The Faceless GM's Golarion Apocalypse (Inactive)

Game Master kamenhero25


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Sheesh, there's a lot of wannabe Tricksters here.

I suppose I could have Triel go for Marshal instead, if it comes to that...

Dark Archive

I'm gonna be making a time oracle of Charon. He will eventually be going Soul Drinker. I think he will be going for Heirophant.

Silver Crusade RPG Superstar Season 9 Top 32

The Faceless GM wrote:

Harrowing feats/spells/PrC are all fine.

The rolling mechanic is roll 1d6 for the suit, then 1d10 for the alignment (reroll on a 10).

I think the forums will let you roll any die as long as the number of sides isn't too high for the coding.

Alignment: 1d9 ⇒ 9


Dragoncat wrote:

Sheesh, there's a lot of wannabe Tricksters here.

I suppose I could have Triel go for Marshal instead, if it comes to that...

Want me to put Triel down as Flexible/Undecided [Trickster or Marshal]?


mechaPoet wrote:
I think the forums will let you roll any die as long as the number of sides isn't too high for the coding.

Sometimes I forget Paizo can do that. Yeah, that's fine then.


F. Castor wrote:
Dragoncat wrote:

Sheesh, there's a lot of wannabe Tricksters here.

I suppose I could have Triel go for Marshal instead, if it comes to that...

Want me to put Triel down as Flexible/Undecided [Trickster or Marshal]?

If you'd like. :)


Will do. For now I have changed it in Mighty Glacier's spreadsheet. :-)


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And here he is, the alias of Loc: Ludvic Hearthrend, time oracle of Charon the Horseman of Death

Backstory:
Ludvic Hearthrend birth was a strange one for his kind in the city of Caliphas . When he was born, not only did his mother survive the birth well in tact but his father was also present for the occasion. The fact that his father was a vampire seemed to matter at all to his mother or the attending physician, though that may have been because of his fathers powers in regard to the doctor. His father was one of the Vampires who had gave his help against the Whispering Tyrant. While most vampires did this to protect their food supply, his father did it as a sense of duty. While not a good man, he worked to never take a human life accidentally, feeding only to survive and never draining completely. Because of this many vampires shunned his family, leaving Ludvic in the care mostly in that of his parents. His father has been able to keep the family afloat through old investments so the family lived very comfortably. Ludvic however never seemed to interested. Because of his slow aging process he was often not allowed out of the house, along with the fact that anyone capable of recognizing his race might hurt him. His mother was his only real connection to the things outside. This lead to him spending much of his time reading through the family library. One of his first loves was the work of Alison Kindler, the dark nature of her stories began to shape the way he looked at life. He had never been able to find anything that really gave his life values,instead it was always a war against the boredom of his existence. Many of the books he looked through studied the various planes as well as the soul. Through his studies he was amazed to find how much personality was apparently lost through death and judgment in the afterlife. One one the many denizens caught his eyes though. Daemons. Even though his parents were wonderful, he was taken care of well, and that his family loved him he never felt happy, simply bored. He had a emptiness that he could never explain away until he came across Daemons and their philosophy. He some how felt like he was able to relate to these monsters and their distaste for existence. He spent much of his days researching these creatures, some times sneaking out form the house to go to the various libraries of the city to read. During these outings on his teenage years he would also begin to pick up strange tag alongs. The city was old and harbored many old spirits. Voices began to follow him, strange whispers that would pop up in silence. Things around him would move on their own and he would often discover that things in his pockets had switched around. His parents did not know what this meant so his father called upon a man whom he believed could help. The man's name was Professor Petros Lorrimor.
He began to speak to the young man about the natures of his powers and helped him to discover his abilities, as well as his curse. Even then though the pleasures he felt from his gifts seemed fleeting. It was not that he hated his life or the pleasure it brought him, he just found that it would grow boring and he would find himself drifting back into a depression. It was on one of these days at river where the Professor would lead him in exploring his magic that he had his first run in with the fear of death. A small group of lesser demons has managed to leak past the wards at the world wound and had slipped into the country. The creatures had stumbled across the pair and attacked. If Petros had not been their he would be dead. This fact shook him very little, in fact the disinterest of whether he lived or died scared him most of all. He did not believe life had a meaning, so why was he bothering with it? That was when he had a dream. In it he was on the side of a raging river full of the sinking dead He saw creatures scooping these poor souls out from the water and ripping into them with a sickening zeal. From the water he saw a skiff slowly growing closer to him, the boatman covered from head to toe in its black outfit. Resting on the side of the river, the creature extended its hand out to bid him on the boat, and in Ludvic's heart he knew that path lead to oblivion. With a smile he extended his hand and stepped onto the boat. The next day after going back to his spot on the river he found a symbol of Charon had washed onto the bank.
From that point he finally had a goal for his life. He would one day die and fall into the pit of oblivion. If that was to be it, then he would become a soul worthy enough to be snuffed out by Charon himself. By that point Petros had gone back to his home and had been murdered. This news had very little impact on his life until it resulted in the rise of the whispering tyrant once more. At that point he saw a opportunity to garner power with the organization. One day as their forces began to spill into the city he approached one of their generals and demonstrated his ability to help heal their undead forces. Beyond this, he also gave them one other present, the location of his father. He had hoped to feel a twinge of guilt or sadness as his father was destroyed and his mother killed. That was yet another disappointment. From that point on he worked with agents of the Tyrant as well as to further the work of his patron as much as possible. The new state of the country met that he could at least finally walk the streets with out worrying about being murdered by it's citizens. The dead portion of his upbringing that once kept him stuck inside now let him walk the streets to his own content. Upon hearing word that their would soon be a meeting in Absolam he knew this would be a important part of the worlds future. Gathering as many supplies as he could, he started off on his journey. He knew that if the demons had their way that the souls falling to the lower planes would not end up in the maw of his Lord. This was something he hoped to fix as he found his way to the so called center of the world.

