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Trapped in the Underdark - Character Creation


Pervy

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Welcome to the character creation of Trapped in the Underdark.
Here are all the fanciful points you need to create your character, if you aren't experienced in pathfinder or D&D, just follow this:

If you are experienced in D&D 3.0/3.5 but not pathfinder:
Skill points are not quadrupled on first level. You can take any skill you like but only class skills get a +3.

Variant clases or racial stuff is something you can pick up in exchange for whatever that variant replaces, you can even have multiples.. if they don't replace the same thing.

Favoured class bonus is something you get for each level you take in your main class.

A trait is like a baby feat.

More hitpoints for everyone!

If you are experienced in D&D 5.0 only
Theres no advantage/disadvantage.
You write your own characters backrounds.
fort = constitution save, Will = wisdom save, Reflex=Dexterity save.
You don't get skills for free anymore, instead you get a number of them you can purchase based on your class and intelligence.
You pick up a feat at lvl 1 and every odd number from there on.

Allowed are all core races and classes fit for high fantasy, all 3.5 and 3rd party is permissable after DM review for balance purposes.
Starting level: 9
Gold and gear: As lvl 9 character, note: No single items value may exceed half your gold total. (meaning you can't spent all your gold on one super powerful thingie)
XP track: Fast
25 point buy (no score over 18 or under 8 pre racial modifiers)
Favoured class bonus is on
Traits can be purchased at the cost of one feat for two traits, or one drawback/trait
Hitpoints are maxed on first level, rolled thereafter. Doing rolls on a trust based level, after all you don't really WANT to always win anyway. Alternatively you can take half hitpoints, added up and rounded down (example, 2d6= 3.5 each halfed, = 7 hitpoints total)

Fetishes that are almost guaranteed to appear: Mind control, Corruption, Enslavement, Futa, Transformation, Female or Futa dominant

Fetishes that could appear but are not guaranteed: Bimbofication, Evil mind control Parasites, Sluttification, Bestiality, egg laying/impregnation, Bukkake, Slave training, pet play, symbiotic suit/armor, sex toys, more tentacles why not.

If theres something you are uncomfortable with thats on the list please note it down too. No need to note down any of those:

Fetishes that wont be featured: Gore, Extreme BDSM, Torture, Scat, extreme forms of loli or Vore.

Your character sheet should have the following(You don't have to use the same code as I, if I can find all the stuff. Its up to you to keep track of your hitpoints lost, XP, ETC)
Code:
Pwetty picture of your character here plz!
[b]Name:[/b] Your characters name.
[b]General description:[/b] What do others see on a first or second glance?
[b]Alignment:[/b] 
[b]Class(es):[/b] List Variants if any.
[b]Race:[/b] List variants if any.
[b]Languages:[/b]
[b]Orientation and fetishes/interests:[/b] The stuff you want done to you. You don't have to go indepth, but a few general ideas help shape the campaign better.

Backround: Use spoilers please. A short backround of your character before entering the Underdark.

[b]Level:[/b]   [b]HP:[/b] [b]Bab:[/b]  [b]AC:[/b]  [b]Init: [/b]
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
[b]Fortitude:[/b]  [b]Reflex:[/b] [b]Willpower:[/b]

[b]Attack(s):[/b] 

[b]Feats:[/b] 
 Racial: Use spoilers if necessary.
 Class:
 Chosen:

[b]Skills:[/b]
Use spoilers if there is lots, list the skill total please.

[b]Gear:[/b]
Starting Gold: 23.500 GP, please list individual costs. (you can round up if its a bunch of a few copper or silver piece items.)

[b]Spells[/b]
If any list your spells as
Spellgrade Known: / Uses per day:
Or Spells memorized here.

[b]Other:[/b]
Comments/ideas/suggestions
 
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Pervy

Pervy

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Re: Trapped in the Underdark - Character Creation

Sample Character pic:
Moar:
Name: Ventus Nightsong
General description: A high elf with cold, blue eyes and an unnaturally teal-white, long hair. Her presence seems cold and demanding respect.
Alignment: LE
Class(es): Antipaladin 6
Race: Undead (Elvish Deathknight, CR +2)
Languages: Elvish, Common, Infernal
Orientation and fetishes/interests Bi, female pref, Switch leaning Dom, likes corrupting and transforming others into obediant undead servants, though she will obey powerful undead slavishly herself. A rather Regal elf, more about her will be revealed in character.

Backround:
Ventus history is still mostly shrouded in mystery, but it seems that she fights the darker urges of her undead nature, following a neutral undead deity of love. She is calm and measured despite her undead curse, acting respectfully if at all possible. In battle she likes to hold back and evaluate her opponents strategies, if possible coordinating with allies for precise strikes and disabling easier targets first before moving onto more dangerous foes. She trusts in her unholy healing to keep herself from destruction and isn't afraid to fight defensively, knowing that the longer the fight lasts, the greater her advantage.

She is dedicated to defending her fortress Everfrost against twisted creatures of perversion invading from an unknown origin.

Level: 6 HP: 84 (6d8 +52) Bab: +6/+1 AC: 23 (+4 racial, +9 full plate) Init: +1
Strength: 22 +6
Dexterity: 10
Constitution: --
Intelligence: 12 +1
Wisdom: 12 +1
Charisma: 24 +7
Fortitude: 13 Reflex: 10 Willpower: 16 (+2 vs mind affecting)

Attack(s):
+13/+8 Greatsword 2d6 +11 (19-20 x2): Shadowbringer: Shadowbringer is at least a +1 Quenching Cold Linite Greatsword but seems to have further properties unknown to the players.
Or +6 Composite Longbow: 1d8 +6 (x2)

Feats:
Racial: Elf: +2 dex, +2 int, -2 cons, Forlorn(skill focus intimidate), Elemental resistance(Positive energy); Death Knight: +4 str, +4 cha +2 wis, darvision 60 ft, Fear Aura, DC 16, +4 armor, Use charisma for hitpoints and use d8's for hitdice, Channel resistance +4, DR 15/Bludgeoning and magic, Spell resistance 22, Immunity to cold and electricity, immune to disease, death effects, morale effects (not immune to mind affecting as house rule), paralysis, poison, sleep, stun, energy drain, fatigue, physical stat drain and nonlethal damage, Command undead, lvl 5 or lower, Channel negative energy (3d6, 9 times a day, will DC 16 for half), spell like abilities, Undead mount, +8 intimidate perception, toughness as bonus feat.
Class: Aura of Evil, Smite good 2/d, Touch of Corruption 9/d (3d6), Unholy Resilience, Aura of Cowardice, Cruelty(fatigued, dazed), Plaguebringer, Channel Negative Energy, Fiendish Boon(Mount)
Chosen: Intimidating prowess(Str to intimidate), Iron Will, 1 paid for traits: Bloody Minded(+1 init and intimidate), Undead friend (+2 to diplomacy with undead),

Skills:
Intimidate: 30
Ride: 9
Perception: 15

Gear:
Starting Gold: 23.500 GP,
Belt of Giants strength +2 - 4000
Headband of alluring charisma +2 -4000
+2 Enhanced Linite greatsword: -9000
composite longbow +5 -600
30 Blood crystal arrows -900
Fire Forged Full plate(Fire resistance 2/-) -300
Cloak of Resistance +1 - 1000
Mind Sentinel Medallion -3500

Spells: DC 17 + Spell grade
SLA:
At will—darkness, desecrate, detect good, detect magic, see invisibility;
1/day—animate dead, blasphemy, protection from good, Symbol of fear

Known: Grade 1 / Uses per day: 3
Usually prepared: Grace, Disguise self, Divine Favor

Other:
Purposefully going wild with her to demonstrate whats possible to make, both lore and balance wise.
Antipaladin of the LE variation.

templatelink and stuff:
http://www.d20pfsrd.com/bestiary/monster-listings/templates/death-knight-cr-2
 
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Mind Flayer

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Re: Trapped in the Underdark - Character Creation

Alrighty, got this done finally, though most is subject to change obviously, if needed.

