgrounds, Lexxaj feels a frustration over the poor hand she received in life. This anger is the culmination in her lack of power in a world in which Might Makes Right. Compounding this is her powerful intelligence, as too many times she has had to deal with supposed "masters" whom she could easily out-wit and think, while being forced beneath their boot due to social hierarchy. The ambition for a higher station in life (whether overt or shadowy) compels her ever onwards, and there are few allies that she would not consider in her lust for getting her just rewards in life. However, her ambition should not be coupled with recklessness - Lexxaj is a well-read demonologist, and knows to check the fruit of pleasure for a hook before she bites it.

    Of matters of race and gender, Lexxaj has little care either way - though she would prefer the company of reliable allies. As a woman that keeps her word, she finds similarly disciplined people to be her first choice of compatriots. Drow, however, do have a special place of enmity in her heart - though some have shown her generosity that is uncharacteristic of their race, so she does keep an open mind.


    Background:
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    - Born into the simple rural areas surrounding Qadaria. Lexxaj is of mixed descent, half-Qadarian and half-Taldorian as a result of border raiding. As such, she was considered a mongrel and a mark of shame for her family - her existence today defies the odds.

    - Lexxaj and her parents were driven into refuge status when orcs torched most of their village to the ground, forcing them into the sprawling streets of Katheer. As relatively simple farmers, the Avesta's did not accommodate well to life in Katheer and soon the family was amongst others that formed a sub-community of refugee's.

    - Going from life in vegetated rural areas to the squalor of Katheer slums, Lexxaj became an insulated child whom felt little affection for those who raised her. Most of her food came from what she could steal, and she soon ran away from the slums in the belief that she would fare better on her own.

    - Living as a street rat, Lexxaj mostly stole to survive - until one of her targets turned out to be more than what he appeared. Instead of the usual wannabe crime lord, he soon revealed himself as a member of the Katheerian Mages Guild whom was visiting the slums for "volunteers" for his magical experiments. Noting Lexxaj's quick mind and magical potential, he took the girl back to the towers of the Guild where he inundated her into his cabal.

    - Lexxaj made exemplary progress during her studies, having little to distract her in the world. Though she was not a naturally wicked girl, she had to call upon her survival instincts and guile that she developed while living on the street. Utilising these methods, she learned ways through which she could insulate herself against the machiniations of others - she was relatively successful.

    - Using her brain, Lexxaj turned to research. Uncovering numerous tomes that had originally been thought lost, Lexxaj became rather adept in the knowledge of devils and demons - seeing the vile creatures as little better than potential slaves for the mortal races.

    - During this time, however, she made an enemy - the head librarian, Malix, whom she had humiliated by locating lost books. Taking an instant disliking to the girl, she arranged a 'field trip' for some of the newer students. During this event, Lexxaj was abducted by a small slave-raiding group of Drow whom just so happened to be in the area - how convenient for them and the Librarian.

    - In the middle of her teens, Lexxaj was taken to some drow city within the Underdark where she was pressed into slavery to the drow. During this time she was forced to endure unbearable hardships and cruelty, a process that forced her to bury much of her prior optimism in the world.

    - During this time, she came into the service of Lerin R'toth, a wizard of some esteem within the arcane community of the drow. Lerin was not a kind man, but nor was he needlessly cruel or sadistic. Possessed of perception and pragmatism, he noted Lexxaj's intelligence and tested her with the introduction to alchemy. Soon, in secret, he was finishing her rudimentary education in the arcane, seeing in her a potential asset that his drow rivals would not expect. As a mark of his house, Lerin imposed a tattoo upon Lexxaj's face - a red, swirling pattern that covers almost a quarter of her features. This mark is a source of both pride and shame for the woman. She see's it as a reminder of her weakest years living beneath the duress of others...but so to does she draw strength from its reminder as to what she'll never accept again.


    - Lerin's time, however, did not come - as his house was soon out-maneuvered by several rival Houses. As one of his final living acts, he granted Lexxaj her freedom: his final act of defiance against his superiors that had failed in their duty.

