Tyrantmaker

Game Master madeoin

Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, has granted the right of exploration and travel
within the wilderness region known as the Greenbelt. Exploration
should be limited to an area no further than thirty-six miles east and
west and sixty miles south of Oleg’s Trading Post. The carrier of
this charter should also strive against banditry and other unlawful
behavior to be encountered. The punishment for unrepentant banditry
remains, as always, execution by sword or rope. So witnessed on this
24th day of Calistril, under watchful eye of the Lordship of Restov
and authority granted by Lord Noleski Surtova, current Regent of
the Dragonscale Throne.


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Popping back in, to let you know I've made some edits to Astrid's profile, including a bit on her personality and what I expect her role and impact may be on the campaign. Just wanted to make sure they didn't get missed.


Alrighty, so here we go.

Perish Song- I'm planning on picking up the book in the near future, and I'm familiar with the organizations, so I don't have a problem with a character having ties to them.

Lavinia Batharoy- Don't have a problem with a necrophiliac character, but I don't plan for more than an R rating in terms of sexuality in the game, so nothing really explicit, please. I also have no problem with the svetochers, as Dhampirs are allowed and I have Blood of the Night.

Jon 164- You get two trait as per normal, one from the Kingmaker Player's Guide and one regular one. I have no problem with the Heirloom Weapon trait.

Calinthas Aldimay- I have never been a fan of the drow, personally, so it's likely at least an unconscious reason I didn't include them. I guess that now makes it conscious, but sorry, no drow.

Darkness Rising- Re-naming something isn't really a problem since all you're technically changing is the flavour; as long as I understand what mechanic it is taking place, all's well.

Alexander Kilcoyne- I'd prefer to keep the races to those initially listed and the aforementioned Kobolds. I'd like to keep a smattering of non-Core races available, but not a ton.

Runge- For archetypes, specifically, I want to keep those confined to the books I'd listed initially. I'd noticed that you already worked up a PC for the concept, so hopefully you can give that a bit of a tweak.

Dark Netwerk- I'd prefer to use archetypes from the books that were listed in the initial posting, so unfortunately the Razmiran Priest archetype won't work.

mathpro 18- I am not allowing the playtest classes from the advanced class guidelines. I'd like to stick to the sources I'd listed.

Deliverance- The re-skinning is pretty much what would be required for either one of those, honestly, to get into my game, and it seems a pretty integral part of a character's backstory :) As an aside, not a fan of Kensai personally. Also, not entirely clear on your second question, could you elaborate a little?

Mawj- Again, thank you for your documentation on the characters. Vis a vis Mawj the character, I don't have the book (Psionics Expanded: Advanced Psionics Guide); when I referenced Psionics Unleashed, I literally only meant material from that book. I should have been clearer.

Viluki- Psionics is going to be significantly rarer than magic as far as my campaign is concerned; per example, I'd only take one psionic PC at most, because it's rare enough an adventuring party would have one, let alone two.

Now, unless I haven't addressed someone's questions/concerns (and if I haven't, shame on me!), time to go through all the applications to see if there's anything I need to be cognizant of and enjoy the slurry of crunchy bits and fluffy bits blended together.


Forgot to mention, Kayan a Support/Healer, Cheers!


What do you say to a Hobgoblin Inquisitor... who has spent his life in redemption of his god roaming the river kingdoms spreading order in his own form as a brigand.

He seeks to take back the lands with the help of others with similar goals. He just needs the right combination of friends to make it happen.


Good evening to you gentle folk, and blessings of the Dark Prince be upon you.

Personality:
Marcus is actually a quite affable doctor, always smiling as he sews up a wound, always telling a joke as he digs in to remove those thorns you just happened to fall in to. Not many would guess him for a follower of a mad and murderous god, the pain is all quite normal right, the agony just part of the cure. No one would ever suspect that he was the reason little children go missing when they misbehave, young damsels never make it home when they sneak out to visit that man with the dreamy eyes, and why the homeless population always goes in to decline when he is in town.

Background:
The seed of madness is in the blood, sweet nectar that flows, beautiful glistening fountains of it... and it is sheltered, nay protected... Nurtured in the bosom of family. Picture a simple child, born to a prominent family, given all the gifts of life. Two parents, a good roof over his head, food in his belly... such a spoiled brat. Now picture this kid bullying a poor child who was never given a chance... a poor malnourished child orphaned out on the street, but he doesn't know this poor weak defenseless child has a secret darkness roiling up inside. NO, he doesn't see as the rock hits him in the back of the head one day. Pity too that he did not get to see as his skin was cut and flesh pulled back, his eyes torn out and all those pretty white teeth bashed in. Learned not to kill them, at least not at first. Learned many new things from that boys bloodied corpse.

Now picture a boy with a taste for killing, killing those who deserve it as far as he sees it. A boy with a warped sense of order and justice growing up with a purpose. A man who grows up with the knowledge that might makes right. The mighty do what they can, the meek suffer what they must, and this man would never be a meek boy again. Dark prayers, bloody sacrifices, hedonistic displays of debauchery, these are the privileges of the strong. Those who can not hold on to such things deserve to have everything they are ripped away from them. If you want to make the world a better place for yourself you have to take what pain comes, and inflict it back a thousand fold. Let the world drown in blood and terror, and never let them see your weakness again.


