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| | Tenebris (AoOP) | |
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Lynderp White Stain
Posts : 65 Join date : 2012-08-01
| Subject: Tenebris (AoOP) Wed Aug 01, 2012 9:55 pm | |
| This is most definitely still a WIP. Hit points, skills, etc, are off, and I still have to factor in all the Blood Magus-ey stuffs. I'll get this done as soon as I can so Dylan can have his crazy, bloody spellcastery. =P And assassin stuff. Definitely need the assassin stuffs. Since this text space thing is apparently going to serve as my notes and jazz; Hiya guys. =P Finished the majourity of blood derpery stuff and shits (mainly abilities), still have a bit to go. I think I'm mainly done. Just need to write the backstory and buy equipment. Longest back story ever. =P Loved writing it and collaborating with Dylan. <3 =P I think I'm pretty much done now. Maybe some Assassin spells and things to write in? Also, another thank to Dylan for the alternate Innate Spell, and the Magic In The Blood feats. <3 Tenebris Male Half-Elf Sorcerer 14 / Blood Magus 10 / Assassin 1 Chaotic Evil Representing Lynderp Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 19 (+4) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 20 (+5) Size: Medium Height: 5' 10" Weight: 110 lb Skin: Pale Eyes: Green Hair: Silver Straight; Beardless/Light Stubble Total Hit Points: 140 [includes toughness x1] Speed: 30 feet Armor Class: 11 = 10 +1 [dexterity] Touch AC: 11 Flat-footed: 10 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +18 = 11 [base] +4 [constitution] +2 [great fortitude] +1 [passionate] Reflex save: +10 = 9 [base] +1 [dexterity] Will save: +11 = 12 [base] -1 [passionate] Attack (handheld): +12/+7 = 12 [base] Attack (unarmed): +12/+7 = 12 [base] Attack (missile): +13/+8 = 12 [base] +1 [dexterity] Grapple check: +12/+7 = 12 [base] Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground: 200 lb. Push or drag: 500 lb. Languages: Abyssal Common Illumian Elven Infernal Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Cat familiar - Saxhleel Feats: Combat Casting Great Constitution [Epic] Great Fortitude Innate Spell (Finger of Death) Magic In The Blood (Bloodwalk) Quicken Spell Silent Spell Still Spell Toughness x1 Traits: Dishonest, Passionate, Skinny Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 3 = +3 Balance Dex* 1 = +1 Bluff Cha 21 = +5 +15 +1 [dishonest] Climb Str* 0 = +0 Concentration Con 20 = +4 +16 Craft_1 Int 3 = +3 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Diplomacy Cha 7 = +5 +2 [half-elf] +2 [bluff] -2 [dishonest] Disguise Cha 9 = +5 +4 Escape Artist Dex* 2 = +1 +1 [skinny] Forgery Int 3 = +3 Gather Information Cha 7 = +5 +2 [half-elf] Heal Wis 15 = +15 Hide Dex* 13 = +1 +10 +2 [stealthy] Intimidate Cha 7 = +13 +2 [bluff] Jump Str* 0 = +0 Knowledge (arcana) Int 17 = +9 +8 Listen Wis 1 = +0 +1 [half-elf] Move Silently Dex* 17 = +1 +11 +2 [stealthy] +3 [cat] Perform_1 Cha 5 = +5 Perform_2 Cha 5 = +5 Perform_3 Cha 5 = +5 Perform_4 Cha 5 = +5 Perform_5 Cha 5 = +5 Ride Dex 1 = +1 Search Int 4 = +9 +1 [half-elf] Sense Motive Wis 0 = +0 Spellcraft Int 20 = +3 +15 +2 [Knowledge, arcane] Spot Wis 1 = +0 +1 [half-elf] Survival Wis 0 = +0 Swim Str** 0 = +0 Use Rope Dex 1 = +1 * = check penalty for wearing armor Bluff >=5 ranks gives +2 on disguise checks to act in character. If the familiar is within reach, +2 on spot and listen ("alertness"). Skinny trait: -2 on strength checks to avoid being overrun / bullrushed. Zero-level Sorcerer spells: 6 per day First-level Sorcerer spells: 7 (6+1) per day Second-level Sorcerer spells: 7 (6+1) per day Third-level Sorcerer spells: 7 (6+1) per day Fourth-level Sorcerer spells: 7 (6+1) per day Fifth-level Sorcerer spells: 6 per day Sixth-level Sorcerer spells: 6 per day Seventh-level Sorcerer spells: 4 per day 0-level spells known:Message Mending Open/Close Touch of Fatigue Mage Hand Detect Magic Prestidigitation Ghost Sound Arcane Mark 1st-level spells known:Mage Armour Disguise Self Chill Touch True Strike