Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


101 to 139 of 139 << first < prev | 1 | 2 | 3 | next > last >>

Reply:
Selected by the players huh? Interesting, I guess that is what normally happens when you're selecting replacements isn't it. Alright I'll come up with a little spiel when I get home tonight. You wouldn't have a problem with a summoning focused caster though? That would probably be what I rework him as if I change out his necromancy focus feats.


Peanuts wrote:
Spoiler

Well, not normally, it is just my preferred method.

I post the rules, and then once recruitment is over I go over each application and see which ones fit the rules described in the recruitment.
A list of characters is produced after the DM scrutiny. I pass this list of all approved applications to the players and ask them to rank it based on their personal preference.

After that, is just a sum up of the ranking position of the applications.
The ones with a better overall rank are selected.


Background:

This background is built around the concept of having the Leadership feat, and introduces the idea of her having an oranization.

Also I'm so so sorry about just how long this got. I got CRAZY carried away!

Whitney Redcoat was raised in a strict household that her older sister liked to refer to as a boot camp. It wasn't far from the truth. Their father was a strict military man who liked his family to keep up certain appearances and behaviors at all times. While this brought out the worst in her rebellious older sister, it seemed to bring out the best in Whitney.

Routine was a comforting factor in Whitney's life. She liked things predictable and she liked knowing exactly what was expected from her. It made life simple; "A place for everything, and everything in its place." She never did understand her sister's need to bend the rules. Nothing good ever seemed to come of it from what Whitney could tell.

It came as no surprise to anyone in the Redcoats' inner circle that they were devout worshipers of Asmodeus. They practiced their faith quietly as their family always had since the Mitrans had taken over the place so long ago, and paid lip service to Mitra when necessary to avoid religious persecution.

But you can only hide your true nature for so long. Eventually, the Knights of Alerion sniffed out Whitney's family and charged her mother as a witch who, according to them, "cavorted with devils" and charged her father with espionage. Whitney's older sister evaded charges by denouncing her faith and pleading for the forgiveness of Mitra. Whitney herself was still just a minor and was sent to live with a distant cousin who was a member of the Mitran clergy.

The Mitrans made an enemy the moment they splintered Whitney's family. She made a vow to herself on the carriage ride to her new home, one that promised to put an end to the tyrannical rule of the Mitrans. In her adolescent mind, that was the only way to restore order back to her life.

She knew she had to be careful and secretive, which meant she had to follow the new rules of her new life. She read the holy texts of Mitra and attended religious services. She even wore the holy symbols. To anyone looking in, she did appear to be trying to convert to the Mitran way of life. Of course she wasn't.

Whitney spent long nights writing letters to old friends of her parents, picking her words carefully to form double meanings and drop subtle hints inquiring about their own loyalties. At first she heard no response, but slowly return letters found their way into her hands. Most of the replies were polite responses that held nothing of value, but a few others held small shreds of information.

It took years (nearly a decade to be more specific), but she eventually put together enough scraps to form a bigger picture. Her parents had been involved with a small organization faithful to Asmodeus who intended to raise him back to his proper position as the dominant God of Talingarde. They primarily focused on trying to corrupt the Kingdom from the inside out, but they had reached too far too fast, leading to the capture, and execution, of her parents. Without Whitney's father to keep them organized, the group fell apart.

Well, if organization was what they lacked, organization was what Whitney would give them. She gave the fractured group instructions to look for the weak and exploitable in positions they could use to gain access to information and resources. She had them bribe the greedy and intimidate those who had anything to lose. Any books, holy symbols, or other contraband that related to Asmodeus were gathered and brought to Whitney who kept them under loose floorboards. Though they still lacked numbers, she had at least succeeded in turning the group into a well oiled machine.

Now she just has to be patient. There's no sense in going into a war you cannot win. You had to guarantee your success before there was even a point. That was just good planning. They needed more numbers; an army, really. For now, all she could do was chisel away at weak spots in the mighty pillar that was the Mitran church. Waiting was a hard game, but she had faith that Asmodeus would open a door for her soon.

Background TL;DR
Mitrans ripped Whitney's life apart based on her family's religion and their part in trying to bring back the Asmodean religion to Talingarde. Never mind that it was through shadowy means. She's spent the better part of her young adulthood trying to put together an organization that can strike out at the Mitran Church.

Motivations
Whitney is completely motivated by her desire to bring order back to her own life. To her, Asmodeus represents a time when things were right and balanced in her own world and bringing him back into a place of religious dominance is the only way to bring that feeling of security back. She is angry enough at the Mitrans that she does want to "cleanse" them from Talingarde rather than just elevate her own god.

Personality
Cold and calculating are the first words to most people's minds when it comes to Whitney. She always thinks things through fully and ensures she has contingency plans before taking any action no matter how simple the act may seem to anyone else. She's exceptionally reserved when it comes to expressing her emotions, though she does let her guard down around very specific individuals. She does make jokes, however they are so deadpan that most people miss them which irritates her to no end.

Crunch:

THINGS TO DO:
~ pick last feat
~ pick thematic traits
~ mundane items
~ double check if I added the extra 2 campaign skill points

Whitney Redcoat
Female human cleric (separatist) 7
Medium humanoid (human)
Initiative +5; Senses Perception +6
=============================
DEFENSE
=============================
AC , touch , flat-footed (+ Dex, + armor, 0 + size)
hp 33 (7d8+4) 6d8 ⇒ (4, 4, 8, 3, 2, 1) = 22
Fort +6, Ref +4, Will +12
Resist fire 10
=============================
OFFENSE
=============================
Speed 30ft
Melee staff +4 (1d6-1), dagger +4 (1d4-1)
Ranged dagger +6 (1d4-1; 10ft)
Special Attacks channel negative energy 6/day (DC18, 4d6), seize the initiative 7/day
Domain Spell-Like Abilities
8/day — fire bolt (1d6+3)
Spells Prepared (CL 7; concentration +13)
4th (1+1/day) — +
3rd (2+1/day) — +
2nd (3+1/day) — +
1st (4+1/day) — +
0 (at will) —
Domains Fire, War (tactics)
=============================
STATISTICS
=============================
Strength 8 (-1), Dexterity 13 (+1), Constitution 11 (+0),
Intelligence 17 (+3), Wisdom 23 (+6), Charisma 17 (+3)
Base Atk +5; CMB +4; CMD 15
Feats Channel Ray, Improve Channel, Improved Initiative, Leadership
Skills
Diplomacy +15 class skill +3, ability mod +3, ranks +7, racial bonus +2
Heal +16 class skill +3, ability mod +6, ranks +7
Knowledge (planes) +13 class skill +3, ability mod +3, ranks +7
Knowledge (religion) +13 class skill +3, ability mod +3, ranks +7
Linguistics +10 class skill +3, ability mod +3, ranks +4
Profession (strategist) +12 class skill +3, ability mod +6, ranks +3
Sense Motive +16 class skill +3, ability mod +6, ranks +7
Spellcraft +13 class skill +3, ability mod +3, ranks +7
Traits
Languages Celestial, Common, Draconic, Infernal
SQ aura (lawful-evil), spontaneous casting (inflict spells), social ties
=============================
EQUIPMENT
=============================
Weapons dagger, staff
Armor +1 mithral chain shirt
Slotted Items amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1
Wands, Rods, Etc Lesser Rod of Extend Spell
Handy Haversack
=============================
OTHER INFORMATION
=============================
Carrying lb
Carrying Capacity 26lb/53lb/80lb
Favored Class Bonuses
1st — hp, 2nd — fcb, 3rd — hp, 4th — fcb, 5th — hp,
6th — fcb, 7th — hp, 8th —
Ability Score Increases
4th — Wis, 8th —

Post Examples:

Roleplay Post Example
My personal favorite roleplay post. There was a lot to respond to and a lot to try to convey as an introductory post for a heavily modified RotRL campaign.

Combat Post Example
I try to keep my combat posts organized to clearly mark what actions are taking place, but I also try to make sure that there is some descriptive RP to my combat rounds!

Me as a Player:

I hate not introducing myself at least a touch. I'm a 27 year old Canadian and I am a private Nanny. I've got posting via mobile down to an exact science, with proper post formatting and everything, because I spend so many hours bored on a bus every day. I have a giant 23lb cat (clearly an important tidbit).

I'm just coming back to the Paizo forums from a 4 month break after I was forced to drop all my campaigns when I got a new job that required painfully long hours. Fortunately, those hours are now a thing of the past! I've picked back up with a couple of my old campaigns (guess they liked me!) and I'm looking to add a campaign or two to my plate!


Here is the Background and other stuff For Warren

Background:
As a boy Warren was raised by his human father after his elven mother died during his birth. They lived in a small but very superstitious village. They had a simple life until Warrens power began to manifest itself. Fearing what the villagers would do if they found out about it they kept it secret. And it was kept that way for years.
He and his friend were playing in the wood when they were attacked. It looked grim at first with the beast nearly killing his friend but during those years he leaned many ways his power could be used one of them healing. And after killing the beast he was able to bring his friend back from deaths door. Thought his promised not to tell it was a lie and the next day he and his father were brought to the mayor. As they feared all those years he Warren was indeed suspected of witchcraft and they sentenced them to burn. Though his power did help him survive the flames they only allowed him to watch his father die first as the flame began to eat through his defenses.
The sight of his father’s death and the pain of the flames caused his emotions to over flow and with them his power. His wounds began to heal as the fire was doused as a shroud of water and ice began to form around him. Fueled by grief and rage a blade of ice formed into his hands which he used to cut his bindings. The villagers began to panic some drew weapons others ran. But to him they were all the same, the ones who killed his father and all deserved to die.
By the time he calmed down the village was empty. There were a few bodies but most got away but he didn’t care anymore. He knew what ever life he had was now gone as well as any ties to it. After a quick stop at his old home he left the village for good.

Motivation: Warren views the worship of Mitrans and its hate for witches responsible for ruining his life. He desires to destroy them the way his life was destroyed that day and would be glad to see them gone.

Personality: He is somewhat cold, both emotionally and physically, and is hard to trust. But he is willing to use his healing skills he learned to help anyone that's an enemy of Mitrans. Anyone that does earn his trust would do well to not break it as just as easily as he can patch up wounds he can cause them.

Past RP

Past Combat


Applications so far.

Interest:


  • Grunyn the Mossless
  • JoshB
  • The Archlich
  • Spazmodeus
  • Yokaiboy
  • stormcrow27

Applications:

Feedback Time:


  • Warren(background) – Male Half-elf Hydrokineticist - Played by: LilWilly5
    DM’s comments on submission:

    That background seems a good one for a newbie villain: I’m just getting used to my powers, I killed a bunch of commoners and now I’m on the run.

