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@W E Ray and @Umarmen Leid: Great! I left Baolus' background open for such possibilities! I'm definitely interested in put our background together.

@DM: If selected, Baolus could be the link between almost all the PCs, since he could have found each one of them before during his travels or his time in the temple of Asmodeus.


This sounds really good; homebrew campaigns are great.

I'm still reading to tie in my PC to the theme of the game (Cheliax) and will have a proper submission later on, but I just wanted to raise my hand with the following concept"

- LN Inquisitor of Abadar
- Second son of wealthy merchant
- Being groomed to work in family business
- Family business deals with transport of goods (any type of goods, even slaves)
- Trained as Abadar inquisitor and sent to see the world ‘under the control’ of Cheliax to see how to expand family business
- Family came to power after civil unrest was quelled by Thrune
- Not particularly like or dislike Thrune’s Hellish Allies but is thankful for the lawful environment in which to conduct business
- Unhealthy hatred of pirates and bandits in general since younger sister was killed by pirates when on a trip to Sargava

I'm sure the PC will morph some as I start writing but let me know if you see any red flags.

Happy gaming!


Well, since you said a character sheet is a requirement for my submission I'll give you a quick one on my phone, which I can pretty up on my computer later if I get accepted (again, this is for the devil blooded tiefling who wants to be a hellknight):

Edmund the Tainted (Charthagnion House):

Race: Devil Blooded Tiefling
Alt Racial Traits: Prehensile tail, fiendish sprinter, Maw or claw (bite), scaled skin (fire)
Attributes:
Str: 17
Dex: 14
Con: 14+2=16
Int: 10
Wis: 12+2=14
Cha: 10-2=8

Traits:
Cold Heart (Regional - Hellknights: +2 vs emotional effects)

Defender of the Society (Combat, Fighter only: +1 ac w/med or heavy armor)

Mutant Eye (Magic): +2 Sense Motive, +4 to notice magically controlled creatures, -1 diplomacy and bluff vs humanoids who can see it.

Level 1 Fighter (Phalanx)

HP: 17 (10+Con+Favored Class+Toughness)
Fort: +5
Ref: +2
Wil: +2

Feats: Toughness, Dodge

The rest is just filling in the blanks with CMB, CMD, equipment, etc.

If you can't tell by the traits and racial alternates, he's very visibly fiend tainted...dang near looks like a half fiend. It's made life all the more difficult, which is why he's so intent on joining the Hellknights and stamping his mark on Cheliax and retaining what he believes is his rightful place (even though he's a bastard he's older than his half siblings). I chose hours Charthagnion because they're known to have a fiendish pack.

If you need any more info, please let me know.


I would like to put Ronan forward for this, he is an Elven Fighter, focusing on Finesse and the Dervish Dance feat.

He was orinigally for a Council of Thieves campaign and is a Night Watchman, I think he would work well for this as promoting and keeping the law is his job. What is your ruling on a Lawful Good character in Cheliax? I know a lot of people want Evil characters and thinking this would either create some friction or some amazing roleplay. The last thing I want is friction, so if needed will change to Lawful Neutral.

I will alter his profile to fit your ruling as soon as I can. Oh and the Fighter Archtype he has taken is Tactician.


Typo and too late to edit:
I chose house Charthagnion because they're known to have a fiendish pact.


I'm going to refrain from saying "this character works/this character doesn't". As long as you meet the creation guidelines, you have a valid submission.

As for alignment, anything non-chaotic is perfectly acceptable.


Oh hey, I actually applied when you started your previous campaign. Though I see with the summoner fully barred this time I'll not be able to apply with the same character.

I would like to keep the core of my submission the same though, a chelish noble who made a deal with the devilish powers in a (likely misguided) attempt to emulate house Thrune. I'll have to do some research but I can think of several ways I might be able to achieve a similar theme without a devilish eidolon serving as my adviser. Witch, Oracle or Medium jump to mind initially but I'll see what else might fit?

Before I go too far however, does this sound like a concept that would work in your campaign? Or is it a little outside your comfort range/vision?

Edit: I see your not willing to comment on theme very much, which I understand. I'll get to work then and just have to hope! If you have any thoughts on which class might best fit the concept to your mind though, I'd appreciate the feedback.


I present Lucius Charthagnion, equipment and languages still missing. I went with the most mechanically sound choices for familiar, hexes and traits, but I will probably change some of those to make more sense thematically. Cheliax trait and background will follow


I have edited Ronan as much as I can at the moment. All that is left is to decide what to spend the remainder of my money on, choose what to do with the Favoured Class bonus and maybe extend his backstory a little bit.

If there is anything you wish to know about him, please don't hesitate to ask me.


May I introduce Ovarik Glandaur LN elder dwarf exarch inquisitor of Kols. He grew up near the Darklands entrance in the Whisper woodds. He's always fought the forces of chaos. He doesn't really care one way or another about Asmodeus as long as the land does not descend into anarchy.