Charm Person 2nd-level spells known:See Invisibility Spider Climb Mirror Image Ghoul Touch Invisibility 3rd-level spells known:Vampiric Touch Displacement Dispel Magic Hold Person 4th-level spells known:Invisibility, Greater Phantasmal Killer Black Tentacles Curse 5th-level spells known:Feeblemind Dominate Person Teleport 6thlevel spells known:Anti-magic Field Shadow Walk 7th-level spells known:Finger of Death Half-Elf: Immune to magical sleep +2 racial bonus on saves vs. enchantments Low-light vision (darkvision if half-drow) +1 racial bonus on listen, search, and spot checks +2 racial bonus on diplomacy and gather information checks Sorcerer: Familiar / Alertness, etc. Can know only limited numbers of spells High charisma gains bonus spells daily Class HP rolled: Level 1: Sorcerer 4 Level 2: Sorcerer 4 Level 3: Sorcerer 3 Level 4: Sorcerer 3 +1 to charisma Level 5: Sorcerer 3 Level 6: Sorcerer 1 Level 7: Sorcerer 2 Level 8: Sorcerer 1 +1 to intelligence Level 9: Sorcerer 1 Level 10: Sorcerer 4 Level 11: Sorcerer 1 Level 12: Sorcerer 4 +1 to charisma Level 13: Sorcerer 1 Level 14: Sorcerer 3 Level 15: Blood Magus 6 Level 16: Blood Magus 6 +1 to constitution Level 17: Blood Magus 2 Level 18: Blood Magus 3 Level 19: Blood Magus 6 Level 20: Blood Magus 4 +1 to charisma Level 21: Blood Magus 4 +1 to constitution - Great Constitution Epic Feat Level 22: Blood Magus 6 Level 23: Blood Magus 4 +2 to constitution from Blood Magus' InfusionLevel 24: Blood Magus 2 +1 to constitution Level 25: Assassin 1 Tenebris's Equipment: Weapons / Armor / Shield (from above) 1 lb Backpack 2 lb Pouch of Catnip 1 lb (Felis Derpus is a really, really happy kitty) Vial (for storing blood) x5 1 lb Spell component pouch 2 lb Thieves' tools 1 lb _____ Total: 8 lb Saxhleel - Cat familiar: Str 3 Dex 15 Con 10 Int 18 Wis 12 Chr 7; Hit points: 70; Initiative +2 (dex); Speed 30 ft.; AC: 27 (+2 size, +2 dex, +13 level); 2 claws +4 melee, bite -1 melee; Claw 1d2-4, bite 1d3-4; Weapon Finesse (claw, bite); Fort +11, Ref +11, Will +13, Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4 Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; speak with felines; spell resistance 20; scry on familiar; familiar spell (Finger of Death); More about Tenebris: Blood Magus: Asides from being absolutely awesome for roleplaying purposes, this class comes along with its own tidbits of awesomeness, like storing spells in my blood, inscribing spells on my skin with wounds, using blood to empower my spells, using people as living portals through their blood, homunculi that will absorb my bloody wounds, making someone's blood rebel against their own body... Did I mention I can explode out of somebody in a bloody, gory explosion? - Long List Ahead!:
Blood Component (1st level): Subsitute spell's material component (up to 1 gold piece worth) with a drop of blood; 1 point of damage to self; raises spell's CL by 1; can be used to enhance a spell without a component
Durable Casting (1st level): Able to ignore character level's worth of hit point damage when concentrating on a spell; Blood Magus still takes full damage to hit points; in Tenebris' case, he could take up to 25 hitpoints of damage from one attack without having to make a concentration check
Stanch (1st level): Automatically stabilises if hit points drop below 0; still dies at -10 or lower
Scarification (2nd level): Gain the ability to inscribe spells onto skin for later use; process involves deeply scratching the skin, but deals no damage, wound heals after spell is cast; Blood Magus effectively gains the Scribe Scroll feat using an alternative medium, likewise all rules, XP costs, and expenses that follow Scribe Scroll apply to this ability; reading a scar follows the same rules a reading a scroll, asides from the blood magus being the only one capable of reading his scars; there is only so much room to inscribe spells on one's own skin, and thus a blood magus can only have a maximum of 6 arcane scars at a time
Death Knell (3rd level): Able to use death knell as the spell once per day.
