Crimebuster's Godsmouth Heresy [RG]


First Post
Welcome players!

Walking Dad - Damien Duskshadow, Dhampir Oracle of Bones
ghostcat - Trinity, Half-Elven Rogue/Trapsmith
Binder Fred - Tommas of the Cogs, Human Cleric of Torag
Stacie GmrGrl - Agna Axehammer, Female Dwarf Barbarian
jkason - Gileysefed Lan, Gnome Sorcerer (Verdant Bloodline)
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Walking Dad

First Post

Damien Duskshadow

[sblock= Character Sheet]Dhampyr Oracle (Bones) 1, TN

Deity: Pharasma
Curse: Wasting

STR: 12 +1
DEX: 16 +3
CON: 12 +1
INT: 13 +1
WIS: 10 +0
CHA: 16 +3

Base Attack Bonus +0
Basic Melee Attack +1
Basic Ranged Attack +3

HP: 13 = [8 + 1xCON (1) + Feat (3) + FC (1) (Oracle)]
AC: 20 = [10 + DEX (03) + Armor (05) + Shield (02) + Natural (00) + Size (00) + Misc (00)]
AC Touch: 13 = [10 + DEX (03) + Size (00) + Misc (00)]
AC Flatfooted: 17 = [10 + Armor (05) + Shield (02) + Natural (00) + Size (00) + Misc (00)]
INIT: +3 = [DEX (03)]

Fortitude Save +2 = 0 [base] +1 [Con] +1 [Trait]
Reflex Save +3 = 0 [base] +3 [Dex]
Will Save +11 = 2 [base] +0 [Wis]
CMB +1 = 0 [BAB] +1 [Str] +0 [size]
CMD 14 = 0 [BaB/Feat] +1 [Str] +3 [Dex] +0 [size] + 10
Concentration +6 = 1 [Caster Level] + 3 [Cha] +2 [Trait]

ACP: -6
Speed: 20 ft

1) Toughness

Know (Religion)

1) Death's Touch

Spells Known:
0 (4) - detect magic, read magic, guidance, spark
1 (2) - Inflict light wounds, Cure light wounds, Command

Resilent: +1 Fortitude saves
Desperate Focus: +2 Concentration

Equipment: (105 gp)
Traveler's Outfit - gp
Scale Mail 50gp
Shield, heavy wooden 7gp
Morningstar 8gp
Dagger 2 gp
Wooden Stake (2) - gp
Light Crossbow 35 gp
20 bolts 2 gp

1 gp


Damien was found as an orphan in Graydirge. Some say it was a wonder that he survived there. He calls it destiny. Adopted by a couple of human resistance fighters (who want the land back for the living only and oppose the Blood Lords) he quickly learned to despise the undead. Around puberty more signs and signs of his unusual heritage began to manifest. He couldn't be healed by normal cleregy, his skin and hair turned white and the sun started to burn his eyes.
Long hours of praying to Pharasma sent him a vision. He was a dhampyr, an unholy offspring of a vampire and a human. Not really one of the living, but clearly not undead, he was shunned by his former friends.
He decided to leave Geb, but to return once he was powerful enough to lay all to peace who should be dead. He found training and purpose among the clergy of Pharasma in the City of Kaer Maga.

I would like to interpret his wasting curse as him really looking vampire/undead like, by keeping the same game effect


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Stacie GmrGrl

Agna AxeHammer

Dwarf Female Barbarian level 1

Original Scores: Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Final Scores: Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10

Bab: +1
melee: +4
range: +2
Initiative: +1
HP: 15
AC: 14/16 (+1 Dex, +3 armor, +2 shield)
Touch: 11
Flat-footed: 13/15 (armor/armor with shield)
Speed: 30'

Saving Throws:
Fortitude +5
Reflex +1
Will +1

Climb +7
Intimidate +4
Knowledge (nature) +4
Perception +5
Survival +5

CMB: +5
CMD: 14

Racial Features:
Slow and Steady: base speed 20'
Darkvision 60'
Defensive Training: +4 dodge AC vs. Giant subtype
Greed: +2 racial bonus to Appraise checks
Hatred: +1 bonus to attack rolls vs. orc and goblinoid humanoid subtypes
Hardy: +2 racial bonus on saving throws vs. poison, spells and spell-like abilities
Relentless (APG): +2 CMB to bull rush and overrun maneuvers
Stonecunning: +2 Perception to spot unusual stonework, like traps and hidden doors.
Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers and any with word dwarven as martial weapons
Languages: Common, Dwarven