    - Wounded during her escape, Lexxaj wandered aimlessly through the Underdark before receiving assistance from an unlikely source: Seroth. Seroth had been Lerin's imp familiar and with nowhere else to go except a return to the infernal regions, he assisted the girl in tending to her wound and navigating her way back to the surface. During this time he saw an opportunity for himself and for his infernal overlords: Lexxaj could potential be a formidable wizard one day, and a valuable human agent. Subtley, he took advantage of Lexxaj's isolation - that through life she had been beset by nothing but enemies, and that in her most tender years she now had no where else to go...but there were others who would find value in her loyalty. By the time Lexxaj had reached the surface and her wound had healed to scar-tissue, Seroth had convinced her to draw an allegiance with the infernal realms.

    - Back in the world, Lexxaj and Seroth took temporary refuge in a small town on the island nation of Talingarde. During their stay, Lexxaj planned to take place in a summoning ritual with Seroth to conjure one of the devils from hell to acquire resources and a dark blessing to establish a cult within the mortal worlds. Unbeknownst to Seroth, Lexxaj wasn't stupid - she had read about the hellish regions and the malevolent masters that presided over them. She had read too many times of mortals pledging themselves with no contingency plan to retain their personal sovereignty and ended up as little more than tools. So in secret, Lexxaj prepared a method that would allow her to keep her independence: to the devils she would be a sponsored agent, not their sycophant slave. The only good card life had dealt her was her powerful intelligence and she planned to use it - in this plane or another, she would rise above and become something more than human: whether a lady of the land or a queen of hell, Lexxaj's ambition burned for nothing less than a throne from which she would be the one to steer her own future.

    - Their plan was soon foiled, however, when Seroth's presence was discovered by the town at large. Apprehended and trialed for witchcraft, Lexxaj was sentence to be burned at the stake and was sent to meet her fate. However, she is a crafty woman who has been in captivity before...it's only a matter of time before she finds a way out and continues with her ambitions.


    Sheet:


    Philosophy of Life:
    Spoiler
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    For Lexxaj the words "never again" mean something special. For her entire life her course and direction has been at the mercy of others, her future dominated by the whims of people that do not even pay her attention. Slavery taught Lexxaj some harsh lessons that she now adheres to: only might makes right. Hardship breeds character and separates the weak from the willful, and never again will she be driven down in the world.

    The world has shown her very little kindness, and what's left of it within her is buried beneath layers of cynicism and ambition.



    Last edited by BananaPhone; 2013-10-03 at 10:14 PM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    PirateCaptain

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    Default Re: [PF] Wonderfully Wicked - OOC

    I just noticed that 3/4 of the conspiracy are ladies. A coven is taking shape.

    And I too know nothing about pyromancers.
    Last edited by BananaPhone; 2013-10-03 at 10:17 PM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: [PF] Wonderfully Wicked - OOC

    Kiarran better not get any crazy ideas like thinking he's the protagonist of a harem comedy...


    Also, as we have a wizard and I intend to pick up Scribe Scroll a few levels down the road, how do you guys feel about setting up a scroll fund with an equal share of the cash loot?

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    Default Re: [PF] Wonderfully Wicked - OOC

    A well-scrolled wizard is a happy wizard.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Mathemagics View Post
    Kiarran better not get any crazy ideas like thinking he's the protagonist of a harem comedy...
    "I meant ta say: 'respect yer thoughts an' opinions as fellow humanoids'."

    Also, as we have a wizard and I intend to pick up Scribe Scroll a few levels down the road, how do you guys feel about setting up a scroll fund with an equal share of the cash loot?
    I think Trionne could be convinced.
    Last edited by Xianthe; 2013-10-03 at 11:05 PM.

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    Default Re: [PF] Wonderfully Wicked - OOC

    I can't help but notice that the map says "Current map of Talingarde". I sincerely hope this means that by the time we're done, the new current map will have at least half the landmass missing.

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    ClericGirl

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by BananaPhone View Post
    I just noticed that 3/4 of the conspiracy are ladies. A coven is taking shape.

    And I too know nothing about pyromancers.
    It's always the small guy with the third leg that has to be the pimp, huh. So be it. Lol.

    Shotgun on dark whorange... I mean orange.

    No knowledge on pyromancer.

    I'm good with rolls however it keeps things moving. And I'll repost character info soon

    Thanks for the selection, I look fwd to the game! It is obvious that you are putting a lot of work into this for us. If at any time life gets in the way for a day or three, please move Kiarran along as you see fit to keep things going. Cheers!

