Gestalt Way of the Wicked recruitment


Recruitment

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@Steven: Unfortunately the Horsemen are NE deities, and you're restricted in choice to LE.


GM of the Wicked Path wrote:
** spoiler omitted **

GM:

Definitely interested.

I don't know what Grumblejack's official backstory is, but I'm willing to work with whatever information you want to give me.

I'm also fine being poisoned.

What I was thinking is that he would start as a normal ogre who has been poisoned and wounded (that would bring him down to the same power level as 1st level gestalt characters).

Later after escaping Branderscar, he would retrain his racial hit dice (possibly ending up with fewer overall hit die, but having actual class levels)

As for his personality and backstory, I think I'll have him be the Igor-like assistant to a heretic witch who was sent out to acquire corpses for his master. Being a big, dumb ogre, he ended up being caught and taken to Branderscar to be questioned about who his master is and where the witch hunters can find him/her.

He's dumb as a brick but wise enough to realize that he's stupid, so he naturally gravitates toward the smartest person around.

He speaks in third person (in traditional ogre fashion), and has zero moral qualms about pretty much anything, and really wants to cast mighty spells.

I'm hoping you'll OK him using the Scarred Witchdoctor archetype (normally reserved for orcs). I'm willing to take Racial Heritage: Orc if you want me to). That way he can still be dumb but be an effective arcane caster.

If you OK that, he'll have a shaman mask that will eventually be enchanted as an Intelligent Item, which will actually be smarter than he is. There's a lot of opportunity for humor in that concept.

I'll put the whole thing together once I have your guidelines.

Thanks for considering this odd idea.


Doomed Hero:
For backstory, I don't know if you've read the AP, but if not I will PM you all the info about him to base it off of from there. For the matter of starting as a normal ogre, being CR 3 is just too much fixing and adjusting, so having some kind of alternate solution seems best, personally. I didn't even picked up on Scarred Witchdoctor and the compatibility issues, but yes Racial Heritage would be a must.

Like I said, there's the possibility of taking a modified version of the Half-Ogre playable race a short way down the page I listed above, that lacks racial hit dice and is a Large creature. Compensating for the size and having the ability score adjustments listed, you would build at a point buy of only 15 to prevent too much cheese in the Strength department and to try and balance things a little more clearly. This would give you all the Ogre stuff you needed without having to level adjust, which is preferrable seeing as juggling templates and monster levels is something I'd like to avoid.

The other would be to play a medium creature and reskin Orc of Half-Orc a little. With this option, I'd waive Racial Heritage, but you would obviously be much less mechanically Ogrey

Neither of them are quite playing Grumblejack as he is out of the box, but to allow an NPC to become a PC, especially one who starts of significantly stronger than the party and presenting some bookkeeping issues that would still open up a few issues as far as reaching the break even point with the rest of the party, I feel like there has to be a little bit of tweaking to make them feel a bit more like a regular PC.


Oooh, dotting for extreme interest. I haven't yet finished any WotW game I've started and I always wanted to see where this very well done AP goes. I actually already have a gestalt character for this campaign from one that died out some months back, although I will have to tweak him just a bit for your character creation rules. He's a fetchling antipaladin (lord of darkness)/unchained rogue with a wonderfully manipulative and bloody backstory to go with his charming personality. I'll get him updated and post his alias here when I'm finished tweaking.

Edit: Question: Are we using the suggested bonus 2 skill points per level?


How do you feel about Small Tieflings? I think this is somewhere in ARG; they take the standard size modifiers, start out one size category smaller, and are assumed to be part halfling or gnome instead of human.


I've finished my tweaking. I may add a little more to his backstory as I altered how he came to be bitten (I had left it far more mysterious before), but for the moment I'm happy with it. Let me know what you think! Damien Dalkarta


@Campincarl: I knew I forgot something. Yes, as the book advises, two extra skill points per level, since villains are supposed to be better than heroes.

@thunderbeard: That's fine.

Dark Archive

Hmm, interested...

