Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

Paizo.com Gift Certificates
On Sale and Clearance!

GM Phntm888's Way of the Wicked Campaign

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Image Reference
Branderscar Cell Block


251 to 300 of 432 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Scarab Sages

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Oh yeah, I meant to ask if there was any regional languages because this is not on the mainland golarion?

I decided 18 and it is actually in the crunch right below the name.


@Kayne Rahl: I don't know that I'm that brave. It would be interesting, though, to see how different groups handle each challenge as it is presented.

Tavarokk:

Actually, yes, there is. Tell me how your family reacted to your crimes - or if they don't know about them.

@ST Shadow: ...Coming from you, I can't decide if that's a joke or encouragement.

Sapiens:

How did Margarice learn of Asmodeus? Having been raised in an orphanage run by the Order of Saint Marcarius and run away when she was 10, I don't think she would have learned of it there.

I'd like you to make the Fire Blast the talent you gain from the Curse at 1st level, as opposed to the Destruction Sphere. I feel it fits the theme of the Curse a bit better.


@Saashaa: Ah, I missed the Age. Thank you.

There are no regional languages that you would have had access to learning in Talingarde - the way I'm handling it to fit into Golarion is that Talingarde was settled by Taldane exiles, and so Taldane is the main language. There is a decent Dwarven population in the area.


Maybe both? :-)


GM Phntm888 wrote:
There are no regional languages that you would have had access to learning in Talingarde - the way I'm handling it to fit into Golarion is that Talingarde was settled by Taldane exiles, and so Taldane is the main language. There is a decent Dwarven population in the area.

Better than my idea, I stuck it out to sea off of the coast of Cheliax (not too close mind you!).


GM Phntm888:

Her parents (who are getting fairly old, if still working for now) are completely clueless. Being effectively sold into live-in apprenticeship medieval-style back when she turned 15 doesn't lend itself to keeping in touch, meaning that she barely contacted them during this time, and she wasn't the most proper and filial daughter to begin with (which, admittedly, contributed to the above decision along with the 'good of the family' concerns).

She maintained contact with her siblings to various degrees depending on how well they got along, most of all the second youngest sister, a seamstress, and the second son, a merchant's counterman, but while they know she's been serving nobles, they don't know about the brothel. They'll get concerned about her absence shortly, but won't be truly worried for a while, since a servant heavily depends on the master's circumstances - who knows what duties might've come up.


Storyteller Shadow wrote:
Better than my idea, I stuck it out to sea off of the coast of Cheliax (not too close mind you!).

Wasn't it actually supposed to be somewhere well to the west of Cheliax and Varisia? And iirc Cheliax' main language is still Taldane, so it'd be all the same.

Scarab Sages

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Crunch:

Peter
age: 18
Human Vigilante (serial killer) [*Ranger]
NE
Init +4;
Senses Darkvision 60ft;
Perception +4
DEFENSE
AC 14; Touch 14; Flat-Footed 10
HP 9;
Fort +0 ; Ref +6 ; Will +2
OFFENSE
Speed 30ft;
Melee +4
STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +4
Feats
Frightening Ambush, Catch Off-Guard
Skills
Acrobatics +8, Bluff +9, Climb +4, Diplomacy +7, Disable Device +8, Intimidate +7, Knowledge Local +6, Perception +4, *Profession: Transporter +4, *Sleight Of Hand +9, Stealth +9, Survival +4
Languages
Common, Dwarven, Elven
SQ
Dual Identity, Seamless Guise, Obscurity (ST), Hidden Strike 1d,
Alternate Racial Trait
Dimdweller
Traits
Child of the Moon, Hidden Hand, Crime : Murder

Added dwarven and elven
Backstory:

Peter was born in the heart of Talingrade to a father who was a dock worker and who’s mother died giving birth to him. Peter spent much of his beginning years alone, his father splitting his time between work and the tavern. Peter quickly joined up with a child gang being as he was a scrawny kid. He made friends pretty easily and found his niche doing the agile work of the crew. Occasionally Peter behaved erratically claiming that he heard someone change the plans. With his talent however, such occasions were overlooked.
As time passed however more strange things began happening. Peter would not show up for excursions, but any security would be completely absent. Only for rumors to appear later that the security was dead. When asked about this Peter would claim that he had no knowledge of the happenings because he was sleeping.
The local officials began taking action however, and staged an enticing fake mark for the culprits of these crimes. The lieutenant was inside organizing this sting when her own back-up weapon cut her throat. The killer, wide-eyed and now covered in blood, let out a maniacal giddy laughter as he attack the nearest two guards who were understandably surprised. After this initial shock the guards organized and incapacitated the assailant. Drenched in blood the killer was carried back to the local justice and within minutes, albeit most of the minutes were taken by general horror, was sentenced as a murderer and sent to Brandscar prison.


Re: Talingarde in Golarion - Sorry, I meant that Talingarde's human population is of Taldane descent - the island itself is past the Arch of Aroden. I haven't done a ton of history to it, just kind of picked a rough location of where it would be and a rough idea of how it came to be settled by humans. Chelaxian, Taldane, either way it's the same language, so it works out.


meloriel wrote:
@ Geborah - Not sure if I mentioned it, yet, but I really like your character. Nice job!

How kind, thanks! I like the writing style of your background, particularly how you bite it off at the end with the bit about her brand. Very effective.

If we both get in, you can bet it'll be coven time! :)


Tavarokk wrote:

** spoiler omitted **

Storyteller Shadow wrote:
Better than my idea, I stuck it out to sea off of the coast of Cheliax (not too close mind you!).

Wasn't it actually supposed to be somewhere well to the west of Cheliax and Varisia? And iirc Cheliax' main language is still Taldane, so it'd be all the same.

I just stuck it there and never really looked into where it was supposed to be :-)

Liberty's Edge

GM:
I thought that tales of Asmodeus would remain in religious education and folk cautionary tales, like the Devil in Christianity. If not so, I'll think of a way.

About the mechanics, I surely can; also, I could take the energy focus drawback, so that I could only cast fire blasts; likely more appropriate to the spirit of the curse. The freed up talent would go to Expanded Necromancy, which would also allow for burning skeletons for the cathedral scene.


Sapiens:

The extra drawback is unnecessary - The fire blast as the extra bonus is mainly what I was thinking. The truth is, there are so many people who are going to be looking at Necromancy, I suspect, that there will be a time and place for grabbing Expanded Necromancy. Destructive Blast base ability may be more useful for the first part.

Liberty's Edge

GM:
Alright, I switched it! Thank you for your time!


Brawler looks fine, but I've leant towards Brazen Disciple archetype of Monk.

Would you prefer that I go brawler? Just so I know before going to far into back story.

Also went with Fiend Facade (Human) as her first feat, because it was something obvious she would've been doing most her life.