I added all of her background, fetishes, etc... in at the bottom of the sheet stuff.
 

BlueSlime

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Re: Trapped in the Underdark - Character Creation


Name: Dasyra "Sunsong"
General description: Dasyra was a high elf, with blonde hair and green eyes. NOW she is an undead elf with pale, bluish tinged skin, whitish blonde hair and red glowing eyes. She stands at average height, and wears a blood red cape. Her shadow follows her around unnaturally, and her voice echoes from all nearby dark places, making her presence when moving or speaking unsettling to those not used to her. She has retained her humor in undeath, but has developed a rabid protective desire of Ventus Darkbane, which can make her expression change frightful and murderous towards any perceived enemies. Her lips appear stained a deep crimson, but this is not due to make up but rather a natural necrotic poison that adorns her lips and elongated tongue. She has the ability (if she concentrates) to withhold this poison's release, but she must be very careful when kissing or licking mortals or they will be poisoned. She loves Ventus Darkbane, detests things that Ventus tells her to. She is graceful and athletic and incredibly lewd when given half the chance to show it.
Alignment: TN
Class(es): Dark Ranger (8)
Race: High Elf (undead)
Languages: Elven, Common, Sylvan
Orientation and fetishes/interests: Dasyra is bisexual. She is currently wedded for eternity to Ventus Darkbane, a death knight. Fetishes include: Bondage, submission, petplay, piercing, whipping/spanking/discomfort positions, humiliation, exhibitionism, tattooing/branding/marking, suggestive outfits, tentacles, monstersex, bestiality, lesbian, hetero, and futa.

Backround:
Dasyra grew up in the Bright Wood, a large wild woodland with a powerful eleven conclave. She developed a love of all things green and as a young elven maiden she was very much a flower child and quite naive about the wider world. An drow slaving raid that suddenly emerged from a new underdark entrance caused her views to harden. The evil drow came in the night, slaughtering many nearby human and halfling settlements before breaching the Bright Wood. Dasyra fought alongside her friends and saw many of her people die or be taken into the deep darkness while protecting the woods. Lucky to survive the battle, Dasyra devoted herself to becoming a ranger and guarding nature and fighting for good. As the final part of her training, her instructors bade her to go out into the wider world and wander it, protecting nature and the innocent of all races. She swore an oath to deny the drow's evil ambitions above all else.

Dasyra thus began a healthy adventuring career. She found a party of noble souls - Del Foeshatter, the dwarf, Cratus the Swift, a human wildman with whom she shared her first sexual relationship, and Purnoy Blilnip, the Gnome illusionist-thief. Together they fought against goblin tribes, defeated an orc warchief, slew an evil overlord who was amassing a secret army of magically augmented soldiers with trollsblood. At this time, Cratus' eye wandered to a flamboyant sorceress named Magda who joined the party, and Dasyra, heartbroken, chose to wander on her own for sometime. She retreated to the Sapphire Forest where she met Ivora Three-Skins, a half-elf druidess who would become Dasyra's second lover. Together, the pair of them investigated an undead threat that was growing at the heart of the forest, and with help from a young bronze dragon, Aadimos, they put to rest a terrible spirit that possessed an ancient treant. Afterwards, Dasyra put aside her travels to remain with Ivora for a while, but eventually felt a compulsion to return home. Ivora was tied to her land and so bid Dasyra a tearful farewell.

The seasoned adventuress returned home to the Bright Wood, only to find it under siege from the drow. Rushing to the aid of a beleaguered outpost, she provided enough of a distraction to allow her people to withdraw to safety. However, for her heroics, Dasyra was overwhelmed and struck with poisoned arrows designed to keep her tranquilized. She woke up deep underground, as part of a slave train. She was beaten and knew from conversation that the raid was much less profitable than it should have been, thanks to her arrival. Small consolation however, as they intended to make sure she was sold as a slave and assured her that she would never again be the pure warrior of good that she had trained to be...

UPDATE: Dasyra was sold to Ventus Nightsong, a Deathknight. After discovering about the Goddess Evening Glory, and learning of Ventus' past, Dasyra believed that it was her purpose and destiny to rescue this elven hero from a doomed fate. She was also extremely turned on by Ventus naturally, so she struck a deal with Evening Glory, to join Ventus in undeath with the potential to rescue her from the curse of a lich. Dasyra is now some sort of unspecified undead shadow mistress with a poisonous tongue and nifty shadow powers. She's also turned into a cum-addicted, masochist elfslut... so much for that pure ranger of good crap!

Level: 10 HP: 59/72 Bab: +10/+5 AC: 22 (23 dodge) Init: +5
Strength: 14 [+2]
Dexterity: 19 (23) [+6]
Constitution: -- --
Intelligence: 12 [+1]
Wisdom: 12 [+1]
Charisma: 15 (18) [+4]
Fortitude: +9 Reflex: +12 Willpower: +4 (+2 for necklace penalty)

Attack(s):
Base Attack Bonus: +10/+5
Composite Longbow (+2) +2: +16/+11 to hit; damage = 1d8+4 per arrow, Crit: x3, range 110ft.
Longsword: +11/+6 to hit; damage = 1d8+2, Crit: x2 19-20.

Feats:
Racial: Weapon Familiarity, Keen Sense (+2 Perception), Elven Magic, Elven Immunities, Low Light Vision, Dark Vision (60ft)
Class: Favored Enemy (Elf +2), Favored Enemy (Undead +4 to hit and damage), Favored Enemy (Aberration +4 to hit and damage), Wild Empathy, Track, Precise Shot, Favored Terrain (Forest +2, Underground +4 to initiative, perception, stealth, survival, knowledge (geography)), Many Shot, Woodland Stride, Swift Tracker, Evasion
Chosen: Dodge, Point Blank Shot, Mobility, Rapid Shot, Shot-on-the-Run (One extra combat style feat for 10th level)

Skills:
SKILL (Rank) [Total modifier]
Acrobatics (2) [6]
Diplomacy (1) [5]
Climb (5) [10]
Craft (fletching) (3) [7]
Handle Animal (6) [10]
Heal (3) [7]
Intimidate (1) [6]
Knowledges
--Dungeoneering (2) [6]
--Geography (1) [5]
--Nature (5) [10]
Perception (13) [19]
Profession (Hunter) (1) [6]
Ride (4) [11]
Spellcraft (1) [5]
Stealth (13) [20]
Survival (4) [8]
Swim (2) [7]

======Gear======
Composite Longbow (+2) +2
Mithral Shirt +3
Belt of Incredible Dexterity +2
Boots of the Cat
Masterwork Longsword
Quiver with 20 Life Arrows ********************************Tracking...
Elven style silk clothing
Backpack
Rope 50ft
Bedroll
Blanket

=== NEW CHARACTER TRAITS ====

Vulnerability to Light Based Spells (50%)
Resistance to Necrotic Spells (50%)

Hide In Plain Sight: A Dark Ranger can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a Darkranger can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Summon Shadow (Su): At 3rd level, a Dark Ranger can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the Dark Ranger, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the Dark Ranger and can communicate intelligibly with the Dark Ranger. This shadow has a number of hit points equal to half the Dark Ranger's total. The shadow uses the Dark Ranger's base attack bonus and base save bonuses. On level 12 and beyond she can summon a Greater Shadow instead.