    Edit: here is a link to Kiarran
    http://www.myth-weavers.com/sheetvie...sheetid=662461
    Last edited by Jarl11; 2013-10-04 at 07:55 AM. Reason: Add link

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Jarl11 View Post
    It's always the small guy with the third leg that has to be the pimp, huh. So be it. Lol.

    Shotgun on dark whorange... I mean orange.

    No knowledge on pyromancer.
    Don't you mean be the gigolo? He'll find out what the back of a hand feels like if he tries pulling anything like that .
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by BananaPhone View Post
    Don't you mean be the gigolo? He'll find out what the back of a hand feels like if he tries pulling anything like that .
    And that hand won't be one of ours. It'll be the backhand of a skeleton, or a devil, or something.

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    Flumph

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    Default Re: [PF] Wonderfully Wicked - OOC

    Woo! I got in! Just gonna do a quick post now from my phone to say I'm completely new to pyromancers. Oh, and to call dibs on red. I'll do the copy-pasting when I get home from work tonight.
    Oh an Xianthe, you still think it'd be cool if our characters met prior to this? Because we can still cook something up before saturday.

    Spoiler
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    "Mother. Father. I'll bring yer killers to justice. Blaskar justice."


    Name: Shea "Gull" Blaskar
    Age: 19
    Species: Human
    Wanted for: Piracy
    Occupation: Sailor
    Nationality: Chelish
    Place of Birth: Corentyn

    Spoiler: Appearance
    Show
    Gull stands over 6 foot tall, a giant of a woman with a very muscular build, who hides her figure underneath layers of armor and clothing. Her halflong, blond hair is usually tied behind her head in a small ponytail, but when standing on the bow of a ship she may let it loose to enjoy the wind in her hair.
    When she was younger, she liked to wear a bright white cloak, earning her the nickname Gull. However, nowadays she looks disheveled, clothed only in tattered rags. Long scars lay criss-cross all over her body (except her face), a reminder of a life training under various devils.


    Spoiler: Personality
    Show
    At first, Gull seems like a horrible, anti-social person. She speaks very little, preferring to let her fists do the talking. When she does speak, she tends to try to be as intimidating as possible.

    Her upbringing has severly twisted Gull. She has never known parental love, being brought up with extreme pragmatism and cruelty by various devils. Due to this, she tends to confuse displays of strength and cruelty for signs of affection.

    Gull works well with others. As long as they display sufficient strength and cruelty, she will team up with potential allies and protect them as best as she can. If they manage to impress her through displays of magical might, she may become even more protective.


    Spoiler: Background
    Show
    It's a sunny morning in autumn, Corentyn. The first and only child of navy commander Ingirt Blaskar and powerful conjurer Patton Blaskar, is born in their house in the Jut. They name her Shea and have grand dreams for the young girl's future. The first twelve years of her life are relatively uneventful. She often goes out hunting with one of her parents' slaves, a halfling named Elor. Together they catch small animals in the forests near Corentyn for her father's experiments. When she is not out hunting, the young girl finds herself in the care of her father's imp companion. Her parents being far too busy to bother with bringing up a child, often being away at sea for weeks, raiding smaller merchant ships hailing from unimportant nations. They do take every opportunity they get to tell their child that the days spent under the supervision of the cruel imp are for her benefit, so she can grow up big and strong.

    Even though young Shea is not an especially intelligent child, at the age of twelve she is apprenticed to her father to learn the arcane arts. Unfortunately, her limited intellect causes her to completely fail to grasp even the simplest of cantrips. Instead she prefers to look out the window and dream. The only thing that can catch her interest is her father´s experiments on various small animals. Shea takes great pleasure in catching and dissecting rabbits, cats and small dogs (and sometimes even deceased slaves). After three years of intense boredom broken up by the occasional hunting trip and no arcane power whatsoever, Patton gives up on training his daughter. Her mother, seeing her daughter's potential as a warrior, allows Shea to join the crew of her parents' ship, Blaskar´s Dretch. There, she is assigned an unusual trainer to teach make the most of her brutish strength. Her father often summons an Erinyes to serve as a bodyguard who can teach his daughter swordplay during off hours at sea. The first few years consist of little more than combat training under supervision of her cruel devil trainer for a few weeks, broken up by short stays on shore.