As I'm not really planning an alias, though I've got her crunch done, I'm holding off posting it until her back story is done.

Her name is Vatra of the Burning Fist (a name she kind of gave herself) she is a Tiefling (hellspawn) Monk (Brazen Disciple).


It’s up to you. I like to make sure all options are considered, and some people have never looked at hybrid classes before. The monk archetypes sounds fine.

Grand Lodge

Woohoo as of today there's only 10 days to go before crunch time.


@GM Phntm88

I read through the primer, and I made some thematic updates to Zuriel. He'll definitely be from the savage north, so I removed his early life tutoring. He'll have some savage tendencies as well, though spending time at a monastery should dampen most of that except at particularly trying times.

The same build and the updated background are below.

---Zuriel Wordbringer re-Post---

Build (unchanged):

Zuriel Wordbringer
Male elf monk (monk of the four winds, maneuver master) 1/wizard* (Pathfinder RPG Advanced Player's Guide 112, 147, Pathfinder RPG Ultimate Combat 58) 
LE Medium humanoid (elf) 
Villian Points 1 
Init +8; Senses low-light vision; Perception +7 
-------------------- 
Defense 
-------------------- 
AC 18, touch 18, flat-footed 13 (+4 Dex, +1 dodge, +3 Wis) 
hp 8 (1d8) 
Fort +2 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +6, Will +5 
Resist cold 5 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee unarmed strike +4 (1d6) 
-------------------- 
Statistics 
-------------------- 
Str 11, Dex 18, Con 10, Int 12, Wis 16, Cha 12 
Base Atk +0; CMB +5; CMD 18 
Feats - Custom Feat – Deft Manuevers (Monk Lvl 1 Bonus Feat), Dodge (lvl 1 character feat), Elemental Fist[APG], Improved Unarmed Strike, Run (Fleet-Footed), 
Feat Taxes Agile Maneuvers, Mobility, Weapon Finesse 
Traits criminal, - custom trait (campaign) – Forgery (linguistics), warrior of old 
Skills Acrobatics +4 (+8 to jump with a running start), Bluff +2, Disable Device +3, Knowledge (nature) +2, Perception +7, Stealth +8, Survival +4 
Background Skills Knowledge (geography) +2, Linguistics +8, Sleight of Hand +9, 
Languages Common, Dwarven, Elven, Sylvan 
SQ desert runner[APG], flurry of maneuvers, villain points, specialized school (teleportation[APG]), Fleet-footed[ARG] 
-------------------- 
Special Abilities 
-------------------- 
Agile Maneuvers Use DEX instead of STR for CMB 
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments. 
Elemental Fist (1d6)  You can add 1d6 energy damage to an attack. 
Energy Resistance, Cold (5)  You have the specified Energy Resistance against Cold attacks. 
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. 
Flurry of Maneuvers (1 maneuver, -2) (Ex)  At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. 
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. 
At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. 
A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.
This ability replaces flurry of blows. 
Villian Points Villian Points can be spent at any time to grant a variety of bonuses. 
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. 
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. 
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. 
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. 
Teleportation Associated School: Conjuration
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.

Backstory (slight updates):

Zuriel was tall, slender, and muscular, but he was also largely ignored. He was one of five natural kids, and among an unknown amount of bastard children. He interacted only sparingly with his parents growing up, and was instead relegated to learning via his own devices. He would often spend days away from the trading village where he lived, wandering the vast arctic terrain nearby, His father heard about it soon enough, and he confined to his room for days until his father's anger relented. That act started a war between Zuriel and his family, though his family didn't know it was happening. He found he could cause the most disruption by sneaking into his fathers study and changing the instructions that man was sending to his network of traders. After a few deals soured, his father finally figured out was going on. Zuriel was stripped of his surname, put in the stock's for a week, and then sent to a monastery in a far away city.

The monastery didn't try to change his behavior, it just gave him new passions to focus on. It softened some of the savage ways of life in the north, but it also gave him basic skills and he even learned how to read and write. He also put time into honing his muscles, increasing his speed, and basic combat techniques. His weak upper body held him back from most attacking combats, so he focused on disrupting his opponents, and moving quickly to keep out of their reach. His father had refused to pay for the training, so Zuriel still had to work while training. He was a natural messenger in the city, where he was faster than anyone else could be, even if they were on horseback. 

In reality, he was also much faster than anyone thought he was. On most of his message runs he would carefully unseal the letter, make a note of the contents, and then seal his back up. He had to do it quickly, and sometimes it was a little messy, but he wasn't getting caught. Very few people expected a savage man from the north to be able to read, and so many of the messages weren't even sealed. He worked his way up as a messenger, and was soon running urgent messages for the ruling family and counsel in the area. He continued his habit of reading the messages, but also quickly realized that information this important could be sold for a hefty price. He found some information dealers and started a frequent trade with them. When they started asking him to forge new messages, he happily, once his fee was raised substantially that is. 

He very quickly realized though that he didn't want others dictating what he did. He was willing to sell some of it, but he had ambitions, and he wanted to be the one in control. He still took the forgery requests, but he didn't impart the information they wanted. Instead, he put in his own information or commands, and watched as the city started bending to his will. Of course, he hadn't thought through the fact that the information dealers knew who he was, or that they would quickly find out he wasn't sending along their information. 

His trial came and went quickly, with more than enough testimonies to convict him. He never divulged his true family name, so they never knew of his sentence. The monastery was informed, but no one attended his trial or spoke on his behalf. As far as he knew they had forgotten him already. That thought bothered him more than the sentence did. He would make a name for himself; he would show them his true abilities. First he just had to escape from this prison. 

Personality: Zuriel hates being ignored, and will draw attention back to himself if he thinks it has drifted away. He's ambitious and driven, though mostly because he wants to show those who wrote him off that is he capable. He's calculating more than brash, and isn't a complete slave to his emotions. His back in the untamed north lands is mostly negated by his time in the monastery, but it can still come out in trying situations.

Lantern Lodge

I'm more or less stuck between three different concepts.

The first is a Slag May (Annis-born Changeling) Bloodrager using the Hag Riven archetype and probably Fighter VMC. The idea is that she is a former recruit in Talingarde's army. During the first period they were stationed on the Watch Wall she experienced the Calling and as such left her post as soon as she could. When her squad mates discovered she was missing after their shift on the wall had ended they went looking for her and tracked her to her mother's cave. There they waited till the Annis Hag left to hunt and then went in to free my character. They found her already partially transformed into a Hag.
Upon return to the wall the entire squad was punished for insubordination as they left the wall in their resting time. My character however was first set apart in a cell and eventually charged with desertion. For while it was obvious she was very much the victim of the situation they didn't want such a being in their army and this was an easy way to get rid of her.

