Way of the Wicked recruitment


Recruitment

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Spooky, any word on the Warlord yet, good sir?


I am definately looking forward to the results... still making up my mind on doing the things necessary to make Ivy a ranged assassin or to focus on the up close kill. After the whole "bird" incident, I can see her disdaining bows... but they are fun to work with.

Oh, btw... she definately will want to kill the princess if given the chance... and any inquisters she would run into for Mitra.


@BigLundi: Half-Ogre is both not on the list of playable races, and third-party

@Gambit: Now that I look at it and realize where it's from, no. I banned Path of War wholesale, as mentioned in the opening post.


Oh, two things... added one more skill point (based on a comment of yours in the recruitment that I missed) but if I miss read that (putting quote after this) I can either drop it or the bonus hp point from favored class level.

Spooky GM wrote:
Gah, I knew I'd forget something. You get an extra skill point each level, because competent villains are just plain better than the average schlub.

Second, know you aren't really looking at backstories just yet, but added a little bit to the Early Childhood section to explain the choice of Dayborn racial substitution (explained when it comes up under Racial traits tab).


Sorry, didn't see the Asmodeus only requirement (not sure how I missed it), this character was built worshipping a lesser Archduke of the Hells... And it's woven into her character and back story too much to change.

Might submit a different character or might just withdraw (too many orphans in my profile these days..)


Given how really lean the divine section is right now (one application), I think I might change the requirement to instead require the deity be LE. All the other LE gods sort of answer upward to Asmodeus anyway, and it's a bit more limiting in hindsight than I initially thought.


....orrrr I'll just submit Maena after all.

She'll need some mechanical changes -- but those are pretty easy and can be done quickly if accepted.


Wow, submitting the very same race/class/archetype? :) talk about competition... Let's read the thread and get creative people ;) every new game deserves a fresh new story and character.


Don't I know it. I guess every player has a fallen aasimar paladin ready to go for a WotW.


Obviously, Pseudo-vampiric Lolita-style gnome bard seductresses are way too common too.


What about summoners who hate their eidolons?

Also, WOOOO! HUMANS! Amirite? :D *holds up hand for high-five; looks around expectantly; smile fades a little*


Richard to the rescue *HighFive!*

Wait, you are another arcane submission! *StinkEye*


My character's crime trait will be heresy, not high treason.
In terms of game role, he's a divine caster, melee fighter, and healer.
I don't intend to go into any class other than oracle in the immediate future.

Backstory:

A small bundle was left by the door to an orphanage. Inside the bundle was a child. Ordinarily, this would not be a surprising occurrence. But this was no ordinary orphanage. It was an orphanage of the church of Mitra and was ready to gladly take in any child. Even a child such as this one, with his orcish features, his small horns, and his wickedly sharp fangs.

Although Nalerok grew up among human children, he never associated himself with them. He knew that he was not one of them. He knew it from the stares he got walking along the street. He knew it from the way the human children made choices - amiably, with smiles on their faces. He was separate. Even if he had not had those unusual features, he could never have fit in, not with his serious and self-centered outlook.

When Nalerok was twelve, a younger boy at the orphanage named Henry broke his ankle running down the stairs. Nalerok was nearby and reached down to help him up and get him somewhere he could sit down. Henry hesitated for a moment before taking his hand. As Nalerok pulled him up, he felt his arms twitch involuntarily and found himself muttering words he did not understand. Henry stood on his feet. His ankle was now perfectly fine. He stared at Nalerok, then turned and fled down the corridor.

It was after that when the dreams started. Nalerok dreamed of a voice, a sharp, cold voice like ripping metal. The voice did not care what he looked like, or whether or not he smiled. The voice had blessed him. It wanted only one thing from him: his loyalty. And he proved that. When the voice asked him to, he proved it. He stepped up behind Henry one day and snapped his neck in a single motion. Meaningless cruelty was distasteful to him.

The boy's death was called an accident, but the orphanage was closed anyway. They couldn't continue to provide a service to their community after providing that kind of attention. Some of the children went to other orphanages; others went to foster parents. And if one child slipped out into the night, who would notice? Who would care? Nobody did.

Nalerok stole to survive. Not food, money. The voice didn't care. When he took a banned book from a library basement, he discovered that the voice had a name: Asmodeus. He learned more about his master, and what the church of Mitra had done to his followers. He fumed. He trained in combat, and his blessing from Asmodeus grew, until the voice came to him again in his dreams and spoke to him one last time.

The voice told him to read, and it told him to write. He stole books, many books, banned books and unknown books. He read every one, and he copied the parts that spoke of his master. He wrote out the parts that told the truths that the church had chosen to bury. Bury yes, but not destroy. They could never destroy the truth. He wrote dozens of copies, hundreds, and the voice told him he had written enough. And he took those pages and books, thousand of them, and he sat in the empty building he had made his own. And he screamed. He screamed the truths that had been told to him, the truths that would be the downfall of the purity and justice of this facade of a society. He ranted and muttered, he shouted and called. When the guards came for him, he was still murmuring the teachings of his master. They took him away, but it was too late. Others had come first, and the papers...there were papers everywhere.


High five! Woot!


Ok, so I'm going to rework my character a bit, but I think he will still work out. Instead of a cavalier (since that's a very heavily contested martial area), I'm going to go the route of inquisitor, which seems to have a much better chance. Well, time to get down to writing the background and fleshing him out.

I feel like he will really want to get back to the idea that torture is a perfectly valid form of prisoner treatment and will be focused on bringing back that particular "craft", as he feels that people who destroy the natural law (like in the case of outlawing worship of Asmodeus) need to be removed and taught the...error of their ways.

More upcoming

Grand Lodge

Will make a profile if I get in, but otherwise here is Reave FireBrand

Reave FireBrand:
Reave FireBrand
Dwarf shaman 1 (Pathfinder RPG Advanced Class Guide 35)
LE Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 11 (1d8+3)
Fort +3, Ref +1, Will +5; +1 trait vs. divine spells, +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Special Attacks hatred
Shaman Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, , produce flame
(1/day) burning hands (DC 14)
. . 0 (at will)—detect magic, detect poison, purify food and drink (DC 13)
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Statistics
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Str 14, Dex 12, Con 16, Int 13, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Steel Soul[APG]
Traits desecration, glory of old, reactionary
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Diplomacy +5, Heal +7, Knowledge (nature) +5, Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework), Spellcraft +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ spirit (flame), touch of flame
Other Gear 150 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Desecration +1 trait bonus on all saving throws against divine spells.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Flame (4/day) (Su) As a standard action, melee touch deals fire dam.