Blood Draught (4th level): A blood magus gains the ability to store spells up to 3rd level in his blood. Effectively, they gain the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also applies to this ability; Once 'brewed', a blood draught remains in circulation within his body; Maximum number of draughts that can stored at one time equal blood magus level + his Con score. If he is ever slain, all the draught become ruined. They cannot, however, be lost through majour blood loss or blood draining attacks; To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion; Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus's blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught; A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round
Homunculus (5th level): Gain the ability to create a homunculus; one need not meet the requirements for creating homunculi, but a blood magus must permanently sacrifice 1 hit point to create the homunculus; the creation process takes 1 hour; a blood magus enjoys a strong link with his homunculus, and can transfer up to 1 hp per level by touching it (this is a standard action, and provokes attacks of opportunity); whenever its master gains a class level, the homunculus advances 1 hit die, and all the benefits of gaining a new hit die; homunculi reach a maximum of 6 hit dice when the blood magus reaches 9th level; if his homunculus is destroyed, the blood magus suffers 2d10 points of damage, and if a blood magus dies, the homunculus is destroyed; maximum of one homunculus at one time
Bloodseeking Spell (6th level): Gain the ability to imbue spells with the power to draw blood; a blood magus must inflict an injury upon himself, dealing 3 points of damage (damage reduction doesn't apply). In return, the spell deals 1d6 points of health damage; this ability can only be used with spells that deal hit point damage, not ability damage, ability drain, or other types of damage; Constructs, elementals, oozes, plants, undead, or any creature without blood or similar fluids are immune to this effect
Thicker Than Water (7th level): A blood magus's vital fluids are partially under his control, imbuing him with the power to withdraw blood from a wound, avoiding damage that he would otherwise take. This ability grants the blood magus Damage Reduction 1/bludgeoning.
Awaken Blood (8th level): If successfully hitting a foe with a melee touch attack, a blood magus can imbue their blood with consciousness, dealing 10d10 points of damage as the blood disrupts their body. This ability is usable once per day, but if a blood magus fails an attempt, it does not count against this limit, and he may try later again; the effect is instantaneous
Infusion (9th level): Prepare a one-time distillation of the blood magus's blood. After partaking of the infusion, the blood magus is imbued with a 2 point increase to their Constitution score.
Bloodwalk (10th level): A blood magus becomes in tune with essence of blood, and gains the supernatural power to teleport himself massive distances through a creature's blood. Once per day, as a standard action that does not provoke attacks of opportunity, he can enter any creature that is their size or larger (asides from constructs, elementals, oozes, undead, and any creature that lacks vital fluids) and pass any distance to another living being on the same plane in a single round. All the blood magus need do is designate a direction and distance, and he can transport to a destination creature. The magus cannot designate a specific creature unless they have obtained a sample of their blood, and hold it, preserved, in a vial that they carry.
A blood magus doesn't need to have familiarity with the entry and exit creatures, and cannot use himself as an entry creature. If an entry creature is unwilling to serve as a conduit, the magus must succeed on a melee touch attack to use them (a failed touch attack does not count against the once per day limit). Being the conduit and destination of a magus using Bloodwalk is painless (however an unsuspecting person may find it quite unsettling to be the destination of an arcane portal), unless said blood magus wishes it not to be.
A blood magus can choose to erupt gorily from the destination creature, dealing 10d6 points of damage unless the creature makes a Fortitude save; DC 10 + blood magus' class level + magus' Constitution modifier; a blood magus must succeed a DC 15 Fortitude save or be stunned for 1 round from the shock of his gory exit.
Last edited by Lynderp on Thu Aug 09, 2012 8:11 pm; edited 10 times in total | |
| | | Trollface Swiftyuki was here.