The second is a Veil May (Blood-born Changeling) Mesmerist of yet undecided archetype, if any. I'd be looking at Bard or Inquisitor VMC for her. She is the result of a fling between one of her hag mother's many personas and a famous playwright. She was raised by her father after her mother vanished. She was raised around the stage and around actors and artists. It was through them that she came into contact with what some called 'the Dark Muse'. Initially she thought this was just a euphemism for some addictive substance she later learned that several desperate artists longing for success actually worshipped this 'Dark Muse'. It was rumoured that several very successful playwrights and poets got their inspiration form the sacrifices they brought to her. Her father was among those rumoured to have done this but he vehemently denied, warning the character to stay away from this evil demigod.
She listened to her father, at least initially. Eventually she decided she wanted to be a poet and a playwright and her father told her that if she were to write her first poem she'd be allowed to recite it to the audience before his next great play. She immediately got to writing. When nothing coming out of her pen was good enough she once more turned toward the 'Dark Muse'. Mere seconds after her prayer words filled her mind and she set to writing what surely was a divinely inspired masterpiece. She thought it was a clever and witty comment about the state of the nation and it's rulers. Not all in her father's crowd did not agree. The handful of nobles and officials among the crowd where everything but amused and before her father's play ended she was clapped in irons and dragged off on charges of sedition.

The last is a human devotee of Mammon and a Divine Paragon Cleric with Fighter VMC. The character would come from a family that backed House Barca many times, yet not because of shared ideals. Simply put, they sell House Barca their weapons and function as bankers of the nobility. Their entire House paid lip service to the Argent Prince since the days before House Barca came to power. Though they officially renounced those believes many years ago there were many rumours they still worshipped the archdevil of avarice. Yet their importance to House Barca's position and tendency to keep it all confined within their own walls meant the church of Mitra was kept away from their doorstep. As long as they didn't bother anyone and their sacrifices solely consisted of gold and silver none really cared.
It was my character that stepped over this line and broke the unspoken rules when started using his the information that came with family's position to supplement his own funds. He used knowledge of extramarital relations and children born out of wedlock to blackmail and extort various nobles but none really cared. It wasn't until he started blackmailing a man of the cloth with information about his many visits to a specific prostitute that things went south. He discovered that said prostitute was actually an illicit daughter of a bishop and the priest visited her to urge her to leave her chosen profession behind. When he tried to blackmail the bishop with this he was very quickly arrested on charges of extortion and his family dropped him faster than anyone could imagine.


1 and 2 seem like they would have the most story potential. That’s all I’ll say on the matter.


1. Amergin the Wise/Alias ad Tempus: Muirnur Stonefist, ? Male Duergar Monk (Gray Disciple) 1/Fighter [Slave-Taking]

2. Ashe: Cole Hale, LE Male Human Inquisitor (Infiltrator, Sanctified Slayer) of Asmodeus 1/Ranger [Desertion; Bitten]

3. Cuan: TBD

4. Darkness Rising: Rigel Quicklingfay, LE Female Half-Elf Cleric (Asmodean Advocate) of Asmodeus 1/Antipaladin [Blasphemy; Bitten]

5. Deliverance: Bastian Kray, LE Male Human Wizard (Illusion, Mage of the Veil) 1/TBD [Extortion]

6. Dennis Harry/Storyteller Shadow: Amalrus Almuric, NE Male Human Wizard (Exploiter Wizard) 1/Sorcerer (Rakshasa) [Desecration]

7. derpdidruid: Aviaun Koski, NE Male Dhampir (Vetala-Born) Kineticist (Dark Elementalist) 1/Oracle [Kidnapping]

8. F. Castor: Raevanis Dwin'Alir, NE Male Elf Fighter (Weapon Master) 1/Monk [Dueling unto Death; Bitten]

9. Fighting Chicken: Tatienne Talbot, LE Female Human (Chelaxian) Occultist 1/Bard [Blasphemy]

10. Grumbaki: Inarus, LE Male Tiefling (Oni-Spawn) Monk (Unchained, Monk of the Mantis) 1/Oracle (Bones) [Piracy]

11. Ictoo: Aeron Carden, NE Male Human Alchemist (Beastmorph, Vivisectionist) 1/Ranger [Murder; Bitten]

12. Javell DeLeon: Morthos, LE Male Human Antipaladin (Knight of the Sepulcher, Tyrant) of Asmodeus 1/TBD [High Treason]

13. Kayne Rhal: Wraith Bonewalker, LE Male Tiefling (Daemon-Spawn) Wizard (Necromancy, Undead) 1/Sorcerer (Undead) [Grave Robbery]

14. Keep Calm and Carrion: Geborah, LE Female Changeling Cleric (Theologian) of Asmodeus 1/Witch [Arson]

15. Kevin O'Rourke 440: Gallen, LE Male Human Antipaladin (Tyrant) 1/Fighter [High Treason]

16. leinathan: Dante Alighieri, LN Male Human Investigator (Psychic Detective) 1/Ranger [Heresy]

17. meloriel: Jezebel, NE Female Human Witch (Ley-Line Guardian) 1/Sorcerer [Murder]

18. Saashaa: Peter, NE Male Human Vigilante (Serial Killer) 1/Ranger [Murder]

19. Sapiens: Margarice, LE Female Human Soul Weaver (Dual Channeler) 1/Oracle (Bones) [Desecration]

20. Seth86: Mic'Mac, NE Male Ratfolk Alchemist (Plague Bringer) 1/Witch [Consorting with the Dark Powers (Witchcraft)]

21. Shadowtail24: Zuriel Wordbringer, LE Male Elf Monk (Maneuver Master, Monk of the Four Winds) 1/Wizard [Forgery]

22. SkaTalon: Cerrin Valo/Razer, NE Male Human Vigilante (Serial Killer) 1/Cavalier (Order of Vengeance) [Attempted Murder]

23. Tanner Nielsen: Tsura Vhiski, LE Female Human Oracle (Intrigue) of Asmodeus 1/Sorcerer (Rakshasa) [Fraud; Bitten]

24. Tavarokk: Octavia Falco, NE Female Human Oracle (Seduction) of Ardad Lili 1/Rogue [Blasphemy]

25. Thackery Baxter J Thorington/Dragonofashandflame: Balam Kael, LE Male Aasimar (Angel-Blooded) Antipaladin (Dread Vanguard, Lord of Darkness) of Asmodeus 1/Cavalier (Order of Vengeance) [Attempted Murder]

26. TheoreticallyYours: Vatra, LE Female Tiefling (Devil-Spawn) Monk (Brazen Disciple) 1/TBD [TBD]

27. Vanulf Wulfson: Cain Malibourne, LE Male Human Inquisitor (Sanctified Slayer) of Asmodeus 1/Sorcerer (Infernal) [Attempted Murder]

28. william Nightmoon: Valerian Whitewing, NE Female Tiefling (Demon-Spawn) Cleric (Hidden Priest) of Lamashtu 1/TBD [Consorting with the Dark Powers (Witchcraft)]

29. Zektolna: Wesh Meloi, LE Human Fighter 1/Barbarian [Murder]

Tulay Miller: Noir Sanguina, NE Female Dhampir Slayer (Cutthroat) 1/TBD [Attempted Murder]


With these odds, it'll be a miracle if anybody makes it into this game.