The dread class, dread power list, and dread terrors, and all related materials can be found at d20pfsrd. Would this be acceptable?

And perhaps more important, would you be less likely to accept this kind of character?


ARCANE
Viluki - Molos Tavark - LE Tiefling Enchanter?
Redelf - Sevelis Loreallona - LE Half-Elven Summoner
joerice - Sombral Madilinthir - LE Elven Necromancer
aptinuviel - Afanasi Medvyed - NE Human Witch
Ken 418 - Sebastian Vorius - LE Human Sorcerer

DIVINE
Joy - Lavinia Batharoy - NE Dhampir Oracle
Darkness Rising - Mellisan Astradax - LE Tiefling Inquisitor
Gypsy Mischief - Skezok - NE Tengu Cleric
TerminalArtiste - Quellina Esstanov - NE Human Inquisitor
Havocprince - Marcus Teric - LE Human Cleric
tgoodman2003 - Kayan Everwind - LE Human Oracle

MARTIAL
KakkarottoZ - Malak Niitei - NE Half-Orc Ranger
Stalwart - Astrid Tith'kali - LE Half-Elf Ranger
Irnk - Iolanda - CE Human Anti-Paladin
Jon 164 - Herodes Aemilius - LE Human Cavalier
Moondragon Starshadow - Narvolo - NE Human Barbarian
Joel VA - Piotr Dovesky - NE Human Fighter
SodiumTelluride - Thakus - NE Goblin Ranger
Bane88 - Rosemary Thorn - CE Dhampir Antipaladin

SUPPORT/UTILITY
Tourach - Kirill Medvyed - LE Dhampir Bard
Tanner Nielsen - Mawj - LE Tiefling Dread
gresch555 - Pavanna Crispin - LE Human Bard
Runge - Amber Mirabelle - LE Human Bard


I expanded on the backstory and personality sections quite a bit. The new and improved versions are on the alias page.


You forgot me. Morde Chai, NE Bladeboundhexcrafter Magus.

GM:

An elven duelist that sold his soul to a daemon after a duel gone sour and now seeks a way to gather souls for the daemon through using his weapon to slay them. While he tries to show the face of a cultured elfen, he is truly a man utterly without consience. That doesn´t mean that he is a wanton murderer, he just knows that his existence hangs on fullfilment of his pact.

Sovereign Court

madeoin wrote:


Alexander Kilcoyne- I'd prefer to keep the races to those initially listed and the aforementioned Kobolds. I'd like to keep a smattering of non-Core races available, but not a ton.

Fair enough. I honestly thought the militaristic, disciplined mind of a Hobgoblin would be better suited for the game than a Goblin (plus, I really wanted to roam around the Stolen Lands on a Warg using Fell Rider archetype :) ).

Finalising a wandering, aspiring Swordlord instead; a nefarious, ambitious individual from Mivon. Can we use Drawbacks?


Holy Iomedae we don't have a single Rogue submission.


Backstory:

In most duels it takes half a minute to know who will win. It can be any number of things, better technique, stronger, faster, more experience and even if all odds are stacked against you, sometimes the lucky blow can turn a sure loss into a win. The last duel of Elenois, disciple of the scimitar was not fated for a lucky blow. In this duel it was evident after mere seconds that Elenois would loose. To young, to inexperienced and to poor, he was no match against his oponent. It was a stupid joke that had prompted that duel a slander against a young artists work. How should he have known that her "Patron" was a well known and incredibly vain duelist. And the "Patron" was out to not only humilate his opponent, no, he wanted to make a statement, an expression, a show of force against any other who would dare to challenge him, his oppinion and his "protege". And with every carefully coldly calculated cut, he proved his point.
In the end, Elenois lay broken and forgotten in the middle of the clearing where the duel was supposed to happen. In his broken body there was just pain raging through his body, his opponent had cut all his tendons and as a finishing touch burst booth his eyeballs. Blind, crushed and forgotten all he could do was pray to the gods for help. But the gods.. didn´t answer. And death.. would not come. In his desperation and with a voice raw from crying and praying and cursing he offered to do anything if he was saved and offered the chance for revenge.
"Anything? a voice asked in his mind. "ANYTHING" Eleniol caughed out.Then don´t die. I get someone to help. With those last words Elenoil faded to black.
When he woke up the next time, he was sitting in an unknown cave, his wounds were healed, his vision restored. Sitting in front of him was a tiny daemon holding a piece of vellum and a quill. A smiling face full of razorsharp, crooked teeth greeted him.It´s time to pay!
"I will. What do you ask from me? Oh, nothing special. Just your soul. And a few extra. One per year that you live
And so the haggeling began. By selling his soul Elenoil died and Morde Chai was born.
His first victim was the little artist girl he had slandered, a pure innocent woman. Morde Chai abducted her, brought her to the cave and raped and tortured and murdered her on the unholy altar to his new patron and master. WAR
Morde Chai knew, he still was no match for the girls mentor, so he left his home and made his way to Brevoy to learn and gather money and riches. Hearing about the chances in the stolen lands he applied to join the expedition.


madeoin wrote:


Runge- For archetypes, specifically, I want to keep those confined to the books I'd listed initially. I'd noticed that you already worked up a PC for the concept, so hopefully you can give that a bit of a tweak.