Posts : 2503 Join date : 2011-12-06 Location : Lurking in the shadows.
| Subject: Re: Tenebris (AoOP) Wed Aug 01, 2012 10:39 pm | |
| Good to have you with us Lyndan. Don't forget, you also get, like, 900K worth of equipment and cash. ^_^
How long 'till Orga sees how awesome blood magus is and wants to change his character? Bets, anyone? =P | |
| | | Thunderscreamer Dylan Ate My Babies!
Posts : 706 Join date : 2011-12-23 Age : 29
| Subject: Re: Tenebris (AoOP) Thu Aug 02, 2012 3:46 am | |
| Wait, you need levels in Assassin. | |
| | | Trollface Swiftyuki was here.
Posts : 2503 Join date : 2011-12-06 Location : Lurking in the shadows.
| Subject: Re: Tenebris (AoOP) Thu Aug 02, 2012 3:48 am | |
| Like he said, WIP. The character creator we use doesn't allow more than one prestige class, so he probably just hasn't changed one of the levels out yet. | |
| | | Thunderscreamer Dylan Ate My Babies!
Posts : 706 Join date : 2011-12-23 Age : 29
| Subject: Re: Tenebris (AoOP) Thu Aug 02, 2012 3:48 am | |
| | |
| | | Thunderscreamer Dylan Ate My Babies!
Posts : 706 Join date : 2011-12-23 Age : 29
| Subject: Re: Tenebris (AoOP) Fri Aug 03, 2012 2:22 pm | |
| Oh snap! One whole pound of catnip?! Dude, you're going to have the happiest familiar in a DnD campaign here to date! | |
| | | Lynderp White Stain
Posts : 65 Join date : 2012-08-01
| Subject: Re: Tenebris (AoOP) Tue Aug 07, 2012 4:44 pm | |
| Equipment: Arcane Key (500 gp) Hat of Disguise (1800 gp) Portable Hole (20,000 gp) Bracers of Armours +8 (64,000 gp)
Probably more to be added later. Right now, this leaves me at 802,200 gold pieces.
Added after error message: I would link to the item descriptions at the moment, but I'm not allowed to. =P Will get done later. | |
| | | Trollface Swiftyuki was here.
Posts : 2503 Join date : 2011-12-06 Location : Lurking in the shadows.
| Subject: Re: Tenebris (AoOP) Tue Aug 07, 2012 9:05 pm | |
| I see you're using "Innate Spell" from Player's Guide to Faerûn. You may wish to consider the feat of the same name from Complete Arcane, which, while having a slightly higher pre-req, is distinctly less shitty. Requires Quicken Spell (as well as the two metamagic feats you already have), but removes the 3/day limit.
Also, once I'm back from work, we should talk about backstory stuff. We both need backstories, and we are both magic users. I see room for collaboration! =P | |
| | | Lynderp White Stain
Posts : 65 Join date : 2012-08-01
| Subject: Re: Tenebris (AoOP) Wed Aug 08, 2012 4:27 pm | |
| Another Belated Backstory FTW: (for more information, read Arman's backstory)
Tenebris was birthed and raised on the streets, in the shady, rough parts of Knighfall. Born of a drunken union in the dingy halls of the small brothel that would turn into the renowned Hooker's Guild, Tenebris never really had a chance of a family, or a particularly lovely childhood either. Abandoned when he was just barely out of toddlerhood, give or take a few years (who's counting?), he had to turn to what any dirty, sensible street urchin would do to survive; the art of pickpocketing. Alliances were few and far between in this way of life (honestly, why would you trust a thief?), but where they could be found, they were strong, usually. This was the case for Tenebris and Arman, another lowly pickpocket, forgotten among the streets of Knightfall. The two boys found a friend in one another. Where no family of theirs could be found. they had each other. The two became good friends, and better yet, skilled partners in crime. In their teens, they managed to wrack up enough gold to afford a one-room apartment, high above, really five stories, the dank streets they lived on for so many years. It was here, in this apartment, the two friends got to know each other best (totally like that, don't listen to Dylan =P). Over meals of stolen food, with the occasional delicious cheese wheel, Arman and Tenebris would regale each other with stories of their younger adventures, tales from the streets, and their dreams. Tenebris would babble on about visions of leaving Knightfall, to explore the world beyond its tenements and shops and courts, happy and ambitious. Arman would counter with wistful dreams of joining the Assassins of the Obsidian Rose, leaping across the tops of buildings, and stabinating the bad guys. The pair would go on for hours before they finally collapsed on a pile of rags together, utterly tired from the work of the day, waking up ready to do it all again the next. As time passed, the two discovered certain talents they both possessed, many of which were more than just a pickpocket's finesse. Perhaps it had something to do with all their time spent together, honing their skills, unlocking