And here is the crunch - Background, Personality (What little he has), description

Crunch:
Reave was born to a clan of dwarves long thought to have been wiped out by their kin. His clan was thought to have been worshipers of fire and destruction over stone and smithing. After years of brutal wars, the clans felt that the FireBrand clan must be wiped out before they destroy the way of life for the clans and beyond. Having been abroad with some other kin, learning about the clans secrets to fire, the other clans stormed then destroyed the clan holds. Thousands dead, and with little thought to the few survivors, Reave was lucky enough to get away into a crowd when an army of kin was found coming after Reave and his companions.

As the soldiers were dealing with his companions, Reave disappeared with thoughts of revenge on clans and those who allowed it to happen. He would see the world burn for its failing to understand the people of the FireBrand Clan. With little more then the clothes on his back, he started to seek the power he would need to battle his various enemies. Searching through the various tombs that survived the clans destruction, he found talk that in the beginning of the clans history that a bargain was made with a being that granted the powers to the clan in exchange for the clans worship and devotion.

So with that in mind, he started to do more research into this entity. Using the powers granted by his clan and the summoning of spirits that was his own ability he was able to make himself noticed by not only others that believed in this being, but those of the Mytraian faith. Luck for Reave it was another cultist that got to him first. Keeping his identity secret, he told Reave that he was walking the right path, but if he wanted the greatest amount of power from this being he must show his worth. The greater the tribute the greater the gift of power he would be bestowed with.

With that, the man told Reave that his delving had been noticed by the Knights of Mitra, that if he was not careful he would be caught by them. Having little faith in a man who would hide himself. He took the mans information on the hunters as fear mongering, but kept the thoughts of a great sacrifice in mind. Spending the next year searching for an appropriate location, Reave finally found a suitable location in the form of a temple of Mitra. With little thoughts of safety he stormed, the temple during mass. Killing the few guards at the entrance with swift blows from his weapon as they were distracted. Upon entry started to ritually sacrifice the Mitra faithful, dedicating their deaths to his un-named lord, beseeching him that he reveal his name once enough blood was spilt in his name. With fire burning those he sacrificed, it wasn't long before the corpses began to pile high, their stench and the cries of those yet to be sacrificed drew the attention of more guards. Realizing that while the sacrifice had been large, their had been no answer.

Reave began to worry about his capability of continuing this endeavour when his choice was taken away from him. As he reached the limit of his power and with very few left in the way of survivors he turned the last of his power into destroying the symbol of the Mitra faith in this temple. As the minutes passed, and his desecration of the temple idol progressed. Reave thought back to the dark days, when he was first learning to use his power, burning the aged wood that his father handed to him, saying that it was passed down from father to son. Reave used that aged wood until he left on his journey, now lost he missed it along with his family that perished that day over a year ago.

As his mind drifted back, he realized that his mind wandering had distracted him enough for several Knights to get the drop on him, not even half finished on the icon, he turned to face them, not realizing that another waited for him to do so. With a bright splash of light and pain, he was knocked out cold.

Hours passed before he regained a semblance of conciseness. The Knights or guards must have worked him over as he was out cold. As soon as they realized that he was awake, a commander came to him and informed him that he was being sent to Branderscar Prison. As the days past and he was transferred, Reave wondered if he would ever get his revenge on the clans or even the nation that supported the clans. He bided his time, letting his rage and fire burn hotter for the day he gets his chance at revenge.

Personality: A man ruled by passion, he tends to act before truly thinking things through, but he knows that this has been his fall and now strives to change his way of thinking. Other then that, he is an honest man, willing to share his secrets with those he feels he can trust.

Description: A fairly well dressed dwarf, except for the fact he's currently dressed in prison garb. He tends to keep his blue black hair pulled back into a topknot or pony tail. His beard is trimmed so while it shows, its not as long as others of his kin. A new scar next to his left eye, is a result of his capture form the temple and well as a newly branded runic "F", which he laughed at as they branded him stating that his bearing of the pain is proof that he has dominion over fire and that the one branding him with feel true flames wrath before he dies.

Standing at an impressive 4'4" he's on the tall side, he's soundly built looking along the line of a soldier or fighter more then a scholar or clergy type.


Here's my entry! I'd like to go for a skill-caster build, with the possibility of prestiging into Bloatmage.

Appearance:
Caprin is a fairly tall and slightly pudgy man with pale skin and hair. His eyes are a murky green color.
Backstory:

Ever since he was a little tyke, Caprin has been obsessed with all things magical. He dreamed of being a mighty wizard, but had no access to anything remotely magical in his tiny little village save the local bards. His parents worried for him as his obsession slowly grew more and more unsettling, lighting small creatures on fire to emulate fireballs and leaping off buildings to try and fly. Young Caprin began to grow more and more unstable as he grew up, bursting into fits at the mention of his name and staring into space for hours at a time.

At the age of sixteen, to his parent's and neighbor's shock and his great delight, he spat an unfamiliar word in a fit of anger and lit his bed on fire. On that day, as his sheets smoked around him, the young Caprin witnessed firsthand the wonder and power that magic held. He fell in love with it, and fled his home that night to go practice in the woods, setting bushes and squirrels on fire with gleeful abandon. He wouldn't return home for three days.

Upon his return, he set up a small laboratory in his parent's basement, and set himself to work unraveling the mysteries of his own powers and the strange words that came with them. His parents were glad to get him out of their hair, and felt happy that their child had found true happiness at last. The boy toiled mentally for the next few years, trying to figure out the basis of his magic and the source of his powers. Although he never came anywhere close to the truth, he was quite happy just sitting in the basement and contemplating.

Two weeks before his arrest, his family noticed an odd change in him; he had become suddenly talkative one day, and claimed to have had a philosophical breakthrough. He claimed to have had a vision of a world soaked in magic, where everyone had some sort of magical ability and everyone was content. He started talking to people more and making many friends in the town, and even got himself a girlfriend in the form of the innkeeper's daughter Mildred. Everything was looking up until Mildred went missing.

The entire town was terrified, and searched for her frantically. It wasn't until they heard a weak moan from Caprin's basement. They broke the lock on the latch and found Caprin sitting and looking frustrated, and a weak and starving Mildred chained to the wall, numerous crudely patched surgical scars and pinholes covering her frame. As Mildred would tell the town guard after they had detained him, Caprin had been subjecting her to numerous experiments and surgeries in an attempt to transfer some of his magic into her and make her "perfect". The decision of the town nobles was unanimous, and the detained Caprin was shipped off to Branderscar within days.