Tried submitting this character a couple of times to other WotW games but it never worked out, he was originally a follower of Ealdeez but since NE deities aren't allowed I could probably make him work with Dispater Eiseth.
Thinking Antipaladin (either Dread Vanguard or Rampager) / Bard (Archaeologist)

Will begin the tweaking.


Ima pull my guy. I can't find a way to make him to my satisfaction and no other concepts intrigue me atm.


GM of the Wicked Path wrote:
@Campincarl: I knew I forgot something. Yes, as the book advises, two extra skill points per level, since villains are supposed to be better than heroes.

O we are, we are, if it was not for the Pesky kids we would have...

Sczarni

Ok I have decided to make a slayer / Occultist, assuming that will be allowed. Working it up now, unless you tell me no.


Occultist is allowed, but as I said earlier, any Occult Adventures classes will be subject to any changes from the playtest material to the finished product when it launches. It's close enough to coming out that it probably won't matter very much even if there are big changes, but that's the only catch.


Very interested in this, I've always wanted to play Way of the Wicked.

Always found it interesting to play on the evil side. I plan on playing a alchemist/fighter(maybe) Melee build with natural weapons.

Will you let us take on the path of Vampire/Lich? through the feat chains? I have a concept that would use them.

I'd also like to know how you plan on handling maps?


im sorry i found this late but i have and i might be in WAY to many games but i cant say no to a gestalt game ^_^

i have this character i would like to play im not 100% sure his completely ready for your game just let me know what you think and a quick glance he was made for another Gestalt way of the wicked but the GM got in a bad car accident and has not been able to come back to the broads...

---===Statistics===---:
Barnarian{Drunken Brute}|Alchemist{Beastmorph}{Vivisectionist} 1

CN Medium Humanoid (Skinwalker{Ragebred})
Init +0; Senses Perception +0
------------------------------
-=DEFENSE=-
------------------------------
AC:15 , touch: 12, flat-footed: 13 (+3 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
{Shifted/rage/mutagen}AC: 21, touch: 12, FF: 17 (+3 armor, +4 dex, +4 shieldspell,+2 NA,+0 Magic.-2misc)
hp 16 {+1d12,+4Con}Rage=1d12+6{HP:18}
Fort +6, {+2Base,+4Con}
Ref +4, {+2Base,+2Dex}
Will +1,{+0Base,+1Wis}
CMD 15 {+ 1Base +2Srt + 2Dex + size + misc}
------------------------------
-=OFFENSE=-
------------------------------
Speed 30 ft.
CMB +3; {+1Base +2 Srt + size + misc}
Base Atk +1;
Melee+3{+1Base,+2Str}
-----RageMelee=+5 {+1 base,+4 Srt}
Ranged+3{+1Base,+2Dex}
-----MutagenRange=+5 {+1 base,+4 Dex}
------------------------------
--Melee+3-RageMelee=+5 {+1 base,+4 Srt}
---Gore={1d6+2,+1trait}Rage{1d6+4,+1trait}
----------------------------------------------------Sneak Attack{+1d6}
---2 HoofsSecondary attacks={1d4+1,+1trait}Rage{1d4+3,+1Trait}
---Morningstar{1d8+3}Rage{1d8+6}
-----------------
--Ranged+3-MutagenRange=+5 {+1 base,+4 Dex}

------------------------------
-=STATISTICS=-
------------------------------
Str 14, Dex 14, Con 18, Int 12, Wis 10, Cha 12
----------------
-=Rage stats=-
----------------
Srt18, Dex14, Con22, Int14, Wis12, Cha12
-------------------------------
-=Mutagen=-
------------------------
Srt14, Dex18, Con18, Int 14, Wis12, Cha12
--------------------------
Rage/Mutagen
----------------------
Srt18, Dex18, Con22, Int 14, Wis10, Cha12

------------------------
-=Traits=-
------------------
Murder=You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act.
You may also have killed someone with powerful friends.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when
flanking a foe. This additional damage is a trait bonus.
Heavy Hitter=+1 trait bonus on damage rolls made with unarmed attacks.
Mentored=Benefits: You gain a +1 trait bonus on craft checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill.