Ludvic stands around 6'5 but is extremely thin, almost to the point of looking starved. His hair is a dark black with flakes of great at the edges of them. His eyes were Even though he is very young for a dhampir it seems that he is already showing his age. It does so gracefully though, coming off more as a older gentleman then a man ravaged by time. He has a tendency to dress in blacks and dark blue colors with a gold complimenting the outfit. His fangs have a tendency to display when ever he is smiling or angry. As for his personality he is one who will give anything a try. Existence is to short not to see what thrills a action will take. He can be caught enjoying the sights of the theatre or the thrill of helping agents hunt down dissidents of their cause. He simply finds that his enjoyment of these things grows dull over time, and quickly losses interests in hobbies or flights of fancy. He enjoys the company of people who have a tendency to surprise him or have a wit about them to keep him on his toes. In the end though he looks at people more as entertainment then friends. While he will work perfectly in a group and will even make friends it would be rare to see him actually care about some one well being.

Crunch:
Ludvic Hearthrend
Dhampir oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 21 (3d8+3)
Fort +2, Ref +3, Will +3; +2 vs. disease and mind-affecting effects
negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks
Oracle Spells Known (CL 3rd; concentration +8)
1st (7/day)—infernal healing[ISWG], inflict light wounds (DC 17), memory lapse[APG] (DC 16), protection from evil, summon monster I
0 (at will)—bleed (DC 16), ghost sound (DC 15), guidance, light, mage hand, read magic, spark[APG] (DC 15)
Mystery Time
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 12, Wis 10, Cha 20
Base Atk +2; CMB +5; CMD 17
Feats Spell Focus (necromancy)
Traits fast-talker, subject of study
Skills Bluff +10, Diplomacy +10, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (planes) +7, Knowledge (religion) +6, Linguistics +4, Perception +6, Sense Motive +4, Spellcraft +7, Use Magic Device +9; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Daemonic, Infernal
SQ fangs, oracle's curse (haunted), resist level drain, revelations (aging touch[UM], time flicker[UM])
Combat Gear wand of infernal healing (50 charges), alchemist's fire (3), antiplague[APG], antitoxin, spider sac[ARG]; Other Gear mwk chain shirt, bottle (2), carriage, drug, aether, drug, flayleaf, feed (per day) (20), flask, hourglass (1 hour), masterwork backpack[APG], mirror, silver holy symbol of Charon, trail rations (10), wine, fine (per bottle) (2), light horse, light horse, 389 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Aging Touch (1 STR to creatures or 3d6 HP to objects, 1/day) (Su) Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle le
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fangs You can bite a helpless (automatic) or grappled (with a CMB check) foe for 1d3 dam.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Deific Obedience (Charon) One hour ritual results in a +4 to saves vs Death effects.
Subject of Study (outsider (demon)) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided
Time Flicker (3 minutes/day) (Su) As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be s
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.


I picked up a wand of infernal healing to so we will at least have a little bit of healing to help with to. The oracle can only cast inflict so anyone with negative energy affinity should be happy.


Hrm. I'm not 100% sure I can make the guy I want. I've been fiddling, but I don't really have enough Feats as an Unchained Rogue to meet the requirements, and I don't really want to swap classes or dip ANOTHER class just to qualify.

Currently I need: Weapon Focus, Whip Master (to be even useful), Endurance, Die Hard, and Great Fortitude (to qualify for the PrC).

I could drop Whip Mastery for now (the PrC gives it as a bonus), but I wouldn't be able to damage anything.

It's a struggle, for sure.

UNLESS you say proficiency in whips (which I get from an alternate racial trait) applies to Scorpion Whips?


I'm okay with whip proficiency applying to scorpion whips.


All right, I've got some gear left to buy, but I'll work on that if I am selected.

Cheran Edgar Rush, Brawler

Quick Backstory:

Cheran Edgar Rush, was born into a privileged family of mixed nationality. His parents, seasoned veterans of the Pathfinder Society, raised their four children with the ideals learned from their time within the society. While his siblings grew up to be well-adjusted and mild-mannered, Edgar was noticeably the black sheep of the Rush family. Falling in line with a young group of thieves, Edgar turned to bullying in his early teens and used the lessons learned from his parents to throw his weight around. By the time he reached adulthood, he'd been active in fighting circles, in and out of jail, and on the verge of self-destruction. The Rush family called for an intervention. His father gave him an ultimatum: clean up, or get cut out of his hefty will. Listless and knowing that his lifestyle would lead to an early death, Edgar decided to clean up and focus his energy towards something more positive. Recognizing that his son's forte is his physicality, Harold facilitated a deal with an old contact of his and soon enough, Edgar received his first legal job as a bodyguard.

Fluff Questions:

1. Edgar is 6 foot 3, 220 pounds, physically fit. He is 24 years old, and considers himself to be handsome. He has tattoos covering his neck, chest, arms, and legs of different monsters and beasts, religious iconography, and weapons. When asked about his favorite one, he points to a snarling visage of the god Ragdya on his neck (which he claims is his good luck charm).

2. He's cocky, brash and a bit of a jerk. His youthfulness and immaturity works against him in many situations, often leaping headfirst into danger, and working his way out. On the positive, his immaturity and reckless nature has helped him develop confidence and a headstrong personality. He always manages to keep his chin up and takes on any challenge, sometimes to his detriment.

3. Edgar is from Jalmeray. His mother Krisha is Vudrani, his father Harold, Taldan.

4. Edgar didn't choose the Brawler life, the Brawler life chose him. His father served the Pathfinder Society as a Ranger, and his mother as an Alchemist. From an early age, the two fashioned their four children into smaller versions of themselves, but Edgar was defiant. He skipped out or cheated on many of his lessons, but paid attention to anything that had to do with fighting. In his early teens, he developed a passion for hand-to-hand combat after watching sparring monks from the different Houses of Perfections.
He dreamed of joining their ranks, but his dislike of structure and order lead him down a different road. When he entered the fighting circuit, he'd taken lessons learned from his parents along with movements and forms learned from the monks and twisted them into a hard hitting, tricky style all his own. He was known for being unpredictable, pulling out different maneuvers from out of nowhere, often employing dirty tactics he learned from being on the streets and using other people's weapons against them.