...

That's the good thing about cocepts: They are broad. The archetypes just sort of hit the nail, but an ordinary bard or what not can do just fine as well ;)


Alexander Kilcoyne wrote:

Fair enough. I honestly thought the militaristic, disciplined mind of a Hobgoblin would be better suited for the game than a Goblin (plus, I really wanted to roam around the Stolen Lands on a Warg using Fell Rider archetype :) ).

*Ahem*

Also, I find it funny that I'm the only one who's submitted a goblin :)


Alexander Kilcoyne here, presenting Talmanes al'Vence, an aspiring Swordlord. If drawbacks are not permitted he will lose his "Signature Moves" trait and "Pride" drawback. The stat block is presented both in the following spoiler and in this profile.

Talmanes Stat Block:

Talmanes al'Vence
Human (Taldan) Monk (Wanderer) 1 (Pathfinder RPG Advanced Race Guide 0)
LG Medium humanoid (human)
Init +5; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 untyped)
hp 9 (1d8+1)
Fort +3, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) and
. . aldori dueling sword +6 (1d8+1/19-20) and
. . kama +5 (1d6+1) and
. . severance +7 (1d8+1/19-20) and
. . unarmed strike +5 (1d6+1)
Special Attacks flurry of blows, stunning fist (1/day, DC 11)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 13, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 17
Feats Combat Expertise, Exotic Weapon Proficiency (sword, aldori dueling), Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Traits signature moves, sword scion, threatening defender
Skills Acrobatics +9, Bluff -2 (-1 while wielding Severance), Diplomacy -2 (-4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist +9, Intimidate +2 (+3 while wielding Severance), Knowledge (nobility) +2, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +9
Languages Common, Sylvan
SQ ac bonus, far traveller abilities (weapon training), pride, stunning fist (stun), unarmed strike
Other Gear dagger, aldori dueling sword, kama, severance, flint and steel, monk's kit, 22 gp
--------------------
Special Abilities
--------------------
AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Signature Moves (Severance) One mwk item (up to 900 gp), +1 trait bonus to Bluff/Intimidate when wielding item.
Stunning Fist (1/day, DC 11) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Background-

Talmanes is a young Taldan; tall and extremely wiry, with only a modest amount of muscle on him. He has dull green eyes and dark brown hair, kept short. He moves with grace and confidence, light on his feet and with the "look of eagles" about him. Originally hailing from the Taldan capital Oppara, he has travelled across Avistan with caravans and mercenary bands to reach Brevoy in the hopes of becoming an Aldori Swordlord. Finding that he lacked the local family background, prestige and coin to be formally trained in the Aldori schools, he pridefully scorned the prospect of saving up time and money for this route; instead rashly deciding to volunteer for an expedition south to tame the "Stolen Lands" and test the skills taught to him by his monastic mentor and his grandfather.

Talmanes' grandfather was a Brevic immigrant who eventually rose to the position of minor noble in Taldor; mostly based on his formidable prowess with an Aldori Dueling Blade and unforgiving, ruthless nature. While Talmane's father did not inherit his grandfather's warrior spirit or wanderlust and became a merchant, Talmanes himself was shaped by the experience of listening to his wonderful grandfather's tales of Aldori blade prowess. His father was a distant figure, always busy trying to further the al'Vence house of trade. His grandfather, still a respected if declining warrior himself even past middle age, would take the young lad to see performance fights and duels; showing him martial techniques and feats of agility that astounded the boy. Yet, his grandfather always hinted that Brevoy was home to greater feats of prowess still.

He decided to become a warrior at a young age and begged his father and grandfather to allow him to train. His father did so with great reluctance, only after Talmane's younger brother had shown to possess a keen aptitude and interest for trade. However, the family could not afford a retained duelist to train him, like many other nobles had. Instead, they employed a wandering Half-Elven Monk as his instructor, who required little more than a hearth and three square meals as his payment. Talmane's agility, dancing and dexterity were developed; the Monk quickly realizing that the boy's almost unnatural speed and reflexes would develop better than his small muscles. Talmanes did learn to wield the Aldori sword his grandfather bequeathed to him; a master crafted sword known as Severance with a minor history all of its own. But he also learnt to fight unarmed and unarmoured, to dispatch a foe with only the limbs of his body. He was put through grueling physical exercises and swiftly learnt that it was better to avoid a blow entirely than be struck while equipped with only the light training armour he wore. His monastic master was cruel; but Talmanes eventually came to value the harsh lessons. It was stressed in his training that the only tangible thing in life worth seeking was power; and that no one had any right to it. If someone did not have the strength to gain and hold it, they deserved to have it taken from them. In this way, the sentient beings of Golarion improved their very species- by purging the weak and encouraging the strong to continually improve and to thrive. A somewhat neglected child, Talmanes latched onto these ideals and was slowly subverted to become a worshipper of Asmodeus.