    Under the supervision of her devil trainer, Shea learns a great many things besides combat skills. During her training, the Erinyes instructs her in the finer points of fighting humans. She teaches her typical human fighting styles and the weak points to strike at. Every period of training ends with a test of sorts. Most of these tests involve intimidating, stalking or fighting others on shore (as far as Corentyn's laws allow, of course). Failure to complete these tests is met with lashings from both her father and her trainer. Several tests are more nefarious however. They involve killing and dissecting outlaws or vagabonds outside the protection of Chelian law to learn more about human nature and anatomy. One particular person of note was Shea's second victim: a robber who had stolen a large batch of clothes from a local tailor. After killing him and slicing him open to study his innards, she returns the clothes to the tailor and is rewarded with a pure white cloak. A prize she starts wearing often when standing on the bow of the ship.

    As time goes by, Gull grows more skilled with both blade and bow, and she is eventually considered powerful enough to serve her father as a true bodyguard (the Erinyes summoning had become too much of a drain on her parents' illegitemately gained fortune). One day, Gull's ship finds itself alone near Talingarde pursuing a small merchant vessel. Unfortunately, Markadian's fleet happens to be nearby and they rush to the aid of the merchant. A fireball from a wizard aboard one of the Talingarde ships strikes the bow, flinging Gull and her father overboard, unconcious. Blaskar's Dretch is quickly taken over and its crew killed, unwilling to surrender under the command of Ingirt. Gull, being the ship's sole survivor (probably) is fished out of the ocean and taken back to Talingarde in chains. Distraught over her parents' death she does not attempt to defend herself and she is sentenced to death by hanging, the usual punishment for piracy.


    Spoiler: Tactics
    Show
    Gull works best as a scout and a warrior. She has several skills that serve her well in the wilderness, as well as being quite a tanky fighter. Besides that, she's not easily deceived and can be quite intimidating, making her a very useful enforcer. For now she'll focus on melee combat, but as she gains level I may decide to go for a more archery focused character, a true twohander beatstick, or a tankier sword-and-board warrior, depending on what the party needs. Also, as a witchguard she'll have more spells on her list than the typical ranger, depending on the patron I choose (which really depends on her charge).


    Spoiler: Favored enemies
    Show
    -Humans (+2 bonus)

    Gull gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, she gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.


    Spoiler: Favored terrains
    Show
    -Water (+2 bonus)

    Gull gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).



    I realised I had the errata of defend charge still in the recruitment thread. Putting it up here.
    Spoiler
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    Edit: I found an errata for Defend charge on the Paizo boards. It actually works as follows:

    The witchguard does get the ability at 4th level (since it replaces hunter's bond), but there were copy/paste errors in the ability text. The corrected text should read (changes highlighted in bold):

    Defend Charge (Ex) At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to AC and a +2 circumstance bonus on concentration checks. At 8th level and every 4 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier (minimum 1). At 7th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day. This ability replaces hunter’s bond.

    So it breaks down like this:
    4th level: +2, 1/day
    7th level: 2/day
    8th level: +4
    10th level: 3/day
    12th level: +6
    13th level: 4/day
    16th level: +8, 5/day
    19th level: 6/day
    20th level: +10
    Last edited by BramsesII; 2013-11-04 at 02:19 PM.
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    RedKnightGirl

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by BramsesII View Post
    Oh an Xianthe, you still think it'd be cool if our characters met prior to this? Because we can still cook something up before saturday.
    Yes! PM me so we can plot.

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    RedKnightGirl

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    Default Re: [PF] Wonderfully Wicked - OOC

    Hey, I just noticed.

    Shouldn't this thread be in the OOC forum, not the IC?

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    DrowGuy

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Xianthe View Post
    Hey, I just noticed.

    Shouldn't this thread be in the OOC forum, not the IC?
    I misplaced this initially when I made it. Honestly, it's not that big of a deal as I am certain that if an admin reading this thread really had a problem with it, they would just move it.

    Other important stuff, I still need character info from Bramses and Jarl posted here to finalize your acceptance of invitation. Please edit your post announcing speech color choices and put it there.