5. While he identifies as a believer of the Vudrani pantheon, Edgar is not a devout worshiper. He looks towards Irori for his physical perfection and Ragdya for his adventurous spirit.

6. The Rush's have remained relatively well off due to Jalmeray's isolation, though they realize it is an issue that will affect them soon enough. Edgar is tasked with travelling from Jalmeray to Absalom as a bodyguard for a representative.

@ FACELESS
I apologize because I'm not too familiar with all of Golarion, but what's become of Jalmeray?


This is oyzar's character. I've finished the crunch, but backstory and such remains to be written out. I really like the flavor of this character, he'll have strong drive and personality, but it'll be nearly impossible to fulfill what he wants.


Echos Myron wrote:

@ FACELESS

I apologize because I'm not too familiar with all of Golarion, but what's become of Jalmeray?

No worries. As long as you're willing to get into it as the game progresses, I'm not going to hold that against anyone.

Jalmeray has ridden out the storm pretty well, being mostly unchanged. However, it's only managed to maintain this by isolating itself to a rather extreme degree. Very few people come in an out and those that do are heavily restricted. Those trained in their legendary fighting styles outside of the land are extremely rare, but highly prized for their extreme level of skill.


The Faceless GM wrote:
Echos Myron wrote:

@ FACELESS

I apologize because I'm not too familiar with all of Golarion, but what's become of Jalmeray?

No worries. As long as you're willing to get into it as the game progresses, I'm not going to hold that against anyone.

Jalmeray has ridden out the storm pretty well, being mostly unchanged. However, it's only managed to maintain this by isolating itself to a rather extreme degree. Very few people come in an out and those that do are heavily restricted. Those trained in their legendary fighting styles outside of the land are extremely rare, but highly prized for their extreme level of skill.

Welll then, I guess his family is still on the island. I'll readjust his background. Thanks!


Since there are so many Tricksters, I decided to switch again and go the Champion route.

Azaelan Rhagos:

Azaelan Rhagos
male tiefling fighter 2/ranger (demonslayer) 1 CN
hgt: 6'7 wgt: 180 lbs
eyes: red
hair: black
age: 65

Description:
Azaelan can never pass for human; his mouth is full of the fangs of a carnivore, his nails more claw than human, his ears are jaggedly pointed, and his catlike eyes blaze with hellfire, to speak nothing of the long, barbed tail that twitches behind him - but more than that, an aura of unease accompanies him whereever he goes, as though Hell watches those who come too close. His inky hair is left to do as it will, and thus is most often a wild tangle that hangs to his shoulders. His narrow face is suspicious, his lips most often kept in a sardonic twist. His rangy frame is stretched, his proportions just slightly wrong to be human. Despite his clearly inhuman nature, his features are quite handsome, and those who fancy a touch of danger have had brief flings with him, though they never last longer than a night. Thus does he pay tribute now and again to Belial, as well as Asmodeus.

Azaelan wears a fine chain shirt under his cloak, and a serrated greatsword on his back that has the dark, matte look of iron rather than steel. A club carved with strange runes and sigils rests beside it, and over them is slung a powerful bow.

Azaelan

Personality:
Treated as something other his whole life, Azael is intimately familiar with both humility and arrogance. In him they have mixed, making him both confident in his abilities and destiny, and acutely aware that he does not belong, that he is a monster. Used to rejection, he has steeled himself against growing too fond of anyone or anything. It is his most private wish to return to his family and be welcomed, for all that he is a bastard. He keeps his family's treasured signet ring on a chain around his neck, under his clothes.

Background:
Banished from Cheliax when he was born to a noblewoman with features not only tiefling, but distinctly not those of her husband, Azael was raised near the Worldwound, amid Chelish servants who both knew of his blood (at least, on his mother's side), and of the circumstances of his birth, thanks to gossip. Raised in an atmosphere of both respect for his lineage and contempt for his nature, Azael showed an early aptitude for blades (much to the woe of the local bullies), and was soon sent off to patrol the Worldwound before he decided to make his anger more lethal.

Long trained to withstand the armies of the Abyss, Azael's position was overrun in the surge that brought Deskari's forces pouring out of the Worldwound. He escaped, but had nowhere to go; only the hopeful whispers of refugees huddled around their campfires told him of a meeting in Absalom, and directed him away from a life of savage banditry. Now he dreams of returning to Cheliax, not as a supplicant, but as a hero.

Religion:
Asmodeus

Languages:
Common, Infernal, Abyssal, Orc

Crunch:

RACE: Tiefling
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or
penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet. (*See fiendish sprinter)

Darkvision: Tieflings see in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, f lexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Fiendish Sprinter: Some tief lings have feet that are more bestial than human. Whether their feet resemble those
of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot
racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like
ability. The caster level for this ability equals the tiefling’s class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5,
and fire resistance 5.

Favored class: fighter

CLASS: Fighter (<--Favored)/Ranger (Demonslayer )
Str 17
Dex 13
Con 17
Int 15
Wis 11
Cha 9

SENSES darkvision 60'

DEFENSE
AC 17 Touch 11 FF 16 (+1 Dex, +6 breastplate)

CMD 17

HP: 33 (d10+3)

SAVES
Fort: +9
Ref: +4
Will: +1

OFFENSE
Init: +1

Melee
MW cold iron greatsword +7 (2d6+3, 19-20) S
PAFF +7 (2d6+6)
(MW) darkwood greatclub +7 (1d10+3, x2) B (considered MW)
PAFF +7 (1d10+6)
MW dagger +7 (1d4+3, 19-20) P/S
PA +6 (1d4+6)

Ranged
MW dagger +5 (1d4+3, 19-20) 10' P/S
MW comp.longbow (+3 Str) +5 (1d8+3, x3) 110' P

FE: +2 bonus on weapon attack and damage rolls against evil outsiders

BAB: +3 CMB: +6

Class abilities:

Class abilities: Fighter
Bonus feats
Bravery +1

Class abilities: Ranger (demonslayer)
Favored enemy: evil outsiders +2
Track
Wild empathy

Skills, traits and feats:

Skills:
Bluff +2 (+2 vs. evil outsiders)
Intimidate +8
Knowledge: dungeoneering +6 (+2 vs. evil outsiders)
*Knowledge: engineering +3 (+2 vs. evil outsiders)
*Knowledge: geography +6 (+2 vs. evil outsiders)
*Knowledge: history +3 (+2 vs. evil outsiders)
Knowledge: nature +6 (+2 vs. evil outsiders)
*Knowledge: nobility +5 (+2 vs. evil outsiders)
Knowledge: planes +8 (+2 vs. evil outsiders, +3 vs. demons)
Perception +6 (+2 vs. evil outsiders)
Sense motive +0 (+2 vs. evil outsiders)
Stealth +6
Survival +6 (+2 vs. evil outsiders, +1 track)

*Background skill
**May use Knowledge skills untrained to ID favored enemy: evil outsiders, with a +2 bonus

Traits:
Demon hunter - religion
Demon-proof mind - regional (Demon hunter's handbook)

Feats:
Cleave
Furious focus
Intimidating prowess
Power attack


So, GM, how are you planning to handle party composition regarding mythic paths? Are you hoping for 1 of each path or something else?


I'm not exclusively picking one of each mythic path, but I will be trying to get a good balance of party members. So I'm going to try not to have a lot of people with the same path.


Alright then. :)


I honestly haven't given much thought to my mythic path, though I suppose Champion would be the most fitting, given Maximo is very much a "I have to hunt evil to the ends of the Earth" type.


items/traits updated


Akash Gro-Malug (Character sheet)

1. What does your character look like? (Height, weight, age, appearance, etc.)

Akash is 5 feet, 6 inches tall, 180 pounds of lean muscle. Tall and lithe, for his race. His entire body is covered in so many angry red wounds and scars it's hard to tell that his original coloration was a yellow-ish green tint. Even Akash doesn't know how old he is biologically, and his ugly, scarred and gnarled appearance gives little hint. By Akash's reckoning he's two years old. Two years of freedom after being broken down and reborn under the knives, whips, and less savory implements of the Drow.

2. What is your character’s personality?

Akash isn't very talkative, and when he is he's short and to the point with his words. Akash does not suffer fools gladly, and is prone to inefficiency when dealing with them, indulging his penchant for acerbic speech.

Akash has few passions. Torture is foremost among his hobbies, for pleasure or information, it doesn't matter which. His favorite target is himself, daily devotions to Zon-Kuthon being his morning habit.

However, for all Akash's love of pain, he does not welcome death, and wanton destruction even less so. The Demonic invasions threaten to destroy the world, washing it in fire, and he's taken it upon himself to represent the goblinoid races of the alliance to stand against the Worldwound invasion.

3. Where is your character from? Golarion has changed a lot in the last few years. Where you are from can mean a lot about who your character is. + 6. How has your character's life changed in the last few years? What has the changing world done to your character and what do you intend to do about it?

Originally in the Darklands, as a slavemaster. His horde was allied with the Drow.

After they conquered Kyonin and established a foothold on the surface, they turned their attention to consolidating their power both above and below. His tribe was embroiled in a bloody conflict for half a decade, but were eventually conquered as well. Akash had the incredible luck to be taken as a "toy", given to young Drow as they learned the arts of torture. He learned to accept the pain, ignore and endure it.

And then he was enlightened. Pain is pleasure, pleasure i pain. There is no difference between the two.

He became an excellent instructor for the young Drow, showing them exactly where to hit, twist, slash, burn, or otherwise mutilate his form to achieve maximum pain. The Drow were amused by this, and he was given greater freedom and autonomy, they thinking him a broken creature.

They were mistaken. Akash wanted to escape more than ever, bored by his captors now rather than horrified. One night they left his chains too loose, and he put his old training to work, strangling the now token guard and fleeing to the surface.

In his unfettered wandering he honed his skills back to razor sharpness, and was filled in on everything that had happened in his years embroiled in the Drow/Hobgoblin struggle and as a "toy". He laughed when he heard of all that was going on, the face of the world transformed like an expertly tortured victim, turned into a mere shadow of its former self, utterly changed and broken. Akash was convinced that his new god, Zon-Kuthon, had arrange dthis somehow.

And no invasion from the Worldwound could be allowed to destroy his lord's masterpiece.

4. Why does your character have the class, feats, weapon, etc. that they do? Where and how did they learn to fight? What made them take up this path?

Akash was trained to fight with a whip as a slavemaster in his horde. His skills atrophied in captivity, but he makes up for his loss of prowess with knowing exactly where to hit the enemy to hurt them the most, hi anatomical knowledge quite good in that regard after his time with the Drow.

Akash loves pain, and is bolstered by it. ASAP, Akash will become a Pain Taster.

5. Is your character religious? If so, who do they worship and why?

Akash worships Zon-Kuthon, lord of torture. The reasons should be self-evident by now. =)


Updated list.

Archmage

Mahorfeus: Wilcrim Stroivan, LE Male Halfling Wizard (Teleportation Conjurer, Pact Wizard) 3

oyzar: Acharn Edasseril, CN Elf Magus (Hexcrafter) 3
____________________________________________________________________

Champion

CaptainFord: Maximo the "Brave", LG Male Kobold Inquisitor (Sacred Huntsmaster) of Apsu 3

Echos Myron: Edgar Rush, CN Male Human (Taldan, Vudrani) Brawler (Mutagenic Mauler) 3

Krisam/Rotolutundro: Azaelan Rhagos, CN Male Tiefling Fighter 2/Ranger (Demonslayer) 1
____________________________________________________________________

Guardian

Johnnycat93: Sotza Krevdal, LE Male Human (Ulfen) Alchemist (Promethean Alchemist) 1/Fighter (Brawler, Siegebreaker) 2
____________________________________________________________________

Hierophant

ginganinja/Viviana Masters: Zalika, N Female Human (Keleshite) Cleric (Ecclesitheurge) of Ptah 3