I must withdraw from consideration. I lost interest in the character concept, and it looks like you have plenty of applicants. Good gaming!


Sorry to hear, Tanner. Good luck in future gaming!

@Dante: It isn’t going to be easy for me to choose, that’s for sure. I’m not looking forward to the challenge.


I would like to offer Edmin Al'Roth a human LE Fallen Paladin.
Crime: Murder

Background:

Edmin Al'Roth began his carrier as an officer in the military Like everyone else, his love of his country drove him to it. As time went on, more of his men and friends died. Each one taking a small part with them to the beyond. Campaign after campaign Al'Roth was asked to lead his men into battle, only to watch them die. His feelings turned inward, he became distant from all except his men, the sanctity of life no longer mattered to him, only the lives of his men that he could not save. His coldness and fury made him an excellent soldier, until he lived for combat, to kill the enemy. Everything else had lost it's appeal, wine only tasted good after a battle now, women only a pleasant amusement for his down time. His pride grew with each victory but so did his anger and depression afterwards.
The battle of the High Moors was the paladin's breaking point. His unit had been sent into the heat of battle, out manned and unready for what awaited them on the field. Captain Al'Roth was the only survivor. His men had died for nothing and it was the General's fault, not his, never his. The general died that night. The breath had been choked from his body and Al'Roth was found sitting next to him. Drinking the general's wine and waiting.
The trial did not last long, Al'Roth admitted to it. The fallen paladin leered at the other officers sitting in the jury. His so called peers, none had seen what he had, none of them had done the things he had done. Who in the hells did they think they were to judge him? No, they did not deserve the right to judge him, those weak fools. Sentenced to death? Al'Roth laughed at them all, Death was his friend, just like a butcher in the market, Al'Roth kept him fed. Now Death would get more, a lot more before this was over.


Kozaric:

The concept of the character is good, but the backstory isn’t quite right for the location. If you haven’t yet, I would suggest giving the Talingarde Primer linked at the top of the page a read, then rewriting the backstory to better fit with the world.

Don’t forget that a submission is only considered complete if you have both the backstory and the crunch finished.


Edmin Al'Roth

Outlook:
Edmin Al'Roth believes himself to have a code of honor that has been tempered by his real life experiences. Others may see him as a remorseless killer, maybe even a bit psychotic, but he sees himself as someone who gets the job done, any job. He will not sacrifice his comrades but will slay anyone man woman or child they he deems a threat to himself or his companions. If his comrades turn on him then they have become the enemy, worse a traitor that deserves harsh punishment before an agonizing death.
"Victory by any means necessary!" Is the words he lives by. Those that don’t follow this are naive and week to Al’Roth. They are sheep, and he is a wolf. They do not understand the real world, how the end does justify the means. He will not kill a prisoner unless he has a reason. Slowing him down, giving away his position, or hindering his companions is good enough reason in his book, other reasons are negotiable.


This is Kozaric.

Stats for my fallen paladin


Alright GM Phntm888, my Avatar is up, needs to be organized better but I'll get to that at a later time.


Aw shucks, I thought I posted a whole thing in this thread but it looks like the thing got eaten by the website. Cruuuud. I'll fix the skill labeling and re-write the backstory before the deadline.


Edman Al'Roth:

It looks like you're two skills short. I've given everyone an extra 2 skill points per level, so you'll need to pick those. You also need to choose a Virtual Multiclass.

I'm curious to know where your character is going in terms of progression. Choosing to be a fallen Paladin as your first level means you're essentially starting as an NPC Warrior class. I would suggest switching your class to Anitpaladin as the way to represent your fall. I've waived the alignment requirement of Chaotic Evil, so you can switch easily enough.

I'm not sure your trait selection makes sense - you were bullied often as a child, but were also a bully? Sounds like Edman had a rough childhood. I'd like to see you expand on that.

To improve your chances of getting in, your character should be more than a collection of stats with a rough backstory. Try to tie things together - take the traits and work them into Edman's life. I see who Edman is now, and it's appropriate to the campaign, but how did he get there? Was it just watching his men die and slowly feeling his heart harden against the world with each death? Or did he start in a dark place he never truly left, no matter how outwardly he appeared to be a shining Paladin standing against the Darkness? Has he come home to who he always was and should be, or is this a new place for him, one he must decide whether or not to embrace?

Amalrus Almuric:

I just noticed something in your progression: you plan on taking Augment Summoning at 5, but don't seem to have budgeted for Spell Focus (Conjuration), the prerequisite. You should also choose which spells you have memorized to start the game (since you don't have a spellbook).

Aviaun Koski:

I thought the backstory was fine - my main concern is that the Vetala-Born stat adjustments (+2 Dex, +2 Wis, -2 Int) don't line up with where you put them, and it's throwing off the point buy. Jiang-Shi Born is the variant Dhampir which does the +2 Dex, +2 Int, -2 Wis.


Quote:
GM Phntm888: There aren't really many nobles who stand out in the way you're looking for in the AP. Check out the Talingarde Primer, pick an area the noble lives in, and then come up with the name. I'll try to work him into the AP itself.

The Noble responsible for Cerrin Valos fate is Kalivar Holden of House Holden, owners of a prominent trading company based out of the port city Daveryn.

The Character sheet builder app i used must have put Obscurity and Renown on the same sheet by mistake, maybe cause it acts the same? I don't believe there was a background skills option but i can add those manually. I'll remake it if selected.


GM Phntm888:
Ah forgot about that! Perhaps I'll skip Augment Summoning altogether then. The Feat Tax hits Martial and Arcane alike at times.

OK, I'll look back at the spells I picked for my "spellbook" and decide which ones I would have had left.


@SkaTalon: Which of Obscurity and Renown do you intend to take? Just so I'm clear.

Thank you for the name of the noble.


Finally I feel my character is ready to be shown. An unchained rogue that will use saps and take the sap feats. When combined with the thug and scout archetypes to complement, should be able to churn out lots of non-lethal sneak attacks. Used to taking prisoners instead of killing everything, but will not mind 'cleaning up' once they prove useless. She may even slowly change from lawful neutral to lawful evil in time. Her main drive is staying alive and sometimes it is the thoughts of those who have turned their back on her or betrayed her(in her eyes) that she uses to keep her going. Her family, her friends and even her former commander have all left her for dead as far as she is concerned. I will create an alias if selected.