She can only summon one shadow within a 24 hour period, even if dismissed early.

Shadow:

Greater shadow:

Shadow Jump (Su): At 4th level, a Dark Ranger gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A Dark Ranger can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. This abilities range doubles every 3 levels, up to a maximum of 1280 ft on level 19. [Currently 80 feet per day at Level 9]

Shadow Call (Sp): At 6th level, a Dark Ranger can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the Dark Ranger's level as the caster level. A Dark Ranger can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th. Upon reaching 10th level, this ability functions as greater shadow conjuration. Upon Reaching 17th level this ability can be quickened 3 times/day. The DC for this ability is Charisma-based. [Currently can conjure shadows at a rate of 3 times per day]

Shadow Power (Sp): At 8th level, a Dark Ranger can use raw shadow to damage her foes. This ability functions as shadow evocation, using the Dark Ranger's level as the caster level. A Dark Ranger can use this ability once per day at 8th level, and one additional time per day every three levels. The DC for this ability is Charisma-based. Reaching 14th level this ability can be maximized 3 times/day.


Eternal Undeath: Not even true wish or resurrection can restore Dasyra, only a deity of the life domain of equal or greater rank than Evening Glory could restore her. She is not destroyed if she reaches 0 hitpoints, but helpless until restored.

Bloodthirsty: Dasyra automatically confirms all critical hits she rolls, but killing any living foe fills her with ecstatic joy, giving her a -2 penalty on skill checks for a minute, that is doubled if she killed someone with deadly kiss or a critical hit.

Envenom: Dasyra can poison her arrows with her own Saliva, giving them an additional 1d6 negative energy damage. This is a move action.

Deadly Kiss: Dasyras kiss deals 2d6 negative energy damage to living creatures she kisses(+1d6 on lvl 9, 12, etc), in addition she forces a fortitude save, DC 16(half her level + charisma mod), a failure drains 1d4 points of constitution from the victim and bestows 5 temporary hitpoints on Dasyra. Any creature slain with Deadly kiss increases her charisma by 2 for 24 hours. (profane bonus)

Prehensile tongue: Dasyra gains an extendable tongue that can be used to snatch items, make touch attacks (including deadly kiss) and .. do other things with. Her tongue usually appears only a little longer than normal, but can stretch several feet, giving her 10 ft reach with the tongue.

Powerful Craving: Dasyra has gained a thirst for Ventus bodily fluids, thirsting for them at least once a day..

Undead Benefits:
Not at risk of death from massive damage
Undead do not breathe, eat, or sleep.
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).

Darkvision 60 feet. (replaces low light vision)

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage
Undead do not breathe, eat, or sleep.
 
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Zilrax

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Re: Trapped in the Underdark - Character Creation

http://www.ulmf.org/bbs/album.php?albumid=1051&pictureid=17813
Name: Lorelai Aliyana
General description: A 6' 3" Woman with pale skin and long black hair and icy blue eyes. She wears black robes with silver thread woven in places to sprakle like stars in the night sky. A silvery breastplate with a combat medic's mark shaped onto it sits over her torso. She moves with a bit of a limp.
Alignment: LN
Class(es): Undead Lord Cleric of Wee Jas
Race: Human
Languages: Common, Necril
Orientation and fetishes/interests: Straight (Lorelai doesn't really have any fetishes. Me: Futanari, Transformation, Corruption, Bestiality, Taurs, Unbirth/Rebirth, Size Differences, and probably anything unusual Mindflayer said :p, Impregnation)

Backround:
Lorelai was once a combat medic for an army upon the surface. From a heavily religious country, the dissection of corpses was forbidden by the church. And thus, for all the healing she could perform, surgery proved to be an impossible task to help anyone, and thus only her magic could do any good, and she began to become increasingly disillusioned.

During a pitched battle, an enemy warmage fireballed the medical tent of her encampment, collapsing it upon everyone within. Lorelai managed to drag herself free, but her legs were burnt horribly, and left deep fears of fire in her mind. She was forced into retirement due to her inability to walk without aid anymore.

The loss of so many and the harm to herself grew into a deep distaste for her homeland and god, and she abandoned them for a darker faith. She began to animate the dead and perform surgery on them to study their anatomy so she could better help the living, and used the necrotic energies to return her mobility, at the cost of some of her vitality. Now she acts as a wandering doctor, spreading a faith that cares more about the results than any sacred cows or taboos, and doing what must be done to assist others. And when force is needed, she can imbue her skeletal minions with her military training.

Unfortunately for her, this put her in the path of the drow raiders one day, and her undead forces and herself were overwhelmed.

Level: 7 HP: 42/49 Bab: +5 AC: 19, FF 18, Tch 11 Init: +1+4
Strength: 16(18)
Dexterity: 13
Constitution: 10
Intelligence: 12
Wisdom: 17 (19)
Charisma: 14
Fortitude: +5+0+1 Reflex: +2+1+1 Willpower: +5+4+1

Attack(s): Heavy Mace +9 1d8+4 x2

Feats:
Racial: +1 Skill Point/Level, 1 Bonus Feat (Toughness)
Class: Corpse Companion (7 Hd), Command Undead, Channel Energy (Negative) 4d6 dc 15 5/d, Domains: Death (Undead), Death's Kiss 3 rds 5/d, Orisons, Spontaneous Casting (Negative)
Chosen: Improved Initiative, Toughness, Craft Wonderous, Bonded Mind, Charnel Soldiers

Flaws: Burned, Secret Shame
Traits: Deathspeaker, Faith Healer

Favored Class: +7 HP

Skills:
Spellcraft: 1+7+3
Knowledge Religion: 1+7+3
Knowledge Arcana 1+1+3
Knowledge Dungeoneering 1+1
Perception: 3+7
Heal 3+3+3 +1
Sense Motive 3+1+3
Craft Alchemy: 1+1+3

Gear:
Gold: 8
Mithril Breastplate (4200)
Mwk Light Steel Shield (159)
Silver Heavy Mace (102)
Cold Iron Heavy Mace (24)

