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Deaglan Mac Branain

Maidhc O Casain

Na Bith Mo Riocht Tá!
This is the Solo Thread for Deaglan Mac Branain, Inquisitor/Initiate of the Reaper of Reputation.

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DeaglanMacBranain-PriestofNethys_zpsa21890de.png

DeaglanMacBranain_zpsedce59fd.png

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[sblock=Black Company Equipment Rules]
  • Fine: 50 gp (01 Benefit)
  • Excellent: 100 gp (02 Benefits)
  • Exceptional: 150 gp (03 Benefits, 01 Double)
  • Superior: 300 gp (04 Benefits, 01 Double)
  • Masterwork: 500 gp (05 Benefits, 02 Doubles or 01 Triple)
  • Masterpiece: 1000 gp (06 Benefits, 02 Doubles or 01 Double/01 Triple)


  • Accurate: +1 to hit (any weapon)
  • Balanced: +1 to initiative when readied (any weapon or shield)
  • Concealable: +4 to slieght of hand checks with this item (any item)
  • Crushing: Inflicts an additional 2 points of non-lethal damage on successful hit (any blunt weapon)
  • Deadly: Increases the threat range of any x2 weapon by 1 (any weapon)
  • Decorative: Gain +1 to diplomacy checks while displaying item (any item)
  • Fortified: 10% of any critical hit or sneak attack damage being negated (any armor)
  • Guard: Wielder may reduce attack rolls by 1 for an entire round gains deflection bonus to AC of +1. This deflection bonus is doubled if the item is a shield. (any weapon or shield)
  • Light: Item is 10% lighter than normal (any item)
  • Mastercraft: Reduces armor check penalty by 1, to a minimum of 0 (armor or shield)
  • Rugged: Item gains +2 to hardness and break DC (any item)
  • Sharp: +1 to damage - bonus applied before multipliers (slashing/piercing weapons)
  • Sturdy: 50% increase in item hit points (any item)
  • Thick: A suit of medium or heavy armor provides damage reduction of 1/- against physical attacks - this DR is applied prior to any Damage Conversion (any armor)
  • Threatening: Wielder gains +2 to intimidate checks when displaying item (any item)
  • Well-Crafted: Provides a +1 bonus to a specific skill when used as intended (any item)
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Read the profile on the god and it rocks :)...he should fit in very well. Evil could work very well it is up to you...
Starting Gold: you have 500 gp from your family 1000 gp from the King
There is no specification as to an limits on the warrant for the item..you could in theory spend 1gp or 100k etc.
All languages of pathfinder will be spoke if that helps but for game sake you can add in 5 regional languages....i will have to come up with names :)

While your building your character at 7th level at the start of the game you will only be 1st level and have the gold and resouces of that level.
 

The arrival of the new that their odd son was selected causes a secret wave of relife for his extended family. They quickly rally what assets and influece they have to help him out all with the unspoken commetn "dont let the door hit you on the ass when you leave"
 

OK, I'm going with Rogue (Chameleon) 02/Inquisitor (Infiltrator) 05.

  • The Chameleon archetype for Rogues grants a daily "Stealth Pool" equal to the points he's put in the Bluff skill. Each time he uses Stealth he can add points from this pool as a trait bonus. Feats and abilities that improve the Bluff skill grant their bonus to the pool as well.
  • The Infiltrator archetype does three things:
    • Adds the characters WIS bonus in addition to CHA bonus to Bluff and Diplomacy checks (and thus to the "Stealth Pool" as well)
    • Allows him to choose an alignment to appear as when others are using effects to read his alignment. He chooses this alignment each day when he prepares spells. While his actual alignment will be Neutral Evil, unless otherwise specified he'll appear as True Neutral.
    • Adds his class level on saving throws against abilities that force the truth from him or detect when he's telling lies (such as Detect Lies or Zone of Truth).

A suggestion on Languages: one of the languages could be a secret language spoken by Initiates of Norgorber.

More thoughts coming as they occur . . .
 

A lauguage for Norgorber is very nice and how about the old fashion Thieves Cant :) that upper end rouges use to communciate across the traditional language barrier?
 

RE: Languages - Thieves' Cant = Excellent!

You're using lots of stuff from Golarion, but I'm assuming you're using your own world with it's own regions, maps, etc. At this point I'll just need two of the five regional languages, but I'll need the others probably by the time we level up the next time.

You want characters posted in the OOC thread, or do you have a specific thread for them? Either way, I'm going to post Deaglan there as the other characters would know him rather than as his "true self." (True Neutral alignment, a Priest of a different deity, etc.). I'll post his "true nature" in the first post of this thread so there'll be an accurate record.

I know the others will be able to access this thread and if they choose to read it they'll know the truth, but having him posted as others know him in the "official" character thread will help them keep character knowledge separate from player knowledge.

He's a very deceptive, diplomatic, bluffin', intimidatin' monster of a character . . . if I can pull him off he'll be a lot of fun to play. Very different from my usual straightforward character, with lots of rich stuff in his mechanics that will help with plot hooks and background.

Working on a kick-ass picture of him now, and I need to get his equipment bought and those two languages nailed down, then he'll be ready to go.
 

It will be a pathfinder game just an little addition to the map to encompass the city.etc..think of it as another contitnet...so all the pathfinder stuff will be revelant etc.....i dont want to stray to far with homebrew stuff..hope that makes sense.

Characters can be posted in the OCC thread if you like but most are just pasting them at the first post in the solo thread...i hope this allows me to keep things st8 in my mind lol
 

Cool. There's plenty of room on Golarion, as the only parts that have been detailed are the Inner Sea region and Tian Xia ("China/The Orient").

In that case, "Common" would be Taldane. Easiest thing would be to say that your "continent" (or whatever it is) was colonized by one of the other empires and speak that language as a base. Taldane might be your best bet for the colonizing agent, as that empire's pretty much fallen apart and it would leave lots of lee-way for your corner to develop however you want. If you go that route, I'll just plan on taking some of the already developed national languages for my Linguistics skills and save us all some work . . .
 


OK, I'm getting very excited about this character! Still working out details for his background and personality as well as a few mechanical odds and ends. I'll put everything in the first post and notify you when it's done.

I'm considering the Birthmark trait (Birthmark in the shape of a holy symbol marks you as special to a God, serves as a Holy Symbol for casting and grants a small save bonus against Charm & Compulsion spells etc).

QUESTIONS:
  • Given Norgorber's proclivity for remaining hidden, can we say that the birthmark (over his heart) works even when hidden by clothes?
  • I'd like the birthmark to be his 'item that describes or represents him.'
  • As far as his openly carried item, I'm thinking a Quarterstaff - the favored weapon of Nethys (TN god of magic). He'll be posing as a priest of Nethys.
 

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