The name and Alias have been recycled from a defunct campaign, but the character has been completely built from scratch for this recruitment.

Character Sheet:

Male elder dwarf exarch inquisitor of Kols 1
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 9 (1d8+1)
Fort +3, Ref +2, Will +6; +2 vs. confusion, insanity, and [chaotic]
Defensive Abilities deep warrior, inflexible will; SR 6, magic resistant

Offense
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
   warhammer +2 (1d8+2/×3)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks ancient enmity, judgment 1/day

Spells
Inquisitor Spell-Like Abilities (CL 1st; concentration +5)
   At will—detect chaos
Exarch Inquisitor Spells Known (CL 1st; concentration +5)
   1st (2/day)—cure light woundstrue strike
   0 (at will)—acid splashbrand (DC 14), detect magicsift
   Domain Law (Inevitable subdomain)

Statistics
Str 14 +2Dex 14 +2Con 12 +1Int 14 +2Wis 18 +4Cha 8 -1
BAB +0; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Rapid Reload (Heavy Crossbow)
Traits civilized, whisper woods hunter
SQ +1 skill point, command, dwarven weapon familiarity, elder dwarf, stern gaze +1

Skills
Acrobatics -2 (-6 to jump); (Untrained, +2 Dex, -4 ACP (Armor))
Appraise +2; (Untrained, +2 Int)
Bluff -1; (Untrained, +0 class, -1 Cha)
Climb -2; (Untrained, +0 class, +2 Str, -4 ACP (Armor))
Diplomacy -1; (Untrained, +0 class, -1 Cha)
Disguise -1; (Untrained, +0 class, -1 Cha)
Escape Artist -2; (Untrained, +2 Dex, -4 ACP (Armor))
Fly -2; (Untrained, +2 Dex, -4 ACP (Armor))
Heal +4; (Untrained, +0 class, +4 Wis)
Intimidate +4; (Ranks:1, +3 class, -1 Cha, +1 Stern Gaze)
Knowledge (arcana) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (dungeoneering) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (local) +7; (Ranks:1, +3 class, +2 Int, +1 trait (civilized)
Knowledge (nature) +6; (Ranks:1, +3 class, +2 Int)
Knowledge (religion) +6; (Ranks:1, +3 class, +2 Int)
Perception +8 (+10 to notice unusual stonework); (Ranks:1, +3 class, +4 Wis)
Ride -2; (Untrained, +0 class, +2 Dex, -4 ACP (Armor))
Sense Motive +5; (Untrained, +0 class, +4 Wis)
Spellcraft +6; (Ranks:1, +3 class, +2 Int)
Stealth -2; (Untrained, +0 class, +2 Dex, -4 ACP (Armor))
Survival +8; (Ranks:1, +3 class, +4 Wis)
Swim -2; (Untrained, +0 class, +2 Str, -4 ACP (Armor))
Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon

Equipment and Encumberence
Weapons and Ammo dagger (2), heavy crossbow with 40 bolts, warhammer
Armor and Defense scale mail
Combat Gear 
Other Gear backpack (bedroll, chalkboard, cleric's vestments, grappling bolt (2), manacles (w/  average lock), piton (5), silk rope (50 ft.), soap, trail rations (5), waterproof bag (scroll box (ink, inkpen, journal, parchment (10))), waterskin), belt pouch (chalk (5), flint and steel, twine (50')), belt pouch (money), explorer's outfit, iron holy symbol of Kols, spell component pouch
Money 2 gp, 2 sp, 3 cp
Carrying Capacity L / M / H
58 / 116 / 175 lbs. 
Encumberence 
Medium load, 93.14 lbs. 

Tracked Resources
Command (7/day) (Su) - 0/7
Crossbow bolts - 0/40
Dagger - 0/2
Judgment (1/day) (Su) - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB (1) +1 Skill Point
Ancient Enmity +1 Gain a racial bonus to attacks vs. Elves.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Civilized +1 trait bonus on Knowledge (nobility) and (local) checks. Knowledge (local) is always a class skill for you.
Command (7/day) (Su) As per command spell.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Dwarven Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Elder Dwarf Traditionalist dwarves of ancient lineage.
Exarch Inquisitor Domain (Inevitable) 
Inflexible Will (Ex) +2 bonus vs. confusion and insanity effects
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Magic Resistant SR 5 + level
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Spell Resistance (6) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Whisper Woods Hunter You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.

Scarab Sages

After some discussion with the other reserved slots this evening we have a rough idea of some of the concepts:

A Sacred Hunstmaster of Erastil and archer intent on showing that the rural folk love their country just as much as those in the city.

A Chelish noble who has bargained away their soul in return for arcane power. (Standard Witch)

The bard previously noted. I'll let her tell you more about herself.