Belt of Str +2 (4000)
Headband of Wis +2 (4000)
Amulet of Natural Armor +1 (2000)
Cloak of Resistance +1 (1000)
Wand of Cure Light Wounds [50] (750)
Pearl of Power Type 1 x3 (3000)
Campfire Bead (720)
Traveller's Any-Tool (250)
Oil of Bless Weapon x2 (100)
Scroll of
Portable Altar (250)
Mwk Backpack (50)
Bedroll (1)
Iron Pot (1)
50ft Rope (1)
Grapnel (1)
Waterskin (1)
Scroll Case (1)
Compass (10)
Antitoxin (50)
Torch x5 (1)
Surgeon's Tools (20)
Portable Alchemist's Lab (75)
Healer's Kit [10] (50)
425 GP worth of Onyx (Animate Dead Component)

Spells

Level 0: 4 (dc14) Create Water, Detect Magic, Mending, Detect Poison
Level 1: 5+1/d (dc 15) Shield of Faith, Divine Favor, Obscuring Mist,
Protection from Evil, Endure Elements, (D)Cause Fear
Level 2: 4+1/d (dc 16) Delay Poison, Resist Energy x2, Desecrate
(D) Ghoul Touch
Level 3: 3+1/d (dc 17) (D) Animate Dead, Magic Vestment x2, Dispel Magic
Level 4: 2+1/d (dc 18) (D) Enervation, Air Walk, Greater Magic Weapon

Other:
No idea what gods we're using but I'm sure one of them has to have the death domain and not be an complete derp :p.
 
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plmnko

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Re: Trapped in the Underdark - Character Creation


Name: Glen
General description: Human, Male dark brown hair with brown eyes, complexion slighty fit as he has trained to fight at front lines when needed
Alignment: Neutral C
Class(es): Bard lvl 7
Race: Human
Languages: Common
Orientation and fetishes/interests: (Im interested in any fetish, of course i preffer monsters and tentacles mostly over futa) Character is Hetero and enoy common things and be the dominant one

Backround:
When Glen was only 5 years old or so, his family, and most of his town were destroyed. He was now alone in the world, as the other survivors from his hometown looked mainly to themselves, and simply didn't help him. Luck was with him though, as some days later, he met a traveler, who turned out to be a traveling bard. Glen grew up quite close to the bard that had really saved him from a life of misery.

Glen fought to survive against the wilds and ways of the world, wanting to grow and hone his skills to become stronger, and eventually the bard that had saved him, agreed to teach him. Glen never knew if it was simply out of pity, or if the bard genuinely wanted to simply help him grow really, but he knew the old man helped him, and to Glen, that's all that truly mattered. After he came of age, Glen decided to leave the old bard, and strike out on his own, with the old man's blessings of course, who seemed rather proud that Glen had come so far. As Glen traveled the world, he did his best to bring joy to the lives of those he met, and he even got caught in some fighting from time to time, working as a mercenary to make ends meet.

Glen in his many journeys heard about a strange event happening in his area, this was just rumors about women than suddenly dissapear and as usual Glen was thinking in find more about this case before call to the authorities. He was thinking in find the hideout and proofs, yet he get too close to the incident area. Glen was suddenly attacked when he was alone and as he faint his eyes got to see only the silluete of his captors


Level: 7 HP: 50 Bab: AC: 14 Init:
Strength:16
Dexterity:13
Constitution:14
Intelligence:12
Wisdom:10
Charisma:14
Fortitude:7 Reflex:6 Willpower:5

Attack(s): Gradius +11 1d6+4 (19-20 x2)

Feats: Improved Iniciative +4 init, Arcana Strike, Lingering Performance, Great Fortitude, Craft Wonderous


Skills:
Use spoilers if there is lots, list the skill total please.

Gear:
Starting Gold: 23.500 GP, please list individual costs. (you can round up if its a bunch of a few copper or silver piece items.)

Spells
If any list your spells as
Spellgrade Known: / Uses per day:
Or Spells memorized here.

Other:
Comments/ideas/suggestions
 
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atex2500

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Re: Trapped in the Underdark - Character Creation

hey guys got room for one more? Im a little busy but this week but if you wanna try and work out a time next week im game, i really enjoy what, you have so far and would love to join in.
chanseven.deviantart.com/art/LOL-Star-Guardian-Ashe-534630215
Name: Allisone(Alli) Starchaser female
General description: A beautiful, lithe elf with pale white hair that compliments her shocking blue eyes, shockingly short for an Elf Alli is 5'7'' and wears a two piece, light blue and silver skirt and corset combo.
Alignment: NG
Class(es): Sorceress(water elemental) 7
Race: Elf
Languages:Common, Elven, Celestial, Sylvan
Orientation and fetishes/interests: bi leaning lesbian, submissive. corruption, light bondage, toys, slimes/oozes, tentacles, tease and denial leading to forced orgasm. Alli is fascinated by oozes/slimes and loves to research them .Alli is also an avid party girl prefering Halfing Pipeweed but gets on fine with booze. Her biggest turn off is insects.

Backround:
Born to an elder tribe leader and one of the strongest sorceress' in the village Alli was destined for greatness since birth. She started adventuring with a group of humans but that still didn't stop her from being the best she could be in her home town. she was one of the best hunters in her village and is tasked with helping gather food for her people. She also was one of the villages protectors slaying monsters or enemies that would dare to threaten her tiny hamlet. because of how successful she has been in her endeavors so far she has built a strong feeling self confidence.

Her real Achilles heel is she is over confident and that gets her into all sorts of trouble. On her way through her village after a successful adventure, she had heard from word of mouth that the cave to the north had a huge family of boar living in it enough to feed the tribe for almost a week! so she set out with her bow, but when she got there it turned out to be a trap and she was ambushed by the Drow. they overpowered her and took her down to the underdark.
Level:7 HP:37 Energy Resistance:10 cold, Bab:+3, AC:16(17w/dodge,21w/shield) touch:17 FF:12 Init:8 CMB:2 CMD:16
Strength:8(-1)
Dexterity: 16+2 racial=18(+4)
Constitution:12-2 racial=10 (+0)
Intelligence:12+2 racial=14(+2)
Wisdom:10(+0)
Charisma:17+1 from lvl 4=18(+4)
Fortitude:+2 Reflex:+6 Willpower:+5
Attack(s):
+1 Frost Longbow: AB:+9, (1d8 Piercing+1d6 Cold) Crit: X3
(2)dagger:AB:+2, (7 when thrown) (1d4-1) Crit:X2 (19-20)
MWK rapier with hollow handle(potion of cure serious inside hollow handle)AB:+2 (1d6-1) Crit: X2(18-20)
wand of magic missle CL 1: 1d4+1, 50 charges
Feats & other talents:
Racial:
keen senses: (+2 to perception)
Elven Immunites: (immune to magic sleep, +2 against enchantments)
Elven Magic: (+2 racial bonus on caster level checks made to overcome spell resistance +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items)
Weapon Familiarity: proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision:can see twice as far as humans in conditions of dim light.
Class:
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Eschew materials:Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