Talmanes is not naive, and realizes his philosophy must be kept well-hidden in most societies. Publicly, he ascribes to a "golden age" of men and heroes. This is a fabrication and the only aspect of this false personality that matches his real beliefs is that he sometimes expects more from others than is fair to. He believes in a strict, some would say tyrannical, meritocracy, serving and governing the people who were not worthy to rule themselves. For such a young man, he is perhaps a little trapped by these beliefs; a result of tales taught to him by his charismatic grandfather while he was only a boy upon his knee and the teachings of an evil monk with a hidden agenda. When he speaks, he usually does so after great consideration, weighing his words up carefully. He is also fiercely proud of his heritage, and the fact that he is a Taldan only compounds this vice. This pride is not as cunningly hidden as he likes to believe, and others often sense the contempt or judgement he has for them.

Talmanes is tall and lean, with extraordinarily honed reflexes and dexterity. He fights in little to no armor, preferring to trust in his agility and swordsmanship to keep him safe. Talmanes is perhaps the most dangerous brand of evil, because he genuinely believes that his philosophy is a force of good. This is compounded by the fact that he does have a code of honor, which he believes separates him from "mere brutes". It is true that his actions do have a hint of utilitarianism about them, but the cruel hierarchy and ambitious attitude he wants to instill into a founded nation leaves little room for mercy, compassion and redemption- instead resembling a particularly malevolent hierarchical model of justice, where the weak are considered exploitable by the strong due to their very nature. He would want to build a strong nation where people are promoted and raised above the toiling masses based on merit, deeds and ambition.

Progression/Kingdom role-

Talmanes will level into Fighter with the Swordlord archetype at Level 3 and then into the Swordlord prestige class at Level 6. He will be pretty formidable in melee at every part of his career, but really comes into his own at the 6/7 mark, where his dueling abilities and disarm emphasis will kick in.

As far as kingdom roles go, he is most suited as Marshal or Spymaster; although if persuaded he could also serve as an excellent Royal Assassin, as his intimidate skills will eventually be quite impressive.


I might resurect my Rogue/Assassin Damar for this


Or you could always build a kuthite rogue, Marcus could always use a playmate.

Shadow Lodge

Expanded my background a bit to explain the campaign trait I took.


I'm adding the "Loyalty across lifetimes" Trait and "Issian" trait from Kingmaker;

Otherwise I believe my submission is complete. I have yet to pick all spells known and assign skill points yet, IF I'm accepted I'll have that done within 24hours of acceptance.


Oh he will be a Zon-Kuthon worshipper to be sure lol


GM, would you allow small sized Tieflings, as per the sidebar in the Blood of Fiends book.

Basic idea is for a character who is a serial killer and worshipper of Shax in search of direction. It may sound odd but the guy is inspired by "Don't stop me now" by Queen and "Midnight Creeper" by Eagles of Death Metal and has been haunting me for months now.

The Exchange

Is Aasimar an allowed race?

Shadow Lodge

On the OP he listed the races allowed:

Quote:
Races can be any core, Tiefling, Dhampir, Goblin, Orc


Lavinia Batharoy wrote:

On the OP he listed the races allowed:

Quote:
Races can be any core, Tiefling, Dhampir, Goblin, Orc

That and Kobolds, like said in a later post


Re-submission for Tanner Nielsen. Changed class from Dread to Rogue.

Majarian "Mawj" Whitesmith
LE Tiefling (Rakshasa) Rogue (Knifemaster)

Party Role: Skirmisher and Party Face. Mawj relies on his dagger sneak attack in combat, which combining Weapon Finesse with Two-weapon Fighting allows him to deal a respectable amount of damage with a high degree of success. Once he gains levels in assassin, he will specialize in disabling high-value targets with poor Fortitude saves such as spellcasters. He is lightly armored and will stay on the outskirts to avoid being surrounded. In social encounters, he is maximized for Bluff (+6, +10 when telling lies) and Intimidate (+6). He can also cast detect thoughts as a spell-like ability thanks to his race.

Preferred Kingdom Role: Spymaster - "The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms."

Description:

Hair: Brown
Eyes: Yellow
Height: 6'2"
Weight: 150lb
You see a scruffy-looking man with closely-cropped brown hair and beard, and tanned skin. His eyes are bright yellow, with flecks of orange near the iris. He has a thin nose, high and sharp cheek bones, pointed ears, and a strong jaw. A pair of curved ram's horns sprout from his head and curl around his ears. He is dressed in black leathers and a black hooded cloak. He wears a dagger at his belt and a longbow strung across his back. He is tall, with a slim frame and straight posture.


Personality:

No one would ever call Mawj a friendly person. Or nice, or caring, or warm, or anything of that sort. He has a tendency of scaring children and the elderly who cross his path, and a disconcerting disregard for people around him. Professional? Of course. Competent? Very much. Meticulous? Sometimes tediously so. But never friendly. It is difficult to know whether or not Mawj cares for or approves any person or thing in particular - most of the time he is quick to recognize faults, especially his own, and is terse with praise. He is the sort of person you want tackling a tough project, but would never invite to a dinner party. Not that it would have bothered him, of course.