---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
Ability Modifiers =+2 Wis, –2 Cha (+2 Con while shapechanged)
Skill Modifiers=+2 Handle Animal, Perception
Spell-Like Ability =speak with animals (pigs and boars only) 3/day
Bestial Features=Gore attack that deals 1d6 points of damage. 2 hoof attacks that each deal 1d4 points of damage. {The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as they want. A skinwalker can return to humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to humanoid form then shapechange again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 character level.}
Low-Light Vision (Ex)

-------------
-=Feats=-
----------------
-Extra Feature-
-Multiattack-
--------------
-=Skills=- (6 points; 4 class, 2 INT)
-----------
Acrobatics*(Dex)____+0{+0rank,+2Dex,+3ICS}
Appraise(Int)____+0{+0rank,+2Int,+3ICS}
Bluff(Cha)____+0{+0rank,+1Cha,+3ICS}
Climb*(Str)____+0{+0rank,+2Str,+3ICS}
Craft (Int)carvings____+7{+1rank,+2Int,+1trait,+3ICS}
Disable Device____+0{+0rank,+4Dex,+3ICS}
Fly*(Dex)____+0{+0rank,+2Dex,+3ICS}
Handle Animal (Wis)____+0{+0rank,+1Wis,+2Race,+3ICS}
Heal(Wis)____+0{+0rank,+0Wis,+3ICS}
Intimidate(Cha)____+5{+1rank,+1Cha,+3ICS}
Knowledge (Arcana)(Int)____+6{+1rank,+2Int,+3ICS}
Knowledge (Nature)(Int)____+6{+1rank,+2Int,+3ICS}
Perception(Wis)____+8{+2rank,+1Wis,+2race,+3ICS}
Profession(Wis)____+0{+0rank,+1Wis,+3ICS}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex,+3ICS}
Spellcraft(Int)____+6{+1rank,+2Int,+3ICS}
Stealth* (Dex)____+0{+0rank,+2Dex,+3ICS}
Survival(Wis)____+0{+0rank,+1Wis,+3ICS}
Swim*(Str)____+0{+0rank,+2Str,+3ICS}
Use Magic Device(Cha)____+0{+0rank,+1Cha,+3ICS}

ACP -0

*ACP applies to these skills
-=Non-Standard Skill Bonuses=-
Race=+2 Handle Animal, Perception
Murder: +1 trait bonus damage when flanking
Mentored:=Benefits: You gain a +1 trait bonus on craft

-=Languages=- Common, Undercommon, demonic, Orcish

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
------------------------------
-=Barbarian=-
----------------------------
Rage=+4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to AC
Ragin Drunk=can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity
-----------------------------
-=Alchemist=-
----------------------
Mutagen=+2 NA bonus and a +4 alchemical bonus to {Srt. Dex or Con} for 10 minutes per alchemist level. In addition, while the mutagen is in effect,–2 penalty to one of his mental ability scores
Sneak Attack=, a vivisectionist gains the sneak attack ability as a rogue of the same level.
-Alchemy-
-Brew Potion-
-Throw Anything-

---===Extracts===---:

------------------------------
-=Extracts=-
------------------------------
-= (at will)=-
-------------------------------
Speak With Animals[i]=[i]3/day (pigs and boars only)
-----------------------------
-=1st (2/day)=-
---------------------------
Shield=It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks

---===Gear/Possessions===---:

------------------------------
-=GEAR/POSSESSIONS=-
------------------------------
Kit Alchemist= 40 gp 24 lbs
Kit, Alchemy Crafting =25 gp 5 lbs
Book Lariat= 3 sp 1/2 lb
Morningstar=8 gp 6 lbs
Studded leather= 25 gp 20 lbs.
Lab portable=75gp 20lbs

10gp Bandolier [x2]
10gp Vial [x10]
1gp Iron Vial [x10]