And a scholar who grew up in the colonies. His parents were explorers and he's fascinated with the magic of other cultures. Currently back in Cheliax to learn magic in the homeland, he was informed of a way to possibly earn renown and coin that might end up funding his future research. (Pretty straightforward Wizard)


Martisan Vordren
Female Tiefling (Faultspawn) Monk (Unchained) 1
NE Medium Outsider (Native)
Initiative: +4; Senses: Darkvision 60ft Perception +6

Crunch:

--------------------
Defense
--------------------

AC 17; Touch 16; Flat-Footed 15; (+4 Monk, +2 Dex, +1 Nat AC)
CMD 19
HP 12 (1d10+2)
Fort +3, Ref +4, Will +4
Resist Electricity 5
Spell Resistance 11

--------------------
Offense
--------------------

Speed 30ft
Melee Unarmed Strike +3 (1d6+2; x3)
Ranged
Special Attacks Flurry of Blows (+3/+3, 1d6+2; x3); Stunning Fist +3 (1/day; DC 15 Fort); Grapple +4

--------------------
Statistics
--------------------

Str 15, Dex 14, Con 12, Int 10, Wis 18, Cha 12
Base Attack Bonus +1; CMB +3; CMD 19
Feats Fiendish Heritage (Faultspawn), Improved Grapple, Improved Unarmed Strike, Stunning Fist
Traits Reactionary, Asmodean Demon Hunter
Alternate Racial Traits Bullying, Scaled Skin
Skills Acrobatics +6; Perception +8; Sense Motive +8; Stealth +6
Languages Common, Infernal

--------------------
Special Abilities
--------------------

Fiendish Heritage (Faultspawn) Born of the destruction-minded Asuras; +2 Dex, Wis; -2 Int
Bullying +1 Disarm & Steal Combat Maneuver (replaces skilled)
Scaled Skin Hard, scaly skin; +1 Nat AC, resist electricity 5 (replaces resistances)
Spell Resistance Tiefling Variant Ability; 10 + ½ HD (replaces spell-like ability)
Darkvision See perfectly in the dark up to 60ft
Asmodean Demon Hunter Indoctrinated in the Church of Asmodeus, you’ve focused on the elimination of Demons. +3 Knowledge (planes) regarding demons & +2 Will saves vs mid-affecting spells/abilities of Demons
Flurry of Blows Extra attack in full-attack action
Stunning Fist 1/day, DC 10 + ½ Monk Level + Wis
Fiendish Sorcery A sorcerer with Infernal or Abyssal bloodlines treats Charisma score as 2 points higher for Bloodline abilities.

--------------------
Equipment
--------------------

Background:
Martisan was picked up as a child by a military patrol somewhere East of the Whisperwood; her earliest memories are riding in a wagon with dozens of other children. The patrol dropped her at the nearest monastery along their route, along a number of other orphans and refugees, to the care of the Sisters of the Golden Erinyes. As with the other children, she was raised into the Church of Asmodeus, and, showing the promise of a select few, began her training as warrior monk among the Sisters.

Early into her training, while she was yet a girl, Martisan began showing signs of her Infernal ancestry. Possibly in response to the harsh structure and challenging stimuli of her monastic training, Martisan’s skin thickened and grew scaly; her eyes grew an unsettlingly bright yellow in hue, and the nubs of two horns could be seen along the crown of her head. The young girl was talked about throughout the compound, and tales of the monastery’s twisted half-breed demon were soon being whispered in nearby villages. After much discussion, the leading Sisters determined that the abomination would not be summarily killed, but instead pushed harder – Martisan was put through rigors that a Human girl her age would likely not survive, and was given lesson upon painfully unforgettable lesson in Asmodean Law. Here is a powerful tool to be sculpted to the will of the Prince of Devils.

Truly, The Sisters underestimated the power of Martisan’s evil taint. Tormented nightly by strange nightmares in which she gleefully, indiscriminately ends life after life, Martisan channeled the purely destructive urges from her Asura ancestor into each day’s challenges. As she grew, and added hatred from each person she met to the daily rigors of life at the monastery, so grew her disdain for the world and its inhabitants. Never too bright, yet surprisingly discerning, the Faultspawn Tiefling learned to temper her passions with the teachings of Asmodeus. There are few living creatures Martisan has met that she has not wished to destroy, but the discipline of The Sisters and the strictures of her religion have given her the strength to suppress such urges.

When Queen Abrogail II’s call for Chellish heroes reached the monastery, The Sisters saw it as an opportunity to put their unloved, prize pupil to the work she was made for: fighting for the power and glory of Cheliax, House Thrune, and the Lord of Hell.

I need to pick a third trait & figure out gear yet. Asmodean Demon Hunter is her Chellish trait. The idea is that Martisan is strongly driven to wanton evil & destruction by her Asura-Spawn heritage, which she has learned to channel through her training as a Sister of the Golden Erinyes to benefit the Church of Asmodeus (and constituents). She would fill the apparent melee gap in the current team. She'll appear mostly as the "silent stern type," except in battle, when she gleefully turns her body into a beautiful tool of destruction (more art than savagery), and on the rare occasion when her Infernal insight is called on.