Class Features:
Rage 7 rounds/day - free action - +4 morale to Str and Con and Will saves, -2 to AC, +2 hp/HD for rage. Fatigued after.
Fast Movement - +10ft speed

Power Attack

Armor Expert - -1 ACP
Skeptic - +2 vs. illusion spells

Gear: 105gp total - Spent: 94gp
Greataxe (2hand) - 20gp - 1d12+4/x3, Slashing
Flail (1hand) - 8gp - 1d8+3/x2, disarm, trip, Blunt
Dagger (1hand) - 2gp - 1d4+3/19-20x2, Piercing or slashing
Studded Leather - 25gp - +3 AC/+5 max dex, ACP -0
Heavy Wooden Shield - 7 gp - +2 AC (used when using flail)
Standard Adventuring Gear:
backpack(2gp) - block and tackle(5gp), Flint and Steel(1gp), Clay Mug(2cp), Hemp Rope(1gp), Waterskin(1gp), Whetstone(2cp)
Travelers Clothes (1gp)
8 days trail rations(8gp)
Pitonsx6(6sp), hammer(5sp), grappling hook(1gp)
Tattoo on cheek of family crest (10gp)
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First Post
Male, Half-Elf , Rogue - Trapsmith(1)
Chaotic Neutral

Height: 5' 11", Weight: 155 lbs., Age: 21
Hair: Crewcut Pale Yellow, Eyes: Gold-flecked Blue, Skin: Tanned

Languages: Common, Elven

STR 10 (+0) [base 10] {0 pts}
DEX 18 (+4) [base 16] {10 pts}
CON 14 (+2) [base 14] {5 pts}
INT 12 (+1) [base 12] {2 pts}
WIS 14 (+2) [base 14] {5 pts}
CHA 8 (-1) [base 8] {-2 pts}

Move: 6 Squares,30 ft.
Initiative: +6

Armor Class: 14 (10 Base, +4 Ability)

Hit Points: 11 (1st Level: [8 +2(con mod)] +1 [FC])
BAB: +0, Melee +0, Ranged +4, Grapple +0

Fortitude: +2 (+0 Base, Mod +2)
Reflex: +6 (+2 Base, Mod +4)
Will: +2 (+0 Base, Mod +2)

Acrobatics +8 (1 Ranks, +4 DEX, +3 Class)
Climb +4 (1 Ranks, +3 Class)
Disable Device +12 (1 Ranks, +4 DEX, +3 Class, +3 Skill Focus, +1 Trapfinder)
Escape Artist +8 (1 Ranks, +4 DEX, +3 Class)
Knowledge (Local) +5 (1 Ranks, +1 INT, +3 Class)
Perception +8 (1 Ranks, +2 WIS, +3 Class +2 Keen Senses)
Perception (Trapfinding) +9 (1 Ranks, +2 WIS, +3 Class, +2 Keen Senses, +1 Trapfinding)
Sense Motive +7 (1 Ranks, +2 WIS, +3 Class, +1 Trait)
Stealth +8 (1 Ranks, +4 DEX, +3 Class)

Skill Focus (Disable Device)
Two-Weapon Fighting

Adaptability (Ex)
Elf Blood (Ex)
Elven Immunities (Ex)
Keen Senses (Ex)
Multitalented (Ex)
Trapfinding (Ex)

Unarmed Strike +0 Melee (1d3, 20/x2)[/sblock]


First Post
[B]Name:[/B] Gileysefed Lan
[B]Class:[/B] Sorcerer (Verdant bloodline, favored +1 skill point)
[B]Race:[/B] Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Gozreh 

[B]Str:[/B] 8   -1 (0p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14  +2 (5p.)      [B]BAB:[/B] +0         [B]HP:[/B] 9/9 (1d6+3)
[B]Con:[/B] 16  +3 (5p.)      [B]CMB:[/B] -2/+5*     [B]ACP:[/B] 0 
[B]Int:[/B] 10  +0 (0p.)      [b]CMD:[/b] 10         [B]Spell Res:[/B] -
[B]Wis:[/B] 10  +0 (0p.)      [B]Speed:[/B] 20'      [B]Spell Save:[/B] -
[B]Cha:[/B] 18  +4 (10p.)     [B]Init:[/B] +4**      [B]Spell Fail:[/B] -