Demlin Tursei:

Character Name
male human unchained rogue(thug/scout) 1/inquisitor VMC
LN medium humanoid(human)
Init +6; Senses Darkvision 30ft.; Perception +6(+7 vs. traps)
—————
Defense
—————
AC 14, touch 14, flat-footed 10 (+0 armor, +4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +2
—————
Offense
—————
Speed 30ft.
Melee Unarmed +4 (1d3-1)
Special Attacks sneak attack 1d6, frightening
—————
Statistics
—————
Str 8, Dex 19, Con 12, Int 14, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 13
Feats Bitten, Alertness, Two-weapon Fighting, Weapon Focus(Close)
Traits Attempted Murder, Reactionary, Classically Schooled
Skills 1 Acrobatics +8, 1 Bluff +5, 1 Disable Device +9, 1 Escape Artist +8, 1 Intimidate +7, 1 Perception +6(+7 vs. traps), 1 Sense Motive +6, 1 Sleight of Hand +8, 1 Stealth +8, 1 Spellcraft +7, 1 Use Magic Device +5
Languages Common, Elven, Dwarven
SQ finesse training
Other Gear
—————
Special Abilities
—————
Finesse Training(Ex) At 1st level, a rogue gains Weapon Focus as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Focus (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Frightening(Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Sneak Attack The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

future feats:

Enforcer
Sap Adept
Sap Master
Hurtful
Dazzling Display
Shatter Defenses
Violent Display
Greater Two-weapon Fighting
Dodge
Spring Attack

Backstory:

They say you only find out who you truly are when you are when faced with trials and tribulations. Demlin's trials began when she decided she wanted to become a soldier. She could have done many other less dangerous things thanks to her reasonably well off family and the schooling that all of them had the privilege of. They had many connections and anything she desired to do in Ghastenhall could have been accomplished. Much to the disappointment of her parents and 2 brothers, none of whom had ever had to fight for anything, she wanted the one thing they couldn't help her achieve. So without connections or aid she enlisted.

She had always been told she was a strange girl, not doing the usual things with the other girls but prefering to play with the boys and their rougher games. She was never very strong so she had to learn to use her agility to win. Plenty of times the maid patched up her cuts and bruises and she went right back to play. Her best friend was a trouble maker of the worst sort and she was told to stay away from him many times but she didn't care for she was in love with him and they were inseparable. Sadly they parted ways when out of the blue he decided to join the Mitran clergy. She didn't understand and doesn't know that he was caught and given the choice of service or a life of hard labour.

The assumed betrayal by her best friend caused a shadow to grow inside her. She flunked her training as a soldier as she too many times failed to work with the team and follow orders properly since she preferred to complete tasks in her own way. There was one man who saw her talent and wouldn't let it go to waste. He was an inquisitor that showed her how to best use her skills. She was recruited not for a military unit, but as a small squad that did what it took to get the job done, rooting out dissidents, cultists and lawbreakers.

Her unit was sent to investigate some missing persons and a suspected cult. What they didn't expect to find was the long hidden lair of an ancient vampire. It toyed with them, seeing what kind of opponents dared to challenge it. They were no match for their foe but Demlin didn't accept defeat. She convinced them she had a plan to corner it and accidentally led them right into the creature's trap.

She woke up in the middle of the lair surrounded by her unit. They were all dead, drained dry, but for some reason she had been left alive. The trauma of this event and the knowledge of the infection that she could now feel slithering inside her broke her. She returned to her commander angry and out of control and was dismissed. She didn't take this well and blamed him for her condition.

Everything in her life that had led her up to this point all suddenly crashed in on her at once. She blacked out and can't remember anything but when she came to her senses she was chained up and accused of the attempted murder of her commander. The trial was quick and she was sentenced to death by beheading. The bite marks on her neck were discovered only when she was forced into her prison rags but they didn't think it mattered. She would be dead soon anyway.

Appearance and Personality:

Age: 29
Height: 5'4"
Eyes: Blue
Hair: Brown
Skin: Pale

Demlin is shorter than average and hates for it to be mentioned or to be looked down upon.
She has a delicate frame and is often thought to be younger than she really is which quite annoys her.
Due to her physical weakness she has trained to use her speed to her advantage and how to hit an opponent's pressure points to wound and knock them out rather than kill them.
To this end she usually uses a couple of leather saps, one in each hand though she often carries sharper weapons too.
Because of her physical stature and apparent youth she has often been underestimated and though she hates being seen as unskilled she uses this to her advantage to surprise her opponents.
She gets along with anyone who doesn't mention her height and doesn't discount her points because of her age but diplomacy is not a strong point.
Since her training she has usually been the one taking orders and though she hated the strict way of the army she was happiest with the flexibility given to her and her unit.
She likes to cross lines when told not to, something started in her by her best friend as a child.
If given the opportunity to escape prison she would leap at it. Death doesn't suit her plans.
She thinks much about what got her in prison in the first place but she still can't remember the incident.

NPC connections:

Terrilon Farres Her former best friend who became a Mitran clergyman. Was quite a troublemaker and responsible for bringing out the irrascible and rebelious side of Demlin. His decision to join the church to avoid hard labour was seen as a betrayal by Demlin and they have never spoken since. She has often thought of what she would say to him if they ever crossed paths again but she has no idea where he is or any real desire to seek him out.

Sir Bartelles Marde An inquisitor that lead a small militia and trained them as small, discrete squads to complete missions quietly and without incident. He had no idea there would be a powerful vampire when sending Demlin and her team on their last mission where all but Demlin died. He did not believe her story and accused her of being a member of the cult and turning on her team. This caused her anger-blackout where she almost killed him. If she had have showed him the bite marks first he might have believed her story.

Tursei Family A wealthy but not super rich family living in Ghastenhall. Several of them are artists, musicians and involved in the upper classes of society. The father of the family is a minor banker as were previous generations.

Baron Byron Havelyn An ancient vampire of unknown age. He was recently disturbed from a centuries long rest by a group crossing the Heartland's mountains near Ghastenhall that had stumbled on his lair. When they failed to return to Ghastenhall or arrive at their destination Demlin and her team were sent to investigate. The Baron saw his once beautiful but long dead daughter in her eyes and as if evoking the last remnant of his humanity he spared her life.


@GM phntm888: I intend to take Obscurity.


Realised i don't have the bonus skills or background skills.

Will add:
Appraise*, Knowledge(dungeoneering), Knowledge(local), Linguistics(draconic)*.

Background skills denoted with '*'.


Diamondust:

GM Phntm888 wrote:


Ability Scores: 25 Point Buy, no score above 18 after racial modifiers. No score below 8 before racial modifiers, and try to limit yourself to only 1 such score.

The 19 will need to come down to an 18. Otherwise, your point buy looks good. The rest of the stats look good since you realized you missed the bonus/background skills.