EDIT: I should note, if allowed, I'd like to dip a level or three in Crossblooded Sorcerer (Infernal & Draconic bloodlines), and go Dragon Disciple. Doesn't matter for a few levels in any case, but if that's not favorable I'm fine going straight monk (either way grabbing the Hamatulatsu feats & focusing a bit on grappling & other combat maneuvers).


Also, alignment is LE. Copy-paste mistake.


Submitting Jezibelle Valrix, scion of a noble household that stood by House Thrune when they seized control of Cheliax and as such is in a very safe and comfortable position in the Chelish hierarchy.

The Valrix family has a strong military tradition and Jezibelle is happy to follow in the footsteps of her predecessors; she is unbreakably devoted to Thrune and their devilish allies, and she is unafraid to advocate for hell's patronage. On the other hand, those she does not look up to she looks fiercely down upon, expecting lesser beings to know their place but perhaps a little too eager to remind them of it.

Jezibelle's fighting style, unusually violent and forceful, designed to crush a foe utterly and without dispute, has born rumors of Valrix employing devil's blood to enhance the battle prowess of their heir. These rumors are, of course, vehemently denied by all involved. Jezibelle Valrix's strength is her own, and while she is honored to lend it to the fiendish allies of Thrune the notion that any proper warrior of Cheliax would sign over their will to an Outsider is absurd.
----
The character sheet is mostly finished, needing only to add the more mundane purchases but should be otherwise ready for approval; the intention of the build is to be fairly sunder focused, employing Crush Armor and Smashing Style from the Weapon Master's Handbook to put out exceptional control while still being an effective damage dealer. If you have any questions on the build or the background feel free to ask.


Still working up my Bard's sheet. So far I've decided she is NE in alignment and is of Chelaxian/Varissian heritage.


Arachnofiend wrote:


The character sheet is mostly finished, needing only to add the more mundane purchases but should be otherwise ready for approval; the intention of the build is to be fairly sunder focused, employing Crush Armor and Smashing Style from the Weapon Master's Handbook to put out exceptional control while still being an effective damage dealer. If you have any questions on the build or the background feel free to ask.

Just a note that Barbarians (Unchained or otherwise) must be non-Lawful.


Ah, I will then abandon my first concept for a child witch since there is already one witch in the party and I really dislike redundancy. Instead, I will use an adult human shaman of LE alignment.

Thematically, he is a sadomasochist healer, torturer and a walking lie-detector; recipients of his healing spells often find themselves begging for death instead.

Mechanically, he will use life link hex, channel energy and cure spells in combat to keep everyone alive and get a taste of all of that sweet pain other lucky party members are getting. Other hexes and spells will be used to debuff enemies and buff allies.

As for the background, he will likely come from the ranks of Chelish inquisitors.

Unfinished sheet Lucius Charthagnion and familiar dog (fox statistics).

Scarab Sages

As you can probably tell from the lineup we could use some frontliners. I'm surprised no one was tempted by a warpriest. (I certainly was.) This game is begging for an Asmodean "paladin".


aptinuviel wrote:
As you can probably tell from the lineup we could use some frontliners.

You mean like, say, a heavily armored tower shield and reach weapon phalanx fighter future stalwart defender?

If only someone suggested that earlier...oh...wait...that was me. :-D

Plans to grab combat reflexes and then smack anything that gets near the casters hiding behind me while I'm in defensive stance.

Scarab Sages

A little competition never hurt anybody. ;)


DM Morvius wrote:
Arachnofiend wrote:


The character sheet is mostly finished, needing only to add the more mundane purchases but should be otherwise ready for approval; the intention of the build is to be fairly sunder focused, employing Crush Armor and Smashing Style from the Weapon Master's Handbook to put out exceptional control while still being an effective damage dealer. If you have any questions on the build or the background feel free to ask.
Just a note that Barbarians (Unchained or otherwise) must be non-Lawful.

...Right, completely forgot about that. I'm guessing that you would be unwilling to waive the alignment requirements, in which case I can just make her a Primalist Infernal Bloodrager and get pretty much the exact same character, except this time with spells. Would be a bit better actually since I get some bonus feats.


aptinuviel wrote:
As you can probably tell from the lineup we could use some frontliners. I'm surprised no one was tempted by a warpriest. (I certainly was.) This game is begging for an Asmodean "paladin".

D8 and 3/4 BaB doesn't exactly scream "Frontliner", especially with relatively MAD classes, and alignment restrictions on chaneling.


Alright. Leid has had a slight change in concept, in order to prevent as much overlap with other submissions. Instead of Bloodrager, Leid is a Slayer with the Cleaner archetype. She'll be well-suited for a cloak-and-dagger approach, and can easily frame others as needed to boot!


Nutcase Entertainment wrote:
aptinuviel wrote:
As you can probably tell from the lineup we could use some frontliners. I'm surprised no one was tempted by a warpriest. (I certainly was.) This game is begging for an Asmodean "paladin".
D8 and 3/4 BaB doesn't exactly scream "Frontliner", especially with relatively MAD classes, and alignment restrictions on chaneling.