Personality:
Caprin has grown to be a high-functioning psycopath, and is quite fine with that result. He sees himself as a bringer of perfection, and wishes to bring magic to everyone, whether they want it or not. Oddly, despite his brutal nature and solitary childhood, he has become quite a people person during the last few weeks, and wants nothing more than to have a large circle of friends. And to forcefully make people sorcerers. His love of magic has given him a mild fixation with his own blood and the blood of sorcerers in general.

Motivation:
Caprin wants to make the world of his vision a reality, and the main part of that vision is a world full of sorcerers. He is willing to ally with anyone who may help his dream become reality, and he despises the current world. Anyone who stands in the way of his magical utopia (such as the church of Mitra) will earn his undying hate.


@Spooky GM

Would you consider a Shaman with the Heavens Spirit. I was trying to find a suitably "evil" Spirit but the only Spirit that you can potentially tie to Asmodeus is the Heavens mystery, which has an Outsider focus. That said, I wanted your opinion on that before I type up the entire character, if it doesn't fit the flavor of the adventure, I might just use the newer version of the Juju Mystery from Faiths and Philosophies and go with Oracle.


@ginganinja: The problem I see with Heavens is how good-oriented it is, with spells like Daylight and such. Fire would probably be up Asmodeus's alley, as would Battle.

But in general, don't sweat "theme" too much. The flavour isn't nearly as divine-heavy as the Asmodeus emphasis makes it out to be, and I'm much more concerned with having good, evocative villains than anything else. My previous table had an Ifrit Summoner who basically intended to start up the mafia in Talingarde. Interesting over conventional.


Thats quite alright, and sort of the answer I expected. I would have gone fire, but someone else submitted a Shaman that looked to be built around that spirit, and I didn't want to offend him by posting a concept already similar toward his own. I'll have my Oracle up as soon as I get a cracking backstory and motivation ironed out.


@ Spooky

Ah such a shame. You're right, half ogre is indeed 3rd party, apparently Adamant Entertainment specifically(far too used to GM's allowing half ogres)

But that's just fine, I can switch things up with the lad. Half orc makes me just as jolly. allowing for the same background, and even adding some stats that I couldn't use before due to the -2 half ogres get to two different mind stats. Half orcs still get a +2 to any one attribute(and Strength is his main thing), which allows for an 18 in his Strength, which, while raging, even at level one makes his strength 22. That satisfies me just fine.

Plus, he still gets a racial boost to intimidation, so I don't need to take that away either. Mostly I just have to take away a bit of his Strength. Keeping his wisdom at 8 though, it just makes him so much fun, and lets me keep his base Con to 16 and upgrade his Dex to 14, helloooooo AC.

New stats for V!

Spoiler:

Male Half-orc
Invunerable Rager Barbarian 1
Age: 16, Height: 6'0"
Weight: 200
NE Medium humanoid (half-ogre)
Init +8(dex +2, Improved Initiative +4, Reactionary +2); Senses Perception +3, Darkvision
Speed: 40 ft(30 base +10 Fast Movement)
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15
Fort +5, Ref +2, Will -1
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Offense
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Speed 40 ft.
Melee unarmed strike +5 (1d3+4 nonlethal)
Ranged n/a
Special Attacks: Rage 7/day

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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +6; CMD 16
Feats Intimidating Prowess, Improved Initiative
Traits: Reactionary, Bred for War, Attempted Murder
Skills: Acrobatics 1, Climb 8, Craft 0, Handle Animal 0, Intimidate 13, Knowledge 0, Perception 3, Ride 0, Survival 3, and Swim 5.
Languages: Common, Orc
SQ: Darkvision, Intimidating, Rage, Fast Movement, Orc Blood

Anything else you found problematic you'd like me to change?


Everything looks fine at a glance.


Many cool concepts here! Waiting with crossed fingers. This will be a fun party. :)


Whatever the outcome, this is gonna be good.


I'm gonna bow out. Just run dry on inspiration and got offered a spot in another AP. Good luck to everyone!

Grand Lodge

Just wondering if there's anything i need to change with Reave FireBrand or is he an acceptable application?


Concept not working for me. Not finding the character so going to drop. Good luck applicants


Pathfinder Adventure Path, Rulebook Subscriber

Dotting for interest, I'll work something out for it later today.

With a little more thought on it now what I would like to make is a dhampir arcanist (twilight sage) from the adv class guide origins book. Had a bit more to the idea but with that new of an archetype I wanted to check becore I got too set on it.


Pathfinder Adventure Path, Rulebook Subscriber

Here is the character design for Fauniel Darkleaf.

Build:

Fauniel Darkleaf
female dhampir (svetocher) arcanist (twilight sage) 1
NE medium humanoid (dhampir)
Init +2; Senses darkvision 60ft, low-light vision, Perception -1
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Defense
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AC 12 (16 mage armor), touch 12, flat-footed 10 (14 mage armor) (+0 (4 mage armor) armor, , +2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +1
Defensive Abilities twilight barrier
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Offense
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Speed 30 ft.
Melee +0
Ranged +2
Special Attacks bite (1d3), arcane reservoir (3/4), consume life (Su), ice missiles
Spells (CL 1; concentration +5):
1st (3/3 perday)—color spray (dc 15), ray of enfeeblement (dc 15)
0 (at will)—detect magic, read magic, ray of frost, disrupt undead
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 8, Cha 14
Base Atk +0; CMB +0;CMD 12
Feats extra arcanist exploit
Traits charming. extremely fashionable, graverobber
Skills Diplomacy +5 (+6 if charming). Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (religion) +8, spellcraft +8, use magic device +6
Languages lang 1
SQ bite, cantrips, arcane reservoir, consume life, necromantic focus, arcane exploit, twilight barrier,
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear gear 1, n gp
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Special Abilities
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Alternate Weakness -1 penalty on saves against effects that deal positive energy damage.
Charming You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Consume Life (Su)
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.
This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.
This ability is a death effect.
This ability replaces consume spells.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
FangsOn occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Grave Robbery It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.
Ice Missles (Su) The arcanist can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist's Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.
Necromantic Focus (Ex)
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Skilled Dhampire gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.
Twilight Barrier (Ex)
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.
This ability alters the arcanist exploit gained at 1st level.
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Personality:
Fauniel has a very obsessive personality, she is focused on her research and eventual vengeance for it's disruption. She tends to get engrossed and miss important things, like stray kids watching her, or making an appointment on time, but is otherwise very intelligent.

Backstory:
Fauniel was a very rare birth between a moroi vampire, and his elven concubine. Her father, who was through with her plaything of a mother, kept Fauniel around as a reminder not to get too attached to his toys lest he accidentally break them. He provided her with the bare minimum requirements, food, water, shelter, and basic clothing, but expected her to provide for herself.