Jonny…Panic/GM_Panic: Rosa Luminaass, LE Female Tiefling Cleric (Fiendish Vessel) of Asmodeus 3

loc: Ludvic Hearthrend, NE Male Dhampir Oracle (Time) 3

Mighty Glacier: Ilinica Vaduva, NE Female Human (Varisian) Cleric of Urgathoa 3
____________________________________________________________________

Marshal

Stratos/Ilir Olcana: Tosk Saladin, CG Male Half-Orc Paladin (Hospitaler) of Gorum 3
____________________________________________________________________

Trickster

Calmlight: Nessessa, CN Female Fey Ninja (Unchained) 3

DekoTheBarbarian: Varinx, N Male Strix Rogue (Unchained, Knife Master) 3
____________________________________________________________________

Dual Path

F. Castor: Alistair Cray, CG Male Human (Chelaxian) Kineticist (Void) 3 [Archmage, Trickster]

Rynjin: Akash Gro-Malug, LE Male Hobgoblin Rogue (Unchained) 3 [Guardian, Trickster]
____________________________________________________________________

Flexible/Undecided

Dragoncat: Triel Siadon, CN Female Drow Spiritualist (Fractured Mind) 3 [Trickster or Marshal]

mechaPoet: Azorjka, CG Female Half-Orc Mesmerist 3 [Archmage or Marshal]

pippinTook: Kase Mursoon, N Male Human (?) Summoner (Unchained) 3

Robert Henry: Elek Kardforgato, LN Male Human (?) Bloodrager (Spelleater) 3 [Champion or Marshal]

Roycilo: Zemuth the Soul-Scarred, NE Female Catfolk Antipaladin (Dread Vanguard) of Lamashtu 3 [Hierophant or Champion]

Sach: Cicero Ocella, LE Male Human (Razmiran) Cavalier (Ghost Rider) 3

TurtSnacko: Vokrent, NG Male Human (Kellid) Fighter (Weapon Master) 3


Ah, I should probably say I'm going to Dual Path Guardian (for tanking) and Trickster (for Sneak Attack stuff). Lawful Evil alignment.


Done. :-)


Weirdly, Zalika might Dual Path into Trickster as well. Mechanically, she doesn't really get anything specifically special from it, but flavor wise, it tallies with her eventual trickery aspect, that becomes more prevalent later on (ie Divine Source where she gradually starts differentiating from Ptah). I don't know if I should include a note somewhere, but I think its worth mentioning, if nothing else.


so many evil pc's arrr nice


Bumping the spreadsheet. While I do that, let's analyze it a bit.

Total applicants so far: 20 (holy cheese!)

Alignments:
1 LG
1 LN
4 LE
1 NG
3 N
3 NE
2 CG
5 CN
0 CE
Apparently people dig Chaotic Neutral and Lawful Evil, but few dare choose Lawful Good or -Neutral. No one has taken the ultra-murderhobo-alignment: Chaotic Evil.

Gender: 7 female, 13 male. Pretty even numbers on RPG standards.
Race: 9 humans, 2 half-orcs, 9 other. Human supremacy is to be expected, but a noticeable lack of dwarves and aasimars puzzles me. And only 2 half-orcs? We even have a race called fey, not sure what's up with that.
Ethnicity: Not much to say, except that Chelaxian is the most common (and yes, the correct term is Chelaxian, not Chelish, just checked the ISWG). 2 humans have not stated their ethnicity. I think that ethnicity only applies to humans in Golarion, but so far 4 non-humans have reported their ethnicity.
Classes: While mostly everyone has a unique class, there are 3 clerics and 2 fighters. Only one multiclass character so far. Noticeably, there are 2 hybrid classes, 3 unchained classes and 3 occult classes.
Roles: 8 melees (with some varying levels of focus), 0 ranged but 2 switch-hitters, ~6 controllers, ~2.5 healers, 6 party faces, 2 skill monkies, and some others in lesser quantities. 4 applicants have not stated their roles. If anyone wants to switch to archery, that might give you an edge.
Hit Dice: 0d12, 6d10, 12d8, 1d6, 1 multiclass. Noticeably few d6s, I personally expected more from this campaign premise.
Mythic Paths: (dual paths/fence sitters counting on both): 4 archmages, 3 champions, 1 guardian, 5 hierophants, 3 marshals, 4 tricksters, 4 unknown. Guardians don't see much use, do they?
Deities: Urgathoa seems really popular. There are some worshipers of lesser gods in there, but they are few. :P
"Factions": 2 Chelaxian Imperials, 1 Darklander, 4 Free Nations Allies, 2 Whispering Realmers, 11 neutrals/undecided/unknowns.

All in all, I am excited.


Mighty Glacier wrote:

Race: 9 humans, 2 half-orcs, 9 other. Human supremacy is to be expected, but a noticeable lack of dwarves and aasimars puzzles me. And only 2 half-orcs? We even have a race called fey, not sure what's up with that.

Yeah, what's up with that? =P

Faceless recommended that I use the Fey traits and apply them to a human for my idea, and then he was also nice enough to let me scribble out the humanoid part and put fey instead. Tada!


Hmm... Although I did put Alistair down as a switch hitter, I think he will probably be primarily ranged (via Kinetic Blast), but he should be able to hold his own in melee (via Kinetic Blade and Kinetic Whip). So I will probably make a small change in the spreadsheet to reflect that. And once he starts grabbing the relevant infusions, he should become pretty decent at control too.

Silver Crusade RPG Superstar Season 9 Top 32

I'm unsure if I should put down a faction. On the one hand, Azorjka isn't allied with any major faction players. On the other, she has her own very strong allegiance to her clan and to Belkzen as a place that's beset on all sides.


I actually considered going with a ranged... well, ranger. I thought the mages would handle the ranged stuff, and also hadn't realized there were no real ranged martials. I could retool, if necessary.