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

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Bloodline feat:Improved initiative:+4 on initiative checks
Chosen:
dodge: +1 AC, if I am denied my dex bonus i loose this AC bonus
point blank: +1 attack and damage on ranged attacks within 30ft
precise shot: no chance to hit allies when shooting into melee
rapid shot: two shots per turn as a full action
Skills:[x]=class skill
[x]spellcraft: 4+2+3= (9)
[x]knowledge (arcana): 2+2+3= (7)
[x]bluff: 4+4+3= (11)
[x]use magic device: 3+4+3= (10)
[]stealth:6 +4= (10)
[]perception: 3+0+2 racial= (5)
[]escape artist:1+4= (5)
[]sense motive:1+0= (1)
[]
[]
[]
Gear:
Handy haversack 2000g
waterskin 1g
bedroll 2g
everburning torch 110g
(10) days rations 5s
silk rope (50 ft)10g
(5)cheap wine 10g
(7) cure light 350g
(5) cure mod 1500g
(2) cure serious 1500g (one in rapier)
ring of protection +2 8000g
+1 frost longbow 8375g
(2)daggers 4g
MWK rapier w/ hollow handle 370g
Wand of magic missle CL 1, 50 charges 750g
Spells *indicates class spell
Spells Per Day(SPD):infinite lvl 0: Detect magic, read magic, spark,dancing lights, ray of frost, mage hand, mending
SPD:6 lvl 1:*burning hands*, grease, magic missle, snowball(DC:15 stagger 1/rd staggered creatures can only make a move or a standard action each rd they are staggered) , shield, shocking grasp

SPD:6 lvl 2: *scorching ray*, frigid touch, spectral hand

SPD:4 lvl 3: * protection from energy*, fireball , fractions of heal and harm(converts 25% of my next damaging spell into healing for me)
Other:
Alli is very weak minded though she luckily has good genes that raise her saves. i would love to see use of the dominate person spell maybe to control an ally and make him/her humiliate themselves while they are not in control.
gold: 22983/23500 517g left rounded up for the rations to the next gold
 
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TentanariX

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Re: Trapped in the Underdark - Character Creation

Jezzebelle (WORK IN PROGRESS)

Name: Jezzebelle of the Black Lotus
General description: What do others see on a first or second glance?
Alignment: CE
Class(es): Magus
Race: Changeling
Languages: Common, Abyssal, Goblin, Giant, and Orc.
Orientation and fetishes/interests: orientation Lesbian. Prefers female/futa on female. Heavy Dominant. Sadist. fetishes Queening, BDSM, corruption, human furniture, pet play, whipping, bondage, snowballing, deep throat, oral, bukake, anal, triple penetration,
interests drugs, tentacles, slimes, erotic dancing, mind control, mind break, humiliation, bimbification.

Background:
Jezzebelle is the daughter of a powerful Bloodhag and a tiefling noble. Her father had struck a deal with the hag to sire him a child since his wife was barren and they were unable to conceive. The hag had agreed but only on the conditions that the child would be returned to her once she reached adolescence. Reluctantly the tiefling agreed and the witch conceived a beautiful platinum headed baby girl. Her hag roots managed to remain secret until she reached ten years old when her eyes stopped being the same hue. She discovered she had one blue eye and one amber yellow eye. Three years later the Hag returned to sieze her deal and reclaim Jezzebelle, but her parents would not have it and and had secretly concocted a plot several months prior to lure the hag into a trap. They arranged a meeting far from civilization and had arranged a deal with a witch hunter to ambush and lay waste to the hag before she could claim their daughter. After a long harrowing confrontation the hunter and her father managed to dispose of the hag, but at the last moment with her dying breath, the witch placed a hex on the tiefling cursing him to a life of persecution and being hunted and murdered just as she had been.

The curse came true on her seventeenth birthday when she had incidently gauged her lover at the times back when her claws came into being. Soon after she was branded as a witch and her parents as demons. She was entrusted to a sorcerer who was a former adventuring ally with her father who had been sent word of the developing events and managed to live with him in secrecy for several years where she would be trained in the ways of combat and magic as a Magus. Once she had passed her apprenticeship she left out on her own to seek revenge on the hunter and the humans who had claimed her family. The men were slain and the women children were given to slave auctions in the less scrupulous areas she would come to. She would continue to raid on smaller villages or towns, eventually moving onto minor cities until she had gained an infamous reputation and a price on her head from lawful and chaotic good organizations in more major areas.

Eventually she would find herself being hounded by paladins and inquisitors and with increasingly fewer areas of refuge. She ultimately had to venture into the under dark where she was fairly sure no one else would venture into. She had managed to make a few connections in the drow circles, mostly minor nobility and slave traders. One said connection had found about the hunt for her and had planned to betray her and secretly laced her food with a drug that would weaken her and make easy to turn over to the hunters. Unfortunately for her, Jezzebelle was familiar with poisons and had grown suspicious of her contact some time earlier. The two ended up clashing against each other, but Jezzebelle ultimately came out the victor by managing to subdue the drow and drug him to where she would be able to put him to sleep but not kill him. Unfortunately she was still roughed up and weary from her confrontation and stumbled into a driders trap. She fought the creature off as best as she could but in her current state she was eventually overpowered by the spider and taken in to be traded as a slave herself.

Level: 7 HP:31 Bab: 5 AC: 20 Init: 2
Strength: 12
Dexterity: 14
Constitution: 15 -2 = 13
Intelligence: 14 +2 =16
Wisdom: 11
Charisma: 14 +2 =16
Fortitude: 7 Reflex:4 Willpower:5

Attack(s):
Throwing Returning Longsword Attack: +5, Crit: 19-20/x2, range: 10 ft, damage: 1d8+3
Gauntlet Attack: +5, crit: x2, range: personal , damage: 1d3
Claws attack: +5, crit: x2, range: personal, damage: 1d4
Feats:
Racial:
Witchborn Changeling Trait: +2 to INT and CHA instead of WIS and CHA.
Mother's Gift: +1 to Natural Armor
Accursed Blood: +2 to saving throws against effects that cause ability damage, drain or penalties and +2 bonus to Spellcraft checks to identify curse or death spells.
Accursed Heritage- Blood Hag*You gain a +2 racial bonus on saving throws*against fear, fire, and mind-affecting effects.
Class: Heighten Spell
Chosen:

Skills:
Acrobatics +4
Appraise +3
Bluff +5
Climb +1
Craft: Potion +9
Craft: Wonderous Item +7
Disguise: +5
Diplomacy: +3
Escape Artist: +4
Fly: +2
Intimidate: +9
Knowledge (Arcana): +11
Knowledge (Dungeoneering): +9
Knowledge (Planes): +8
Perform: +3
Ride: +2
Spellcraft: +8
Stealth: +2
Swim: +1
Use Magic Device: +8

Gear:
Hazemind Mist x3 675GP
Slaver's Drops x3 60GP
Cure light wound potions 150 GP x3
Potion of Invisibility 300GP
Potion of Spider Climb 300GP
Bed Roll 1SP
Compass 10GP
Rope, Bloodvine 200GP
Blanket 5SP
Tent 10GP
Everburning Torch 110 GP
Throwing Returning Longsword 8015GP
Chainmail 150GP
Agile Breastplate 400 GP
Glove of Storing 10,000GP
Starting Gold: 23.500 GP, please list individual costs. (you can round up if its a bunch of a few copper or silver piece items.)