As she became older, Fauniel was encouraged to go beyond the basics to avoid being preyed upon in the court, she learned to use her natural charms to get her the things she wanted, especially very nice clothing, and quickly learned to manipulate those who were physically attracted to her. After a while she found that she still did not have enough, and so took up studying magic with a lich acquaintance of her fathers. She found him repulsive, especially the things he wanted from her in return, but did what was necessary to learn from him. It came up very early on that her power was different from his, and she began learning ways to will the magic to do things that it was not intended for.

An area she found particularly interesting, was that of necromancy, and the divide between life and death. She found ways to use her burgeoning talents as an arcanist to rip the life from the dying to fuel her powers, and to reflect damage back upon her attackers when defending herself. She learned about cold magic for offense since most of her available targets were immune to it's affects or highly resistant.

Eventually, the kingdom of Talingarde came and destroyed both her father and mentor, leaving her with nothing. She played upon their attraction to her and convinced them that she was a victim of the lich's experiments, making her vulnerable to positive energy and healed by negative. They believed her and let her into the country as a refugee. Unbeknownst to them, she continued her studies and worked hard to uncover more secrets to life and death. Her ultimate goal, to create a world without the fear of death, a laudable goal some would say, but she cares not who is hurt by her research.

Had things gone as they were, she likely would have been left alone to continue, but she made one serious mistake, she needed a cadaver for her experiments. She went to the local graveyard, not thinking about how risky it was to go there for this acquisition, She successfully obtained the corpse she needed, but failed to see that there was a child nearby who saw the "vampire girl" rising from the grave. A quick search was made, and her rather fancy shoes gave her away. She was arrested and quickly convicted, her brand was made and she now awaits her death.

She is intended to be a necromancy focused character, with some conjuration and enchantment thrown into the mix. She will likely stay straight arcanist, and I am strongly thinking about picking up the blooddrinker feat as well. I have the spells she had prepared when she was caught listed as I imagine those are still there. Let me know if I missed anything please.


Here is my application: Doctor Yanev

General concept: Power hungry doctor uses vampire blood as a serum and thus becomes a vampire himself.

Background:
Yanev has always been fascinated by power. While interested in all of its aspects right now, imprisoned like he was, it is the power that the God Mitra had over the country that captivated his mind. In other countries he would not have been arrested for what he had done, perhaps he might have even been rewarded for his work. Given more time and resources he may have been able to make the king immortal, and wouldn't that fundamentally out balance any perceived evil he did along the way?
The Academy: Yanev was the son a very successful merchant, and his father had ambition for his son beyond his birth and so he arraigned (paid a lot of money) for his son attend the most prestigious elite school in Talingarde, a place called St Martin's Academy.
His time at the academy was tough as many of the children of nobility took it upon themselves to teach him he did belong. While he learnt many lessons, every one was painful, he survived and was stronger from it.
He learnt the power of the position of your birth. While he couldn't change who his father was he learnt to exploit the expectations placed on those of 'better' birth.
He learnt of physical power. As he grew he fought hard and eventually was the match for anyone.
He learnt of social power. Any group of insiders was defined by who they rejected. He learnt to to unite and manipulate those rejected to form an extension of his power.
He learnt of power of Religion. The actions of many of children of the Nobility did follow the teaching of Mitra. Rejecting Mitra as a way to be control he found the most powerful God he could and dedicated his life to power through Asmodeaus.
Doctor: After the academy, Yanev was sent to be trained as a Doctor. A respectable profession for from his birth but without the power that Yanev desired. Most of the powerful positions of healing were taken by those granted powers from Mitra. He was little better than a mixer of medicines and carer of those too poor to pay for the temple's help. Caring for little for either left him plenty of time to experiment. He made endless variation on the standard medicines and fed them to those that sort his help. Some had wondrous results and other killed those who consumed them. Needing to know the affect on those that had died he befriended the undertaker and abused that friendship access the bodies and dissect them. He learnt of the power of knowledge, of both potions and workings of a human body.
The Lord Michaux's son: His opportunity for greater power came by luck. A local lord's son, Sir Seth Michaux had been unlucky enough to be bitten by a vampire. When the healing magics of the priests seem to have little effect on his waning life they advised killing and destroying him before he could rise again as a vampire. The Lord could not give up so easily and called on Yanev to help.
Yanev flattered himself in to a position of trust such that even after Seth death he was kept on and mostly left to himself. Watching and experimenting on Seth's ending life was interesting, but the true interest was in the vampire he would become. With excessive research he learnt to trap the young vampire. Straight after the death he stole the coffin with his body back to his laboratory. Impressed by the strength of the new vampire he worked on ways to distill this power. Over time he developed a serum made of the vampire's blood that gave him extraordinary powers, his strength became superhuman and his perceptions became sharper he could even see in complete darkness. While these abilities died away shortly after the injection he found that with daily doses they persisted, at lower intensity.
The discovery: A year after Seth's death luck ended his freedom. A new maid lost in the manor turned the wrong way and stumbled into his laboratory, her scream brought the Lord Michaux and his guard, not to mention most the rest of the household. What they saw stunned them and there was no hope of talking his way out.
While the Judge struggled on what crimes to commit him on it was always clear he was guilty and would be killed. In the end was found guilty of:
Consorting with the Dark Powers - not only dealing with the vampire, but they also found a holy symbol of Asmodeaus.
Grave Robbery - taking Seth's body.
Kidnapping - While it was debated if trapping the vampire counted, there was little question about the previous maid that he hadn't finished feeding to the vampire.
Murder - Again the evidence on if he had caused Seth's death was poor but the bodies of those he fed to the vampire and then buried was easy to prove.

Appearance:

The doctor is currently in very dirty and shabby robe. It was probably once white and many of the stains have the dark reddish colour of dried blood. The hair would be shoulder length if more controlled, instead his mated by dirt and knots causing it go everywhere. His eyes have complement the hair by looking similarly crazy as they dart quickly around looking for opportunity.