I don't consider 5'4" to be short, however, coupled with the slender frame, I could see people seeing her shorter than she actually is. Dropping her to around 5' would really hammer home the "short" angle, as well as her feelings on her height.

Everything else looks good.


Oops. I will put charisma up to 14 then. I also have to bring con down to 10 because of Bitten and i haven't calculated in the alertness feat bonuses. 5ft does sound better, maybe even 4'10" (just found out 5'4" is female US average from 2010 so I was quite off).


With just over a week to go, I thought I would post my list of submissions, as well as what each one is missing or what needs to be worked on (if anything). If I missed you, I apologize and you should let me know. If I missed something regarding notes for what you were missing, you should also let me know. This also includes those who have expressed interest and what they were going to play, even if they haven't posted any stats yet.

Martial Submissions:
Shadowtail 24 - Zuriel Wordbringer, LE Elf Monk (Maneuver Master, Monk of the Four Winds) VMC Wizard [Forgery] (Complete)
Isin Ghar - ?, Aasimar antipaladin (Crunch, Backstory, VMC, Crime)
Raevanis Dwin’Alir, NE Male Elf Fighter (Weapon Master) VMC Monk [Dueling Unto Death] (Consolidate stats and backstory)
Grumbaki - Inarus the Wanderer, LE Tiefling (Oni-Spawn) Monk (Unchained, Monk of the Mantis) VMC Oracle (Bones) [Piracy]
Javell DeLeon - Morthos, LE Human Antipaladin (Knight of the Sepulcher, Tyrant) VMC TBD [High Treason] (Needs a VMC)
Dragonsofashandflame - Balam Kael, LE Aasimar (angel-kin) Antipaladin (dread vanguard/lord of darkness) VMC Cavalier [Murder] (Backstory rework)
Kevin O’Rourke - Gallen Baran, LE Human Antipaladin (Tyrant) VMC Fighter [High Treason] (Complete)
Alias ad Tempus - Muirnir Stonefist, LE Duergar Monk (Gray Disciple) VMC Fighter [Slave-Taking] (Full stat block, full backstory write up)
Kozaric - Edman Al'Roth, LN Ex-Paladin VMC TBD [Murder] (Crunch, VMC, backstory)
TheoreticallyYours - Vatra of the Burning Fist, ? Tiefling Monk (Brazen Disciple) VMC TBD [TBD] (Crunch, Crime, VMC, Backstory)
Zektolna - Wesh Meloi, LE Human Fighter VMC Barbarian [Murder] (Complete)

Skilled Submissions:
Ictoo - Aeron Carden, NE Human Alchemist (Beastmorph, Vivisectionist) VMC Ranger [Murder] (Complete)
Leinathan - Dante, LN Human Investigator (Psychic Detective) VMC Ranger [Heresy] (Complete)
Seth86 - Mic’Mac, NE Ratfolk Alchemist (Plague-bringer) VMC Witch [Consorting with Dark Powers] (Complete)
Saashaa - Peter, NE Human Vigilante (Serial Killer) VMC Ranger [Murder] (Complete)
SkaTalon - Cerin Valo/Razer, LE Human Vigilante (Serial Killer) VMC Cavalier (Order of Vengeance) [Attempted Murder] (Complete)
Diamondust - Demlin Tursei, LN Unchained Rogue VMC Inquisitor [Attempted Murder] (Complete)
Joseph Stoltz - ?, ? Scholar (Doctor) VMC TBD [TBD] (Crunch, VMC, Crime, Backstory)

Arcane Submissions:
Deliverance - Bastian Kray, LE Male Human Wizard (Illusion, Mage of the Veil) VMC Sorcerer or Summoner [Extortion] (VMC Choice)
Kayne Rahl - Wraith, LE Tiefling (Daemon-spawn) Wizard (Necromancy, Undead) VMC Sorcerer [Grave Robbery] (Complete)
Meloriel - Jezebel, NE Human Witch (Ley Line Guardian) VMC Sorcerer [Murder] (Complete)
Storyteller Shadow - Amalrus Almuric, NE Human Wizard (Exploiter) VMC Sorcerer [Desecration] (Complete)
Sapiens - Margarice Rodati, LE Human Soul Weaver VMC Oracle (Bones/Burned) [Desecration] (Complete)
YoricksRequiem - Spherecaster (Crunch, VMC, Crime, Backstory)
AGamer70 - Unchained Summoner (Crunch, VMC, Crime, Backstory)

Divine Submissions:
Circe Lavaush - ?, Tiefling Cleric (Crunch, VMC, Crime, Backstory)
Ashe - Cole Hale, LE Human Inquisitor (Sanctified Slayer) VMC Ranger [Desertion] (Complete)
DarknessRising - Rigel Quicklingfay, LE Half-elf Cleric (Asmodean Advocate) VMC Antipaladin [Blasphemy] (Complete)
Vanulf Wolfson - Cain Malibourne, LE Human Inquisitor (Sanctified Slayer) VMC Sorcerer [Attempted Murder] (Complete)
William Nightmoon - Valerian Whitewing, NE Tiefling (Pitborn) Cleric VMC TBD [Consorting with Dark Powers] (Crunch, VMC, Backstory)
Tavarokk - Octavia Falco, NE Human Oracle (Seduction) VMC Rogue [Blasphemy] (Complete)
Keep Calm and Carrion - Geborah the Laughing Pyre, LE Changeling (Ash Hag) Cleric (Theologian) VMC Witch [Arson] (Complete)

Occult Submissions:
Aest - ?, Tiefling Mesmerist (Crunch, Crime, VMC, Backstory)
Derpdidruid - Aviaun Koski, NE Male Dhampir Kineticist (Dark Elementalist 1) VMC Oracle [Kidnapping] (Racial Abilities)
Fighting Chicken - Tatienne Talbot, LE Human Occultist VMC Bard [Blashpemy] (Complete)

Multi-category Submissions:
Talomyr - ?, Human Unchained Monk (Scaled Disciple) (Going Sorcerer -> Dragon Disciple (Red)) (Crunch, Crime, VMC, Backstory)

Cuan - Changeling (Annis-born) Bloodrager (Hag Riven) VMC Fighter [Desertion] OR Changeling (Blood-born) Mesmerist VMC Inquisitor or Bard [Sedition] OR Human Cleric (Divine Paragon) VMC Fighter [Extortion] (Character, Crunch, Backstory)

If you do not have a "Complete" next to your name, and need more clarification of what you need, please either post here or message me and I'll give you more direct guidance.

Competition for this is looking like it will be VERY tight. With the exception of the Occult category, I have at least 7 submissions in every category - and the Occult submissions are mostly of the sort to be a 5th or 6th party member. I will only consider "Complete submissions", so make sure you get everything cleaned up before the deadline. If you don't feel confident in your submission as it stands, I would suggest you find a way to shore everything up - whether through an expanded backstory or something else.