Background:

Majarian Whitesmith was born a bastard in the city of Restov. His mother was a minor noblewoman of House Rogarvia, who conceived him after a brief tryst with a shadowy merchant envoy from Qadira. Unfortunately for her, that envoy was a rakshasa in disguise, and nine months later her baby was born with horns and yellow eyes.
As you can guess, this was received poorly. She was stripped of her babe and sworn to secrecy, relocated to another part of Brevoy. The word was spread that her baby had died in childbirth, and young Majarian was abandoned anonymously at a church of Abadar. Had he been found by a wise and kind cleric, he might have been taught in the ways of righteousness and honor. But fate intervened in the form of a hooded figure who passed by the church, saw the deformed child, and took it away in the darkness of the night.

Instead, Majarian was raised by a witch of Asmodeus, who saw potential in the young tiefling. She adopted him, named him, and raised him. He spent his childhood in a small village on the outskirts of the Grozni Forest. Early in his upbringing, the witch sensed the capacity for great skill in the boy, and through hours of meditation and rigorous mental exercise was able to bring his abilities to fruition. He was a shadow, and could lose himself and stay hidden in mysterious and unnatural ways. He kept his skills well-hidden, and practiced them away from the suspicious eyes of the local villagers.

In time, he became a man, and bid farewell to the only mother he ever knew. He came to Restov, initially with the intention of signing on as a sword-coin to make some money before moving on to politics, where his abilities and skills might be put to their best use. However, he noticed a posting looking for stout and sturdy adventurers to help tame the Green Belt. After some consideration, he decided that forming his own aristocracy would be easier than ingratiating himself into an old one, and reported himself for a commission.

The Exchange

Yes, thanks for that, I see that now. My imagination has run wild in the evil character creation department :)


Mawj wrote:
Alexander Kilcoyne wrote:
Irnk, Dead-Eye's Prodigal wrote:
Wow. I'm the only one willing to commit to CE?
Its TyrantMaker, not MurderHoboMaker :P.

"How is the tax collection coming, Grand Treasurer?"

"BLOOD FOR THE BLOOD GOD!!!" *continues snacking on halfling children*

No problems, just make halfling knucklebones into legal tender and we're good - well, evil, but who's counting...

Mellisan (Darkness Rising) here, completed fluff/crunch/slurry below

Introduction:

Mellisan's yellow eyes narrowed, as she glared at her map of the Greenbelt. Her tail swished in annoyance. ”Totally inadequate” she muttered to herself . It appeared that the entire landscape consisted of greenery and the occasional ruin. No temples, no marketplaces, no taverns, no – she shuddered – no hot baths, no slaves to look after her.

”Trees! Wildlife! What use are they?!” She swore. All they did was provide cover for the scum who lived here: oathbreakers, fugitives from the law. The very thought of their existence here offended her to the core. There should be no hiding place for such as they. She would see to that herself. Most of her eighty-something years had been spent tracking down scum and subjecting them to the law of Asmodeus. The wilderness promised discomfort, but held no fear as far as she was concerned. She was what happened to other people.

The tiefling woman blinked suddenly as her perspective on the map changed completely: now she saw it as a blank canvas, awaiting her touch. The temples, taverns, marketplaces, slave-pits: they were all there, just waiting for one with vision to bring them into being. Oh yes. She would bring Order to this place; and if she had to burn every tree and kill every living being to do so – well, it would just take more time that way. Obviously, she would rather have living converts to the cause of Hell, but either way she would manage.

Opening her wineskin, the inquisitor allows the faintest trickle of wine (a fine Chelish red, the taste of home) into her mouth, just enough to get a taste. She will indulge herself once the hunt is over, once she has sacrificed.

Mellisan smiles and it is cruel.

Background:

Born in Cheliax, Mellisan has laboured under two great disadvantages: a tiefling in a country where such spawn are looked on as second-class citizens; and an Asmodean order that is strongly misogynistic. She has therefore had to work twice as hard, and do twice as well, simply in order to be considered half as useful. Fortunately for her, this has not been difficult.

From an early age, her insightful mind was noted, and she came to the attention of the church of Asmodeus quite rapidly. Refused admission into the priesthood (she suspects on account of her race and gender, but can prove nothing), she was however permitted to act on their behalf as an agent. Her assignments generally involved bringing the Law to those fleeing from it, and she has developed a significant reputation as a skilled bounty hunter.

Even those outside Cheliax have employed her in this capacity, appreciating the advantages of her nightvision and single-minded ruthlessness. In such cases “dead or alive” has meant plain dead - and if the corpses she has brought back bear the marks of ritual sacrifice in addition to the wounds of battle, no one (so far) has made a fuss.

More recently, the church of Asmodeus grows restless. Cheliax is theirs, but the rest of the world awaits. Unwilling to provoke outright conflict by invasion, they have sent Mellisan to one of the more disordered regions: Brevoy and the nearby River Kingdoms. Her instructions are simple: bring glory to Asmodeus. She plans on bringing some glory on herself, too. Setting up a kingdom of her own would advance her very far in the Asmodean order of things.