Also: I could have sworn it was "Chelish." I think I've seen it elsewhere. Maybe it's a regional dialect. :P


Rotolutundro wrote:

I actually considered going with a ranged... well, ranger. I thought the mages would handle the ranged stuff, and also hadn't realized there were no real ranged martials. I could retool, if necessary.

Also: I could have sworn it was "Chelish." I think I've seen it elsewhere. Maybe it's a regional dialect. :P

There are very few "mages" submitted and at least my archmage candidate is very heavily melee focused, even the spells and hexes are going to be fairly short-ranged. Still, I'm a firm believer in that people should submit the characters they want to play rather than trying to fit some role. That'll keep people more involved involved (and active) and make the game much more fun for everyone.


It's kind of odd there's so few Guardians...Guardian is probably the best non-mage oriented Mythic path.

Champion is, mostly, oriented around increasing damage output, which is largely unnecessary at both high levels and Mythic at a base level.

Guardian increases defenses (and how!), which are much harder to increase.


Mighty Glacier wrote:
Deities: Urgathoa seems really popular. There are some worshipers of lesser gods in there, but they are few....

Yikes!! Lesser gods!!, I really would not call Asmodeus a lesser god, not in hearing range of his followers or Devils. hehe :).


Rynjin wrote:

It's kind of odd there's so few Guardians...Guardian is probably the best non-mage oriented Mythic path.

Champion is, mostly, oriented around increasing damage output, which is largely unnecessary at both high levels and Mythic at a base level.

Guardian increases defenses (and how!), which are much harder to increase.

I personally don't think Guardian WOULDN'T fit my antipaladin...it's just that Guardian is the only Mythic Path I've ever played. So I didn't want to double-up, you know? You're completely right about it though.


to my shock I ahve Just been picked for another game, and I don't overload myself with games, guys. So with respect and knowing there are many more with great PCs here, I am bowing out of the running.

All the best with the game and good look all.


Rynjin wrote:

It's kind of odd there's so few Guardians...Guardian is probably the best non-mage oriented Mythic path.

Champion is, mostly, oriented around increasing damage output, which is largely unnecessary at both high levels and Mythic at a base level.

Guardian increases defenses (and how!), which are much harder to increase.

I'm undecided between Guardian and Champion. You've got a point about damage output though. I'll change over to guardian.

Silver Crusade RPG Superstar Season 9 Top 32

Rotolutundro wrote:

I actually considered going with a ranged... well, ranger. I thought the mages would handle the ranged stuff, and also hadn't realized there were no real ranged martials. I could retool, if necessary.

Also: I could have sworn it was "Chelish." I think I've seen it elsewhere. Maybe it's a regional dialect. :P

Both are words used, but they describe different things. Chelaxian is the ethnicity, but Chelish describes non humanoid things (I think). So, for instance, most Chelish nobles are ethnically Chelaxian. I'm sure some linguist could explain this better than I am, but I think that's about the gist of it.


It's more a nationality/culture split.

Chelaxian nationality, Chelish culture (eg. Chelish Opera, Chelish Nobility).

Sort of like English vs British.

All inhabitants of the UK are of English nationality (part of the UK) but can variably be of British (England), Scottish (Scotland), Irish (Ireland), and Welsh (Wales) culture and ethnicity.

Or more on the nose, the difference between Spaniards (residents of Spain) and Spanish culture.


So... Azaelan is of Chelish blood, but not actually a Chelaxian, I think?


Well, considering strix are basically only found in Cheliax, I suppose I'm Chelaxian, and of Chelish blood.

You know what, I'm from Cheliax :P


See, THIS is why I'm glad Triel's not from Cheliax. ;)


I was kinda stuck with my home location. Read up on strix in the Inner Sea Monster Codex, and the only location for strix is the Devil's Peak in Cheliax, though their shamans have stories about an island far across the sea that was their original homeland.


Fair enough.


dice:
4d6 ⇒ (2, 3, 1, 4) = 10
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (2, 4, 1, 6) = 13
4d6 ⇒ (6, 3, 2, 3) = 14
4d6 ⇒ (3, 4, 4, 4) = 15
4d6 ⇒ (5, 6, 1, 5) = 17

9, 10, 12, 12, 12 16 (15pb)

4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (5, 5, 4, 1) = 15
4d6 ⇒ (2, 5, 3, 6) = 16
4d6 ⇒ (6, 4, 4, 3) = 17
4d6 ⇒ (3, 4, 6, 4) = 17
4d6 ⇒ (5, 5, 1, 6) = 17

14, 14, 14, 14, 16, 16

I'll take that second one, please.


Nice array.

Dark Archive

4d6 ⇒ (1, 2, 6, 1) = 10 = 9
4d6 ⇒ (5, 1, 5, 4) = 15 =14
4d6 ⇒ (4, 1, 3, 4) = 12 =11
4d6 ⇒ (6, 3, 6, 2) = 17 = 15
4d6 ⇒ (2, 5, 4, 2) = 13 = 11
4d6 ⇒ (2, 4, 6, 6) = 18 = 16
Accidentally took the wrong bit's from my dice roll. Here is a updated version of him.