    But what has he done to deserve be contacted by a shady manipulator? I mean, losing it and killing some people seems awfully simple to get the Cardinal’s attention.

    Crunchwise it looks good. I’m not so familiar with the class, but the math seems okay.

  • Whitney Redcoat – Female Human Cleric - Played by: Mimesyne
    DM’s comments on the submission:

    Catzilla, Rawr!

    I liked the focus on the practical side of the character, the organization and the motivation. I liked also how things were told. It wasn’t a long background, don’t worry!

    The hook seems good enough, to add you into the game if selected.

    Crunchwise, I didn’t understand why Separatist.
    I mean, I know, you wanted access to war domain, but Whitney seems to be a tradicional Asmodean to the boot.

==//==

The Wyrm Ouroboros wrote:
Damn!! Oh well. A follow-up question, then: can I get continual light cast on the inside of a 'poison pill' ring? So that closing the ring lid basically shutters/turns the light off?

Sure.


Alas, real-life pressures have prevented me from getting a proper application together....sigh....good rolls are a shame to waste :)

I must withdraw my interest...have fun being evil.


Yeah not used to writing up a backstory for a high lvl pc. Added some more to it.

Background:
As a boy Warren was raised by his human father after his elven mother died during his birth. They lived in a small but very superstitious village. They had a simple life until Warrens power began to manifest itself. Fearing what the villagers would do if they found out about it they kept it secret. And it was kept that way for years.

He and his friend were playing in the wood when they were attacked. It looked grim at first with the beast nearly killing his friend but during those years he leaned many ways his power could be used one of them healing. And after killing the beast he was able to bring his friend back from deaths door. Thought his promised not to tell it was a lie and the next day he and his father were brought to the mayor. As they feared all those years he Warren was indeed suspected of witchcraft and they sentenced them to burn. Though his power did help him survive the flames they only allowed him to watch his father die first as the flame began to eat through his defenses.
The sight of his father’s death and the pain of the flames caused his emotions to over flow and with them his power. His wounds began to heal as the fire was doused as a shroud of water and ice began to form around him. Fueled by grief and rage a blade of ice formed into his hands which he used to cut his bindings. The villagers began to panic some drew weapons others ran. But to him they were all the same, the ones who killed his father and all deserved to die.
By the time he calmed down the village was empty. There were a few bodies but most got away but he didn’t care anymore. He knew what ever life he had was now gone as well as any ties to it. After a quick stop at his old home he left the village for good.

Some time after he left the village Warren roamed the region unsure what to do with himself when by chance the town he happened to be in found a witch and was getting ready to burn her. He didn’t know why he decided to attend considering his past but he did. He saw the young girl tied up like he was back then. People in the crowd yelling at her as she is crying with fear as a man claiming to be a witch hunter lit a torch readying it to be dropped on the pyre to burn the witch. The man dropped the torch but neither the pyre nor the girl caught fire as the torch was doused.
Warren wasn’t sure why he did it. Was it because he knew what it was like to be up there? Did he feel pity for her? Or was it simply lingering anger at the closed mindedness of the villagers and wanting to terrorize them more. Whatever was his reason all the attention now fell on him. The “Witch hunter” began some rant about the righteous might of Mitrans and killing all the filthy witches. The man continued as some of the people around him began to close in. someone tried to grab him but a blade of ice stopped that quickly. Once again the villagers panicked most fleeing some trying to fight.
After few unsuccessful attempts on his life and seeing him shred their “Witch Hunter” with ease. The rest of the villagers cleared out. He cut the woman down and after she thanked him and he healed her wounds as they left together. She followed him a ways asking many questions like did he serve Asmodaeus? Was he sent by him or some other follower? All which he answered no. But when he was asked does he also seek to overthrow the Mitrans’ rule over the land it got him thinking. It is the followers of Mitrans that outlawed witchcraft and spreads the fear of it and other unusual magic among the commoners. If it wasn’t for the fear they spread he wouldn’t have been branded a witch. He could have studied his powers in public and maybe found someone to help him understand it instead of having to hide it all those years. Yes, it was all their fault and their simple minded teachings. They needed to pay.
Warren continued traveling the region crashing any witch trials and killing any so called “Witch Hunters” he came across as well as assisting anyone opposing them.

Dark Archive

@DM Aku

Quote:

---------------------

Personal
---------------------
Ethan was always a bit of an odd duck. Ever since he saw his first Varisian performer sing in the Chelaxian theater. He wanted to become renown for singing. But alas, he had no talent. But he could still talk and tell stories. So he collected as many stories as he could, but the hunger is in him, he had to travel to get more.

He also found he had a talent for some magic. Having a dispute with someone, had simply wished the person would go jump in a river. There was a small stream nearby with a arced walk bridge over it and they jumped off that small bridge into the water.

From then on he worked on magic also, getting what he wanted through trickery or just full blown command s backed up with his magic ability.

Would it help that Ethan did realize from the result of them jumping into the creek that he had the potential to be someone with power. It started on his course of amassing that power.

As I've said in PM, I am getting of an image of this guy being a Lord Voldemort type. Power and control over allies and enemies.


Whitney and Being a Separatist:

Glad it wasn't too much of a read! The paizo forums always makes longer chunks of text look so tedious. Very tiresome on the eyes if you go full screen. Q~Q

I'll admit there was a ton of back and forth when it came to picking my crunch. It was a huge toss up between going vanilla and taking the Trickery domain, or taking the Separatist archetype and going with the domain I felt was more thematic for her while still fitting in with her deity. Fluffwise, I prefer to think of it not so much as a "she's splintered from the Asmodean main religion" so much as a "Asmodeus has a different plan for her". She's less of a traditional cleric preacher type and more of a warpriest tactician and strategist, and her deity has seen fit to grant her more appropriate support for her role in his ascent back to power.

Her backstory does skip over how she pours over books on military strategy and past wars. She's playing the long game, but her end goal is to bring a war to the Mitrans. She's got maps of Talingarde marking points of religious and military importance and charts of the resources that would be required to do anything about them.

Hopefully that's enough fluff to justify taking the archetype!

Oh! As a side note, I do have the crunch and a bit of fluff ready for her cohort (as I mentioned before a lot is based on introducing the foundations and reasoning for her having the leadership feat and the organization that went with it!). I just wasn't sure if I should bother including it with the app. If you want it, just let me know and I'll get it up when I get home to my PC tonight.


I'm working on the crunch for a Human Asmodean Advocate Cleric to go with the rolls I made up thread.

He was a prominent attorney from Talingarde that was discovered to be a secret acolyte of Asmodeus and now he's on the run from the Mitrans.

Here's the background I've written so far. He could tie in background wise with nearly any villain from Talingarde given that he could have represented them in court if they were caught at some point.

Willys Andercott:

Wyllis Andercott – Human Asmodean Advocate
(stats rolled: Str:13, Dex:8, Con:10, Int:17, Wis:18, Cha:16 - clumsy, but smart, wise, and charismatic)

Wyllis was raised in Talingarde by a middling-prominent family that could afford to send him to the best schools. He followed in his father’s footsteps to take up lawyering as a profession and took over the family law firm after his parents passed away (of natural causes … we think) ten years ago.

His profession, status, and education have always allowed him to dress well, in stylish middle-class attire when not in the robes of his profession. He grew up to be well liked by the people of Talingarde because of his engaging manner and courteous habits.

Wyllis was never coordinated enough to enjoy or do well at sports, but that didn’t stop him from being competitive. In the courtroom he found an outlet for that competition, driving himself to defeat his opposition based on the rules of the law. It was through this drive to win that Asmodeus found his way into Wyllis’s soul. The extra guidance and motivation that the Prince of Law whispered to him helped him establish himself as one of the preeminent attorneys in Talingarde. He could and did justify all of this by telling himself that the rules of the law were the same for everyone so there was no such thing as cheating in the courtroom.

Wyllis specialized in criminal defense and his reputation served to drive the worst and the most hopeless cases to his doorstep. He has represented the worst of the worst in the courts, having success at defending them by exploiting loopholes, creating doubt where none should exist, discrediting witnesses, and employing any other tactic he can invent to defend his clients.

The succession of villains he has defended in the courts and his success at doing it has ruined his reputation in the city. A year ago, Wyllis was successful at defending a notorious murderer and cannibal named Harlan Tershaw against charges that Tershaw murdered and ate an entire family of popular Halfling bakers. Through his wits and wiles in the courtroom, Wyllis had the evidence against Tershaw discredited and the man walked out of the courtroom a free man. Crowds about the courthouse protested the rulings and threw stones at Wyllis as he left the courthouse.

Less than a week later, Tershaw repeated his crimes when he murdered a local butcher and was found making questionable sausage in the man’s shop. Riots broke out and Tershaw was killed by a vigilante mob before he could be taken into custody.

After killing Tershaw, the mob turned its anger on the attorney that helped him walk free to repeat his crimes. They attacked Wyllis’s office and home, ransacking both. It was in his home that the mob discovered a secret chapel to the Lord of the Pit. A hidden room with an alter and a great brass pentacle hung from the ceiling. Priests of Mitra were called and a manhunt was called out to catch the city’s most notorious attorney.

The Dark Prince looks to his own however and Wyllis’s familiar, the serpent Sibyl, had whispered warnings to him in advance. Wyllis escaped ahead of the mob with a stash of wealth, his familiar, and his most prized lawbook. From a distance, he watched his offices and precious law library burn as the mob destroyed his life.

With infernal guidance provided by Sibyl, Wyllis found his way to a collection of secret cultists operating from an inn on the outskirts of the city. These cultists, once convinced of his bona fides by a suitable show of power, provided him with a hiding place in the cellars under their inn. The cell of cultists had contacts that have allowed him to equip and provision himself in the manner of a more traditional priest of Asmodeus and put Wyllis in touch with connections that brought him to the attention of Cardinal Thorn.

The Cardinal is considering whether Wyllis drive for vengeance, his competitive nature, and his faith the the Dark Prince will make him a useful asset in throwing over the current order and throwing down the Mitrans.


Our GM encouraged us pick the replacement for my Giantslayer game a few weeks back, and it was really a good experience. Good luck to all.


Just gonna consolidate all this here, to make it easier to track down. The crunch has been updated with appropriate traits and race traits.