Goals:

Short: Freedom and then get more Power
Medium: Rule Talingarde
Long: Rule the World or become a God

Character sheet:

Male Human Wizard Alchemist (Vivisectionist) 1
Lawful Evil Medium Humaniod/Human

Init -1
Darkvision 30ft, Perception = +7

• Defence
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 10 (8 Dice, -2 Con, +3 toughness, +1 Favoured Class)
Fort +0, Ref +1, Will +0
BAB +0

• Offence (+1d6 sneak attack damage)
Spd 30 ft
Melee
Unarmed +3 (1d3+3, 20x2)
Ranged
None currently

• Statistics
16 Str, 8 Dex, 7 Con, 18 Int, 10 Wis, 13 Cha
Base Atk +0; CMB +3; CMD 15

• Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Skills (4 Alchemist +4 Intelligence +1 Human +1 campaign = 10 Ranks per level)
Craft (alchemy) 1 rank = +10 (+2 from Class ablitity)
Heal 1 rank = +5
Intimidate 1 rank = +8
Knowledge (Arcana) 1 rank = +8
Knowledge (Nature) 1 rank = +8
Knowledge (Nobility) 1 rank = +5
Knowledge (Religion) 1 rank = +5
Perception 1 rank = +8 (+2 alertness)
Sense motive 1 rank = +5 (+2 alertness)
Spellcraft 1 rank = +8

• Languages
Common, +4 (to be worked out

• Traits
Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to confirm critical hits.
Enduring Mutagen: Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.
Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

• Feats
The Bitten: You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly more aware of that every day; you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. Benefits:You gain darkvision 30 ft. and the Alterness feat, however your Constitution score is lowered by two permanently.
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Brew Potion: You can create magic potions. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Throw Anything: You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

• Special abilities
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

• Discoveries
None currently

• Extracts
First level extracts 2/day Known:None currently
Prepared: None currently

• Equipment
None currently


Pathfinder Adventure Path, Rulebook Subscriber

Nice, just need the electricity/magnetism theme and you've become Nichola Tesla, gotta say I like the concept.


Caught a mistake (build only had 20pts) and corrected.

Doctor Yanev

General concept: Power hungry doctor uses vampire blood as a serum and thus becomes a vampire himself.

Background:
Yanev has always been fascinated by power. While interested in all of its aspects right now, imprisoned like he was, it is the power that the God Mitra had over the country that captivated his mind. In other countries he would not have been arrested for what he had done, perhaps he might have even been rewarded for his work. Given more time and resources he may have been able to make the king immortal, and wouldn't that fundamentally out balance any perceived evil he did along the way?
The Academy: Yanev was the son a very successful merchant, and his father had ambition for his son beyond his birth and so he arraigned (paid a lot of money) for his son attend the most prestigious elite school in Talingarde, a place called St Martin's Academy.
His time at the academy was tough as many of the children of nobility took it upon themselves to teach him he did belong. While he learnt many lessons, every one was painful, he survived and was stronger from it.
He learnt the power of the position of your birth. While he couldn't change who his father was he learnt to exploit the expectations placed on those of 'better' birth.
He learnt of physical power. As he grew he fought hard and eventually was the match for anyone.
He learnt of social power. Any group of insiders was defined by who they rejected. He learnt to to unite and manipulate those rejected to form an extension of his power.
He learnt of power of Religion. The actions of many of children of the Nobility did follow the teaching of Mitra. Rejecting Mitra as a way to be control he found the most powerful God he could and dedicated his life to power through Asmodeaus.
Doctor: After the academy, Yanev was sent to be trained as a Doctor. A respectable profession for from his birth but without the power that Yanev desired. Most of the powerful positions of healing were taken by those granted powers from Mitra. He was little better than a mixer of medicines and carer of those too poor to pay for the temple's help. Caring for little for either left him plenty of time to experiment. He made endless variation on the standard medicines and fed them to those that sort his help. Some had wondrous results and other killed those who consumed them. Needing to know the affect on those that had died he befriended the undertaker and abused that friendship access the bodies and dissect them. He learnt of the power of knowledge, of both potions and workings of a human body.
The Lord Michaux's son: His opportunity for greater power came by luck. A local lord's son, Sir Seth Michaux had been unlucky enough to be bitten by a vampire. When the healing magics of the priests seem to have little effect on his waning life they advised killing and destroying him before he could rise again as a vampire. The Lord could not give up so easily and called on Yanev to help.
Yanev flattered himself in to a position of trust such that even after Seth death he was kept on and mostly left to himself. Watching and experimenting on Seth's ending life was interesting, but the true interest was in the vampire he would become. With excessive research he learnt to trap the young vampire. Straight after the death he stole the coffin with his body back to his laboratory. Impressed by the strength of the new vampire he worked on ways to distill this power. Over time he developed a serum made of the vampire's blood that gave him extraordinary powers, his strength became superhuman and his perceptions became sharper he could even see in complete darkness. While these abilities died away shortly after the injection he found that with daily doses they persisted, at lower intensity.
The discovery: A year after Seth's death luck ended his freedom. A new maid lost in the manor turned the wrong way and stumbled into his laboratory, her scream brought the Lord Michaux and his guard, not to mention most the rest of the household. What they saw stunned them and there was no hope of talking his way out.
While the Judge struggled on what crimes to commit him on it was always clear he was guilty and would be killed. In the end was found guilty of:
Consorting with the Dark Powers - not only dealing with the vampire, but they also found a holy symbol of Asmodeaus.
Grave Robbery - taking Seth's body.
Kidnapping - While it was debated if trapping the vampire counted, there was little question about the previous maid that he hadn't finished feeding to the vampire.
Murder - Again the evidence on if he had caused Seth's death was poor but the bodies of those he fed to the vampire and then buried was easy to prove.

Appearance:

The doctor is currently in very dirty and shabby robe. It was probably once white and many of the stains have the dark reddish colour of dried blood. The hair would be shoulder length if more controlled, instead his mated by dirt and knots causing it go everywhere. His eyes have complement the hair by looking similarly crazy as they dart quickly around looking for opportunity.

Goals:

Short: Freedom and then get more Power
Medium: Rule Talingarde
Long: Rule the World or become a God

Character sheet:

Male Human Alchemist (Vivisectionist) 1
Lawful Evil Medium Humaniod/Human

Init -1
Darkvision 30ft, Perception = +7

• Defence
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 11 (8 Dice, -1 Con, +3 toughness, +1 Favoured Class)
Fort +1, Ref +1, Will +1
BAB +0

• Offence (+1d6 sneak attack damage)
Spd 30 ft
Melee
Unarmed +3 (1d3+3, 20x2)
Ranged
None currently

• Statistics
16 Str, 8 Dex, 8 Con, 18 Int, 12 Wis, 14 Cha
Base Atk +0; CMB +3; CMD 15

• Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Skills (4 Alchemist +4 Intelligence +1 Human +1 campaign = 10 Ranks per level)
Craft (alchemy) 1 rank = +10 (+2 from Class ablitity)
Heal 1 rank = +5
Intimidate 1 rank = +8
Knowledge (Arcana) 1 rank = +8
Knowledge (Nature) 1 rank = +8
Knowledge (Nobility) 1 rank = +5
Knowledge (Religion) 1 rank = +5
Perception 1 rank = +7 (+2 alertness)
Sense motive 1 rank = +5 (+2 alertness)
Spellcraft 1 rank = +8

• Languages
Common, +4 (to be worked out

• Traits
Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none. Punishment: Death by beheading Benefit: You receive a +1 trait bonus to confirm critical hits.
Enduring Mutagen: Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.
Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

• Feats
The Bitten: You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly more aware of that every day; you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. Benefits:You gain darkvision 30 ft. and the Alterness feat, however your Constitution score is lowered by two permanently.
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Brew Potion: You can create magic potions. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Throw Anything: You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

• Special abilities
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

• Discoveries
None currently

• Extracts
First level extracts 2/day Known:None currently
Prepared: None currently

• Equipment
None currently


Making the Character now. I'm thinking a swashbuckler, he's committed just about every crime there is, but murder is what got him caught.