17gp Antiplague
17gp Antitoxin
20gp Acid [x6]
7gp Vermin Repellent
20gp Alchemist's Fire [x3]
8gp Smelling Salts
33gp Troll Styptic
7gp Alchemical Glue
26gp Brewed Reek [x2]
28gp Elemental Breath
8gp Impact Foam
4gp Foaming Powder
50gp Tanglefoot Bag [x3]
-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Baruk Taladro was born into a life of poverty, his father died before he was born, in some drunken alleyway. His mother was the maid to a old Alchemist Dr.Dorin de Crain he was a well respected man, Braruk spent his day as most boys his age did running around with out a care in the world. He was big for his age and it was his size that made him the taget for reticule from some of the other children. Only two other children ever treated Baruk well they were Baccus Corvin and Silvia Harken. They spent most of there free time together running and getting into small bit of trouble here and there. Those were the days that ended in a traumatic way...

when Baruk was ten he and his friends were fishing and the same children that tormented him from time to time came and took it too far. They knocked Baccus out with a rock and held Baruk down as they beat and abused Silvia, then oldest one took out a knife and took it to Silvia's skin. After the first cut, a power Baruk did not know he had came and the world went red..

Once the world faded back the other boys were unconscious and broken, Silvia was crying begging him to stop and as Baruk looked around he saw what he did and he ran terrified of himself. He ran threw the town to the Alchemist's house, once there he ran into his mother and she saw his change and held him. Dr.De Crain came out of his lab at the sound of the crowd out side ranting about the abomination that ran into the house. He saw the sate Baruk was in and knew how to help but first he had to stop the mob out side. It took some time but all his words did the trick and the crowd dispersed. He turned to Baruk and his mother promising he would help him get control of the primal force in his blood. From that day on the care free days of youth were gone, replaced but diligent and constant studding books of alchemy and the primal power in his blood.

To the surprises of the old alchemist Baruk was quite intelligent and he learned well the functions of the human body. in the the 5 years he spent studding he could control the change but, that was not enough for him Baruk did not want to fear this power but control it.

Now 15 the stories of what happened have all but faded and became nothing more than whispers. Baruk had to leave the town to go study with a different master even tho it saddened him to leave his mother behind he went but not before saying good by to his friends. Ever since the incident they have not seen much of one another but once in a good while they would go fishing again. Thats were he said good bye to them, he told them he would return in 7 years once his apprenticeship was done.

7 years later
Baruk returned now a man in his prime he still could one use his alchemy to suppress his primal instinct and still held hs dream to gain control over it. Sadly he found that to good man he knew was now hated by the same town that once held him in high respect. This angered Him greatly and set out to find out why the change accord.
He found his reason , after he went away the same children that Baruk beat half to death are now part of the town guard and have systematically destroyed the Dr's reputation.

3 years passed and every day was harder then the last his mother passed from a illness that she hid until it was too late, his friends no longer saw him for fear of the stigma would come on them as well.

Last week the town guards came crashing into his home, and began to beat old Dr. Crain demanding to know were he had his gold...Baruk was working in the lab when this was happening, he came out with his latest serum in his hand just as the guards ran the man that he saw as a father through. They looked at him and he could see it was the same boys from his child hood, "Murder how could you do this....i knew you were a monster" the one holding the sword said

He was shocked but that quickly turned to rage "monster? you come into my house kill my teacher and you DARE call me a monster...fine then..." baruk looked at his new serum and drank it...the change came fast and the power he so longed to control was his.
"HERE IS YOUR MONSTER!!!" he charged forward killing two instantly running his tusk into them and shaking the dead men off he continued to kill the rest.
The fight drew more guards and Baruk was over powered after taking so many down he was taken tried and marked.

Now sitting in Branderscar Prison he plans on how he could escape and end every life in that town...

---===Appearance and Personality===---:

Character look
Eyes:Black
Hair:in photo
Skin:in photo
Hight:6'2
Wieght:220 lbs
Clam: He likes to think before acting, but once a situation calls for the beast to be unleashed, it is with vengeance

Now that he discovered how to use the primal power in his blood Baruk will take it further until it is completely his. Baruk has a place in his hart for the abnormal and the strange since that is what he is. He dose not try to hide his true self, but knows most people could not handle it. he holds a dim outlook to life. Suspicion and paranoia are deeply integrated into his very being and trust is something of a faraway dream.