Erm, the Warpriest is actually an entirely competent front-line fighter. You shouldn't discount the power of Fervor.

At any rate, done modifying my character sheet to be a Bloodrager.


aptinuviel wrote:
As you can probably tell from the lineup we could use some frontliners. I'm surprised no one was tempted by a warpriest. (I certainly was.) This game is begging for an Asmodean "paladin".

Don't forget that Ronan is a Fighter, sure he may have a low Strength and going down the Dervish Dance feat, but at level 2 his damage will increase to 1D6+5. Not as strong as other front liners, but still something.


My character will be a pretty good front liner

Scarab Sages

Nutcase Entertainment wrote:


D8 and 3/4 BaB doesn't exactly scream "Frontliner", especially with relatively MAD classes, and alignment restrictions on chaneling.

I'm not really sure how to respond to that. I guess I suggest trying it? You'll be pleasantly surprised.

As for the rest, I didn't mean to imply that there weren't any melee or frontline applications so far, just that if someone were thinking of applying, that would be the way to go. And I mentioned Warpriest because, while the Inquisitor is a divine caster, the group is a little light on divine. This isn't necessarily bad, and there are a lot more options out there than a Warpriest. It was just a random suggestion.


aptinuviel wrote:
And I mentioned Warpriest because, while the Inquisitor is a divine caster, the group is a little light on divine. This isn't necessarily bad, and there are a lot more options out there than a Warpriest. It was just a random suggestion.

My shaman is a primary divine caster (full casting progression, as a cleric/wizard), proficient with medium armor and life link makes it almost mandatory to have a lot of hp


I'm going to make a kineticist, a melee one, with a high con and melee focus he will be a tough front liner. That is if the class is allowed.


Any paizo classes other than those specifically barred in the OP are permitted.

Scarab Sages

If anyone is planning on playing a non-human and thinks they'll need a connection to another character to fit into the group (because of Cheliax's notable bias against non-Chelish people), I'm sure one or more of the reserved character spots would be willing to help out. I know at least the Erastil worshiping Inquisitor will have an elven connection. (Possibly a distant ancestor and reason why other people in her town don't respect her family as much as they would otherwise.)

Obviously, slaves or former slaves would work well. But even just being friends or allies with another character would probably be enough to be included in the group. My impression is that Cheliax would be open to a non-human representing the country and showing national pride. Just not with them being the public leader of such a group.

Also, I know that we haven't given any more than a very vague outline of the other characters, but feel free to throw in any ideas for how to connect characters. Even if they wouldn't specifically work, they may give us ideas on other ways to connect the characters and a better idea of how you want your character to fit in.


Haven't posted in a while sorry, Currently looking through cheliax related traits. Other than that everything is pretty much done


Aptinuviel, based on the descriptions you gave earlier, I don't know if the witch who's a noble that bargained her soul away for power already has a backstory, but...

...with my character, Edmund, being a member of a noble house specifically famous for actually DOING that (according to PathfinderWiki, that is), a biological connection wouldn't be out of the question. Cousin, half sibling, whatever. The "Murder the family to take the seat of power" aspect isn't set in stone. Especially since he's designed as a guardian for a physically weaker character to hide behind. That could be the only person who ever treated him nice given his physical appearance, so he won't let anyone hurt him/her. You know, the "I always repay my debts" kind of attitude.


How often would a large mount be usable


Hmmm....this sounds like a rather intriguing concept. I have been overtly fond of Tieflings and this would be a grand campaign to play one in. Hmmm my preferred which is a bard is already taking but perhaps a skald or bloodrager might still be fun and tempting towards you?


Did someone say... warpriest!?

I've been wanting to try this concept for a while, and this seems like the perfect game to give it a spin. All of the crunch and fluff is in the profile. I'll adjust as needed.

Feel free to suggest possible character connections. Hiram would definitely benefit from having some respectable Chelaxian friends, if there is anyone with ties to Kharijite.


Vincent Fleming wrote:
Hmmm....this sounds like a rather intriguing concept. I have been overtly fond of Tieflings and this would be a grand campaign to play one in. Hmmm my preferred which is a bard is already taking but perhaps a skald or bloodrager might still be fun and tempting towards you?

Both Bloodrager and Skald are permitted classes.


Hiram Ahiram wrote:

Did someone say... warpriest!?

I've been wanting to try this concept for a while, and this seems like the perfect game to give it a spin. All of the crunch and fluff is in the profile. I'll adjust as needed.

Feel free to suggest possible character connections. Hiram would definitely benefit from having some respectable Chelaxian friends, if there is anyone with ties to Kharijite.

This is actually hard to notice (since it is buried in information about Cheliax) but one of the few kinds of religions outright banned in Cheliax is the worship of any devil other than Asmodeus. If you swap the god though the submission seems complete.