Description:

With her blood-red hair, her infernal yellow eyes, her pointed ears that resemble horns, her sallow, gold-tinged skin and her forked tail, Mellisan could never be mistaken for anything other than a tiefling. The silver Asmodean star that hangs around her neck proudly proclaims her allegiance to the Prince of Hell, Lord of Order. At just over 5 feet tall (5 ft 2 inches, to be precise - and Mellisan is precise), she is shorter than most women; but her fiendish blood gives her a surprising strength and an almost unholy resilience. Individuals who underestimate her based on her size tend to regret it, although sometimes not for long.

Mellisan craves order and structure. The higher up that structure that she can get herself, the happier she will be. Her time as a bounty hunter means that she is used to working with those she would otherwise disagree with strongly; she has actually come to enjoy working with priests and agents of Good, seeing an opportunity to corrupt them to a different service. She will also work with Chaotics, reluctantly, using them to serve a greater purpose. She is more personable than many tieflings, and can make friends easily when she chooses. She recognises the utility of friendship, and prefers to work amicably with people rather than squabble. If she has given her word, she will stick to it; but only to the letter of the agreement, not the (so-called) “spirit” in which it was made. In this, she follows her master Asmodeus.

Mellisan dresses well, even in her utility clothing. Her armoured coat is well-cut and close fitting; her weapons and buckler are of good quality and her longbow is of elven make. She does enjoy the opportunity (when she can get it) to dress up: better clothes indicate a better status, and Mellisan is ultimately all about status.

Crunch:

Female Tiefling (Devil-spawn) Inquisitor 1 LE Medium Outsider (native)
Age 85; Height 5 ft. 2 in. Weight 110 lbs.
Languages: Common, Infernal
Deity Asmodeus
Init +2; Senses Perception +7, Darkvision 60 ft

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DEFENCE
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AC 17, touch 12, flat-footed 15 (+2 Dex, +4 Armour, +1 Shield)
hp 11
Fort +4, Ref +2, Will +5

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OFFENCE
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Speed 30 ft.
Melee Mace +2 (d6+2)
Ranged Composite Longbow +2 (d8+2); OR +3 (d8+3) from 30 ft or less

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STATISTICS
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Str 14, Dex 14, Con 15, Int 10, Wis 16, Cha 12
BAB +0; CMB +2; CMD 14
SQ Spellcasting (see below)

Domain Powers (Law): Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgement 1/day

Monster Lore: +3 on knowledge checks to identify monsters

Stern Gaze: +1 to Intimidate and Sense Motive

Resistance: Cold 5 Electricity 5 Fire 5

Skilled: +2 Diplomacy, Sense Motive

Pyrotechnics 1/day: Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

Prehensile Tail: Many tieflings have tails, but some have long, flexible 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.

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FEATS
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Point blank shot

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TRAITS
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Brigand Bounty hunter - You begin with an extra 100 gp in ill-gotten gains [that's "well-earned pay" thank you very much]. You also gain a +1 trait bonus on Bluff,Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk other such scum.

Unearth Secrets - You gain a +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.

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SKILLS - 6 pts/lvl
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Diplomacy 0 (3) or (4) vs bandits

Intimidate 1 (6) or (7) vs bandits

Knowledge: religion 1 (4)

Perception 1 (7)

Profession: bounty hunter 1 (7)

Sense Motive: 0 (6) or (7) vs bandits; or (8)/(9) to reveal secrets

Stealth 1 (6)

Survival 1 (7)

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SPELLS KNOWN
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Cantrips - 4

Create Water
Daze
Disrupt Undead
Sift

First Level - 2/day

Cure Light Wounds
Keep Watch

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GEAR
24 gp remaining
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Light mace – 5 gp

2 Daggers – 4 gp

Composite Longbow (+2 Str) – 100 gp

Arrows, Common (20) – 1 gp

Arrows, Blunt (20) – 2 gp

Armoured coat – 50 gp (+4 AC, -2 Armour Check Penalty)

Buckler – 5 gp (+1 AC, -1 Armour Check Penalty)

Alchemist's fire (1 flask) – 20 gp

Explorer's outfit - free

*Cold weather outfit – 8 gp

Inquisitor's kit – 30 gp
(backpack, *bedroll, belt pouch, *candles (10), cheap holy text, flint and steel, *iron pot, *manacles, *mess kit, *rope, *soap, spell component pouch, *torches (10), *trail rations (5 days), a *waterskin, wooden unholy symbol)

Unholy symbol, silver – 25 gp

Mule – 8 gp

*20 days' fodder – 1 gp

*Harness – 2 gp

*Bear traps (2) – 4 gp

Map – 50 gp

Scroll case – 1 gp

Wineskin of Fine Wine – 10 gp

* = carried on mule


ARCANE
Redelf - Sevelis Loreallona - LE Half-Elven Summoner
joerice - Sombral Madilinthir - LE Elven Necromancer
aptinuviel - Afanasi Medvyed - NE Human Witch
Ken 418 - Sebastian Vorius - LE Human Sorcerer
Helikon - Morde Chai - NE Human Witch

DIVINE
Joy - Lavinia Batharoy - NE Dhampir Oracle
Darkness Rising - Mellisan Astradax - LE Tiefling Inquisitor
Gypsy Mischief - Skezok - NE Tengu Cleric
TerminalArtiste - Quellina Esstanov - NE Human Inquisitor
Havocprince - Marcus Teric - LE Human Cleric
tgoodman2003 - Kayan Everwind - LE Human Oracle