Background:

Once upon a time, an upstanding politician from <some city> of Talingarde married a local courtier. The marriage was not particularly celebrated; he married for love, she for a better station. But the couple was happy, despite the husband's struggles within the government. Being a supporter of true democracy, as well as freedom of religion, and the voice it gave the people earned him few friends among his peers. Greedy, self-righteous Mitrans tend not to want to relinquish their power for the good of anyone, more often than not. For his efforts in the government, he was rewarded with a sudden, unfortunate death during the Asmodean purges as his wife fled the region in terror. Though it could never be proved, she was certain that one of the self-righteous Mitrans that her husband opposed had capitalized on the opportune moment to brand the politician as a demon worshipper.

Seven months later, after more than enough time for Lady Banderfeld to grieve and prove her faith to Mitra, Chester Marcel Banderfeld was welcomed into the world. With features that practically mirrored her late beloved's, Lady Banderfeld adored her son. As he grew, young Chester wanted for nothing and quickly revealed himself to be a zealous, inquisitive child. Each and every night, his mother would tell him stories of the greatness his father displayed. A paragon of valor, she painted him as, and Chester ate up every word as though it were the sweetest ambrosia. Whether her tales were true remains a matter of some debate that is best not mentioned in front of Master Banderfeld. However, what Chester took away from the tales of valor within bureaucratic courts was that the ruling system was flawed. A belief that stuck with him into adulthood and drove him to pursue a career as a wizard.

As all wealthy children do upon coming of age, Chester went away to university to further his learning. During his time in school, the determined young man made many acquaintances, the occasional enemy, and a few close friends. One friend in particular, Kyra Adiga from the far off lands of Qadira, made quite an impression on him. While she was certainly exotic, what truly got his attention was her drive and work ethic. While she was beautiful, she was also brilliant almost in spite of being born of a lower class family. It was not until she was forced to leave the school when her parents could no longer pay the exorbitant tuition fees that Kyra's station came to the forefront. Much as he tried, there was little he could do to help his friend and in her wake, he was struck with a profound sense that this was connected. Life was not fair, but it was more than that. Chester was left with the firm belief that everyone should be able to rise above their station with enough hard work. A belief that has stuck with him ever since.

Now, Chester may have gone on to be little more than a paragon of magical might and defender of the people, but fate had other ideas. In his final year of study, he took up a semester of practicum that he hoped would give him first-hand experience in putting his skills to work. The practicum in question involved following a more senior magi to a remote village to apprehend a wanted criminal. The crimes in question involved blasphemy and murder, but Chester was rather certain the process would be swift. What went into the backwoods villages was a zealous, clean cut young man eager to learn what his future would hold. What returned was a man with frost in his gaze, the beginnings of a close-cropped salt-and-pepper beard, and a burning desire to carve his path through the world.

His brush with occult dealings and eldritch beings during his time in the untamed places of the world matured him significantly, as well as rekindled his desire to learn. Finishing his schooling with all haste, Chester's next few years were a whirlwind of research into unholy rituals. He took to exploration across the jungles and caves of Golarion, chewing through a significant amount of his family's fortune in the hunt for ever more knowledge. When his search came to an end, he found himself with two grand prizes. The first was a vile tome bearing all manner of dark knowledge once forbidden to him. The second, an answer to the question that had been burning within his skull for much of his life.

If the Mitrans are a blight upon society that corrupts all it touches down to the lowest layman, what is the cure? Well, to carve out the tumor that poisons the body, of course. And Chester knows just the scalpel to do it.

Motivation:

In staunchly adopting his father's ideals and principles to a T, Chester pays respect to all gods, but holds a special hatred for Mitra in his heart. Almost as an act of defiance, he (exceptionally quietly) reveres Asmodeus above the others. He believes that freedom for the common man is paramount and that any cost is acceptable to accomplish such ends. Even - especially - if that cost happens to be the lives of tens of thousands of loyal Mitran followers.

Crunch:

Chester Marcel Banderfeld
LE Human Wizard 7
Medium Humanoid (human)
Initiative +3; Senses low-light vision; Perception +9
=============================
DEFENSE
=============================

AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 42 (7d6+14)
Fort +6, Ref +7, Will +6
Defensive Abilities
=============================
OFFENSE
=============================

Speed 30 ft.
Melee masterwork dagger +3 (1d4)
Ranged acid splash +6 (1d3)
Special Attacks Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds)
Cleric Spells Prepared (CL 7th; concentration +13, DC 10+spell level+Int mod)
4th (2+1) — Resilient Sphere, Animate Dead
3rd (3+1) — Displacement, Fly, Halt Undead
2nd (5+1) — Protection from Good(communal), Create Pit, Defending Bone, Eagle's Splendor, See Invisibility
1st (6+1) — Mage Armor, Summon Monster I, Feather Fall, Silent Image, Vanish, Repair Undead
0 (4) — Acid Splash, Mage Hand, Prestidigitation, Message
Arcane School Necromancy
Opposition Schools Divination, Enchantment
=============================
STATISTICS
=============================

Strength 9 (-1), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 8 (-1), Charisma 14 (+2)
Base Atk +3; CMB +2; CMD 15
Feats Command Undead, Scribe Scroll, Spell Focus(necromancy), Improved Channel, Quick Channel, Undead Master, Heighten Spell, Improved Familiar
Skills Appraise +10, Craft +6, Diplomacy +13, Disguise +9, Fly +9, Heal -1, Knowledge(arcana, dungeoneering, nature, planes, religion) +16, Knowledge(engineering, geography, local) +11, Linguistics +6, Perception +6, Profession -1, Spellcraft +16, Use Magic Device +6
Traits World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Diplomacy checks, and it is always a class skill for you.

Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Languages Common, Necril, Elven, Infernal, Abyssal, Celestial
SQ Arcane Bond (familiar), Arcane School (necromancy), Cantrips, Scribe Scroll, Bonus Feat 1, Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds), Opposition Schools(divination, enchantment), Skilled
Gear
- Handy Haversack Wand of Repair Undead (50), Wand of Shield (50), Onyx (32), Spellbook (2), Inkwell, Inkpen, Hammock, Silk Rope (50 ft.), Small Steel Mirror, Trail Rations (10)
- Slotted Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2, Cloak of Resistance +2, Courtier's Outfit (with jewelry), Handy Haversack
- Belt Masterwork Dagger, Waterskin
- Belt Pouch 264g 8s
=============================
OTHER INFORMATION
=============================

Carrying 15 lbs.
Carrying Capacity 33/66/100 lbs.
Favored Class Bonuses
1st-7th — +1 Spell to Spellbook
4th — +1 Int
8th —
12th —
16th —

===========================================================================

Xrell the Shoulder Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
=============================
DEFENSE
=============================

AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 21 (7d10); fast healing 2
Fort +2, Ref +5, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
=============================
OFFENSE
=============================

Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
=============================
STATISTICS
=============================

Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, nature, planes, religion) +8, Perception +11, Spellcraft +8, Use Magic Device +6
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Post Examples:

Chester being Chester. I imagine he'll be similar to this iteration of the character, but not quite the same.

Cooper Harris, magical Xerox machine. That one's from a great Jim Butcher's Harry Dresden-based campaign that's still running. Feel free to give it a read through, if it strikes your fancy. I'm loving that campaign a lot, but that may be because I'm a sucker for the Dresden Files.


Pathfinder Adventure Path Subscriber

Indeed, making this a GM and player decision is a pretty good way to go and bound to be more successfull.
And as far as i´m aware that´s quite normal for any game by now, be it PbP, VTT or at a table.


Presenting Valence Niels d'Geiger, Half-Elf Archer Fighter 3/Cleaner Slayer 4, and his cohort, Harsk, Dwarf Urban Ranger 5.

Everything below is also conveniently located under the alias.

Focus and Foible Rolls
Combat Format Example & RP Example

Motivation:

Valence Niels d'Geiger
”Come now, it should be obvious, even to you; the best place to hide is in plain sight.” – To his protégé Harsk, explaining their business venture.
In the metropolitan city of Matharyn, a delicate balance exists between those who uphold the laws, and those who seek to break them. Petty criminals number in the thousands, and as an esteemed prosecutor for the city, Valence has put many thugs behind bars, and send more than one egregious offender to the executioner. His remarkable intellect and supreme confidence puts the courts at his whim, and he is called upon only to handle the most difficult of cases; he spends the rest of his time running a public legal firm, focusing on contractual law and business matters, with a dabbling in estate settlements for members of the aristocracy willing to pay his heft rates.

But Valence is no fool; he can trace the lines of power to their true sources. When the many minor mafioso of the city find themselves on the wrong side of his legal vengeance, Valence offers them a bargain; in exchange for an incredible sum, and many future favors, the “Cleaner” will fabricate a crime scene to their favor, removing incriminating evidence and directing the eyes of the law to their enemies. His astounding eye for detail often leaves the scene so bereft of trace that, when the implications are pointed, the courts of Matharyn are often forced to call upon one of the city's best prosecutors to ensure justice; by night, Valence points the finger, and by day, he directs the gavel. Many of the most cunning criminal agencies know that, should they slip up, it would be in their best interest to seek out the “Stone Golem” within the d'Geiger Law Firm.

Harsk
”One day you will find my crossbow aimed at your back; I'd have done it by now, were I not certain your bow is already aimed at me.” – To Valence, after having his intelligence insulted once again.
The stalwart Dwarf worked with Valence during his time as a guard; though his arrogance was off-putting, the Half-Elf's remarkable intellect and innate knack for knowing just what to do enraptured Harsk; working as a guard was simply a means to survive, and Harsk enjoyed having the authority to harm others. As Valence grew in wealth and prestige, leaving his civil service job for the power of the courts, Harsk grew bitter at his lot in life, and began shirking his duties in favor of hanging around Valence's office. He was shocked when the Half-Elf offered him a job as a clerk, and pulled his governmental strings to arrange for a more active role for the Dwarf in guard duty, adjusting his schedule so he would encounter some of the more violent criminals and appease his violent nature. Though his duties as a clerk and scribe were below what Harsk wished to pursue, he did the job eagerly, grateful for the pay despite the added exhaustion from additional work.

The day Valence laid out his criminal scheme to Harsk was the day that the Dwarf's loyalty was assured; aghast at the sheer brilliance of Valence's enterprise, and thrilled at the promise of power it brought, Harsk swore to remain loyal to Valence above all others, aiding the Cleaner by remaining a guard. He would put up with the derogatory remarks; it would seem that, as usual, Valence was right.