GM of the Wicked Path wrote:
@Campincarl: I knew I forgot something. Yes, as the book advises, two extra skill points per level, since villains are supposed to be better than heroes.

Sounds good. Damien is ready to go, although I may tweak his background if needed.


to bad there is not a lycanthrope feat chain...


this look Awefully Familiar, but I hope I am wrong.

Scarab Sages RPG Superstar 2013

Okay...so by way of appeal..I was hoping the fact that he serves a concern of interest more than a specific deity would make a difference. If he serves "famine" or "Famine", but doesn't have an actual deity, does that make it better?

If not, I'll just pivot to a pair of ideas you can choose from./ I've tried to assess what other people have voiced interest in, and come up with the following two stories:

Abne Bolger

Spoiler:
Abne Bolger has lost everything. As a young officer in Talingarde's forces, he showed great promise until he became obsessed with a young female soldier named Salya. She also showed incredible promise, and skirted the thin line of appropriate behavior when she attached her efforts to his ascent. Salya revealed more and more of her mystique to her benefactor as they pushed the boundaries of their relationship further and further. But Salya seemed expert at giving him a glimpse of promise for the next clandestine meeting, and drove her suitor to behavior that crossed legal boundaries. When his favoritism became undeniable, he did the unthinkable—he sent a pair of her rivals to their death to pave the way for Salya's ascension.

In a telling moment, Abne pushed away his guilt when Salya revealed herself to him. But in that moment, the woman revealed more. She was an erinyes named Harrow, not a mortal servant of Talingarde's army. Her exceptional skill was the result of Abne's tutelage but hundreds of years of loyal service to Asmodeus. As spy, attache, and soldier, she'd corrupted dozens. While she confessed she enjoyed her time with Abne, she told him it would have to end if he did not commit himself to the effort to reseat Asmodeus as preeminent lord of Talingarde.

Broken, mortified, and still obsessed with Harrow's dark beauty and skill at arms, Abne agreed. He worked for the erinyes, hoping to maintain his status as her lover, but he also failed to acquit his decisionmaking before a panel of officers. While they knew nothing of the woman's infernal nature, they knew good men had died because Abne Bolger had paved the way for a favorite student's success. The state made an example of ABne, arguing that his crimes were an attempt to shape an army within an army, loyal only to himself. Such behavior merited the punishment for sedition, and a once-celebrated young commander was consigned to Banderscar Prison to await beheading when it was clear his corruption had been thoroughly rooted out.

Sitting in Banderscar, aware of his own failures, Abne could not force himself to abandon the hope that Harrow might visit him and show him a way to escape punishment. Prostrate on the floor of his cell, he cut himself with stones and plead for her to come to him in the night. He offered his life to the Lord of Ambition if Harrow could be his, and vowed to raise and lead an army should he escape before his execution.

Mechanically, Abne will ride warpriest and antipaladin, with no archetypes. He intends not only to build the army he promised, but to place the erinyes Harrow as his second in command and use the Leadership feat to ensure the loyalty of his troops. He'll be a beast in combat, with plenty of channel smite and other nonsense to lay low the enemies of his friends and his new god.

Durran Flash

Spoiler:
Durran was a moderately successful merchant until a few weeks ago. He has a knack for knowing the value of goods in different markets, and traded in unusual goods by courier. His entire enterprise was started and conducted in order to find and own the greatest sword ever crafted (a grail he infrequently refers to as the Finest Blade. The transient nature of his business covers a wide array of bribes, research into famous heirloom swords, and lessons from accomolished masters of swordplay. His lifelong goal is not just to possess the greatestsword, but to be worthy of it.

Durran has never been afraid to take risks in his business dealings. With such an elusive pursuit draining his personal coffers, he became willing to steal a desirable object in order to sell it. At first, this involved only minor forgery of documents to authenticate fake goods, or selling an item to one bidder while informing another how it could be stolen. More recently, when an intransigent owner refused to sell or commanded an untenable price, Durran resorted to stealing items for himself. His skill and the legitimate nature of his business (when not dealing with specific rarities or valuable swords) kept him above suspicion most times.