MARTIAL
KakkarottoZ - Malak Niitei - NE Half-Orc Ranger
Stalwart - Astrid Tith'kali - LE Half-Elf Ranger
Irnk - Iolanda - CE Human Anti-Paladin
Jon 164 - Herodes Aemilius - LE Human Cavalier
Moondragon Starshadow - Narvolo - NE Human Barbarian
Joel VA - Piotr Dovesky - NE Human Fighter
SodiumTelluride - Thakus - NE Goblin Ranger
Bane88 - Rosemary Thorn - CE Dhampir Antipaladin
Alexander Kilcoyne - Talmanes al'Vence - LE Human Monk

SUPPORT/UTILITY
Tourach - Kirill Medvyed - LE Dhampir Bard
Tanner Nielsen - Mawj - LE Tiefling Rogue
gresch555 - Pavanna Crispin - LE Human Bard
Runge - Amber Mirabelle - LE Human Bard


Mawj. I am sorry but Morde Chai is a Magus. Not a witch. Hexcrafter bladebound to be exact. But.. the error was on my side, I made the name for a witch once upon a time.


@Morde Chai - Just a head's up, the character creation guidelines specified we could only use one archetype.

ARCANE
Redelf - Sevelis Loreallona - LE Half-Elven Summoner
joerice - Sombral Madilinthir - LE Elven Necromancer
aptinuviel - Afanasi Medvyed - NE Human Witch
Ken 418 - Sebastian Vorius - LE Human Sorcerer

DIVINE
Joy - Lavinia Batharoy - NE Dhampir Oracle
Darkness Rising - Mellisan Astradax - LE Tiefling Inquisitor
Gypsy Mischief - Skezok - NE Tengu Cleric
TerminalArtiste - Quellina Esstanov - NE Human Inquisitor
Havocprince - Marcus Teric - LE Human Cleric
tgoodman2003 - Kayan Everwind - LE Human Oracle

MARTIAL
KakkarottoZ - Malak Niitei - NE Half-Orc Ranger
Stalwart - Astrid Tith'kali - LE Half-Elf Ranger
Irnk - Iolanda - CE Human Anti-Paladin
Jon 164 - Herodes Aemilius - LE Human Cavalier
Moondragon Starshadow - Narvolo - NE Human Barbarian
Joel VA - Piotr Dovesky - NE Human Fighter
SodiumTelluride - Thakus - NE Goblin Ranger
Bane88 - Rosemary Thorn - CE Dhampir Antipaladin
Alexander Kilcoyne - Talmanes al'Vence - LE Human Monk
Helikon - Morde Chai - NE Human Magus

SUPPORT/UTILITY
Tourach - Kirill Medvyed - LE Dhampir Bard
Tanner Nielsen - Mawj - LE Tiefling Rogue
gresch555 - Pavanna Crispin - LE Human Bard
Runge - Amber Mirabelle - LE Human Bard


And Amber is flesed out completely. Have a look at your leisure.


Ah, I missed that. Well you missed that about no 3rd party. But we have booth changed it now. And put me more in the Arcane area or support please. I am for sure much to squishy to be a Martial


ARCANE
Redelf - Sevelis Loreallona - LE Half-Elven Summoner
joerice - Sombral Madilinthir - LE Elven Necromancer
aptinuviel - Afanasi Medvyed - NE Human Witch
Ken 418 - Sebastian Vorius - LE Human Sorcerer
Helikon - Morde Chai - NE Human Magus

DIVINE
Joy - Lavinia Batharoy - NE Dhampir Oracle
Darkness Rising - Mellisan Astradax - LE Tiefling Inquisitor
Gypsy Mischief - Skezok - NE Tengu Cleric
TerminalArtiste - Quellina Esstanov - NE Human Inquisitor
Havocprince - Marcus Teric - LE Human Cleric
tgoodman2003 - Kayan Everwind - LE Human Oracle

MARTIAL
KakkarottoZ - Malak Niitei - NE Half-Orc Ranger
Stalwart - Astrid Tith'kali - LE Half-Elf Ranger
Irnk - Iolanda - CE Human Anti-Paladin
Jon 164 - Herodes Aemilius - LE Human Cavalier
Moondragon Starshadow - Narvolo - NE Human Barbarian
Joel VA - Piotr Dovesky - NE Human Fighter
SodiumTelluride - Thakus - NE Goblin Ranger
Bane88 - Rosemary Thorn - CE Dhampir Antipaladin
Alexander Kilcoyne - Talmanes al'Vence - LE Human Monk

SUPPORT/UTILITY
Tourach - Kirill Medvyed - LE Dhampir Bard
Tanner Nielsen - Mawj - LE Tiefling Rogue
gresch555 - Pavanna Crispin - LE Human Bard
Runge - Amber Mirabelle - LE Human Bard


Lot of applicants. I'm excited, though!

Scarab Sages

Astrid Tith'kali wrote:
Lot of applicants. I'm excited, though!