Liberty's Edge

Pathfinder Rulebook Subscriber

This looks interesting. I'll be posting a submition soon.


Name: Keres Miyaro
Race: Kitsune
Class: Oracle
Crime: Fraud

Backstory:

Keres Miyaro had always been an outsider among her kind, from birth, she had been cursed by the power of Asmodeus , as well as having a deep and disturbing connection to the Spirit World, allowing her to not only see them, but to also have some degree of control over them. This creepy and unsettling behaviour essentially led to Keres being abandoned when she was very young, but fortunately the self-reliant female kitsune became very adept at surviving.

To begin with, Keres stuck to simple stealing, wandering the streets, before making off with an item here and there from an open shop, relying on her change of form to evade pursuit. As she grew more older, and her physical attractiveness grew, Keres adopted more complicated crimes. Due to her innate ability to change form to look like next to anyone, Keres was a very adapt spy and information broker, creating files on many high ranking families so she could change into a loved one, a secret lover, a son or daughter, whoever her target trusted implicitly. In short order, Keres graduated to part time assassin, enjoying the thrill of the chase and the seduction, but the personal dislike of putting herself at the scene of the crime, as well as the overt reliance of a physical attack led her to seek alternative ways of creating money. Fraud therefore, as well as blackmail, became her tried and true, as she often took the form of an auctioneer or highly regarded salesman, offered a product, received the income, and then switched forms around the next corner, leaving the victim utterly confused when he had come up to pick up his “product”, and discover the person he had been dealing with had been an imposter.

With easy access to money as well as the virtual undetectable nature of the crimes, granted Keres the freedom to study her own interests. While she got a thrill out of committing the crimes, it was merely a method to survive, a way to earn the basics, food, shelter and cash, while her real interests took priority. As a master of spirits, Keres was consumed in her desire to access the Spirit World. She saw it as a world full of energy, that, if harnessed, could propel a spell caster into the ranks of the great. Such an idea was currently entirely theoretical, so Keres listed it as a long term goal, and in the short term contented herself in studying the spirit of creatures, curious with terms such as the “human spirit”, something that apparently existed within living bodies as well as the undead versions that were so well known. Keres theorized that it was possible to control the latent spirits within a living body, in a similar fashion to how Clerics could command and control undead spirits, however firstly she needed to actually find and locate where such a spirit might lie…which meant test subjects.

Using her influence, her money and her talents, Keres was able to employ several people to obtain (unwilling) test subjects for her to conduct her personal studies. Occasionally, Keres was able to obtain some on her own, simply by taking the form of a loved one and walking her target into an ambush, but she disliked putting herself within the thick of things, and frequently relied more and more on her acquaintances. Indirectly, this would lead to her downfall.

It was a job that started off like many others, with Keres taking the form of a daughter of a powerful political figure, and had taken herself hostage, masquerading as the daughter while a hired accomplice threatened the life of the “daughter”. The job would have gone off without a hitch had the real daughter not made an unscheduled visit, which had effectively threw the game away. It was an unforgivable lapse in judgment, and as she was taken away, Keres privately blamed her acquaintances, the girl’s tail not alerting Keres that she was close. Secondly, Keres blamed herself, her crimes had gotten far too elaborate in order to avoid detection, and she loathed that the law enforcement had pressured her into pushing the boundaries as to what was advised or ill advised.

Appearance:

In Kitsune form, Keres stands out due to her white coat, something she loathes that she cannot change, and thus does not revert to her Kitsune form often. In her human form, she generally takes the look of an extremely attractive human female with deep blue eyes fair skin, and long dark hair. Obviously however, she can take the form of any individual she has encountered, and will frequently change on the fly to easily avoid detection, as well for her own personal preference, disliking staying in one "look" for too long.

Personality:

Keres is a very manipulative and deceptive individual. Exceptionally skilled at mixing untruths with truths, while throwing half truths around to disorientate someone, she excels at gaining whatever she wants from her targets (usually money or information) before evading retaliation with slippery ease. Keres is crafty, but has a weaknesses for surfaces, and loves variety, best noted by her willingness to change forms for the hell of it. Her ease in social situations paired with the avid curiosity of a researcher is a potent combination, which lends Keres large degrees of self confidence and charm, although due to the shadowy criminal nature of her work lends her to be slightly distrustful of others, especially due to her recent imprisonment.

Motivations and Reasons for the overthrow of Good:

Keres is primarily driven by her research, her crimes were merely a method for her to both finance her research while enjoying the essentials of life. In later times, she relied on her connections to find her research subjects, although this wasn't entirely necessary.

Her reasons for the overthrow are twofold. Firstly, and most importantly, under the current regime its nearly impossible for her to gain access to the hidden, forbidden and sacred texts that she really needs for her research (which is unfortunately difficult for her to infiltrate), as well as for her to gain a ready flow of test subjects for her to use. Secondly, she has a personal dislike toward the current law enforcement for effectively ruining the life she had built up in Talingarde, and seeks to implement a small bit of revenge.

General Character Plan:

Keres will stick with the Oracle class, drawing on her connection to the spirit world and therefore increasing the success of her research. Assuming the success of the attempt to take control of the city, Keres will likely use her newfound influence to carry out her research in peace (with the freedom to access the tools she no longer had), with a steady supply of "helpers". Ultimately, Keres seeks a way of gain some semblance of control over the spirit world, to harness it for her own end, and eventually gain control over the spirits within living creatures, giving her full control over people. Technically speaking, I guess this puts her on the thin line between "insane" and "genius" but that is her motivating factor. While she has no personal desire for the trappings of official "rule" (preferring magical or social manipulation or control rather than a crown), she would (I'm sure) enjoy assisting with the creation of a spy system or information network, putting her talents in deception to good use.

Eventually, I see her gravitating toward a lich, in order to try and sense the line between living spirits, undead spirits, and the boundaries between life, death and the spirit world, but this is a far off goal and not something that would occur in the immediate future anyway.