crunch:
Ludvic Hearthrend
Male dhampir oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 21 (3d8+3)
Fort +2, Ref +1, Will +3; +2 vs. disease and mind-affecting effects
Defensive Abilitie, negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks
Oracle Spells Known (CL 3rd; concentration +7)
1st (6/day)—infernal healing[ISWG], inflict light wounds (DC 16), memory lapse[APG] (DC 15), protection from evil, summon monster I
0 (at will)—bleed (DC 15), ghost sound (DC 14), guidance, light, mage hand, read magic, spark[APG] (DC 14)
Mystery Time
--------------------
Statistics
--------------------
Str 14, Dex 11, Con 13, Int 11, Wis 11, Cha 18
Base Atk +2; CMB +4; CMD 14
Craft Wondrous Item, Feats Spell Focus (necromancy)
Traits fast-talker, subject of study
Skills Bluff +11, Craft (gemcutting) +2, Diplomacy +8, Handle Animal +5, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (planes) +6, Knowledge (religion) +4, Linguistics +3, Perception +6, Spellcraft +6, Use Magic Device +8; Racial Modifiers +2 Bluff, +2 Perception
Languages Abyssal, Common, Daemonic, Necril
SQ dhampir oracle, fangs, oracle's curse (haunted), resist level drain, revelations (aging touch[UM], time flicker[UM])
Combat Gear wand of infernal healing (50 charges), alchemist's fire (3), antiplague[APG], antitoxin, spider sac[ARG]; Other Gear mwk chain shirt, bottle (2), carriage, drug, aether, drug, flayleaf, feed (per day) (20), flask, hourglass (1 hour), masterwork backpack[APG], mirror, silver holy symbol of Charon, trail rations (10), wine, fine (per bottle) (2), light horse, light horse, 389 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
+1 Negative Energy Spell Damage Add +1/2 point of negative energy damage to spells that deal negative energy damage.
Aging Touch (1 STR to creatures or 3d6 HP to objects, 1/day) (Su) Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle le
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fangs You can bite a helpless (automatic) or grappled (with a CMB check) foe for 1d3 dam.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Subject of Study (outsider (demon)) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided
Time Flicker (3 minutes/day) (Su) As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be s
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.


Well, it's a bit rough around the edges, but here's my submission: Katya Elvanna, a Winter Witch who's a little less than loyal.

Backstory:

Katya probably should’ve considered herself lucky. She was born in the Frosthall district of Whitethrone to one of Queen Elvanna’s many daughters, placing her very near the top of the social and political ladder that the lesser Jadwiga spent their whole lives trying to climb. In the early years of her young life she wanted for little, enjoying the luxuries of upper class life in her nation’s capital under the guidance of her older sister, Alisa. Even then she showed a keen intellect and a certain amount of cunning in her early childhood escapades. Such things weren’t to last; they were Jadwiga Elvanna, after all, and there was a certain standard even young children would be held to. But her mother caught sight of her potential; such skills would be necessary to survive and thrive when she eventually began her magical training and truly joined the ranks of the Winter Witches. Katya was still rather naive, and while she knew something of the ruthless politics and power plays amongst the Jadwiga, she lacked any real understanding of them.

Alisa would change that. Her older sister began her training over a year before she did, and Alisa not only excelled in magic, but in politics, or politics as Irrisen knew them. She developed the cold, ruthless streak that seemed to define the Jadwiga, delighted in schemes and watching her plans come to fruition. At first Katya only felt the distance between herself and her sister, so she began to find ways to keep herself occupied. She discovered her love of books and stories, and she’d often stow away to read in the strange winter “garden” behind her home. The eternal winter wasn’t conducive to growing flowers of course, so the area was instead decorated by intricate ice sculptures and creations, along with a few green conifers that stood out against the snow.

Her family was perplexed by the childish naivety that Katya held onto in that year and a few odd months. The beginning of her own training would mark its end, as she was thrown into the harsh reality of life in Irrisen’s upper class. Much like her sister she was quick to learn magic, but struggled more with politics and plots that governed the Jadwiga. Once again this seemed inexplicable, after all the potential the younger girl had shown. Katya was perfectly capable, as it turned out, but she never found the kind of strange joy that her sister did in plotting other’s downfalls. After a short time she began to notice the attention her reluctance, or as her family and mentors saw it, her incompetence garnered. If she’d learned anything it was that one couldn’t afford to show any sort of weakness in Jadwiga society. The girl seemingly made a large amount of progress in a short amount of time, and while it helped alleviate her mother and mentors’ fears, it attracted a new kind of attention.

Family means little in the way of loyalty, and Katya’s “progress” changed Alisa’s view on her younger sister. Alisa began to see her as an actual threat instead of a strange little girl. It began small, Alisa plotting against her sister only to test her reactions, see how the other girl would fight back. To her surprise and confusion, Katya didn’t. While she would hold her own, the girl never once retaliated.

Confusion turned to anger and frustration. Alisa’s attacks became malicious as the young woman became more desperate to hold her sister down. She saw Katya as a potentially dangerous enemy, and she had no real understanding of her unusual sister. Katya excelled, and yet she never made use of her skills or seemed to seek anything for herself. When pressed she solved problems with alarming efficiency, but never showed exactly how she accomplished it. Alisa was convinced her sister had an underlying scheme, but with no knowledge of what it was she simply tried to break her. Katya found herself constantly being tested not by her mentors but by her sister. Every moment she had to be alert in case Alisa tried to make another move. She began to dread the sight of her sister’s raven, flying down the hallways or perched outside the windows. The last time she saw that bird darting around her she nearly lost her arctic fox, Esfir, who she considers her last real companion. Since then Katya has kept her very close if not at her side.

Truthfully, Katya likely would’ve posed little threat to her sister in the end. She lacked ambition; she sought no power for herself unlike the other Jadwiga. To her the infighting seemed pointless, and her family’s power had given her nothing. In fact it had left her detached from her parents and turned her sister against her. And she knew the end of Elvanna’s reign was fast approaching. Her family would soon lose most of their power when a new queen took the throne, and it would all be for nothing. Katya almost looked forward to the end of her grandmother’s rule. She hoped she could slip out of most of Irrisen’s politics, maybe rule over some small town and live out the rest of her life as detached as possible from the plotting and scheming.

As the end of Elvanna’s reign grew closer, Alisa’s onslaught actually subsided. Greater plans were being formed within the household. Her family was of course loyal to her grandmother, though it wasn’t so much true loyalty as their own selfish desire to retain power. Her mother and sister supported Elvanna’s rebellion against her mother, Baba Yaga, and the spread of the eternal winter throughout Golarion. The world outside was quickly falling into chaos, nations collapsing and being taken over by old foes. New threats were rising on the outside, old evils establishing empires, and Elvanna had every intention of making Irrisen into a major power under her immortal rule.