A lot of applicants and still no trapfinding. (To be fair, the player's guide does specifically mention that traps are less an issue in Kingmaker as compared to most other APs.)

There also don't seem to be any characters shooting for the Treasurer role in a future Kingdom. Which kind of makes me sad. This game could certainly use a Littlefinger.

Oh, and I admit that I haven't looked through character sheets too closely, but I haven't seen any ranged combat characters. But that's a pretty common trend in pathfinder (along with the lack of trapfinding rogues in a lot of games).


I'm going to withdraw Quellina as a submission, her build just isn't coming together.


Madeoin wrote:
Also, not entirely clear on your second question, could you elaborate a little?

Basically in Pathfinder Society, there isnt any crafting allowed. To compensate Wizards and Alchemists who both get a crafting feat as part of their class, those crafting feats are swapped for something else.

Wizard gets Spell Focus instead of Scribe Scroll.

Alchemist gets Extra Bombs instead of Brew Potion.

What im wondering is, for those who dont see themselves doing much crafting as either class, would you allow this swap?

Thanks.


aptinuviel wrote:

Oh, and I admit that I haven't looked through character sheets too closely, but I haven't seen any ranged combat characters. But that's a pretty common trend in pathfinder.

In Talmanes' case, that is a result of the woeful amount of gold a Monk starts with (even when maxed it is pitiful). Starting as Fighter first would have let him start with a ranged weapon but it didn't fit concept.


Oh sure, some of the martial characters seem perfectly capable of doing ranged combat. Its just that I don't see many characters focused on that anymore. Just something I've noticed in recent recruitment threads.

But the lack of a treasurer (littlefinger-ish) character is truly a crime.


I am in the home stretch of my submission, and was wondering about the exact deadline for submission. You said Sunday, but when exactly?

Dont want to slave over the character only to miss the deadline, so hope to get a deadline along the lines of "5 hours after this post" or something similar.

For those keeping track of submissions, the character is a Wizard Illusionist, sporting a broad suite of social skills. He isnt optimized for crazy bluff or anything, but is rather merely "good" at all of them (+8 in Bluff, Diplomacy and Sense Motive)

I must admit my lateness was in no small part due to difficulty choosing what to play, but all this talk of Little Fingers made the choice for me...It would indeed be a crime if there wasnt one!

Thanks.


aptinuviel wrote:
Astrid Tith'kali wrote:
Lot of applicants. I'm excited, though!

A lot of applicants and still no trapfinding. (To be fair, the player's guide does specifically mention that traps are less an issue in Kingmaker as compared to most other APs.)

There also don't seem to be any characters shooting for the Treasurer role in a future Kingdom. Which kind of makes me sad. This game could certainly use a Littlefinger.

Oh, and I admit that I haven't looked through character sheets too closely, but I haven't seen any ranged combat characters. But that's a pretty common trend in pathfinder (along with the lack of trapfinding rogues in a lot of games).

I hadn't intended to be ranged, but I'd be as good at range as in melee, so I could.


One thing I've noticed is that, despite all the hate monks get as being an underpowered class, it seems to be extremely popular. Is it that people see it as a challenge, or are they just fun? I've only played one once, and only for one session, but I can definitely understand all the complaints.


The secret to playing a monk, is archetypes and level dipping. You use archetypes to focus what you get, then dip into other classes after level 4-5, often fighter. Or atleast that has been my experience with it personally.

There are many character archetypes that can be achieved with a little monk dipping.


Ok, this is Deliverances submission, an Illusionist school Wizard, although he isn't heavily built for Illusions, that is simply the school hes chosen.

I still need to write up his personality (although thats in his background as well to a degree) and appearance and fiddle a bit with equipment, but all the important bits are largely done.

Richards role is tied between Treasurer and Spymaster, with Councilor sliding in at third place. Which one he ends up as will largely depend on what others in the group choose, since I can see him realistically taking up any of the three.


Malak would make a good Enforcer, General, or Warden, and a decent Marshal or even Spymaster. Personality-wise I think he'd be happiest as either General or Enforcer.


Got curious and looked at your character Malak. If im not mistaken, you have two unspent points for your stats.

18 (10) (+2 racial)
16 (10)
13 (3)
12 (2)
10 (0)
7 (-4)

Which comes out to 21 out of 23

:)


Constitution was supposed to be 14. Whoops.


For my part I have my eye on the Marshal position.


I'm looking at magister or high priest, personally.


Thakus wrote:
One thing I've noticed is that, despite all the hate monks get as being an underpowered class, it seems to be extremely popular. Is it that people see it as a challenge, or are they just fun? I've only played one once, and only for one session, but I can definitely understand all the complaints.

Monks get better with a better point buy. I have never had any problems keeping up with a full Monk but it does require the use of certain archetypes and naturally favors higher point buy.

In Talmane's case, Monk is a dip. His favored class is Fighter. But there are plenty of completely viable 1-20 Monk builds. A personal favourite of mine is a Sensei/Ki Mystic/Contemplative, for an extremely powerful support character (that loses a lot of the MAD) that can also do combat maneuvers (or hit pretty hard, using Guided on an amulet of mighty fists).

Essentially... Monk really punishes people without the system mastery to play them.

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