Appearance and Personality:

Valence Niels d'Geiger
”All the world is indeed a stage, Harsk, and we are merely players. Never forget to change your mask between scenes.” – After attending a premier at the capital playhouse.
Inheriting his father's height and lithe build, Valence stands at six feet in height, his one-hundred fifty pound frame lean and tight. He dresses in a fine suit and elaborate silken cloak, carrying himself with the stature of the powerful and wealthy.

He is well aware of his superiority to others, both in intellect and place in society. He gives orders rather than requests, his firm voice and arrogant tone grating, but few can deny that he is one of the few who is entitled to such an attitude. His pale complexion and very light blonde hair pair well with his striking features, taking the best parts of his parentage and combining them elegantly. His eyes were the one feature he sorely wished he had not taken from his mother; they are a dull brown, and unremarkable.

His shrewd legal skills and marked situational flexibility lead many to put aside his unfavorable attitude to make use of his talents, and Valence is well aware of it, never hesitating to imply that he knows, and yet he is sought nonetheless.

Valence has four disguises he turns to when operating his night enterprise. The first is that of the “Stone Golem;” aided by an elaborate mask, Valence appears as an Oread to those criminals who seek is extralegal services. He stands stark still as he speaks, never allowing those viewing him to come too close, and keeping the lighting to a minimum. When traveling between crime scenes, he opts for three particular guises, aided by his magic cloak: a crone, hobbling and nearly blind; an Elven scholar, nose stuck so deep into a tome it's a wonder he can walk; and a human traveler, marveling at the sights of the city he has recently arrived in.

Harsk
”Pah! At least I know I'm ugly.” – To Valence, making note of his lack of “social attire.”

Harsk is short, squat and burly; a typical member of his race. He is blunt and direct, especially after enjoying his evening stouts. His bullishness and stubborn tendencies lead well to his job as a guard, though patrons of the d'Geiger Law Firm often bristle when forced to seek copies from him. He sees Valence as a way to achieve the power he otherwise could not, and despite their personality clashes, remains steadfast and loyal to the Half-Elf.

Character Background:

Valence Niels d'Geiger
”Yesterday builds upon today, so that I might stand taller tomorrow.” – Personal Mantra
Valence was born of an Elven sage and a debutante of a wealthy Human family. He spent his earliest years learning the ways of the wealthy, his days spent with private tutors and private chefs. From an early age, Valence's natural intelligence was obvious, and he astounded educator and parent alike with his uncanny observational skills and intuitive problem-solving.

He was still a child when he noticed the obvious charade of his parents' marriage. His mother had become infatuated with the Elf's natural charisma, and her father, having no sons of his own, saw his shrewd intellect as the means to keep his mercantile empire afloat. Valence spent much of his time with his father, finding his mother to be a dim-witted twit; the Elf taught his son about the “family business,” going over books and ledgers of inventory endlessly.

It did not take long for Valence to see the charade in the business, as well. Far too much wealth was obvious in the family, and the records could account for far less. As he matured, he began to aid his father, pointing out “mistakes” that would easily show a larger margin of profit; his father was impressed, but neither spoke the truth behind the words, nor did Valence ever mention the midnight meetings his father would attend with “clients.”

The Half-Elf saw power in words, and as he reached adulthood, he enrolled in one of the city's finest academies, studying the legal structure of Matharyn, and indeed Talingarde as a whole. Politics are at their finest when dealing with legislatures, and Valence signed up for night duty as a city guardsman, working his way up the social ladder while building contacts within the government. He exhausted himself mind and body for seven years, filling himself with knowledge of the courts and gaining practical experience in legal application. His superiors often sent him to investigate unwitnessed incidents, finding his uncanny forensic accuracy an invaluable asset; numerous offenders were sentenced to justice thanks to his testimony and expert handling of evidence. Underneath, Valence grew increasingly agitated at the level of incompetence of the city's criminals, and found himself curious at the concept of entering into his own criminal enterprise; with his knowledge of the legal system, and intrinsic understanding of the acts of crime, he began to realize that he could seize power from those undeserving to hold it on both sides of the law.

Completing all of the necessary certifications to serve as an officer of the courts, Valence resigned his civil commission and pursued a career as a Barrister, serving under the bench as a prosecutor for various mild offenses. His ruthless tactics and legal strategies won nearly every case presented before him, and as his record grew, so did his responsibilities. Valence began being tasked to prosecute violent and seditious cases, those where success was most desirable for the crown. With his contacts among the guards, and meticulous study of crime scenes, he won every case; he grew in prestige, favorable among the aristocracy, but despised by the criminal underground.
-----
A curious set of incidents brought Valence back to his old friends in the guard; he was given temporary authority to investigate a series of burglaries that bore a remarkable semblance to each other. He was led to a modest tavern and inn in one of the less-opulent city districts, and he uncovered a ring of thieves, skillfully maneuvering petty crimes to hide more valuable operations. Gathering together all of his collected evidence, Valence strode brazenly through the doors, every patron growing silent and staring at the prominent legal figure, briskly walking to the bar and slamming a bundle of parchment before the grizzled 'tender.

”You will go into the back, and bring the owner of this establishment to me at once.” Glaring at the shocked barman, Valence raised his voice, easy for all to hear over the silent tavern; ”There will be no trouble here. This is a private matter, and I would see that it remained so.”

Mugs remain half-raised as the barman left to do as he was told, Valence never turning to regard the many eyes staring bewildered at his back. He returned shortly, holding open the door and beckoning for Valence to enter; it was locked swiftly behind as the Half-Elf was confronted by two Orcish thugs beside a aging Human, clad in rich clothing, his greying hair slicked back.

”Well, well, well. Look who comes strolling into my business, making demands of me. Aren't you viola-” The crime boss was interrupted by Valence tossing the bundle on his desk, raising his other hand to command silence.

”I will speak. The parchments before you detail the extent of your criminal operations, and I can assure you, that is not the only copy. You have done well, disguising your true goals with petty thievery with disposable minions; I applaud your cunning. But do you think your actions will go unnoticed for long? The wealthy may have many jewels, but they will eventually find the missing. Your people have been documented nearby each location; it would take an idiot not to connect the dots. Sooner than you realize, your empire will crumble before you, and you will meet the axe.”

The crime boss has been scanning the paperwork, and with an urgent flick of his wrist, dismisses the guards, ignoring their curious expressions and ordering them out. As they depart, Valence continues; ”You know well who I am, and I believe you are beginning to see what I am truly capable of accomplishing. I offer you a choice; you may kill me now, at which point what you are holding will be delivered directly to the Crown. Or-”

Valence sits at the chair across the desk, posture straight and legs crossed; ”-you will give me access to your records, both financial and operational. I will take payment determinate upon your margins. These books will be correct; it would do little good to hide information from me. In exchange, you will no longer suffer the poor choices that led me here this day, and, should you ever slip, you will contact me immediately, and I will make it right.”

Leaning forward with an icy stare, Valence hardens his tone. ”After this day, I shall never come here again. You shall see me, in person, in my office. You have legitimate business concerns, and that is one of my many areas of expertise. I am simply your accountant and estate manager. And you will not tell your friends; tell me of them, instead. Are we clear?”

Wiping sweat from his brow, the crime boss unlocks a drawer, passing two large tomes and a cypher across the desk. ”We have been having difficulties with the taxation regulations put in place to cover the war effort; I'm finding it harder to 'manage' my income discrepancies. Perhaps you should take a look.”
-----
It was unfortunate when the tavern owner met his end during a midnight fire; Valence had grown quite fond of the man, who had introduced him to several other “entrepreneurs” in need of his special kind of legal aid, and the two had grown in wealth considerably over the following months. His new contacts knew him only as the “Stone Golem,” assumed to be connected to Valence but not the man himself, and those few who had seen him walk into the tavern so long ago had all perished in that tragedy. Business was good for Valence, and he grew in power and prestige.

Harsk
”Go figure it out; that's what you do best, isn't it?” – To Valence, when asked about his past.
Harsk was born and raised by Dwarven smiths; the constant pounding of hammer-to-steel still haunts his dreams. Unlike his kin, he never felt the urge to work ore; he preferred to work his fists in brawls, and was a violent, angry man.

He saw his opportunity to express his rage in the city guard; with plenty of ruffians and drunkards eager to show off, Harsk could “apprehend” criminals rather than being one himself. Unfortunately for the Dwarf, his mighty hammer smashes and pinpoint crossbow shots maimed one too many, and he was relegated to gate duty, only called to activity when a large riot broke out or especially strong creature threatened the citizens.

He had grown weary and grumpy when he met Valence, and at first, he couldn't stand the man's arrogance and hurtful mannerisms; as he came to know him more, he began to respect his cunning and intellect, and grudgingly accepted the grief and attitude that accompanied it.

Valence saw in Harsk a competent, loyal ally, and as he ventured into the depths of the criminal underworld, he offered to take along the Dwarf, guiding him along the course Valence wished and molding him into the perfect underling.

*****

I have minimal history here on the boards, and I understand how that can be risky, especially when seeking replacement players. I hope that my examples were sufficient, and that I have provided a compelling and interesting character.

Thanks for the opportunity, and good luck to everyone!

I also apologize for sneaking this in at the last minute; the time slipped away from me.


Archlich here! Presenting Gareth Gudrum, the "Smilodon" :) I will have my backstory uploaded soon, together with motivation and whatnot. I couldn't stand low CON, INT and CHA, so even though my rolls gave me a 36 point buy, I preferred to redo the character with the normal point buy and balance more the stats.

The Exchange

Presenting a revised and expanded background for Tyrek.

Background:
Born in the Savage North to a clan of wandering Tengu great things were expected from Tyrek at birth. The son of the tribe’s shaman he was born with purple eyes – a sure sign of divine favour. Unfortunately, Tyrek revolted against the shamanic discipline his parents tried to force on him and fled south seeking a new life in the great cities.

This new life found him, but not in the way he had hoped. Just outside Ghastenhall the young tengu was assaulted, beaten and shortly afterwards sold at an underground slave market. His new owner, Pylos Archaos, was gang leader of a highly successful group of Norgorber devoted thieves/assassins called the White Knives. In order to celebrate his thirtieth birthday Pylos had purchased a dozen unusual slaves and set them loose in an underground fighting pit with three ravenous worgs. As the blood and dust cleared Tyrek and a huge muscular orc named Vorrusk were the only two standing, the orc clutching the blooded chain which had bound him and Tyrek wielding a curved two-handed sword of darkness, which vanished as the last worg died under its edge.