things within them, mayhaps the occassional showers contaminated with shady alchemical reagents were at fault, or maybe it was just a pure draw of the cards, but over time, Arman and Tenebris found an innate ability for magic within themselves. The duo bloomed in sync, develpoing their magical powers together. Soon enough, they were mage-handing coinbags from pockets and fooling shopkeepers with some copper coins turned gold, if but for only a few hours. That, of course, gave them plenty of time to buy what they wanted, steal what else they wanted, and leisurely walk back to their place. These little tricks made their work so much more efficient, enough to where the dream of getting out of the pit they called seemed a very plausible dream. It certainly helped that Tenebris had the endurance and energy of a horny bull on coke. He could stay up through the night, thieving the unlit shops and nighttime passerby pockets. But eventually, he noticed Arman lagging behind. His friend didn't really have the same amount of charge as him. So it came to Tenebris feigning being tired at nightfall, in an attempt to not make Arman feel bad for being, well, tired. One night, however, Arman had just about as much energy as Tenebris, if not more. Then the next night, and the next, and the next. Tenebris marked it off simply as hormones, and the whatnot. All in all, they were living the life. Then he noticed that his friend was pulling in less money at the end of a day. He would go missing sometimes, skulking off to meet someone, without the company of his best friend. This, by all means, of course worried Tenebris. What if Arman had met a girl? What if he planned on leaving the slums without him? So, one night, he shadowed his comrade, and found himself wishing that his former worries were right. Tenebris confronted Arman back at the apartment, and the secret was out. By no means was he angry at his friend, but just... worried. With Tenebris in knowledge of his new habits, Arman had no problem with snorting a line at home, joyed with the fact that he had no reason to hide it from him. Tenebris managed not to interfere, or speak up about his fears, but eventually, seeing what the drugs did to his beloved, lifelong companion, he couldn't do it any longer. He told Arman one night. This night, however, he happened to be particularly high. Sooner than anyone would have expected, Tenebris found himself falling from a five-story window, coming to meet the ground much faster than he would like. It took hours for them to haul the boy back to the apartment. Tenebris was broken, several bones fractured, and bleeding critically. It was good news that a (shady) neighbour was able to stabilise the boy (at the price of a perhaps a few organs missing). But, without true help, Tenebris was going to be a long time in bed. Arman, waist-deep in guilt, chose to take on all of the work that the both of them would normally do together. Begrudgingly, Tenebris consented, but on the condition that he stopped the drugs. He didn't want something like this happening for the two again, ever. Without a moment's pause, Arman agreed, so laden with guilt that it didn't matter. Without the daily dose of coke, though, Arman could barely make profits equal to when they first started out. He could hardly afford to keep them fed, much less keep the rent paid. This was turning out to be a bad mistake, and Tenebris could do nothing about it. He was confined to his bed and apartment. The only solace he could find was in his comrade's, now rare and fleeting, smiles, and magic, which was a shared relief for both of them. This is when their talents really began to flourish. Tenebris found an odd fascination with blood, and its use in magic, stemming from the result of his fall. His blood was a ready reagent, and really the only one he ever had access to. He began to dabble in blood magic, and found power, safety, and stability in it. Arman found that his own repetoire of spells was sometimes simply not enough for him to get the two by, and, after a bit of a night spent trying, he found he could 'borrow' magic from his friend. Then, after a bit of honing, he discovered that he could take spells by force. Even so, the picking were small and sparse, barely sufficient for the two. Arman sometimes went without eating, in order to provide enough food for his friend to heal. Of course, Tenebris did the same for Arman, out of pure stubbornness. He would not let his friend starve simply because of a few broken bones. Sometime into this, he did notice another change in his friend's energy, but never attributed to anything. Tenebris trusted Arman's word, more than anyone else's. He was completely oblivious