* Tanglevine CMB (sorcerer level + Cha bonus)
** Excitable: +2 Init

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +1    +0    +0   13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc*  Total[/B]
[B]Fort:[/B]                      0    +3    +0   +3
[B]Ref:[/B]                       0    +2    +0   +2
[B]Will:[/B]                      2    +0    +0   +2

Additional +2 vs. fear & despair (Eternal Hope racial feature)
Additional +2 vs. illusion (Illusion Resistance racial feature)

[B]Weapon                  Attack   Damage*    Critical[/B]
Dagger, melee.............+0.....1d3-1.........19-20/x2
Dagger, thrown............+3.....1d3-1.........19/20/x2, range 10'
Light Crossbow............+3......1d6..........19-20/x2, range 80'

* +1 damage when Arcane Strike invoked

Common, Gnome, Sylvan



* +2 Con, +2 Cha, -2 Str
* Small size (+1 AC & attack, -1 CMB/CMD, +4 Stealth
* Low-Light Vision
* Eternal Hope: 
	+2 save vs. fear/ despair effects
	1/day, re-roll a 1 on a d20
* Gnome Magic: +1 DC illusion spells
* Gnome Magic: 1/day: dancing lights, ghost sound, prestidigitation, speak w/ animals
* Illusion Resist: +2 vs illusion spells / effects
* Keen Senses: +2 Perception
* Academician: +2 Know: Nature
* Weapon Familiarity: "gnome" weapons count as martial
* Languages: Common, Gnome, Sylvan
* Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc


* Simple weapon proficiency
* Spontaneous Arcane Spells
   * Known: cantrips (4) DC 14, 1st (2) DC 15
   * Per day: cantrips (at will), 1st (3 +1 Cha)
* Eschew Materials

* Bloodline (Verdant)
   * Add Know (nature) to class skills
   * Bloodline Arcana: cast Personal range spell to gain nat armor bonus = spell level for 1d4 rounds (does not stack)
   * Tanglevine (3 +4 cha / day): 15-ft range to make a single disarm, steal, or trip maneuver at +5 CMB (level + Cha)

Naturally Gifted: additional use of one gnome SLA / day
Excitable: +2 initiative

Arcane Strike (1st)
Eschew Materials (bonus sorcerer)

[B]Skill Points:[/B] 3       [B]Max Ranks:[/B] 1
Skills                   Ranks  Mod  Class  ACP  Misc  Total[/B]


* +2 Academician racial feature
** +2 Keen Senses
^ +4 size bonus

[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--
Dagger.....................2gp....1/2 lb
Light Crossbow............35gp....2lb
Crossbow bolts (20)........2gp....1lb

Signal Whistle.............8sp....--
Belt Pouch.................1gp....1/8lb

--In Backpack--
Trail rations x 4..........2gp....1lb
Flint and steel............1gp....--
Rope, Hempen...............1gp...10lb
Chalk x5...................5cp....--

[B]Total Weight:[/B] 17.125 lbs      [B]Money:[/B] 16gp 1sp 5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                26   53   80   160   400

[B]Age:[/B] 44
[B]Height:[/B] 3'2"
[B]Weight:[/B] 37 lb
[B]Eyes:[/B] Violet
[B]Hair:[/B] Orange
[B]Skin:[/B] Brown w/ green patterns

[sblock=Appearance]The mixture of dryad and gnome magics has had a noticable physical manifestation on Gileysefed: His naturally-brown skin has developed green leaf-and-vine-like patterns all along its surface, and even when he bathes, there's always a vaguely earthy smell to him.[/sblock]
[sblock=Background]While humans have long-standing lore about fey-stolen children, Gileysefed is proof that some fey are just as interested in absconding with the offspring of their own kind. Giley was stolen from his gnome mother by a lonely Dryad in a dying forest, who raised the boy to help her renew the trees around her so that she might once again enjoy the company of her true kin. Her natural magics became intertwined with the young gnome's innate arcane abilities as he grew. While this mixture of talents was of undeniable use in reviving the forest, Giley's general lack of patience eventually grew too much for the steadfast tree spirit. When the forest was filled with enough saplings that the dryad could populate it with her own natural offspring, then, she sent Giley off to seek his own way in the world. [/sblock]