    Now about Pyromancers and the use of movement therein. It's come to my understanding that use of movement rules on these forums are typically loosely followed at best. I just don't game that way. I love the use of tactical movement and the application thereof. Pyromancers is a great tool to help implement that. If you have never used these rules in your life, I assure you that you will become an expert in the matter by the time this game is over. So without further delay, I present the...

    Demo Map

    As you can see, this map has four tokens on it (hopefully character pics too). Three of them are the PCs, and one vampire NPC. The initiative order is on the bottom of the map. You can move these tokens around to different spots on the board. Following combat rules, you can move your token up to the maximum movement speed of your character. Once you have finished with your turn, click the "Pass Turn" button. It will give you a URL to copy and paste onto the game thread. That URL is the saved changes to the table.

    You don't need to worry about building anything save for drawing spell and environment effects onto the map (I will check for accuracy). You can edit details about your token in the "add or remove tokens from the map" tab. There you can see how everything works concerning tokens.

    Feel free to play around with it abit in the OOC. Using this during the actual game, it is important that the person who has initiative be the only one to make changes to the table. Once you have clicked "Pass Turn", your turn is over. No backsies.
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    Flumph

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Tsriel View Post
    I still need character info from Bramses and Jarl posted here to finalize your acceptance of invitation. Please edit your post announcing speech color choices and put it there.
    I shall do so when I get home from work this evening. Doing that from my phone is next to impossible.
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    ClericGirl

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Mathemagics View Post
    I can't help but notice that the map says "Current map of Talingarde". I sincerely hope this means that by the time we're done, the new current map will have at least half the landmass missing.
    If we can just watch it turn into a smoking wasteland, that works too. Lol.

    Tsriel - link is edited in for you.

    As for the scroll fund idea, kiarran would likely need to see the benefit to him or to the tangible destruction of the so called guardian of justice we see around us

    Pyromancer sounds intriguing! I'll check it out when I get to a computer - does it work from phones?

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    PirateCaptain

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    Default Re: [PF] Wonderfully Wicked - OOC

    He'd needa to be told the benefit to supplying the party wizard with scrolls of new spells?


    Oh my oh my...I didn't realise his Wisdom was that low.
    Last edited by BananaPhone; 2013-10-04 at 08:09 AM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    ClericGirl

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    Default Re: [PF] Wonderfully Wicked - OOC

    Lol - well... He would want to know the use and benefit helps complete the aim. Such as he would be fine with poison or a spell to put a room of guards to sleep but he wouldn't be ok with a standard fireball spell as it wouldn't be any more beneficial to him than more crossbow bolts (and would draw WAY more unwanted attention). Protection and disguise spells would be cool stuff.

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    PirateCaptain

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    Default Re: [PF] Wonderfully Wicked - OOC

    This is Lexxaj's future prestige class: http://www.d20pfsrd.com/classes/pres.../c-d/diabolist

    She'll be talking with a lot of Devils.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Jarl11 View Post
    Lol - well... He would want to know the use and benefit helps complete the aim. Such as he would be fine with poison or a spell to put a room of guards to sleep but he wouldn't be ok with a standard fireball spell as it wouldn't be any more beneficial to him than more crossbow bolts (and would draw WAY more unwanted attention). Protection and disguise spells would be cool stuff.
    In my case, it's so I can stockpile a bunch of things like curative or status removal spells, basically the niche utility that is very very useful when you need it... but not something you need all the time. That frees up more of my spell slots for Summon Monster and debuffing nukes.

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    DrowGuy

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Jarl11 View Post
    Pyromancer sounds intriguing! I'll check it out when I get to a computer - does it work from phones?
    I honestly haven't tried it yet via smartphone. iPhones might have problems with it based on the tech Pyromancers uses. Computer use is no problem, however.
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    ClericGirl

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    Default Re: [PF] Wonderfully Wicked - OOC

    Quote Originally Posted by Mathemagics View Post
    In my case, it's so I can stockpile a bunch of things like curative or status removal spells, basically the niche utility that is very very useful when you need it... but not something you need all the time. That frees up more of my spell slots for Summon Monster and debuffing nukes.
    No problems there! :)

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    Flumph

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    Default Re: [PF] Wonderfully Wicked - OOC

    Okay, the link is in.

    I don't think Gull will have problems with a scroll fund. In fact, she can even use some of the lower level curative scrolls. Handy in case our cleric gets incapacitated.
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