to his buddy's defaulting to cocaine. He was bedridden, and occupied with magic more often than not. So, it worked for a while. Then Tenebris had the great idea of showing off a neat little power he learned, maybe even teach it to Arman. Definitely teach it to Arman. To be honest, what would happen was entirely upon Tenebris as much as they were on Arman. Oblivious to the coming woe, he tried to explain what a Blood Draught was, how blood could be used as a potion, a receptacle of spells. Tenebris helped Arman in bowering the power, and attempted to teach him the proper use of it. His friend, however, could not get a grasp on how it worked. Frustrated with his student, Tenebris did the only sensible thing. He bit Arman to try and give a physical demonstration. As the vital liquid flowed from his neck, the sanguine taste reached his tongue, Tenebris saw just how tainted with cocaine Arman's blood was that night. They both flew off in a fury. Arman was also fairly certain that Tenebris was a vampire. And high. This didn't help anything one bit. The massive argument they had resulted in Tenebris limping out of the house. He never came back that night. Or the next day. Tenebris had finally left the city he so much wanted to leave. Just... Not with the person he wanted to be by his side. And so, he fled, lame-legged to a town he deemed far enough away from the hellhole of a city he called home. It was then, he realised, he had left all the money with Arman. He needed a way to survive. But thievery now held too bad memories for him. He couldn't do it, not without his lifelong best friend, his companion, at his side. Tenebris didn't even want to entertain the notion of going back. Arman had to despise him now, hate his guts. After all, Tenebris realised, he had only been doing the drugs so he could provide for the both of them. Arman was only trying to help his best friend. So Tenebris turned to less-shady jobs. Of course, he had no real talent for them. He was still healing, one leg was turning out to be lame. His only tool seemed to be his magic, which he turned to get tasks done, eventually. But then, something happened. Maybe it was his constant study of the darker magics, unlocking their secrets within his blood, perhaps it was just the emotional wreck he was for months, or maybe it was just a pure draw of the cards, but Tenebris began to change. He became jaded, at first. Cynical, standoffish. Then he began to act like an ass. He was selfish, acted on his behalf, only doing things that would benefit him, but never turning to things like murder. But even then, a chaotic side emerged. He would murder to gain profit, to gain new blood for his studies, to practice his dark magic. Whatever he was now, Tenebris was coldly indifferent to others, happy to cater to himself, and, of course, his new companion. A small cat, who would become his familiar, on which he briefly thought on naming Arman, before quickly dashing out the small moment of regression into what he called his 'old ways'. He settled upon the name of Saxhleel instead. Tenebris grew throughout the years as a powerful sorcerer and blood mage, maybe even the one of the best in the world. He gained riches upon riches in his travels, more finesse than he would ever thought possible when he was young, and a suaveness that seems only to choose a few to gift. Any sentimental thought was dashed out, and the charismatic, powerful Tenebris served only himself and his familiar. One day, Tenebris found himself traveling back to Knightfall, feeling, out of the ordinary nowadays, uneasy to return. But, the promise of even more power and riches excited him beyond belief. Knightfall had grown prosperous, and its fruit was ripe for the taking. It wasn't long until he found himself with an offer from the Obsidian Rose. And thus, he found himself knocking on their front door, (or whatever an accomplished assassin's guild uses as an entrance), left leg limping only slightly as he approached, absolutely certain he was ready for whatever was to come.
Holy shit! You read the whole thing! Go get yourself some cookies and coke. The soda kind, you junkie. | |
| | | Trollface Swiftyuki was here.
Posts : 2503 Join date : 2011-12-06 Location : Lurking in the shadows.
| Subject: Re: Tenebris (AoOP) Thu Aug 09, 2012 2:34 am | |
| ^_^
I... am fairly sure we put more effort into our combined backstory than I put into writing the campaign. So awesome to see this story from the other side. <3<3<3 | |
| | | Lynderp White Stain
Posts : 65 Join date : 2012-08-01
| Subject: Re: Tenebris (AoOP) Thu Aug 09, 2012 4:50 am | |
| I am pretty sure we did, too. =P | |
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