[sblock=Notable NPCs]none yet[/sblock]

[sblock=Spells Known]
1/day SLAs: dancing lights, ghost sound, prestidigitation, speak w/ animals
+ 1 use of any 1 SLA / day

Cantrips (4)(at will, DC 14/15*): Detect Magic, Daze, Message, Light
1st level (2)(4/day, DC 15/16*): Magic Missle, Color Spray
* +1 save DC for illusion spells (Gnome Magic)[/sblock]

Binder Fred

3 rings to bind them all!
Tommas of the Cogs


Father was a clockmaker. From him - from my childhood surrounded in gears and cog, swinging crystal pendulums, slowly uncoiling copper springs - from all that I learned to see- well pretty much everything like the sum of its working parts, machinery of flesh, bone, magic, iron and wood; things that can be learned, broken apart, *rebuilt*. From my friends I learned quite a few other things, thing father didn't always approve of. Adventuring was one of them.

Small things at first - dares to read faded inscriptions in the cathedral's graveyard at night, holy quests to steal the "treasures" of a rival group, to beat back the teenaged orc and halfling invasion from the block next door - but with those things came a trickle of copper and silver coins, money to call his own, small profits from scavenged "artefacts", even an actual paying sponsor or two when their reputation began to grow, and from *that*, eventually came access to the Great Library! The priests did not just give those away, but it was worth it: scrolls and books and knowledge and *curiosity*! Mysteries without number! And then - well - a future as a clockmaker seemed downright... tiny.

And so I was away from home when it happened.

I'd like to say that, I really would, but I was there, actually, fully there, and still couldn't do anything to make it even a tiny bit better. Anyway, father was a clockmaker. Still would be, probably, if my sister Rosalind hadn't killed him. As usual she didn't do a very good job of it, so I had to put him to rest a second time, him and my brother Jo. They were fast decaying zombie things at the time, of course, but that didn't make it any easier. I said "I" put them down, but thank the Gods I wasn't alone on that night. Some of my party was with me, a guy or two just off the street as well, just snatched up in the excitement, and even Mother helped out in the end, if in a very odd way. Did I mention that my younger sister is now a vampire? And she got clean away too, if you don't count the missing arm...

I tell you, that sort of thing shakes you a little inside. I've been looking at... darker mysteries these days, mysteries of death and not death. Been frequenting people - and things, I guess you'd have to call them - dealing in things I wouldn't have even thought about looking at before. Pulling in favors like mad and building up obligations. Got to do something about Rosalind though. Save her, I guess? Save her soul at least, like the priests say? Either that or put the b**** down for killing Pa and Jo -- and frekking smiling, endlessly *smiling* about it -- like she was doing us all a *favor*! Typical of her, really.

OOC: If it's convenient I'd like to say that his sister's forearm is presently encased in a philactery in the care of the Pharasma clergy.
[Sblock=DESCRIPTION]A young man stood in the corridor, patiently awaiting entry with both hands hanging off the handle of a strong oak shovel balanced on his shoulders. He was a bit on the tall, thin side, with a mess of short-cut brown-blond hair atop his head and a copper earring on his right ear – some sort of warhammer. What stood out most about him though - besides the huge backpack overflowing with tools hanging from his back, besides the scale armor, the interlocked-gear tabard and the silvered chain belt around his waist – what stood out most was the red armband on his arm, featuring an armor-plated rearing bull. That and the flame of intense curiosity smoldering steadily in the depth of his chestnut eyes as they happily gathered all that surrounded him.[/SBLOCK][Sblock=COMPLETE STATS]Class: 1st level human cleric
Exp: 0
Alignment : NG
Religion: Torag, the forger

(20 point buy)
Strength 14 +2
Dexterity 10
Const 10
Int 14 +2
Wisdom 16 +3
Charisma 14 +2