Pylos, quick to turn the situation to his advantage, welcomed the two slaves into the guild – declaring them freed and brothers of the men who had wagered on their deaths. Later that night Vorrusk tried to escape and Pylos cut him down singlehandedly. Impressed by the skill and ruthlessness of the White Knives leader Tyrek devoted himself to the man and became his protégée.

Over the next nine years Tyrek worked for Pylos, starting out as a beggar on the streets he rapidly rose to cut-purse, thief and finally to White Knife Lieutenant, a lucrative position second to Pylos himself. During this time his natural cunning and superb swordplay, not to mention his unexplainable ability to summon weapons from midair, found him his own following where his occasional magical outburst was dismissed as a small price to pay for his instruction.

Matters came to a head when Pylos, fearing his lieutenant’s popularity was eclipsing his own, attempted to orchestrate a raid on the White Knife headquarters by the Knights of the Alerion. Planning to have his own key followers ‘away’ on missions when the knights struck Pylos was caught out when the knights attacked sooner than he had anticipated. Spurred on by holy zeal the Knights decimated the White Knives and slew Pylos in a final desperate melee. During the confusion Tyrek, seeing the situation was hopeless, cut his way through the knights to a hidden passage, escaping with a hand-full of his own disciples who had called themselves Ravens in his honor.
Waiting in hiding places not far from their destroyed headquarters Tyrek and his band watched as the knights ransacked the guild. The leader, who had slain Pylos personally, stood by and supervised the thorough destruction. Watching in the shadows Tyrek memorized the knight’s face and swore revenge upon the name of the Reaper of Reputations, vowing that his foe would be not just destroyed, but obliterated from memory. Emerging the next day to scavenge what they could from the destroyed hideout, Tyrek and used his Ravens to gather together the remnants of the White Knives informant network until he found the name of his nemesis, Sir Michael Corvington. Within a week news came through that Corvington and his men were leaving Ghastenhall for Daveryn and Tyrek immediately made preparations to follow.

It took months to cross the mountains, foraging for food and raiding homesteads and caravans when their supplies ran low. Corvington and his men were well supplied and mounted and, although Tyrek and his men set off barely an hour after Corvington’s troop they were soon left far behind. By the time Tyrek and his bedraggled followers reached Daveryn they had been almost three months in the mountains. Only Tyrek’s conviction and iron discipline had held them together through the journey and the survivors emerged as a more closely bonded unit than ever before.

On their first day in Daveryn Tyrek was confronted by an unexpectedly perfect opportunity. Heralds were proclaiming throughout the city that Sir Michael Corvington, famed witch-hunter, having recently arrived in the city had promptly uncovered an Asmodean conspiracy that reached the highest echelons of the city. Abbess Hildegard of the Temple of the Blessed Order of St Macarius was revealed as a priestess of the most foul god Asmodeus. Her treachery uncovered by the valiant Sir Michael she was sentenced to burn at the stake in a week’s time. Tyrek immediately realised the opportunity this offered him. Setting the Ravens to work on reconnaissance he began to concoct an ambitious plan – to free Hildegard, impersonate her on the scaffold and embarrass Corvington as publically as possible.

It took all seven days, one assassination and two well placed bribes for Tyrek to secure access to the prison in the guise of a priest of Mitra. Swapping robes with the priestess, he used a specially prepared scroll to take the Abbess’ shape. Escorted by three of his men, dressed in the uniforms of the prison guards he walked to the scaffold, doing his best to imitate the shuffling gait of a prisoner. Once they arrived at the scaffold Mitran law require that the condemned figure be permitted to speak. Seizing the moment Tyrek dismissed his spell, spat squarely in Corvington’s face and leapt off the platform and flew away on his great black wings. The rest of the Ravens, scattered throughout the crowd led a round of boos and jeers as Corvington spluttered, impotent and red faced in front of hundreds of townspeople.

Three days later, Tyrek was still holed up in the Raven’s safehouse – an abandoned shopfront in Daveryn’s waterfront when a small red imp appeared in a puff of sulphurous smoke. The imp dropped a letter on the floor and vanished once more. After examining the letter at length Tyrek opened the seal of a grinning horned face.

Tyrek Archaos, the letter read. My sincere thanks for your rescue. My patron has heard of your skills and wishes to speak to you in person regarding further employment for a person of your unique skill-set. He is willing to aid in your vendetta against the Knight Corvington in exchange.
(Former) Abbess Hildegrand.

Below was written a date and time. Intrigued, Tyrek set out with his Ravens for the appointed rendezvous and a meeting with Cardinal Andrastus Thorn.


Recruitment officially ended!

I’ll give the applicants a couple more of hours to finish any pending submission before I start reviewing it.

Results will be posted here by tomorrow (I hope)!


1 person marked this as a favorite.

Revisions for Hel Blackfist also put together. Background extensively tweaked, but the only real change is that though she still failed in her second murder attempt, she escaped and did not go to prison. Skills revised in order to make use of certain magical items.

Background, Motivation, Personality:

The woman now known as Hel Blackfist has been through fire and hell already. At one time, she was a calm, quiet, courteous mouse of a girl in Matharyn; she followed her parents in their roles as librarians, she dressed primly, kept her head down, and was almost overwhelmingly socially maladroit and shy. Her father taught her other languages; her mother showed her the art of the bow, such as is fashionable for young ladies. One of the best things of her upbringing, though, was her chance to read fantastic, obscure, and even forbidden tracts, for though her parents were good Mitrans, they weren't that good of Mitrans; in their librarians' minds, knowledge, even evil knowledge, must be preserved, for without the knowledge of evil, what is good?

All this changed when a witch-hunter of the Fire Undying discovered their well-tended cache of forbidden tracts. She and her parents were put in chains, her parents tried as witches, the library seized as evidence of their 'evil'. Despite the priest's preference that all three of them be thrown on the pyre, the judge - a priest of the Beneficent Sun - decided that she was young enough to have not been tainted, and so decided that while her parents would be manacled and chained, the girl would be bound only in rope - bound inside their own library. And once the library and their belongings had been stripped of anything of exquisite worth, such as a few most precious illuminated Mitran books, or her mother's prized bow, the entirety of their life's work was set on fire around them, that they might watch its evil purified by the fire before they themselves were so purified.

No, smoke inhalation didn't kill them, at least not right away, for the library was (had been) a haven of light and knowledge, with windows high up so that the light of the god could bring light to the people; all sorts of good Mitran symbolism. Madly desperate to escape, however, the girl practically ripped the skin off her left hand and forearm in getting it free of the binding rope; while she could not free her parents (she tried), she did escape most of the flames' damage; only the already-damaged left hand was hurt worse than the rest, mostly first degree burns from dashing through the long tunnel of fire, with the torn flesh of her left hand and arm receiving second-degree superficial partial thickness burns.

While she would in time heal fully, even without any real scarring, the skin color on her left hand and forearm would come back in with a massive pigmentation change - black black black, ending only near the elbow in streakiness as it changed back to her normal pale coloration.

However, escaping the flames didn't mean escaping punishment, exactly; the fifteen-year-old was placed in watchful foster-care with a good but childless couple - a strict harridan of a woman who felt that to spare the rod was to spoil the child, giving lessons to the girl by day and lashing her for nearly any fault. The husband was, in his way, much worse; intimidated and deprived by his wife, his near-nightly sexual assaults upon his new charge taught her everything she never wanted to know about the hatred that lies in men. The only thing that prevented her from running away was the mark placed on her by the priests, which would help them re-capture her if she should flee - recapture and this time undoubtedly chain her to the stake before setting the fire. In exchange for their rehabilitation of the girl, they were given as collateral an item from her family, to be sold after her majority with the sale price given to the couple: her mother's bow and fifty perfect arrows.

For almost three years she suffered under their care, praying for someone, anyone to deliver her. For nearly three years, her strength of will, strength of body, speed of hand, and durability were unwittingly heightened by the cruel woman and the fornicating man. The wife made her perform menial tasks, then do them again if they didn't meet the woman's impossible expectations, 'assisted' only thrice weekly by a young woman a few years older than her who had been a prior ward of the couple. (The couple also hired a cook and assistant to prepare afternoon and evening meals, but the two lived elsewhere in the city.) And all too often, when the husband visited her bed late at night, she bruised her hands on that sturdy frame, or upon the stone of the wall, an apparently futile expression of pain and terror which would bear vengeful fruit.

She did her best to mouth the praises and platitudes of Mitra, to return to being the submissive mouse she'd been before the library pyre, but the example of the cowed maid who still returned to the couples' house served as a constant reminder of giving in. For three years, she carefully kept her rage and hatred hidden, stoking their fire, turning burning coal into blazing diamond and honing that diamond into a razor edge.

Came the day of her eighteenth birthday, the day of her majority. Before the Mitran priests, the pair proclaimed her a righteous woman, and the mark was removed from the girl. That night, as the man relaxed in his den after his wife went to their chill wedding bed, the girl came submissively to him in a diaphanous gown. Straddling him and taking him inside her was the perfect way to get close enough and distract him enough for the first blows of her stone-calloused fists to take him by surprise. His useless seed on her thigh and the blood from his smashed skull on her hands, she left him dead behind her.

Taking up her mother's bow, the valuable prize for which the couple had kept her for so long, Hel Blackhand walked upstairs and from point-blank range pinned the woman to the bed with her mother's arrows. The moment of shock gave her just enough time to stuff a stocking into the woman's mouth to muffle her screams before taking her time to kill the harpy - legs, arms, chest, mouth, and finally heart.

After pulling and cleaning the arrows, she calmly dragged the husband's body up to the bedroom, then cleaned herself up, put together what small portable valueables there was to take from the place, and got some sleep. Very early the next morning, she ambushed and throttled the emotionally-broken maid - "Putting her out of her misery," Hel would say if ever asked - and dragged her up to her own bed. She then set fires in her own room, the great room, and the couple's room, ensuring that the house would go up in flames, and locked the house up behind her. Enough of the evidence vanished in the subsequent blaze for it to be clear that the three members of the 'family' died due to the early-morning fire - the woman and herself in their sleep, the father having smashed his head in against the corner of a chest when he woke and panicked.

The facts being obvious, no further investigation was performed.

She disappeared into the warrens of Matharyn, soon trading her accuracy with a bow and her willingness to brutalize people for food, equipment, and privacy - and never, ever, ever for the company of men. She made examples of every man who laid hands upon her, and made corpses of those few who thought 'no' meant 'rape me later'. For the next years, she lived in moderate squalor, a most low lifestyle but one that gave her what she most cherished: freedom to do what she needed to, when it needed to be done. She kept a strict regimen of basic habits - bath, working out to keep herself in shape and perhaps teach herself something new, practice with the bow, and ... certain other self-imposed dutes. Followed by a bath.