Spells
If any list your spells as
Spellgrade Known: / Uses per day:
Level 0/ 5 per day
Daze
Detect Magic
Acid Splash
Disrupt Undead
Flare

Level 1/ 5 per day
Bed of Iron
Color Spray
Daring Duplicate
Mirror Strike

Level 2/ 4 per day
Cat's Grace
Mirror Image
Glitterdust

Level 3/ 1 per day
Displacement
 
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Zilrax

Master of Kinky Fetishes. Or just Bitch if you pre
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Re: Trapped in the Underdark - Character Creation

Name: Kailanereth
General description: A crimson haired tiefling herm carrying a whip with an ornate dress, and a book in her other hand.
Alignment: CE
Class(es): Pact Wizard 7 Demoniac 2
Race: Tiefling
Languages: Common, Abyssal, Elven, Draconic, Infernal, Aklo
Orientation and fetishes/interests: Bisexual with female focus, demons, especially succubi, and dominating them. (Me, impregnation, transformation, corruption, birth, futanari, bestiality, strange breeding things, incest, etc)

Backround: Kailanereth was raised in the cult of Nocticula, Our Lady in Shadow, the daughter of several succubus born tieflings. Surrounded in the trappings of seduction and assassination, it was expected for her to become part of the priesthood. However, it was a diffrent path that called her in the service of her demonlord.

Making a pact with the dark forces of the Abyss, Kailanereth sacrificed a shard of her soul for the power of wizardry, which created her handler, Vel. Kailanereth has taken to serving Lady Xirce in all she desires. Still, it's a bit tense as nothing excites Kailanereth more than the idea of preying upon and violating the more powerful demonic race that tainted her bloodline. Vel often serves as a vent for her urges and she's not foolish enough to bite off more than she can chew by striking against a favored demoness of Nocticula.

Still, she fantasizes, and is always keeping her eyes open for something she can use to earn greater power in her demon lords eyes to grant her greater power to conquer more demons in a cycle of predatory excess.

Kailanereth doesn't get to spend much time with those outside her cult in a friendly fashion so tends to be curious about others lives and behaviors, and is always looking for more converts. After all, who wouldn't want to serve the one all demons quake in both lust and terror of?

Level: 9 HP: 56 Bab: +4 AC: 18 (10+3 Dex + 3 Shield +1 Deflect +1 Nat) Init: +3
Strength: 8
Dexterity: 16
Constitution: 16
Intelligence: 22
Wisdom: 14
Charisma: 10
Fortitude: 3+2 Reflex: 3+3 Willpower: 6+2

Attack(s): Whip -1 1d4-1

Feats:
Racial: Cold, Elec, Fire Resist 5, Darkvision 60, Prehensile Tail, Vestigial
Wings
Class: Familiar, Aura, Pact Focus: Necromancy, Abjuration, Divination, Pact,
Pact Summons, True Form, Conjurer, Scribe Scroll, Quick Study,
Summoner's Charm +4, Acid Dart 1d6+3 8/d, Damned, Demonic
Mark, Obedience, Energumen +2 2rd/d,
Chosen: Sacred Summons, Craft Wondrous, Iron Will, Demonic
Obedience, Favored Prestige Class: Demoniac
Traits: Magical Knack, Demonic Persuasion
Drawbacks: Attached (Vel), Hedonistic

Skills:
Intimidate: 0+9+3
Spellcraft: 6+9+3
Knowledge Planes: 6+9+3
Profession Cook: 2+9+3
Knowledge Arcana: 6+9+3
Stealth: 3+9+3
Perception: 2+9
Diplomacy 0+9
Sense Motive: 2+1+3+2
Know Dungeoneering: 6+1+3
Know Religion: 6+1+3
Know Nature: 6+1+3
Know Local: 6+1+3
Linguistics: 6+1+3
Bluff: 0+3+3

Gear:
Starting Gold: 33 000 (1035)
Headband of Intelligence +2 (4000)
Cloak of Resistance +2 (4000)
Ring of Protection +1 (2000)
Amulet of Natural Armor +1 (2000)
Pearl of Power I x4 (4000)
Belt of Con +2 (4000)
+2 Mithril Buckler (5005)
Wand of Shield x50 (750)
Scroll of Dispel Magic x2 (750)
Wand of Infernal Healing x50 (750)
Scroll of Resist Energy cl 8 (800)
Scroll of See Invisibility x2 (150)
Scribing spells cost (2560)
Spellbook x2 (50)
Spell Component Pouch x2 (5)
Whip (1)
Mwk Backpack (50)
Unholy Symbol of Nocticula
Rations x5 (3)
Waterskin x2 (2)
Blanket (1)
Cot (5)
Large Tent (30)
Campfire Bead (560)
Folding Chair (5)
Collapsible Bathtub (15)
Compass (10)
50ft Spider Silk Rope (100)
Mess Kit (1)
Cooking Kit (3)
Soap x2 (1)
Ink (1)
Inkpen (1)
Mwk Manacles x4 (200)
Tanglefoot Bag x2 (100)

Spells
Lvl-0: (dc 16) All (Prepared: Prestidigitation, Detect Magic, Mending)
Lvl-1: (dc 17) [6+1/d] Mage Armor, Shield, Grease, Summon Monster 1, Infernal Healing, Magic Missle, Color Spray, Silent Image, Charm Person, Unseen Servent (Prepared: Mage Armor, Shield, Grease, Silent Image, Summon Monster 1)
Lvl-2: (dc 18) [5+1/d] Resist Energy, Summon Swarm, Invisibility, Summon Monster 2, Glitterdust, Web, See Invisibility, Touch of Idiocy, Mirror Image, Command Undead, Alter Self, Knock, Make Whole, Spider Climb, (Prepared: Invisibility, Summon Swarm, Summon Monster 2, Glitterdust, Blank)
Lvl-3: (dc 19) [4+1/d] Dispel Magic, Circle Protection from Evil, Summon Monster 3, Heroism, Aqueous Orb, Force Anchor, Arcane Sight, Tongues, Battering Blast, Fireball, Daylight, Appearance of Life, Fly, Haste, Greater Magic Weapon, Waterbreathing, (Summon Monster 3, Haste, Fly, Blank, Battering Blast)
Lvl-4: (dc 20) [3+1/d] Greater Invisibility, Summon Monster IV, Dimensional Anchor, Stoneskin, Remove Curse, Dimension Door, Black Tentacles, Phantasimal Killer, Enervation, Stone Shape, Locate Creature, (Greater Invisibility, Summon Monster IV, Black Tentacles, Dimension Door)

Other:

Name: Vellarius
General description: A foot and a half tall pale white demoness with a long tail and curved horns. BUT FOR HOW LONG?!
Alignment: CE
Class(es): Mauler Familiar
Race: Quasit
Languages: Common, Abyssal
Orientation and fetishes/interests: Size diffrence, predatory behaviour, somnophilia.

Backround: A demonic creature formed from a shard of Kailanereth's soul merged with abyssal energies, Vel serves Our Lady in Shadow first and Kaila second. Still, as long as the tiefling serves well, Vel happily serves and aids Kailanereth in being the best servant she can be. Vel appears lazy, but she actually is a lot more lethal than she appears to be and can swiftly take a larger more dangerous form and tear her way through an unsuspecting opponents flesh. Given a choice though, Vel would rather have her way with her paralyzed larger victims and bring more demon tainted life into the world.