Then he found a lead on a blade of exceptional beauty and craftsmanship, one with a history that included some of the most famous battles and personal duels. He knew it to be traveling by ship called the Argent Maid and thought to stowaway to intercept it, allowing the ship's captain to accept the blame for its theft while he decided whether his heart's desire had been fulfilled, or to sell the blade to another collector.

Durran is quickwitted and a skilled thief. He is a master of the sword and an experienced skulker. Only by dumb luck was the ship set upon by pirates who knew little of its incredible cargo. While creeping through the ship's hold, he fought against pirates and the ship's crew—neither of whom recognized him—and was unable to lay his hands on the heirloom blade before the ship's crew on out and rounded every stranger up for arrest.

He replay these events in his mind in his cell. Had he focused on killing more of the ship's crew, he might have escaped with the sword, but then the pirates might also have killed him. Always quick to resort to humor, he laughs wryly at his plight. He'll never posses that blade now, and even then, he has no guarantee it was the finest blade ever.

Durran was imprisoned for piracy. Though he told half the truth about stowing away on the boat before the pirate attack, the tale only bought him time until he could be handed over to the port constable when the Maid docked. While he escaped the plank miles out to sea, the local law pronounced him a pirate. He was branded and sentenced, and sent to Banderscar until authorities could determine whether his estate owed his clientele any stolen money or merchandise.

Durran is a swashbuckler/unchained rogue. He has a sense of humor with a broad range. He obsesses over the location and collection of rare weapons, specifically swords. As a one-handed blade fighter, he desires to face and defeat the best. Durran has little in the way of personal honor, though. He knows how to keep himself out of trouble (until random pirates involve themselves in his affairs), and knows how to cooperate with a team that shares a short term goal. Ultimately, though, he'll risk everything to wield the greatest of swords, if even only once.

We also don't have much in the way of arcane casters, so if you want me to work up a concept for one of those, I certainly can.

Sczarni

Would you allow the Vigilante playtest?


Ok, here's the basic chassis for Grumblejack. There's still some bits left to work out, but I wanted to get him up and in the running.


Here's the background for the submission I'm planning.

He's a dhampir hunter||ranger focused on wolves using the dhampir racial trait "Vampiric Empathy" to talk to them.

Crunch to follow as I flesh how how he will work mechanically.

Background, Personality, and Fluff:

Arazmus Stonemill’s mother was the prettiest girl in the village of Rockwall. She never lacked for potential suitors, but on the night of the harvest feast many years ago she found herself under the attention of a well-dressed, handsome, mysterious stranger that brushed off all of the local lads. The night was a heady whirlwind of drinking and dancing that spun away into oblivion as she was mesmerized by his dark eyes.

She awoke the next day with the handsome stranger nowhere to be found and his whispered promises left unfulfilled. The next part of her story was the predictable fate of many incautious village girls. She found herself in a family way with no husband and none to forward for her.

Her family bundled her away to hide the shame and the pregnancy progressed with difficulty for the next nine months. The midwife claimed to have never seen such problems before in her experience. The birth came with great difficulty, nearly costing the girl her life.

As a baby, Arazmus was a pale, slight thing. His eyes shown a startling blue that reminded the girl of the mysterious stranger and even at birth his teeth showed a pair of canines that were advanced in their development. He hissed and mewed when brought out into the bright light of day as if he was some pale night creature that could not stand the light of day.

When the child was several months old, the village priest of Mitra came to bless the child, for he figured that even those of uncertain parentage were deserving of the God’s blessing. The strange baby recoiled from the priests blessing and blisters formed on his flesh from the drops of holy water. “Blasphemy!” and “Monster!” the priest declared as he stormed from the house to fetch the town watch.

The girl knew that it was her duty to hand the child over, but every time she looked into the baby’s eyes she saw the eyes of the mysterious stranger looking back at her. Rather than hand over the child for judgement she fled into the woods to raise him on her own.
For years she and the child led a hermit’s existence deep in the woods. The young man grew slowly, not aging as a human boy would have. It was almost as if his father had been one of the long-lived elves and not the handsome human man she remembered from long before.