She gained a reputation for a sharp, biting wit, a keen discernment, and a blazing hatred for men and withering contempt for almost everyone else. It was said, rightly, that she could blister a man's thoughts right out of his head with a well-timed and scornful critique of his form, failings, or intellect. She also amassed a small collection of useful items - things that could help her blend in, kill better, or just make her life easier. Because though she could have left the city at any time, Hel was a woman with a mission.

For almost five years, Hel watched the two people she blamed most for her predicament: the priest-judge of Mitra the Benificent Sun who placed her in the care of the couple, and the witch-hunter of the Fire Undying who set the entire thing in motion. She determined their habits, catalogued their preferences, identified their family, friends, and co-workers, sifted for rumors of their duties, the people they offended, those who owed them debts.

In time, her surveillance paid off. The priest-judge was her first kill. Surprising him in a whorehouse in Matheryn's slum, one with whose employees she had made friends (killing men who brutalized the women was making friends, right?), she pummelled him unconscious with arrows from her mother's bow. Stripping him and giving everything but his keys to the whores before they left the two alone in ramshackle house, Hel then gagged him and tied him face-down and spreadeagled to one of the beds before waking him. Using 'tools' provided by the girls, she brutalized him - the whip, the cane, a ... 'woman sodomizer's tool', shall we say? ... as well as brands and other tools - for several hours before he expired.

With the assistance of the keys, she and a hired thug (if Skeetomp is selected, this would be him, though by this point probably not hired, but paired up)snuck the priest-judge's corpse into his townhome, leaving him on his own bed to be discovered. A few very valuable items pilfered on the way out sufficiently paid the whores to keep their mouths shut - though 'accidents' occurred to several who Hel decided had too loose of lips to trust.

The respected priest-judge's scandalous (and gruesome) death was the talk of the town for several weeks; unfortunately, this made the witch-hunter who had originally exposed them wary, and thus far more difficult to murder. Despite her success at getting the drop on him in an early-morning ambush, he led her on a hellish cat-and-mouse chase across the wakening city. Ruthlessly using civilians to block line-of-sight and absorb an arrow or two meant for him when necessary, the witch-hunter eventually - finally - collapsed under a last barrage of Hel's arrows on the steps of the Temple of Mitra itself. It being mid-morning by that point, her luck had turned hard to the worse; one of the most powerful of Matharyn's clerics of the god was just emerging from the temple after celebrating mass, and his spells drove her away from successfully completing her kill.

Hel's only two regrets about the chase is that she hadn't managed to finalize her target, and that she'd lost one of her mother's perfect arrows.

These vicious attacks and her subsequent escape from pursuit (she does, after all, move as fast as a horse) brought her to the attention of Cardinal Thorn, who subsequently arranged for an interview with her. His offer of vengeance and destruction was all that Hel wanted, and she swore allegiance with a will.

-------

Hel Blackfist is not a passionate devotee of Asmodeus, but she respects and honors the diabolic one's plots and plans, and is more than willing to assist the Cardinal in wreacking havoc on the self-important country that slew her family and put her through hell for three years. She will not relent until it is wrecked from north to south, and the Temple of Mitra in Matharyn is ablaze.

Blackfist may have been a part of the Knot Hibernal during their assassinations of commanders of the watch, and is being transfered over to the Nessian Knot to bolster its numbers. She may also be linked with Skeetomp Wetu, with whom she easily could have paired up during her days in Matharyn's criminal society, perhaps his having saved her from a mob of angry men. The two would make a very effective and mobile combat pair, covering each others' foibles. She might know of and/or be known by Valence Niels d'Geiger for the same reason; the lawyer might well have made use of her skills.

She believes (not rightly, but still) in her heart that Mitrans lie as a matter of reflex, and couch everything in terms of how good and wonderful their torturous god is. She far prefers to tell the truth, but she recognizes that doing so - or be known to have taken an oath to always do so - increases the probability of exposure of the plans of the Cardinal. However, her once-normally-fastidious nature - libraries, and librarians, can be very dusty, but good libraries are clean - has worsened over her years of living in slums into a near-obsessive/compulsive desire to be clean.

Hel's Focus involves having all too good of a knowledge of how nasty people really are; in addition to that perceptiveness, she is intelligent, relatively well-read, and has gained a sharp tongue with which to tear people into figurative shreds, but everything revolves around her incredible knack to notice what is out of place or doesn't belong, sense people's true intentions, and anticipate actions and reactions. Her Foible, however, is revealed by the fact that she pretty much bloody well hates all of the nasty sods, and that she simply can't keep her disgust and contempt from leaking into her interactions.

Let's face it, she isn't very fun at parties, and would be voted 'Most Likely to Cause A Brawl'.

RP Post
Combat Post

Technicals:

Hel Blackfist
Female human zen archer monk (unchained) 7 (Advanced Player's Guide, Pathfinder Unchained 14)
LE Medium humanoid (human)
Init +2; Senses Perception +16
--------------------
Defense
--------------------
AC 20, touch 20, flat-footed 17 (+2 Dex, +1 dodge, +1 monk, +6 Wis)
hp 66 (7d10+14)
Fort +7, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +8/+3 (1d8+1)
Ranged +1 merciful composite shortbow +15/+15/+10 (1d6+4 nonlethal/×3 plus 1d6 non-lethal)
Special Attacks flurry of blows (unchained), style shot, zen archery
Monk (Unchained) Spell-Like Abilities (CL 7th; concentration +6)
. . —barkskin (self only, 1 ki)[UM]
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 15, Int 16, Wis 22, Cha 8
Base Atk +7; CMB +8; CMD 28
Feats Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Dodge, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (shortbow), Weapon Specialization (shortbow)
Traits attempted murder, bruising intellect
Skills Acrobatics +12 (+20 to jump), Climb +9, Craft (bows) +11, Disable Device +5, Escape Artist +8, Heal +9, Intimidate +15, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (nobility) +5, Knowledge (religion) +8, Linguistics +5, Perception +16, Profession (librarian) +12, Sense Motive +16, Sleight of Hand +4, Stealth +12, Survival +7, Swim +6, Use Magic Device +4
Languages Abyssal, Common, Goblin, Infernal, Iraen, Old Talirean (dead Language)
SQ fast movement (unchained), ki archery, ki pool (10 points cold iron, magic, silver), ki powers (qinggong power, wholeness of body), monk vow (vow of cleanliness[UM]), style shot (knockback shot)
Magical Gear wand of gravity bow (CL 2nd, 19 charges), wand of infernal healing (20 charges), wand of mage armor (18 charges), wand of shield (CL 2nd, 12 charges); Other Gear +1 merciful composite shortbow (+1 Str), goblet of quenching, handy haversack, headband of inspired wisdom +2, sleeves of many garments[UE]
Carried: canteen[UE], hidden light ring (left hand)[UE]
Handy Haversack:
. . handy haversack, center (max 80 lbs): mwk durable arrow (40), arrows (50), grappling arrow[UE] (3), contracting rope (100'), silk rope (100 ft.), bedroll, winter blanket (2), burner, ember pot, cutting board, wooden (2 lb), knife, cutting (0.5 lb), ladle (0.5 lb), pot, skewer (1 lb), skillet[UE], tripod, iron (3 lb)
. . handy haversack, left (max 20 lbs): chewing stick, comb (0.2 lb), hairbrush (0.3 lb), mirror, nail file (0.1 lb), scissors (0.3 lb), soap, sponge, tooth powder (0.1 lb),
. . handy haversack, right (max 20 lbs): mess kit[UE], seasonings, local (0.5 lb), Wand of mage armor (above), Wand of infernal healing (above), goblet of quenching (above)
Belt Pouch, Usefuls: deck of cards, fuel pellet (10),
Belt Pouch, Adventuring Stuff: tinder packet (0.5 lb), tindertwig (10), 30 gp
Quiver, left hip: arrows (8), mwk durable arrow (10)
Spring-Loaded Wrist Sheath, Left: Wand of shield, above
Spring-Loaded Wrist Sheath, Right: Wand of gravity bow, above
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 7/day) When wielding a monk weapon, your attacks can be extremely precise.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Style Shot (1/round) (Ex) At 5th level, a zen archer can learn one type of style shot. Whenever she makes a flurry of blows, she can designate one of her bow attacks as a style shot. This attack does normal damage and has an additional effect depending on the type of shot chosen.
. . Style Shot: Knockback Shot (max 20 ft.) On successful hit, CMB chk moves foe 5 ft away, +5' per 5 pts over CMD. Foe provokes no AoO and is not prone.
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after her clothes robes become dirty. Her appearance must be kept immaculate, including either neatly braiding or shaving off her hair.
Wholeness of Body (1d8+7 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

-------------

On a side note - Grunyn, wow! Nicely done!! I especially like the header quotes. Just as a formatting thing, though, I wouldn't've reduced their size - and maybe add another carriage return after them.


Gareth's profile is now updated with background, motivation, personality, appearance, post samples and crunch :)


Slight update to Yaren, after talking to the DM he suggested my necromancy focus was a little to similar to oneof the existing players, so I've changed his feets and spells to make him more of a summoner cleric instead :) Everything else remains the same, altered his personality slightly too. Posting it all here for ease of reference.