Crunch:

Keres Miyaro
Female kitsune oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106; Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 192)
LE Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception -1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 9 (1d8+1)
Fort +0, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -2 (1d4-2)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +5)
1st (4/day)—charm person (DC 15), cure light wounds, shield of faith
0 (at will)—create water, detect magic, guidance, light
Mystery Juju
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 10, Int 17, Wis 8, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Realistic Likeness[ARG]
Traits keeper of the veil, reactionary
Skills Bluff +9, Diplomacy +8, Disguise +9, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7
Languages Aklo, Common, Senzar, Sylvan, Thassilonian
SQ change shape, fast shifter, gregarious, mystery (juju), oracle's curse (legalistic), revelation (ensnare the soul), vow to self
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Ensnare the Soul (Su) Your charm person or dominate person creatures look undead, & are slow to act if not directed.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

Character Focus and what she intends to bring to the party:

Keres brings quite a few things to the table. Firstly and most importantly, she acts as a decent face, while maintaining mastery over several different knowledge skills. As a skilled infiltrator, she can pull off any covert operations like no-one else (be it in a roleplaying opportunity or official mission) and still has her Oracle revelations and divine spells ready to assist. She can fulfill lots of different options, so I am pretty happy at what she can do without defaulting to a pure healer.

Just as a general note, if you feel I missed something, or my backstory didn't address part of the character (I'm usually pretty good at tying character choices into a backstory), then feel free to let me know. I put a bit of time into this so its entirely possible I missed something just to due fatigue.


Here is the crunch and fluff of my PC Zadaal

Back Story:
Zadaal was raised by orcs on the outskirts of a forest he doesn't know the name of. His mother was the Orc's play thing for her entire bleak life, one that Zadaal doesn't speak of. Zadal was the runt of the litter for the half orcs which put him on not only the bottom of the totem pole as far as the Orc's were concerned, but also the other Half-Orcs. As a resalt he received regular beatings from not only the Orcs in his tribe but also from his "brothers" as he was someone they could all take his frustrations out on. Zadaal's normal days were spent mostly unconsious, beaten phiysically, or eating what little scraps he could to survive. The Orcs regularly forced him into unfair fights to the death where he was forced to fight with nothing but his fists while his opponents had weapons made of glass or crudely made daggers. This caused Zadaal to learn to fight not only dirty and his fists but also with his mind.

Zadaal was a weird kid in the orc tribe always thinking that this chaos was not how it should be but rather there should be some sort of order in place. He was also the only child who cared for his "mother" or at least who he thought was his mother as there were too many of the play things to be sure. His mother was forced to do unspeakable things and he was often forced to watch because it amused the Orcs to see him cry. His mother in a rare moment of clarity and while alone with Zadaal said she would help him escape. She instructed Zadaal to grab the key off the wall unlock her and she would run out and cause a distraction he was to run North to the closest city and find a monastery to take care of him. As she kissed her son goodbye and ran into the camp letting him escape he ran North as he was instructed. Once he was on top of a hill about a mile out he turned in hopes he would see his mother. Unfortunately he did he saw her head severed and her body being used as if it were still there. Zadaal ran crying vowing to get his revenge on these chaotic monsters.

Zadaal found a monastery after about a week travailing on the lands. It was in a small town not found on most maps. Once he was let into the monastery and they found he could fight with his fists he was trained in the ways of the monk. However he did not do well Zadaal enjoyed the structure he was not familiar with but disagreed with the way everyone acted so honest and friendly it bothered him. A combination of this and not wanting to conform to the style of fighting the monks instructed him in but rather use his own style formed by his pit fights he was kicked out of the monastery. This was when he 14 or so a year after he was admitted into it.

Zadaal spent the next couple of years of his life doing work as security at different bars and events to make ends meets using nothing but his fists and wits to control the crowds. However he always felt like an outsider not because of his race which was accepted although weirly he didn't agree with the way people acted they were so honest and good while he believed that deception and manipulation were the only ways to move up in the world.

Zadal wanted to learn more about "The Fallen" and did research on him and found how he would like the world to be one as if it were ruled by this man...no this divine being Asmodeus. Zadaal went on to try and change the world to fit this mans ideals. However he knew it would not be easy so he tried to control people with fear to control them. He would use his skills of manipulation both of documents and of his intentions to get information over guards of estates. His goal was to try and show the world of the terrible deeds that the members of the Talingarde government does. This was his downfall one of the guards he thought he was controlling was in fact manipulating him. When he was getting important papers form a nobleman's house he was attacked on all sides and arrested on the spot. His crime High Treason on grounds of attempting to overthrow the crown.

Purpose:
Zadaal's purpose is simple revenge, order, and bodily perfection. He wants revenge on those chaotic monsters that attacked and killed his "mother" as well as having the world bent to his whims through manipulation. He wishes not to be the face of the ruler but be in the shadows one of the real rulers of this world that manipulates everything and secretly eradicates those who go against him in any way whether that be through belief or action.

Crunch:
Zadaal
Male Half-orc Brawler (Mutagenic Mauler) 1
N Medium humanoid (human, orc)
Init +5; Senses Dark vision 60 ft. ; Perception + 4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+10, +3 Dex)
hp 13 (1d10+3)
Fort +5, Ref +5, Will +1
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.

Unarmed Strike: +6 1d6+4

Ranged: N/A

Special Attacks: N/A
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 9, Wis 10, Cha 7

Base Atk +1; CMB +5; CMD 18

Feats: Weapon Focus (unarmed strike)

Traits: Reactionary (+2 init), Finish the Fight (+1 on attack rolls against enemies dealt damage in the past 24 hours), High Treason (+1 on will saves)

Skills: Perception + 4, Survival +1 , Linguistics + 0, Intimidate + 4

Languages:Common, Orc,Celestial

SQ: Dark vision 60ft, Intimidating (+2 on intimidate), Sacred Tattoo (+1 on all saves),Mutagen, Brawler's cunning, Martial Training, Unarmed Strike


Just so it is done, here is the alias for Fauniel. I added the one extra skill point we are given (missed it before).


So many interesting submissions, I do hope I have a shot at even getting in >.<.

I especially love the alchemist idea. alchemists are a sorely underestimated class in what they're capable of pulling off.

@Tim, Kudos on the oft neglected uber class. :D


BigLundi wrote:
So many interesting submissions, I do hope I have a shot at even getting in >.<.

Oh I know... this is a long wait, lol That's what I get for entering relatively early.


BigLundi wrote:

So many interesting submissions, I do hope I have a shot at even getting in >.<.

I especially love the alchemist idea. alchemists are a sorely underestimated class in what they're capable of pulling off.