Weapon proficiencies (Simple and Warhammer)
Armor proficiencies (Light, Medium and Shields)
CLERIC (Ex): Faint aura of Good
CLERIC (Su): Channel Energy (Standard, 7/Day, 1d6, 30' radius selective, Will save 13 for half)
ARTIFICE DOMAIN (Sp): Artificer's Touch (cast Mending at will 3+Wis/Day, 1d6 HP, -1 DR or Hardness)
KNOWLEDGE DOMAIN (Ex): All Knowledge Skills are Class skills.
KNOWLEDGE DOMAIN (Sp): Lore keeper (Touch attack = 16+Wis knowledge)
HUMAN: Selective Channeling (Can exclude 2 targets from channel burst)
1ST: Extra Channel (+2 Channel per day)

Patient Optimist (+2 Diplomacy vs Hostile or Unfriendly and 1 free retry)
Dirty Fighter (+1 dam when flanking)

SKILLS: (2+2+1human+1FC points) Rank Bonus (-4 Scale mail, -2 shield)
Climb (Str, CC) 1 + 2 = 3 Armor Check
Diplomacy (Cha) 1 + 5 = 6 (+2 if Hostile or Unfriendly; Free retry)
Know Arcana (Int) 1 + 5 = 6
Know History (Int) 1 + 5 = 6
Know Engineering (Int) 1 + 5 = 6
Swim (Str, CC) 1 + 2 = 3 Armor Check
Languages: Common(Taldane), Dwarven(for tech manuals), Thassilonianl(for old inscriptions)

EQUIPMENT (140 gp)
Name                        enc note	
Small copper earring          - (Right ear, Torag’s holy symbol)
Scale mail                   30 50gp
"Turning wheels" Tabard       - (The names of all his companions, past and present, are traced on the gears)
Steel Defenders armband       - (Left upper arm, red with rearing gorgon)
Undied woolen undershirt      -
Loose brown pants             - 
Light chain belt              2 (10' of silvered light chain with small hooks at either end) 30 gp
Scuffed Leather boots         -
Fingerless leather gloves     -
Huge leather Backpack         2 (Covered in brass buckles and side pockets) 2 gp
   Winter Blanket             3 (Embroidered with a flowery border) 5 sp
   Cooking pot                2 5 sp
   3 days of rations          3 (Packed in waxed paper) 15 sp
   Fire weed sauce            1 (in a glass bottle, AKA as alchemichal acid) 10 gp
   Brace of five candles      - (Tied with a leather cord) 5 cp
   Five pieces of chalk       - (In small canvas bag) 5 cp
   Fishing hooks gallore      - (bundled with 20' of trollgut fishing line) 5 sp
   Flint and steel            - 1 gp
   Brace of iron pitons       4 (each with a rope hook at one end) 8 sp
   Fold out grappling hook    4 1 gp
   3 pounds of Soap           3 15 sp
   Oil can                    1 1 sp
   Dozen torches             12 12 cp
   Whetstone                  1 2 cp
Outside of Huge leather Backpack 
   Artisan's tools            5 (hammers, pliers, small saws and chisels) 5 gp
   Crowbar                    5 2 gp
   50' of hemp rope          10 1 gp
   5 sp                       - (In outside pocket)
   Sling and 10 bullets       5 (In outside pocket)

Strong oak shovel            20 (Plays the role of warhammer and heavy shield) 32 gp

Medium load                 113 pounds (117 for Heavy)

HP: 8 MV: 20'(6m)
AC: 17 (5 scale mail, 2 steel shield) INI: +0

Melee 0 + 2 = 2
Range 0 + 0 = 0
CMB 0 + 2 = 2
CMD: 12 (10 + 2 str)

Weapon stats:
Shovel (1d8Dam + 2Str, X3 Crit, Bludgeon)
Chisel daggers (1d4Dam + 2Str, 19-20/X2 Crit, Piercing, 10ft Range incr)
Sling bullets (1d4Dam + 2 Str, X2 Crit, Bludgeon, 50ft Range incr)

Saving Throws:
Fort 2 + 2 = 4
Reflex 0 + 0 = 0
Will 2 + 3 = 5

Spells (Save DC = 13+Spell Level):
- Detect Magic
- Guidance (+1 next roll)
- Stabilize
- Bless
- Obscuring Mist
+ Animate Rope[/sblock]
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