Early background:
Edman Al'Roth grew up the third child of 4 sons born to a nobel family of minor standing. His two oldest brothers where 3 and four years elder to young Edman and made his life a living hell. Jason and marcus were thick as thieves and made thier hobby one of merciless torment of the boy. Day after day the two found new ways to show thier younger brother that he had no standing in house Al'Roth. That is until Edman entered his 14th year.

The year the two elder brothers went to learn the art of the warrior, the slender boy Edman grew....to an imposing 6 ft 2 inches.

The two returned to much fan fair given by thier dotting father and that evening the two druken men found Edman in the hayloft late that evening. The decided to once again have thier fun at the young mans expense and pain. That is until Edman snapped.

The priest were called for the two older boys to mend thier wounds, and Edman changed. A dark spark had started to grow in the boy. One that would smolder.

The tables had turned on the other two boys, and now they tirned thier own kind of brotherly love to Fredrick, the youngest.

Edman convinved himself that he was just taking up for his little brother, that he was merly protecting the weak just like the teachings of Mitra, but each time his fist stuck one of his brothers Edman felt pleasure. Edman convinced himself it was pleasure in doing the right thing., but deep down, that spark grew.

His brothers feared him now. Feared his righteous anger is what he told himself.

His brothers stopped coming home so much after that, leaving him with Fredrick. Edman took it upon himself to teach his brother to defend himself, to fight, and to be strong. At least thats what he told himself. Fredrick may have a different point of view.

Sovereign Court

There are enough submissions here to make a good party. And plenty of people here who seem really motivated. I'll bow out, to make the decision a bit easier and to increase everyone's chances. Have fun everyone.


I updated Balam.

Swapped out his race (he's a human, now), and revised his back story. I also made it super obvious that he worships Asmodeus. I THINK it all should work out. Lemme know if I borked it again.


@Edman: Thank you for the backstory expansion. It looks good.

@Inarus: I understand. Happy gaming!

@Balam: Looks good. You’re complete.


Edman should be good. All back ground etc in profile.

Lord of Darkness 1/ Fighter (VMC)

Skills are fixed.


I added two scenes to the backstory. The first one helps tie in the Wizard VMC. The second shows the crime he was caught for.

---Zuriel Wordbringer re-Post---

Build (unchanged):

Zuriel Wordbringer
Male elf monk (monk of the four winds, maneuver master) 1/wizard* (Pathfinder RPG Advanced Player's Guide 112, 147, Pathfinder RPG Ultimate Combat 58) 
LE Medium humanoid (elf) 
Villian Points 1 
Init +8; Senses low-light vision; Perception +7 
-------------------- 
Defense 
-------------------- 
AC 18, touch 18, flat-footed 13 (+4 Dex, +1 dodge, +3 Wis) 
hp 8 (1d8) 
Fort +2 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +6, Will +5 
Resist cold 5 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee unarmed strike +4 (1d6) 
-------------------- 
Statistics 
-------------------- 
Str 11, Dex 18, Con 10, Int 12, Wis 16, Cha 12 
Base Atk +0; CMB +5; CMD 18 
Feats - Custom Feat – Deft Manuevers (Monk Lvl 1 Bonus Feat), Dodge (lvl 1 character feat), Elemental Fist[APG], Improved Unarmed Strike, Run (Fleet-Footed), 
Feat Taxes Agile Maneuvers, Mobility, Weapon Finesse 
Traits criminal, - custom trait (campaign) – Forgery (linguistics), warrior of old 
Skills Acrobatics +4 (+8 to jump with a running start), Bluff +2, Disable Device +3, Knowledge (nature) +2, Perception +7, Stealth +8, Survival +4 
Background Skills Knowledge (geography) +2, Linguistics +8, Sleight of Hand +9, 
Languages Common, Dwarven, Elven, Sylvan 
SQ desert runner[APG], flurry of maneuvers, villain points, specialized school (teleportation[APG]), Fleet-footed[ARG] 
-------------------- 
Special Abilities 
-------------------- 
Agile Maneuvers Use DEX instead of STR for CMB 
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments. 
Elemental Fist (1d6)  You can add 1d6 energy damage to an attack. 
Energy Resistance, Cold (5)  You have the specified Energy Resistance against Cold attacks. 
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. 
Flurry of Maneuvers (1 maneuver, -2) (Ex)  At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. 
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. 
At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. 
A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.
This ability replaces flurry of blows. 
Villian Points Villian Points can be spent at any time to grant a variety of bonuses. 
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. 
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. 
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. 
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. 
Teleportation Associated School: Conjuration
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.

Backstory (unchanged):

Zuriel was tall, slender, and muscular, but he was also largely ignored. He was one of five natural kids, and among an unknown amount of bastard children. He interacted only sparingly with his parents growing up, and was instead relegated to learning via his own devices. He would often spend days away from the trading village where he lived, wandering the vast arctic terrain nearby, His father heard about it soon enough, and he confined to his room for days until his father's anger relented. That act started a war between Zuriel and his family, though his family didn't know it was happening. He found he could cause the most disruption by sneaking into his fathers study and changing the instructions that man was sending to his network of traders. After a few deals soured, his father finally figured out was going on. Zuriel was stripped of his surname, put in the stock's for a week, and then sent to a monastery in a far away city.

The monastery didn't try to change his behavior, it just gave him new passions to focus on. It softened some of the savage ways of life in the north, but it also gave him basic skills and he even learned how to read and write. He also put time into honing his muscles, increasing his speed, and basic combat techniques. His weak upper body held him back from most attacking combats, so he focused on disrupting his opponents, and moving quickly to keep out of their reach. His father had refused to pay for the training, so Zuriel still had to work while training. He was a natural messenger in the city, where he was faster than anyone else could be, even if they were on horseback. 

In reality, he was also much faster than anyone thought he was. On most of his message runs he would carefully unseal the letter, make a note of the contents, and then seal his back up. He had to do it quickly, and sometimes it was a little messy, but he wasn't getting caught. Very few people expected a savage man from the north to be able to read, and so many of the messages weren't even sealed. He worked his way up as a messenger, and was soon running urgent messages for the ruling family and counsel in the area. He continued his habit of reading the messages, but also quickly realized that information this important could be sold for a hefty price. He found some information dealers and started a frequent trade with them. When they started asking him to forge new messages, he happily, once his fee was raised substantially that is. 

He very quickly realized though that he didn't want others dictating what he did. He was willing to sell some of it, but he had ambitions, and he wanted to be the one in control. He still took the forgery requests, but he didn't impart the information they wanted. Instead, he put in his own information or commands, and watched as the city started bending to his will. Of course, he hadn't thought through the fact that the information dealers knew who he was, or that they would quickly find out he wasn't sending along their information. 