Level: 8* HP: 40 Bab: +3 AC: 20 (+2 Dex, +6 Nat, +2 Size) Init: +6
Strength: 11
Dexterity: 14
Constitution: 11
Intelligence: 11
Wisdom: 12
Charisma: 11
Fortitude: +3 Reflex: 2+2 Willpower: 5+1

Attack(s): x2 Claws +7 1d3 (Poison)
Bite +7 1d4

Feats:
Racial: Poison (dc 13, 1rd for 6rds, 1d2 Dex, 2 consecutive saves.) Change
Shape (Bat, Wolf), Fast Healing 2, Immune Elec, Poison, Resist 10
Fire, Cold, Acid, DR 5/ Cold Iron or Good, Telepathy (touch),
Darkvision 60,
Class: Alertness, Improved Evasion, Share Spells, Empathic Link, Battle
Form
Chosen: Improved Initiative, Mauler's Endurance

Skills:
Same as above

Spell-Likes:

At-Will: Detect Good, Detect Magic, Invisibility(Self)
1/d: Cause Fear (30ft Radius, dc 11)
1/w Commune (6 questions)
 
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DaBomb

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Re: Trapped in the Underdark - Character Creation

Main Appearance
The Demonic features of this.
Name: Asheroth
General description: It's obvious Asheroth got most of her traits from her mother. Over two metres in height, caramel colored skin, a reasonably toned body, with more than generous curves, she shows her abyssal traits quite well.. She stands rigid and seems to release an aura of dedication and righteousness. She wears very well maintained, silvery blue full plate.
Alignment: Lawful Good
Class(es): Sacred Servant 5/Psychic Searcher 2/ID Rager 1
Race: Tiefling (Demon Spawn)
Languages: Abyssal, Celestial, Common, Draconic, Dwarven, Elvish, Infernal, Undercommon
Orientation and fetishes/interests: Bi, leaning lesbian. Switch, leaning Dom. Futanari, impregnation, incest, curves, corruption.
Traits: Minor Noble, Magical Knack (Paladin)
Drawbacks: Pride, Vain
Background
Asheroth was an orphan when given to the temple, never knowing her father or mother. While reluctant to take her, they weren't heartless enough to deny a homeless child. The Demoness lived and trained in that temple for several decades, learning first hand of the cruelty of man. Knowing prejudice, first hand, Asheroth devoted herself to righting these injustices, opening her mind to all things, regardless if it was holy or unholy. After she had finally finished her training, she left the temple to start her travels, slaying the wicked, redeeming the lost, and promoting general well being to all.

Level: 8 HP: 88/88 Bab: +7/+2 AC: 23 (21 Without Shield) Init: +0 (Add 3 after battle)
Strength: 16 (+3) [14+2]
Dexterity: 10 (0) [10]
Constitution: 16 (+3) [16]
Intelligence: 12 (+1) [14-2]
Wisdom: 8 (-1) [8]
Charisma:21 (+5) [15+2+1+1+2]
Fortitude: +14 Reflex: +6 (Will be 11 after battle) Willpower: +13

Attack(s): Longsword: +11/+6 1d8+3 19-20 x2 Halberd+11/+6 1d10+3 x3 Composite Longbow +8/+3 1d8+3 x3 Bite +10 1d6+3

Racial
Dark Vision 60ft
Fiendish Sprinter: 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Maw: Bite attack that deals 1d6 points of damage. This attack is a primary natural attack. This racial trait replaces the spell-like ability racial trait.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Scaled Skin: A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance. (Fire)
Paladin
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Level 3: Fatigue

Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a sacred servant forms a bond with her holy symbol.

As a standard action, a sacred servant can bind a celestial spirit to her holy symbol for 1 minute per paladin level. When called, the spirit causes the sacred servant’s holy symbol to shed light like a torch.

At 5th level, the spirit grants one bonus. For every three levels beyond 5th, the spirit grants one additional bonus. These bonuses can be spent in a number of ways to grant the paladin enhanced abilities to channel positive energy and to cast spells.

If a holy symbol with a celestial spirit is destroyed, the sacred servant loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sacred servant takes a –1 penalty on attack and weapon damage rolls.
Oracle
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).

Mystery Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. Chosen: Lore, Sidestep Secret

Oracle's Curse: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

Inspiration: At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier.
Bloodrager
Atavistic Avatar (Su): An id rager chooses one emotional focus to define his core: anger, dedication, despair, fear, hatred, jealousy, remorse (see page 19), or zeal. At 1st level, he gains Skill Focus as a bonus feat in one skill associated with his atavistic focus.
When the id rager enters a bloodrage, he gains additional powers as if he were a phantom (Pathfinder RPG Occult Adventures 78) with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal. (Chosen, Dedication Skill Focus; Diplomacy, Iron Will)

Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master.

Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.

Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Chosen
1. Skill Focus(planes): +3, becomes +6 at 10 ranks.

3. Eldritch Heritage(Abyssal): Receive first ability in Sorcerer bloodline at -2 sorcerer level.

5. Power Attack: -1 Attack roll +2 Damage roll for every +4 in BaB

Id Rager. Skill Focus(Diplomacy): +3, becomes +6 at 10 ranks.

Id Rager Iron Will: +2 to Will Saves.

7. Greater Mercy: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Skills
Diplomacy: +20 (8)
Climb: +7 (1)
Craft(Armor): +5 (1)
Craft(Tailoring): +5 (1)
Craft(Weapons): +5 (1)
Knowledge(Arcana): +5 (1)
Knowledge(Nobility): +6 (1)
Knowledge(Planes): +8 (4)
Knowledge(Religion): +12 (8)
Linguistics: +9 (5)
Perform(Sing): +6 (1)
Spellcraft: +5 (1)
Stealth: +4 (1)
Survival: +4 (1)
Swim: +7 (1)
Use Magic Device: +10 (2)
Total Ranks: 38/38
Gear
Starting Gold: 33,000 GP, please list individual costs. 469.8 Remaining
Mithral Fullplate +1 11,500
Adamantine Longsword 3,015
Admantine Halberd 3,160
Darkwood Composite Bow +5 780
Traveler's Anytool 250
Handy Haversack 2,000
Efficient Quiver 1,800
Mallet of Building 5,000
Headband of Alluring Charisma +2 4,000
Living Steel Shield, Light +1 1,109

Bedroll, Silkweave .2
Blanket, Silkweave 1
Beltpouch 1
Canteen x2 4
Holy Text of Iomedea 50
Holy Symbol, Gold 100
Manacles, Masterwork x2 100
Pot, iron .8
Kit, Mess .2
Rations x10 5
Rope, Spider's Silk 100
Silkweave tent, medium 30
Paladin Spells
Spells Prepared: Honeyed Tongue, Knight's Calling, Lesser Restoration
Spells Per day: 3/0/0/0
Oath Spell: Wrath/Confess/Blessing of Fervor/Order's Wrath
Domain Spells: Protection from Evil/Qualm/Magic Circle against Evil/Forced Repentance
Oracle Spells
Orisons: Create Water, Detect Magic, Mending, Purify Food and Drink, Read Magic
Level 1: Divine Favor, Shield of Faith
Can cast level 1 spells four times.
Redemption Domain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Sanctification (Su): At 8th level, as an immediate action, you can emit a 30-foot-radius aura of sanctification for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.
Familiar
Name: Minerva
Race: Hawk
Archtype: Emissary

Level: 8 HP: 82 Bab: +6/+1 AC: 19 Init: +3
Strength: 6 (-2)
Dexterity: 17 (+3)
Constitution: 11 (+0)
Intelligence: 9 (-1)
Wisdom: 14 (+2)
Charisma: 7 (-2)
Fortitude: +14 Reflex: +10 Willpower: +11 (+4 against bardic performance, sonic, and language-dependent effects.)