Scarab Sages

On the note of other devil worship being outlawed in Cheliax, I think the best way to think about it is this: The Church of Asmodeus isn't the same as the government of Cheliax. They're related, but in the mind of the government, Hell works for them, not the other way around. Associating with devils, summoning and binding them, and practicing diabolism are all fine and dandy. Worshiping others beside Asmodeus, not so much.


Leaning on a bit of a the idea of a Demon spawn Blood Conduit Bloodrager (Abyssal for the bloodline of course). Probably gonna lean between LN, N, or NE. I could technically be LE but I don't see it. The idea being that he is an aspiring Hellknight, a patriot through and through as he sees the way Cheliax works and believes it right. He takes what the people dish out at him and uses the anger and the hate towards them as a conduit to defend and strengthen himself for the better of the country. Whenever he needs that burst of strength he taps into the memories of those who had looked down on him, spit on him, beat him...and uses those to pacify the enemies of his country till they see that he is worthy of respect.


I think this is one of those issues where there is some contradictory information floating around in different source books. For example:

Inner Sea World Guide, p. 230 wrote:
The lord of Hell and ruler of its deepest circle is Asmodeus, a god in his own right—the other eight Lords of Hell bow before him and exist to serve him even as they scheme among themselves for methods of gaining power. Cultists of these other eight archdevils are uncommon outside of Cheliax, and even there they tend to exist in the shadow of the church of Asmodeus.
Faiths of Corruption, p. 16 wrote:
Asmodeus, being by far the most powerful being in all the layers of Hell, does not see the worship of his archdevils as a threat, knowing that their worship is an extension of his own.

I think that the theological basis for the law (assuming it was not put in print by mistake) is that you are not supposed to hold any lesser devil above Asmodeus. The archdevils are essentially meant to be revered as saints in the larger infernal pantheon, with Asmodeus at the top. The law is likely in place to ensure that no one is going around telling people that Asmodeus is not in charge, and to give House Thrune an excuse to arrest anyone who strays too far from the party line. They benefit from having monolithic state church which they can easily keep an eye on. As long as one keeps their faith in an archdevil private and participates in all the appropriate supplications toward Asmodeus, I don't think it's any more of a threat than allowing the worship of, say, any lawful good deity. Hell, in most cases you would not likely even notice the difference. Hiram is willingly subservient to the Church, and works to further the aims of Cheliax and House Thrune. If he starts going around building temples to Moloch and proselytising against Church teachings, only then is he a potential threat to Thrune interests.

Switching gods is not really an option. That would kind of take the life out of the character. If it is still likely to be an issue I can have Hiram's faith be a secret, or perhaps it is something that is being used to ensure his loyalty. Chelaxians are good at bending the law when it suits their needs, after all... Now that I think about it, it might make for an interesting roleplaying opportunity.


Hiram Ahiram wrote:

I think this is one of those issues where there is some contradictory information floating around in different source books. For example:

Inner Sea World Guide, p. 230 wrote:
The lord of Hell and ruler of its deepest circle is Asmodeus, a god in his own right—the other eight Lords of Hell bow before him and exist to serve him even as they scheme among themselves for methods of gaining power. Cultists of these other eight archdevils are uncommon outside of Cheliax, and even there they tend to exist in the shadow of the church of Asmodeus.
Faiths of Corruption, p. 16 wrote:
Asmodeus, being by far the most powerful being in all the layers of Hell, does not see the worship of his archdevils as a threat, knowing that their worship is an extension of his own.

I think that the theological basis for the law (assuming it was not put in print by mistake) is that you are not supposed to hold any lesser devil above Asmodeus. The archdevils are essentially meant to be revered as saints in the larger infernal pantheon, with Asmodeus at the top. The law is likely in place to ensure that no one is going around telling people that Asmodeus is not in charge, and to give House Thrune an excuse to arrest anyone who strays too far from the party line. They benefit from having monolithic state church which they can easily keep an eye on. As long as one keeps their faith in an archdevil private and participates in all the appropriate supplications toward Asmodeus, I don't think it's any more of a threat than allowing the worship of, say, any lawful good deity. Hell, in most cases you would not likely even notice the difference. Hiram is willingly subservient to the Church, and works to further the aims of Cheliax and House Thrune. If he starts going around building temples to Moloch and proselytising against Church teachings, only then is he a potential threat to Thrune interests.

Switching gods is not really an option. That would kind of take the life out of the character. If it is still likely to be an...

As noted, Asmodeus may not care, but the Chelish government certainly does. I won't ban someone from worshiping a specific god, but any devil worship other than Asmodeus is an extremely serious crime in Cheliax.

Characters certainly can worship other devils and such a thing goes on secret in Cheliax, but it doesn't happen publicly. As long as you are okay with keeping the worship secret that's fine I just didn't want anyone to accidentally think that open worship of non-Asmodeus devils in Cheliax was acceptable.

Edit: For anyone interested in the very small list of forbidden religions (all punishable by torture and execution) they appear on pg. 25 of Cheliax, Empire of Devils.