@Tim, Kudos on the oft neglected uber class. :D

Thank you (:

Alchemists can be very scary but I'm hoping he can still hold his own after the vampire path eats up all his feats, I'm thinking I might have to have him multi-class at some point to fighter for a feat or two.

Good luck with V


Crunch:

Woodes Rodgers
Male Human Swashbuckler-1
LE Medium Humanoid
Init +4
-------------
Defense:
-------------
HP:13
AC:15 (FF:10 TCH:15)
Fort/Ref/Will:0/6/0
-------------
Offense:
-------------
Melee:N/A
Ranged:N/A
-------------
Statistics:
-------------
Str:10 Dex:18 Con:14 Wis:10 Int:10 Cha:16
BAB:+1
Feats: Exotic Weapon Proficiency(Bastard Sword), Slashing Grace.
Skills: Acrobatics +8| Bluff +7| Diplomacy +7| Intimidate +7| Sleight of Hand +8.
Special Abilities:Deeds(Derring-Do,Dodging Panache,Opportune Parry and Riposte), panache, swashbuckler finesse.
Languages:Common

Backstory:
Woodes Rodgers and his crew might have been legends. He found great success as a pirate and might have been the most fearsome pirate in all of Talingarde had he had another year or two. His charming smile that flashed across his face whenever he was on the deck of another captain’s ship might have been a symbol of fear to the seafaring men of Talingarde. He could have been so many things had he not been caught beheading a merchant for the coin is his pocket.

Woodes did not have a bad childhood. His parents were good to him, his friends were nice, and he and his family never struggled for money. There was always something to do around the city, but Woodes just felt… bored. He spent most of his time terrorizing the community with his band of delinquents. He tried killing animals as a boy hoping that he might feel some satisfaction from the blood on his hands, but it just felt undignified. He enjoyed killing the animals but something was missing, he didn’t realize what until he killed his first human.

It was the sheriff of the town that he grew up in, the sixteen-year-old Woodes Rodgers was trying to steal a fancy knife that a sailor had laid down on a stack of crates. The sheriff saw Woodes trying to steal the knife and chased after him. When the sheriff caught the young man, it was in an alley where there were no eyes around to see what was about to happen. The sheriff didn’t see it coming either- Woodes was a trouble maker and a petty thief, but he was no murderer. The sheriff grabbed him by the arm, and was surprised by a knife in his belly with an ”Apologies Lad!” as the only sign that he had in fact stabbed the sheriff of his own free will. The sheriff bled out on the ground as Woodes watched, he saw the light fade from from the sheriff’s eyes and felt like he had finally scratched an itch that had been there for years. Feeling so great after his first kill, he decided it was time to go. He told his mother goodbye (his father had died by then due to a heart attack) and he left the bloodstained knife back where he found it, leaving a very strong case against the sailor who owned it. He then left with a group of his most trusted friends and set off to be a pirate. It was only a few short months until he had stolen enough gold to buy a ship and a few sailors. After about a year of piracy, he found out that he and his crew had different goals. They seemed to be all about the gold and rum, but for Woodes it was more about blood and rum. Eventually the difference of opinion between his crew and him was too much for him to ignore, so he did what any man would do- sacrifice them to the devil (Asmodeous that is).

He found a cleric that was willing to buy him a new ship and a new crew for a few lives. What Woodes didn’t realize was that the city guard was watching the cleric and ran in to try and bust the trade. Realizing that he had been caught he turned around a slit the throats of his crew with one long sweep of his sword (they were all bound in their sleep and brought to the cleric lined up and on their knees). Then he stabbed the cleric in the belly with one last ”Apologies Lad” before being whisked away by his captors.
On the way to the prison, he thought about what he did to his crew. He decided that it was tasteless and not up to his usual standard. From that point on he decided that he must have two rules the he has to follow: Don’t kill your crew, and don’t kill your mother. This code would be the sole governing force that would drive him through the rest of his life.


Description:
Having grown up around a good bit of wealth, Woodes Rodgers is the epitome of class. After years of studying people to learn how to fake emotions, he has perfected the art of wordplay. His charming smile is always present when a man jumps in behind him, eager to follow, or when a man’s head is rolling on the ground. His key staple is the way he says ”Apologies Lad/Lass” just before he kills someone. He lives by his two rules and he has his priorities in order without a doubt in his mind: Blood, Rum, Women, and Gold in that order. His is quick witted and loves a good conversation. Don’t let his laid back personality fool you though, he knows his way around a fight and rarely comes up on the losing end.

What he brings to the party:
Woodes Rodgers is an excellent melee character. With a high AC and a high Damage, he is almost unstoppable on the battlefield. He is also a gifted party face as well. He is never short on witty retorts and always quick with a joke. He brings a lot to the table strategically and in th role playing aspect.


Tim Woodhams wrote:


Thank you (:
Alchemists can be very scary but I'm hoping he can still hold his own after the vampire path eats up all his feats, I'm thinking I might have to have him multi-class at some point to fighter for a feat or two.

Good luck with V

Eh I think you'll be fine. How many feats do you need when you A. Become a vampire and get a shit ton of power ups, and B. your mutagens make you an absolute monster regardless? With the right stuff V would have a tough time keeping up in the damage and tanking departments. Only advantage he'd have really is that his DR has no negation. Oh, and all the rage powers, but the really good stuff doesn't come in until like, level 8 or 12.


What was the deadline btw Spooky?


Pathfinder Adventure Path, Rulebook Subscriber

In the beginning of the thread he said today, though he also said it may fluctuate a bit since he started recruitment on an odd day.


Even if I don't end up being taken I hope so... positively dying of curiosity.... :)

Good luck all!


It is a very strong applicant pool... good luck to all!


I was wondering about the deadline too. I must have refreshed this page a hundred times in the past couple of days.


I too missed the extra skill point for this AP; the character sheet in the profile is adjusted accordingly.


An update applicant list would also be super nice if possible, just so everyone can be sure they didnt accidentally get left out of the consideration process.


Going to throw my hat into this one if I'm able. Background fluff is in the alias. I think the 10 - Minute background should give you a pretty good idea of him.

crunch:

Paimon
Male half-orc (mystic) ninja 1 (Pathfinder RPG Ultimate Combat 13)
LE Medium humanoid (human, orc)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 dexterity)
hp 11 (1d8+3)
Fort +5, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 13, Wis 8, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Combat Expertise, Endurance
Traits almost human, fate's favored
Skills Acrobatics +8, Diplomacy +5, Disguise +5 (+9 on checks to pass as human), Heal +0, Intimidate +5, Perception +3, Perform (act) +5, Profession (torturer) +3, Stealth +8, Use Magic Device +5
Languages Common, Goblin, Orc
SQ hedonistic, orc blood, poison use
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

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