Attack(s): 2 Talons +9 1d6-2

Fly: +14
Perception: +21

Share Will

Speak with master

Speak with animals of its kind

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells: Guidance /w
Other:
Comments/ideas/suggestions
 
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Corruptivespirit

Sex Demon
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Re: Trapped in the Underdark - Character Creation

Name: Lior
General description: She stands calm and collected but not aloof. Her eyes give an air of self-assurance and moral support.
Alignment: LN
Class(es): Cleric
Deity: Sethie, Goddess of Evangelization, Crusades, and Order
Race: Human
Languages: Common, Undercommon, Infernal
Orientation and fetishes/interests Bi, Switch, Gradual Corruption, 'Purification', and Transformation are favorites. Latex, slime, Corrupting others, evil spellbooks and cursed items that tempt and change the wielder are more specific but equally loved.

Background:
Raised as an orphan in a monastery, Lior was always aware there was a proper order to things. The chattel to the priestess, the priestess to the high priestess, and so forth. It was lovely to be in such a loving ordered space for a child like Lior, so when she learned that the light and teachings of her god did not reach the whole world beyond the walls of the sect, she was heartbroken.

Setting out to help those in need and spread the light of order, she quickly realized that most people were too stubborn to truly be saved so as time went by she stooped to less and less permissible ways of 'convincing' those around her. All for the greater good of course. She tried to keep the thrill of inspiring such worship and love under control but soon here she was, descending into the underdark in search of magic, artifact, anything to help her grow and control her flock.

The Truth behind Sethie:
Lior's deity has the unique situation of being completely unknown to most religious scholars. This is because she's not been a deity for as long as the average pantheon. She has only in the past few centuries(?) secured enough power amongst the devils to really begin to reach out and scar the material plane.

Sethie, the goddess of zealotry, conversion, and purification was originally a very powerful angel in the service of another god. She was unhappy with her master's disobedient flock and decided to take matters into her own hand by personally scrubbing away sinful and deviant thoughts from their heads. This act of 'purification' appeared as blasphemy to the more conservatively minded god. He banished Sethie to an eternity contemplating the necessity of free will. Unfortunately for the god, Sethie had already gotten to most of the other angels in his service and took them with her as she fled to her new home.

Now, surrounded by demons and with the backing of a dedicated (and brainwashed) group of angels, Sethie set to work carving out her own piece of the multiverse. She saw this as an opportunity to practice her craft of 'purifying' the devils for if she could turn them towards her, she could change the heart of any mortal. Her successful experiments using the devils were recorded in her holy book, (of which Lior has an abbreviated copy.) As a matter of adaptation, Sethie took on some devilish traits of her own finding that sexual service makes one much more pliable, and cute. Physically, she has changed from a peaceful angel of devotion and support, to a war-like creature of steel and mind-melting light pouring from the cracks in her sexually shaped armor. Her shape has remained angelic overall, as she still believes she is bringing order to the universe. Simply though complete devotion to her.

Denotations of officials in her church:
-Wings of steel or light
-Entrancing Blue Eyes
-Skin of shiny metal or ash white
-Aura of calm
-(For perfect subservient members) Complete transformation into an obedient slave automaton.

Of course these are side effects of prolonged exposure and favor. Saints, chosen crusaders of the faith, and others have shown wildly different changes and physical gifts, such as weapons, new editions of the holy script, etc. Sethie has been know to experiment on her human followers, and some 'gifts' can be quite detrimental as well.

Level:8 HP:47/47 Bab:+6 AC:22 Init: +1
Strength:14 (+2)
Dexterity:13 (+1)
Constitution:12 (+1)
Intelligence:14 (+2)
Wisdom:23 (+6)
Charisma:15 (+2)
Fortitude: 7 Reflex: 3 Willpower: 13

Attack(s):
+2 Heavy Mace 1d8+4 +10/+5 (20/x2)

Feats:

Racial:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).
Class:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Chapter 10. Her
alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells on page 41. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table 3–5. In addition, she receives bonus spells per day if she has a high Wisdom score Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare
during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point
total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric’s deity inf luences her alignment, whatmagic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain(Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inf lict spells (an inf lict spell is one with “inf lict” in its name). A cleric who is neither good nor evil and whose deity
is neither good nor evil can convert spells to either cure spells or inf lict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Chosen:
Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Self Sufficient: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Merciful Spell: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. A merciful spell does not use up a higher-level spell slot than the spell's actual level.

Silent Spell: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Turn undead: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save 15 to negate the effect. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

Skills:
Appraise +5,
Climb -2,
Diplomacy +10,
Heal +15,
Intimidate +6,
Knowledge (Arcana) +7,
Knowledge (Dungeoneering) +3,
Knowledge (Local) +3,
Knowledge (Nature) +4,
Knowledge (Planes) +7,
Knowledge (Religion) +13,
Perception +8,
Perform (Sing) +3,
Profession (Librarian) +8,
Sense Motive +9,
Sleight of Hand -2,
Stealth -3,
Survival +11,
Swim -1
Gear:
2957 GP
1 Amulet of Natural Armor +1, (2000)
1 Headband of Inspired Wisdom +2, (4000)
1 Bracers of Armor +1, (1000)
1 Darkwood Shield +1, (1257)
1 Mace, Heavy +2, (8312)
1 Chainmail +1, (1300)
1 Cleric's Vestments, (5)
1 Bag of Holding (Type I), (2500)
1 Case (Map or Scroll), (1)
1 Holy Water (Flask), (25)
3 Ink (Color/1 oz. Vial), (48)
1 Mirror (Small/Steel), (10)
1 Explorer's Outfit, (10)
5 Parchment (Sheet), (1)
10 Rations (Trail/Per Day), (5)
3 Rope (Silk/50 ft.), (30)
1 Tent, (10)
3 Vial, (3)
1 Waterskin, (1)
1 Holy Symbol (Silver) (25)
1 Mind-draining Dildo

Spells:
Known: 4/-/-/-/- Uses per day: -/7/5/5/4/1
Level 0:
Light
Purify Food and Drink
Read Magic
Detect Magic

Level 1:
Command x2
Cure light wounds x2
Dancing Lantern
Protection from Chaos
Comprehend Languages


Level 2:
Grace
Cure Moderate Wounds (x2) - X, X
Lesser Restoration - X
Muffle Sound


Level 3:
Dispel Magic
Prayer - X
Searing Light - X
Vision of Hell
Cure Serious Wounds - X


Level 4:
Cure Critical Wounds - X
Holy Smite - X
Blessing of Fervor - X
Dispel Magic

Level 5:
Summon Monster V (Kyton, Evangelist)

Accumulated Transformations:
Lior has gained an extended Demonic tongue that is sensitive and also grants +2 to perception rolls
Current status: With her stats and stuff all recovered, Lior is ready to get stuff done!
 
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OP
Pervy

Pervy

Dances with Girl-Cocks
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I was here!
 
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