I think the actual conflict in Chelexian interests here arises not from Asmodeus' beliefs, but the simple fact of the matter that Hiram is not the one in charge. You see, Chelexians tend to be a rather uppity lot. Even before Asmodeus, they thought they were going to special thanks to Aroden. After that, though? They found Asmodeus. And to hear any Chelexian tell it, they're the ones firmly in control of their own fates. In short, they think they've mastered Hell, and not the other way around.

Now, whether this is actually true or not, this is the core belief behind most Chelexian's religious motivations, even with kindlier gods. They are the ones in control. Sure, they may get divine powers from elsewhere, but who is turning said power to their own ends? In short, to be Chelexian is to be important, to be a master of yourself and others.

What Hiram has done is to go crawling to what is nothing more than a powerful devil, and beg him for scraps. Not only does this go directly in the face of what a vast majority of Chelexians believe, it's destabilizing to the stranglehold that Asmodeus' very mortal servants in the Empire possess and wish to hold. If other factions come up that do not necessarily kow-tow to their demands, then it's not good for their power. That is where the ban comes from, and that is why the worship of the archdevils is outlawed.


ya know i'm lucky my character doesn't give two craps about religion, I mean if i had to pin a religion on her i'd be Nethys anyways

Side note tomorrow i am going to add more to her backstory, to make her fit a little more in setting and what not


Umarmen Leid wrote:

I think the actual conflict in Chelexian interests here arises not from Asmodeus' beliefs, but the simple fact of the matter that Hiram is not the one in charge. You see, Chelexians tend to be a rather uppity lot. Even before Asmodeus, they thought they were going to special thanks to Aroden. After that, though? They found Asmodeus. And to hear any Chelexian tell it, they're the ones firmly in control of their own fates. In short, they think they've mastered Hell, and not the other way around.

Now, whether this is actually true or not, this is the core belief behind most Chelexian's religious motivations, even with kindlier gods. They are the ones in control. Sure, they may get divine powers from elsewhere, but who is turning said power to their own ends? In short, to be Chelexian is to be important, to be a master of yourself and others.

What Hiram has done is to go crawling to what is nothing more than a powerful devil, and beg him for scraps. Not only does this go directly in the face of what a vast majority of Chelexians believe, it's destabilizing to the stranglehold that Asmodeus' very mortal servants in the Empire possess and wish to hold. If other factions come up that do not necessarily kow-tow to their demands, then it's not good for their power. That is where the ban comes from, and that is why the worship of the archdevils is outlawed.

I won't assign any motives to anyone's individual character or to the populace (not right now at least). I just wanted to clear up the matters of fact - specifically what is and what isn't a crime in Cheliax.


DM Morvius wrote:

As noted, Asmodeus may not care, but the Chelish government certainly does. I won't ban someone from worshiping a specific god, but any devil worship other than Asmodeus is an extremely serious crime in Cheliax.

Characters certainly can worship other devils and such a thing goes on secret in Cheliax, but it doesn't happen publicly. As long as you are okay with keeping the worship secret that's fine I just didn't want anyone to accidentally think that open worship of non-Asmodeus devils in Cheliax was acceptable.

I have no problem with being secretive. It's something to do, right? If Hiram does end up getting picked, this is certainly a theme I'd be very interested to explore in play.

All that I'm really trying to say that there is always some wiggle room. Even in Cheliax, if House Thrune wills it.

Umarmen Leid wrote:

I think the actual conflict in Chelexian interests here arises not from Asmodeus' beliefs, but the simple fact of the matter that Hiram is not the one in charge. You see, Chelexians tend to be a rather uppity lot. Even before Asmodeus, they thought they were going to special thanks to Aroden. After that, though? They found Asmodeus. And to hear any Chelexian tell it, they're the ones firmly in control of their own fates. In short, they think they've mastered Hell, and not the other way around.

Now, whether this is actually true or not, this is the core belief behind most Chelexian's religious motivations, even with kindlier gods. They are the ones in control. Sure, they may get divine powers from elsewhere, but who is turning said power to their own ends? In short, to be Chelexian is to be important, to be a master of yourself and others.

What Hiram has done is to go crawling to what is nothing more than a powerful devil, and beg him for scraps. Not only does this go directly in the face of what a vast majority of Chelexians believe, it's destabilizing to the stranglehold that Asmodeus' very mortal servants in the Empire possess and wish to hold. If other factions come up that do not necessarily kow-tow to their demands, then it's not good for their power. That is where the ban comes from, and that is why the worship of the archdevils is outlawed.

That is an interesting way of looking at it. Of course, there is no reason to assume every single thing these fictional people do is completely rational. The whole 'Hell serves Cheliax' spiel is willfully ignorant to begin with, so it makes sense to try and limit anything that might shatter the illusion of control. It's just weird to think that a government that is smart enough to sanction opposing faiths to keep them in check would go as far as to execute potential allies without exceptions. By driving other devil-worshippers underground to form seditious cults they are doing the exact thing they are trying to avoid in the first place! Again, it seems more likely to me that the law is intended to work as a scare tactic to stop other devil-worshippers from going so far afield that they could be a threat to the status quo, rather than eliminating people who could be potential assets. I'm just speculating, of course. The source book does not go into much detail, unfortunately.