His trial came and went quickly, with more than enough testimonies to convict him. He never divulged his true family name, so they never knew of his sentence. The monastery was informed, but no one attended his trial or spoke on his behalf. As far as he knew they had forgotten him already. That thought bothered him more than the sentence did. He would make a name for himself; he would show them his true abilities. First he just had to escape from this prison. 

Personality: Zuriel hates being ignored, and will draw attention back to himself if he thinks it has drifted away. He's ambitious and driven, though mostly because he wants to show those who wrote him off that is he capable. He's calculating more than brash, and isn't a complete slave to his emotions. His back in the untamed north lands is mostly negated by his time in the monastery, but it can still come out in trying situations.

added scene 1:

Dead?” Zuriel tries to peer past the man in the doorway but he can’t see much. This could be an opportunity. The man in the doorway nods and tries to close it, but Zuriel stops it with his arm. He tries to shove it back open, but can’t. He curses in Sylvan, then remembers himself and turns back to the man.

This delivery is important. I got a special fee for it. If he ain’t dead, I’m in trouble.” He stares down the man. He cracks his neck and then tilts his head sideways. “How did he die?” He tries to make it sound like a threat; but he fails. He has to hold back a wince, this wasn’t going well.

Not sure. I heard a gasp and came to check. He was stiff as his staff lying beside him. Had a nasty look on his face. I hurried over, knocking over a basin and mirror in my haste. He never revived.

And are you kin?

No. Landlord.

Zureil keeps back the smile, and puts on a grim voice. “Then back to the owner it goes.” He jerks a thumb in some direction behind him and turns to go. He hears the door close behind him and smiles. The death scene sounded like some sort of shaman. Shamans were revered in the north, even if most of them were fake.

He turns down an alley and pulls out the delivery sheet. He pulls out his quill and ink, and holds the paper against a wall. He looks up at the name, dips his quill into the ink, and then stops. No. A mirror and basin; not the tools of a shaman. A wizard than? A seer wouldn’t use those either. He reconsiders the name, scratching the idea of a harsh, uneven signature. Wizard, probably academy trained, so well scripted. Poor housing, so not well accomplished – he probably overcompensates with a styled signature.

Zuriel wipes the quill clean, and dips it in more deeply. He signs the wizard’s name, in looping, oversized letters. He finishes it off by crossing the last letter across the whole name. He smiles, thrilled at the exactness of the signature. He pulls out the package and tears off the wrapping. He blinks at the lettering on the cover of the tome, and then blinks again. The letters won’t come into focus though. He curses, but tucks the tome in his personal pack. If he could pair an arcane mind with powerful, if lean, body. He smiles more broadly, he could be unstoppable. Then he wouldn’t have to just be the messenger, he could be the leader in the dark that was manipulating everything.

added scene 2:

Zuriel smashes his fist into the wall, panting. It pains him some, but he’s not strong enough to break it. He scans over the missive again, muttering to himself. “Push the raids further north? They’ll impede on the clan territories. Those are my people, damn it.” He had carried enough missives for this politician though, and he knows the man knew what the raids would accomplish. His family had sent him away, but he still felt a kinship with them. And he felt a strong kinship with the rest of his clan, many of whom had taught him survival lessons in the frigid north.

He pulls out the small note that had been handed to him on the way out of the politician’s office. It was cyphered, but he can understand it without pulling out a reference.

Push raids harder

Zuriel curses again. He couldn’t stop the raids, but as long as they stayed close to the wall the clans could ignore the southerners and focus on their own territorial wars. The clans didn’t mind the wall, none of them wanted to live in the soft south. He had to strengthen the language for the raids, too many people were watching him closely to not do as instructed; but he could change the subtext. This would require very delicate language.

Zuriel looks around, making sure that there still wasn’t anyone watching the nook he was in. He has only a few moments to act. He closes his eyes and sorts through the debates for this topic. What was it that young, idiot lord had said? That the politician was pilfering the treasure from the raids and keeping it for himself. He smiles. The politician was doing no such thing, but it should be enough of an idea to discourage the suggestion.

The excitement starts as he copies down the start of the message before calling strongly for the additional raids, and just barely adding a subtle offer at the end. Would the receiver like to benefit from the raids as well? He considers it well hidden, so that it could easily be denied as not being offered.

He dries the ink then burns the original. He had to re-seal this one. He is too excited though, and smudges the seal. No, that wouldn’t do. The political is a forceful man, his seal was firm and distinct. He melts the wax and tries again, this try was better; but the wax was wearing thin, and it still wasn’t great. He sighs, but he doesn’t have a choice now. He stows his kit, tucks the missive into his pocket, and sets off at top speed.


Incidentally, I added the bit on relatives to the background in the charsheet itself for later reference.

I considered maybe fleshing them out more (names, trades for everyone, a bit on Octavia's nephews and nieces), but given the slim odds of them being in any way relevant, it felt excessive.


Ok, so I looked up Virtual Multi-classing earlier, wanted to get back to it and make a final decision. Surprised to find no matter what I try searching, I cant find the info again. Anyone mind hooking me up with a link?

EDIT: Ok, found it myself.

Someone wrote:
VMC Sorcerer does not gain bloodline arcana.

While you do gain powers at a delayed pace, I dont see anything which seems to indicate this is the case


Bloodline Arcana is a Sorcerer class ability separate from the Bloodline Powers class ability. With Sorcerer VMC, you do choose a Bloodline, but you do so for the purpose of which Powers you gain at the various levels and from which feats you can choose the bonus feat you get at 11th level. Other than that, the Sorcerer VMC states specifically what Sorcerer class abilities it grants and Bloodline Arcana is not mentioned as being one of them.


Arcana is separate from the bloodline? Seriously?


That is not what I said. I did not say it is separate from the Bloodline itself; I said it is separate, as in a different ability, from the Bloodline Powers.

A Bloodline consists of 1) a Class Skill, 2) Bonus Spells, 3) Bonus Feats, 4) a Bloodline Arcana, and 5) Bloodline Powers.

Just like the Sorcerer VMC does not grant a Class Skill and Bonus Spells, it also does not grant the Bloodline Arcana ability. What it does grant are one of the Bonus Feats at 11th level and, of course, the various Bloodline Powers. It also makes you count as having that Bloodline for purposes such as feats and prestige class prerequisites and such, or I think at least.

At the very least that is how I have read it from the start. I could be wrong.

And besides, I am hardly the GM, so it is not I who has final say on the matter anyway.

Edit: A brief search through the forums came up with these two threads, though I am not sure they actually offer anything too conclusive (there is a post by Mark Seifter in one of them):

Click me

Click me too.

251 to 300 of 432 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Paizo / Messageboards / Community / Online Campaigns / Recruitment / GM Phntm888's Way of the Wicked All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.