Katya’s apocalypse never really came until Elvanna succeeded in defeating Baba Yaga. Her possible escape had been cut off, leaving her trapped in the now forever ruling class of the Jadwiga Elvanna. Now a young woman and no longer a girl, she was forced to take the duties of any of Winter Witch, though none have seen it fit to grant her much responsibility. Her reluctance and growing disdain for Irrisen is becoming more and more clear, despite her continued attempts to play the part of a proper Jadwiga and Winter Witch. She knows that she’s walking a very fine line, and if any of the other Jadwiga discover her disloyalty there will likely be no escape. Some have begun to question what her intentions really are, and they’ve decided to give Katya one chance to prove her loyalty by accompanying Irrisen’s representative at the conference in Absalom to discuss the threat of the Worldwound, a long standing threat to Irrisen. Perhaps she could earn herself some respect or even a position of authority back in Whitethrone.

But Katya has no intentions of proving herself to the cruel queen or her descendents. She despises the ruthless politics and infighting that she returns home to whenever she has to leave to do the Winter Witch’s work. Her rivalry with her sister is quickly reaching its peak, and she knows that if she remains she’ll have to fight back if she expects to survive even a few more years. She fears that she’ll soon become completely trapped in Irrisen’s political web, entangled in all the Jadwiga’s plotting and forced to constantly plot herself for the rest of her life. This conference may be Katya’s one chance to escape Irrisen, and she intends to do just that.

Crunch:

Katya Elvanna
Female Human (Jadwiga) Witch (Winter Witch) 3
CG Humanoid (Human)
Init: +2, Senses: Perception +4

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

AC: 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP: 23 (3d6+9)
Fort: +4, Ref: +6, Will: +5
Defence: Cold Flesh (constant Endure Elements)

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

Speed: 30 feet
Melee: Dagger +3 (1d4+1/19-20)
Special: Hexes DC 15 (Evil Eye [-2, 7 rounds], Healing)
Witch Spells Prepared (CL 3rd, Concentration +7)
2nd-level - To Be Decided
1st-level - ""
0-level - ""
Patron: Deception

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

Str: 12 +1
Dex: 15 +2
Con: 14 +2
Int: 18 +4
Wis: 12 +1
Cha: 13 +1
BAB: +1, CMB: +2, CMD: 14

Feats: Accursed Hex, Spell Focus (Enchantment), Spell Focus (Necromancy)
Skills: Diplomacy +8, Knowledge (Arcana) +10, Knowledge (Nature) +10, Knowledge (Planes) +10, Perception +4, Sense Motive +8, Spellcraft +10
Background Skills: Knowledge (Nobility) +7, Linguistics +10
Traits: Influence, Outcast’s Intuition
Languages: Abyssal, Common, Draconic, Elven, Hallit, Necril, Skald, Sylvan, Varisian
Special: Familiar (Arctic Fox), Ice Magic
Advancement: Resistance +1
Combat Gear: Scroll of Cure Moderate Wounds (2), Scroll of False Life, Scroll of See Invisibility
Other Gear: Masterwork Dagger, Pearl of Power (1st Level), Scroll Case, Witch’s Kit (Backpack, Bedroll, Belt Pouch, Candles [10], Chalk [10], Flint and Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, Spell Component Pouch, Torches [10], Trail Rations [5], Waterskin), 76 gp

Familiar Spells:
0-level - All
1st-level - Cause Fear, Charm Person, Chill Touch, Command, Cure Light Wounds, Ear-Piercing Scream, Mage Armor, Ray of Enfeeblement, Snowball, Ventriloquism
2nd-level - Blindness/Deafness, Cure Moderate Wounds

Fluff Questions:

1) Katya stands at about 5'6". Like most Jadwiga her skin tone is very pale. Her hair is pure white and straight, falling over her shoulders. Also notable are her pale, clear blue eyes, though she looks more human than some other Jadwiga of her generation. She's by no means an exceptionally beautiful young woman (slightly over 23 years old), and she doesn't seek to draw attention to herself. Her clothing is rather simple for a Winter Witch, an icy blue dress which seems to change hue slightly depending on how the light catches and minimal jewelry.

2) She tends to be cautious and somewhat guarded, though she has an underlying sense of curiosity that occasionally shows itself. Generally she acts cold and uncaring in order to hold up her facade. Internally she does care for other people, but her past has given her few opportunities or reasons to develop meaningful relationships with others. She hopes that by leaving Irrisen she can also leave all of this behind and be able to be herself, though she's not sure she knows exactly what that means yet.

3) Whitethrone of Irrisen, and while she has traveled throughout the country, she's seen little of the outside world up to this point, learning most of what she does know from stories, reading, and word of mouth. That being said, Irrisen clearly had a large impact on her. (See Backstory)

4) Katya's skills have been developed during her training as a Winter Witch and out of necessity, through the conflict with her sister and Irrisen's politics in general, as well as her need to conceal and pursue her personal goals. She wouldn't have made these choices herself, probably changing as much as possible if she could, but her life has given her the tools necessary and has begun giving her opportunities to test herself.

5) Religion has never really come up in her life up to this point.

6) The past few years have been harsh. Elvanna remaining on the throne has kept Katya trapped in the life she had hoped (and still plans) to escape. It certainly wasn't the best time for her to become a full Winter Witch, especially as all her personal problems have also came to a head. Going out, Katya sees a world of greater and lesser evils, but also of potentially better people than the ones she's known. She hopes that something good can finally come out of her life after she's left, and do the world some good instead of help tear it down.

Adding to the spreadsheet now, and likely taking the Archmage mythic path.


GM Runescarred Dragon wrote:

** spoiler omitted **

I'll take that second one, please.

I think you got that second one wrong?

4d6 ⇒ (4, 5, 5, 1) = 15 -1 = 14
4d6 ⇒ (5, 5, 4, 1) = 15 -1 = 14
4d6 ⇒ (2, 5, 3, 6) = 16 -2 = 14
4d6 ⇒ (6, 4, 4, 3) = 17 -3 = 14
4d6 ⇒ (3, 4, 6, 4) = 17 -3 = 14
4d6 ⇒ (5, 5, 1, 6) = 17 -1 = 16

So 14, 14, 14, 14, 14, 16. Just one sixteen.

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