One possible exception to the rule that comes to mind are the Sisters of the Golden Erinyes, who revere the whore queen Eiseth while still giving prominence to Asmodeus. Is that not worship? Where do you draw the line?


Hiram Ahiram wrote:
One possible exception to the rule that comes to mind are the Sisters of the Golden Erinyes, who revere the whore queen Eiseth while still giving prominence to Asmodeus. Is that not worship? Where do you draw the line?

The Sisterhood in Isger is a branch of the hidden cult that revered Eiseth. They rebranded themselves from the "Sisterhood of Eiseth" to the "Sisterhood of the Golden Erinyes," which appears to be more than a simple renaming. Their primary goal is no longer "ascension" as erinyes, but the indoctrination of Isger's youth into Asmodean law. There may be some Sisters who still hold to the original convent's dream, but the organization itself now worships Asmodeus, and as such any worship of Eiseth involved in the aspirations of those few would happen in secret.

If the original, Eiseth-worshipping monks still operate, they do so separately & distinct from The Sisterhood of the Golden Erinyes. Although the two groups would undoubtedly share numerous beliefs & practices, they'd differ in ultimate objectives & certain methods.

The Sisters have the direct support of the Church of Asmodeus & House Thrune of Cheliax - this wouldn't be the case if they worshipped other devils.

There can be reverence without worship. The primary combat style they practice is an adaptation of another devil's prowess in battle. In this way they certainly revere barbed devils through the practice of Hamatulatsu, but that's not to say they worship them.

You are certainly allowed to respect, admire, and even emulate the power & wonder of Hell's various denizens, but you cannot openly worship or pay homage to any but Asmodeus.


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HotLanta wrote:
The Sisterhood in Isger is a branch of the hidden cult that revered Eiseth. They rebranded themselves from the "Sisterhood of Eiseth" to the "Sisterhood of the Golden Erinyes," which appears to be more than a simple renaming.

So it would seem. Thank you for enlightening me, honored sister. :)


Hiram Ahiram wrote:
So it would seem. Thank you for enlightening me, honored sister. :)

Such is our duty, brother. Be thankful for this lesson's painless delivery - your next is unlikely to be so.

Side-note: If one of Abrogail II's Chosen of Cheliax secretly worships a lesser devil, that could be a very interesting plot point to develop within the party. Who finds out? Who do they tell? What favors are necessary to keep your secret?

If we're both chosen, you best watch out for Martisan's sense motive ;) she's hella devout, though, and would almost certainly turn you in to the group's leader, unless an equally lawful case could be made where not doing so better serves the Church of Asmodeus.

aptinuviel wrote:
Stuff about non-human characters & party ties.

I just went with DM Morvius' time-honored "call for heroes" hook. Martisan would be an outsider within the group, as she has been throughout her life, bound to the others only through an overwhelming sense of duty (when frustrated, she will often point out how much better you'd look impaled at the end of her arm, or pulped on her heel).

Note on an outsider fitting into the campaign - I developed the essence of the character from a line in the OP: "This is a game about the peace that law brings with it winning out over chaos."

Martisan's life exemplifies this sentiment, with the cruel discipline learned from The Sisters giving her a small measure of peace and some semblance of belonging. Again, I'm playing up the strength of her evil outsider urges. Had she not been "saved" by The Sisters, she'd have haunted the Whisperwood through her youth and killed anyone she encountered until someone else killed her. She will provide unsolicited (many times unhelpful) words of wisdom from the Church of Asmodeus, while always resorting to violence to solve problems if left to her own devices. Device... being good at violence is about all she's got. I'd have dropped her Int lower just for roleplay fun if I could afford to lose any skill points.

If anyone's read R.A. Salvatore's underdark series War of the Spider Queen, Martisan is basically a less monstrous Jeggred. He's a four-armed, beastial half-fiend Drow. Born from the First Matron Mother & some demon, he's bound to the will of Lolth & her servants, & will, to his death, obey the highest ranking Drow present. Is this a common sort of character in fantasy? I've only seen it in those books, that I can think of. The whole series is centered around a party with a wonderful dynamic, of which Jeggred is a very interesting part. Definitely recommend the series for that aspect alone.

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

Anywho, I'll grab Martisan some traveling gear & pick a third trait shortly; post an updated sheet before the weekend.

Edit: I also made Martisan particularly devout in the hopes of stirring up some interesting relationships in the party. I'm certainly not looking to fit her into a group of like-minded individuals, and hope that a bit of ideological head-butting within the party is welcome while they go about about their business for the state.


Is Martisan a Drow then? If so, that could make some good roleplay sections with Ronan as he has the Drowblooded Darkvision. So he would be in your eyes, a half-blood.

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