Having considered the theme of the campaign I see Wyrm's point about him potentially backstabbing the party. To be honest he probably wouldn't directly have done that anyway, but lets just say he may struggle at times if faced with people from his past (there's a few named NPCs in his background the Aku could throw at him which would do so), or particularly heinous acts (harming children particularly). I think that's an interesting part of his personality as a reluctant bad guy that I don't want to get rid of it entirely, but I'll try to make sure it doesn't cause toooo much drama. That's assuming it comes up at all of course, otherwise he'll just be a mopey, drunken bastard who grumbles a lot :p

Yaren Heartgaze:
Yaren Heartgaze
Male devil-spawn tiefling cleric (fiendish vessel) of Belial 7 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 52 (7d8+14)
Fort +8, Ref +4, Will +11
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk light mace +5 (1d6-1)
Special Attacks hell's corruption (3 rounds, 8/day)
Spell-Like Abilities (CL 7th; concentration +8)
. . 1/day—pyrotechnics (DC 13)
Domain Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—dazing touch
Cleric Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day—fiendish augury
Cleric (Fiendish Vessel) Spells Prepared (CL 7th; concentration +12)
. . 4th—confusion[D] (DC 19), greater infernal healing[ISWG], summon monster IV
. . 3rd—blindness/deafness (DC 18), dispel magic, suggestion[D] (DC 18), summon monster III
. . 2nd—align weapon (evil only)[D], hold person (2, DC 17), silence (DC 17), spiritual weapon
. . 1st—command[D] (DC 16), enhance water, infernal healing[ISWG], protection from good, ray of sickening[UM] (DC 16), shield of faith (2)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, scrivener's chant
. . D Domain spell; Domains Charm (Lust subdomain), Evil (Devil subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 14, Int 12, Wis 20, Cha 13
Base Atk +5; CMB +4; CMD 15
Feats Augment Summoning, Combat Casting, Sacred Summons[UM], Spell Focus (conjuration)
Traits fast-talker, traditionalist
Skills Appraise +5, Bluff +12, Craft (stonemasonry) +8, Diplomacy +12, Heal +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +5, Knowledge (religion) +10, Linguistics +5 (+7 to make forgeries), Sense Motive +14, Spellcraft +10; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Celestial, Common, Infernal, Skald
SQ channel evil, fiendish familiar, fiendish summonining, prehensile tail
Combat Gear pearl of power (2nd level), wand of cure light wounds; Other Gear +2 mithral breastplate, +1 darkwood heavy wooden shield, mwk light mace, boots of the cat[UE], cloak of resistance +1, absinthe (per bottle)[UE], bedroll, candle (10), drug, flayleaf (5), flint and steel, forger's kit[UE], iron holy symbol of Belial[UE], journal[UE], masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], oldlaw whiskey (per bottle)[UE], silk rope (50 ft.), soap, spell component pouch, tobacco (2), trail rations (5), waterskin, 45 gp, 9 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Channel Evil 4d4 (4/day, DC 14) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Lust)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Devil
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Hell's Corruption (3 rounds, 8/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background etc.:
Born the middle child of a successful merchant family Yaren travelled frequently in his youth seeing much of Talingarde and the Lands of the Linnorm Kings across the sea as his father (Jarrod) pursued his business interests. Though he was treated to the same education and had the same exposure to the family business as his elder brother (Farley) and sister (Theresa) he never quite took to it as they did. He was always much more fascinated by the variety of people he met on the travels, even to the extent that he was the first of the children to learn the tongue of the native people of the Linnorm Kingdoms.

The exciting travels of his youth came to an end when he was approaching manhood (12-13) however when his mother (Gayle) became gravely ill. His father applied his not inconsiderable wealth in donations to the church and all number of supposed remedies from healers in the region and abroad but after 18 months despite all of their best efforts she passed away.

The death of Gayle affected them all differently; Jarrod threw himself into his work and into grooming the then 16 year old Farley to eventually take over the business from him. Theresa’s flirtation with rebellious behavior was swiftly put to an end with an arranged marriage to slightly older gentlemen who was showing promise within the kings court. Yaren meanwhile was perhaps most deeply affected having spent much time at his mother’s bedside witnessing the ministrations of the priests. With his busy father’s permission he was soon welcomed into the bosom of the Mitran church as a novice under Father Walter Reid, one of the priests who had helped care for his mother, and a member of the blessed Order of St. Macarius.

During his time as first a Novice and then an initiate with the monks life went on for his family; his father remarried a few years after Gayle’s death and Yaren was able to go visit and meet his step-mother Mirabelle when she gave birth to fraternal twins whom they named Leilani and Ransden.

As nice as it was to be with his family again he didn’t linger at the estate near Daveryn; the church was his life now and Father Reid was confident that Yaren would soon be chosen to join the ranks of the clergy himself.

A little more than a year later, with Yaren in his 23rd year he was ordained by the Blessed Father Raulyn Fallenwood, and given leave to serve in the northern borderlands where he felt his talents could be put to the best use. This indeed proved to be the case as he was present for several clashes involving the savage northern bugbears providing vital aid to fallen soldiers, though he found his beliefs challenged when faced with the ferocity of the creatures and there were few occasions when he bothered to tend to the monsters.

Though a dangerous life it was a fulfilling one for him. Eventually earning a position in one of the watch wall castles he was content to care for the brave men and women who lived there, sheltering the lands to the south with the honor and bravery.

Such was not to last however when he accompanied a patrol led by the son of the castle’s commander. The patrol rode into an ambush by the bugbears and nearly half of it’s number was slain. It was only when he took up one of the fallen soldier’s weapons and struck a distracting blow against the leader of the ambushing forces locked in combat with the commander’s son that the assault was thwarted. Yaren did what he could for the fallen soldiers, and when the patrol returned bloody and bruised Yaren was hailed as a hero. Embarrassed by the acclaim and uncertain about the line he had crossed in joining the fight he did his best to play down his part, but the grateful commander wouldn’t hear it after the glowing report from his son, throwing a feast in Yaren’s honor.

Eventually the event moved into the past and Yaren was just pleased to get back to his normal duties until a few months later word was received from the south. Word it seemed had reached his superiors in the order and he was requested to return to the Monastery of St. Macarius. With some trepidation he complied, packing his belongings and riding south with an anxious knot of nerves in his belly.

Such anxiety proved to be unfounded as when he reached the monastery he found Father Reid (who had reached the station of high priest during Yaren’s absence) to be waiting for him. He had a chance to talk to Father Reid before he was to meet with one of his superiors in the order. Father Reid was able to settle his nerves that while they were a peaceful order dedicated to healing he was not to be punished for his actions but that it was a matter that needed to be discussed. In the end the trip proved to be slightly enlightening and at least helped to put his mind at ease. Without further incidence he return to his position on the wall and settled back into his life there. For a little while at least.

It seemed the consequences of the one hasty action would continue to haunt him as unknown to him dark forces were moving along the watch wall and they too had heard of his heroism and subsequent visit to the south. Seeing an opportunity for advancement one of Asmodeus’ agents struck, managing to slip a little something extra into Yaren’s dinner one night…

He awoke in a pitch-black chamber to pain and an urgent voice from the dark, promising relief if Yaren but answered a few questions. Needless to say the faithful priest would not yield to such coercion, at least… not at first. Yaren was given little relief, kept chained in a cold stone room, tended to just enough to keep him alive, and extensively tortured. He had no clue how long he hung there in the dark, weeks certainly, possibly months as his patient captor went to work breaking his will. His prayers to Mitra for rescue and relief went unanswered and after his first few attempts to magic his way free of the chamber failed utterly he doubted he could summon the concentration necessary to form the spell if he tried. Slowly despair overwhelmed him, and one dark night he could take it no longer.

Relief was slow in coming as it seemed his answers that he had spoken only to one of the bishops serving at the monastery did not please his captor. It was at least another week before his assailant finally seemed to accept that Yaren knew nothing about the mysterious leader of the Monastery.

He knew somewhat was wrong when the frustration of his captor evaporated and he began to move with purpose once more. Not only did the daily sessions of torment stop but the room was lit with torches and in their dim light Yaren got his first glimpse of the person who had abducted him. He was astounded to find a slim women moving about in the torchlight; he almost thought it must be someone else but as the woman with her slightly pointed ears began to wash the old blood and gore from his body and whisper ‘soothing’ words to him he recognized the same voice that had been questioning him all these weeks. His dread only grew as she began to trace intricate shapes over his abused form and the stone floor of the chamber beneath him. His gaze shuddered away from his own form as he refused to see what had been done to him, but even so he recognized the infernal runes and sigils he had read about in his history books.

It was then he plead for death, but not even that was granted to him as the evil woman finished her preparations. The room was now lit by dark, flickering candles, with arcane shapes covering and surrounding Yaren. He closed his eyes as she began to chant, but he couldn’t block his ears to the infernal words of the ritual. Pain wracked his body as her chant rose and a sense of… wrong seemed to be growing deep within his chest. He cried out as something seemed to slash at his chest, and blessed unconsciousness overtook him as he felt something move within him.

This must be death. That was his first thought when he awoke next. The pain was gone, it was astonishing the difference; he could breathe deeply without the ache of poorly healed ribs; his arms, so long chained above his head that they had lost all sensation were his once more. But no… this was not the river of souls, he was in a room not too different to the one he had spent so long in, and witnessed only recently. He was granted a reprieve from the Raven Queen’s judgment; he shuddered to think how he would stand before her after his fall the last few weeks, he had plead for his tormenter to stop, he was not proud of the things he had said…

Things moved fast then as he heard movement in the room. A voice, high pitched but demanding spoke to him and as he tried to rise to face this new person he discovered that though his body was free, he was not without bonds… The figure proved to be an imp, one of the lesser of the devils, and yet when this imp spoke he was forced to obey. Sleeg was gleeful to inform Yaren of their new arrangement; Shearah, his captor had it seemed, made a deal with infernal forces. She had (through intermediaries of course) contacted one of the archdevils of hell offering him a tether to the mortal realm and a useful, if unwilling servant. “That’s you.” Sleeg had told him with a grin in case he hadn’t figured it out yet.

Sleeg was there as Belial’s representative to take charge of Yaren and put him to work furthering the terrible archdukes plan’s. Yaren had scowled, but despite how he struggled he found he could not rise from his knees where the imp had commanded him. Yaren could only let out a sob and collapse as Sleeg laughed.

That was over a year ago now, not that Yaren paid much attention to the passage of time. Though all signs of Shearah’s physical torment were gone, his ‘new’ body was only the first step in the continuance of his mental torment. Gone was his… at least marginally attractive form. Oh true his face was the same… apart from the double pair of horns rising from his skull, the star-like pupils and the grey hue to his skin. The long barbed tail and hairy ankles (though thankfully he still had all his toes rather than hooves) just completed the image. Even if he could somehow escape from Sleeg’s watchful gaze (and he couldn’t even tell when the thing was around) he couldn’t go back to the church looking like this. After what he’d been forced to do in the time since his dark rebirth he almost wanted to though, just so that they could free him from his living torment… of course then would begin his eternal torment, he was certainly bound for hell now, to become the Belial’s plaything, or whichever of his servant had made the actual deal. Damned if he did, and damned If he didn’t, quite literally so. So Yaren continued to slog along falling into the arms of oblivion whenever he got the chance; after all his fate couldn’t get much worse from enjoying what few pleasures were available to him could they?

A less floury summary of events is that Yaren was a faithful Cleric of Mitra until an agent of Asmodeus named Shearah captured him hoping to learn some of the secrets of the order of st macarius, and when that proved to be a dead end she decided to hock his soul to the infernal forces for a promotion. He now serves Asmodeus somewhat faithfully as he’s given up hope on ever freeing himself and somehow getting redemption. When he does have any qualms Sleeg, his Imp familiar is there to keep him in line :p

Personality: Dour and morose Yaren is unhappy with his current lot in life, bound to the will of a dark entity and his minute puppet master. As such he attempts to drown his sorrows in the pleasures of the flesh whenever given the chance. When cajoled into action he performs his role with sullen grace, often merely a vessel for the minions of his 'master' to escape briefly onto this plane than an active participant, though he will support his 'allies' with buffing spells and the occasional assault against their foes. He can occasionally be coaxed into showing some genuine interest if faced with a problem in his wheelhouse however and since developing quite the silver tongue as a necessity of survival he has grown to take a pervous joy in bringing others down to his level. Misery loves company after all.
Posting examples (from the aforementioned previous WotW campaign):
RP 1, RP 2
Combat 1, Combat 2

EDIT: Oh! I should probably post the sheet for Sleeg the Imp too. My bad.

Sleeg the Imp:
Sleeg
Imp devil (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 26 (3d10); fast healing 2
Fort +5, Ref +6, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +10 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 1/day—augury, suggestion (DC 15)
. . 1/week—commune (6 questions, CL 12th)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +5; CMB +6; CMD 17
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +9 (+5 to jump), Appraise +2, Bluff +12, Diplomacy +8, Fly +21, Heal +3, Knowledge (arcana) +7, Knowledge (planes) +7, Linguistics +2, Perception +7, Sense Motive +8, Spellcraft +10
Languages Common, Infernal
SQ change shape (boar, giant spider, rat or raven, beast ashape I), improved evasion
--------------------
Special Abilities
--------------------
Change Shape (boar, giant spider, rat or raven, beast shape I) (Su) You can change your form.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 13) (Ex) Poison: Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The Wyrm Ouroboros wrote:
(Compliments and Critique)

Thanks! I appreciate the kind words.

I took your advice on the spacing, but I think I'd rather opt to leave it smaller; I'd prefer it in a different typeface, but barring that option, size reduction will have to do.


Pathfinder Adventure Path Subscriber

There could be a very cool rp interaction between fire & ice, concepts that would also complement each other in many ways^^
That would be fun!


I just wanted to say good luck to everyone! If I am so fortunate as to be chosen, I promise I will use only the choicest bits of your corpses to build my beautiful golems. ;-)


Yeah Hayato we could get the interweave blast feat and mix fire and ice to blast our foes


Here's the statblock for my Cleric of Asmodeus and his familiar

Willys Andercott Crunch:

Willys
Male human cleric (asmodean advocate) of Asmodeus 7 (Pathfinder Player Companion: Dirty Tactics Toolbox 16)
LE Medium humanoid (human)
Init -1; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+9 armor, +1 deflection, -1 Dex, +1 natural)
hp 52 (7d8+14)
Fort +7, Ref +2, Will +11
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 heavy mace +6 (1d8+10) or
. . heavy mace +5 (1d8+6) or
. . light mace +8 (1d6+6)
Special Attacks channel negative energy 6/day (DC 18, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—copycat (7 rounds)
Cleric (Asmodean Advocate) Spells Prepared (CL 7th; concentration +12)
. . 4th—confusion[D] (DC 19), divine power, restoration
. . 3rd—blindness/deafness (DC 18), dispel magic, magic vestment, nondetection[D]
. . 2nd—hold person (DC 17), invisibility[D], lesser restoration, shield other, silence (DC 17)
. . 1st—cure light wounds, disguise self[D], divine favor (3), shield of faith (2)
. . 0 (at will)—detect magic, light, read magic, spark[APG] (DC 15)
. . D Domain spell; Domain Trickery
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 12, Int 17, Wis 20, Cha 16
Base Atk +5; CMB +5; CMD 17
Feats Channel Smite, Guided Hand[UC], Heavy Armor Proficiency, Improved Channel, Power Attack
Traits dangerously curious, fate's favored
Skills Acrobatics -7 (-11 to jump), Appraise +7, Bluff +18, Diplomacy +18, Disguise +7, Knowledge (history) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7 (+8 to create or detect forgeries), Perception +12, Profession (barrister) +18, Sense Motive +9, Spellcraft +10, Use Magic Device +14
Languages Common, Draconic, Dwarven, Elven, Infernal
SQ devil in the details, pact bound, serpent
Combat Gear wand of cure light wounds; Other Gear +1 agile half-plate[APG], +1 heavy mace, heavy mace, light mace, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, candle (10), flint and steel, golden holy symbol of Asmodeus[UE], holy text[UE], masterwork tool, mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Asmodeus, 758 gp, 8 sp
--------------------
Special Abilities
--------------------
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 4d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (8/day) (Sp) Create a single mirror image duplicate
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Pact Bound (Ex) Gain Trickery domain, and no others.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab

--------------------

Sibyl
Female viper snake (Pathfinder RPG Bestiary 133)
LE Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +15
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 26 (1d8-1)
Fort +4, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2
Base Atk +5; CMB +6; CMD 13 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-1 to jump), Appraise +0, Bluff +18, Climb +11, Diplomacy +18, Disguise -3, Linguistics +0, Perception +15, Sense Motive +2, Spellcraft +3, Stealth +15, Swim +11, Use Magic Device +3; Racial Modifiers +4 Perception, +4 Stealth
Languages Infernal
SQ improved evasion
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 9) (Ex) Poison: Bite—injury; save Fort DC 9; frequency 1/day for 6 days; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Here's his background repeated:

Background:

Wyllis Andercott – Human Asmodean Advocate
(stats rolled: Str:13, Dex:8, Con:10, Int:17, Wis:18, Cha:16 - clumsy, but smart, wise, and charismatic)
Wyllis was raised in Talingarde by a middling-prominent family that could afford to send him to the best schools. He followed in his father’s footsteps to take up lawyering as a profession and took over the family law firm after his parents passed away (of natural causes … we think) ten years ago.

His profession, status, and education have always allowed him to dress well, in stylish middle-class attire when not in the robes of his profession. He grew up to be well liked by the people of Talingarde because of his engaging manner and courteous habits.

Wyllis was never coordinated enough to enjoy or do well at sports, but that didn’t stop him from being competitive. In the courtroom he found an outlet for that competition, driving himself to defeat his opposition based on the rules of the law. It was through this drive to win that Asmodeus found his way into Wyllis’s soul. The extra guidance and motivation that the Prince of Law whispered to him helped him establish himself as one of the preeminent attorneys in Talingarde. He could and did justify all of this by telling himself that the rules of the law were the same for everyone so there was no such thing as cheating in the courtroom.

Wyllis specialized in criminal defense and his reputation served to drive the worst and the most hopeless cases to his doorstep. He has represented the worst of the worst in the courts, having success at defending them by exploiting loopholes, creating doubt where none should exist, discrediting witnesses, and employing any other tactic he can invent to defend his clients.

The succession of villains he has defended in the courts and his success at doing it has ruined his reputation in the city. A year ago, Wyllis was successful at defending a notorious murderer and cannibal named Harlan Tershaw against charges that Tershaw murdered and ate an entire family of popular Halfling bakers. Through his wits and wiles in the courtroom, Wyllis had the evidence against Tershaw discredited and the man walked out of the courtroom a free man. Crowds about the courthouse protested the rulings and threw stones at Wyllis as he left the courthouse.

Less than a week later, Tershaw repeated his crimes when he murdered a local butcher and was found making questionable sausage in the man’s shop. Riots broke out and Tershaw was killed by a vigilante mob before he could be taken into custody.

After killing Tershaw, the mob turned its anger on the attorney that helped him walk free to repeat his crimes. They attacked Wyllis’s office and home, ransacking both. It was in his home that the mob discovered a secret chapel to the Lord of the Pit. A hidden room with an alter and a great brass pentacle hung from the ceiling. Priests of Mitra were called and a manhunt was called out to catch the city’s most notorious attorney.

The Dark Prince looks to his own however and Wyllis’s familiar, the serpent Sibyl, had whispered warnings to him in advance. Wyllis escaped ahead of the mob with a stash of wealth, his familiar, and his most prized lawbook. From a distance, he watched his offices and precious law library burn as the mob destroyed his life.

With infernal guidance provided by Sibyl, Wyllis found his way to a collection of secret cultists operating from an inn on the outskirts of the city. These cultists, once convinced of his bona fides by a suitable show of power, provided him with a hiding place in the cellars under their inn. The cell of cultists had contacts that have allowed him to equip and provision himself in the manner of a more traditional priest of Asmodeus and put Wyllis in touch with connections that brought him to the attention of Cardinal Thorn.

The Cardinal is considering whether Wyllis drive for vengeance, his competitive nature, and his faith the the Dark Prince will make him a useful asset in throwing over the current order and throwing down the Mitrans.


I’ve reviewed all the applications and sent the list to the players.

As soon I get their option and their favorites, I’ll announce the ones selected.


d'oh! More waiting :s *twiddles his thumbs*


Hey, just a quick feedback:

One of the players haven’t answered my PM yet. I should be able to give you guys the results later today or tomorrow morning.

Keep faith! Your evil deeds will not go unnoticed!


2 people marked this as a favorite.

Crossing fingers! Not mine, obviously, twisting someone else's.


1 person marked this as a favorite.

You raised my hopes and dashed them quite expertly, sir.
/Futurama


Argh! *tugs at his hair*


Anticipation!

Anticipay-yay-tion!

It's makin' me wait.

It's keepin' me wai-yay-yay-yay-yaitin' ...


Thus the waiting continues on to day two.


If you are still taking applications I have this character that I made for way of the wicked. Just need to level him.


Zogg Run-catcher wrote:
If you are still taking applications I have this character that I made for way of the wicked. Just need to level him.

We're waiting for the GM/Players to decide who made it into the game, you're past the deadline unfortunately.


First of all: Thanks for everyone who applied to the game. I saw some great characters and I wish I had room to recruit all of you.
Second: I apologize for the delay. I think some RL stuff must have happened to the player in question since I still haven't received his answer.

Without further ado:

Cecelia,
Bizan,
Valence

Please report to Discussion so we can finish some character details and get you started with the game.


Always a bridesmaid, never a bride.


awwww, maaaaaaaan :s Well grats to those three, and if you need another character further on down the road then keep me in mind.


Congratulations to those selected! It should be fun.

101 to 139 of 139 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Way of the Wicked (Book2) - 7th level recruitment. All Messageboards

Want to post a reply? Sign in.