Forsaken by Mitra, the girl grew bitter as she aged. She crafted twisted stick figures in the shape of forbidden symbols and hung them from the trees as she turned to the worship of dark powers. She taught her son twisted fables turned on their head where the forces of light persecuted those like them unjustly and together mother and son repeated prayers to the devils that the girl had grown up being taught to despise by the Mitran priests.

The girl taught her child as best she could, but her reading and writing had never been that great to begin with and Arazmuses education suffered from it. His knowledge of anything outside the forest was limited at best.

At the age forty-seven years, Arazmus was still just a juvenile, but his mother passed from old age. It had been years since they had seen another person. He continued the solitary life, roaming the woods at night when he was most comfortable. He dressed in a mixture of rags and skins and carried a worn knife his mother had brought with her long before.

His solitary life changed when he encountered a pack of wolves out hunting late on an autumn night. At first he saw them as a threat, but the wolves looked on him curiously, as if waiting for something. He found these wolves visited him repeatedly over the coming months becoming ever more accustomed to his presence and seemingly friendly towards him. In the lean time that winter he found a freshly killed deer left at the entrance to the rude shelter he had once shared with his mother.

Over the coming years he bonded with the pack fully, coming to understand their movements and vocalizations and they coming to follow the grunts and growls he made. He began to hunt alongside them in the forest nights, running down deer and savaging them with the oversized canines he had developed.

The order and rules of the pack made sense to Arazmus. The strong and clever ruled their lessors. His place as a wolf that walked on two legs and reasoned like a man gave him a special place in the pack’s order, but he lived with the knowledge that he would lose that place if his strength or wits failed him.
He wandered the forest with seven successive generations of wolves in the pack. He passed from outsider to being a full member and co-alpha of the pack. He lived and hunted with them for over fifty years until the hunters came.

His only knowledge of men came from the repeated warnings that his mother had given him until her dying day and the passed down racial memories of the wolves. His mother had told him over and again that should men come and find him they would kill him. The wolves repeated old stories that told of men hunting them with fire, traps, and steel. They mourned the lost lands where men had come and civilized the countryside and driven the wolves out.
When the hunters and trappers came to the woods they harried the pack, trapping and killing Arazmus’s adopted family over a period of months. The real trouble came when late one night a group of hunters spied him running alongside his brothers and sisters in the moonlight. Witch hunters and inquisitors of Mitra were called upon and the hunt intensified as they tried to run down this man that ran with wolves.

The famed witch-hunter, Ser Erwyn Connefeld himself came to supervise the hunt and collect wolf pelts from this devil-pack that terrorized the forest.

The wolves were killed off as days passed and the pack dwindled as the hunters closed in. With a number of pack mates lamed and wounded, Arazmus and the rest were surrounded with a ring of fire and steel. The wolves were shot down, one after another as they tried to escape the flames.

The witch-hunter came forward to confront and place chains on the “wolf man” personally as he lay bloodied next to the last of his pack mates. The old man underestimated his prey however and was unprepared as the slight, pale figure leapt upon him. Before the surrounding guards and hunters could intervene, Arazmus sank his canines deep into Connefeld’s neck and ripped out his jugular. The old man perished before a healer of sufficient skill could make it to his side.

Arazmus was beaten down and subdued by the guards and very nearly summarily executed on the spot. One of the junior inquisitors present intervened and demanded that the “wolf man” be returned to face the full wrath of Mitra’s justice. Arazmus was tossed bound into an iron wagon and hauled back to Talingarde prison to await justice for the murder of Ser Erwyn Connefeld in the form of the royal headsman.

Arazmus is a youngish Dhampir Hunter(packmaster) crossed with a Ranger( shapeshifter/skirmisher). He’ll focus on natural weapons and building up a pair of wolf animal companions that he can speak with using his Vampiric Empathy power, eventually transforming them with the Vampiric Companion feat.

He and his companions will provide melee, skills, tracking, and scouting.

His hunter spells will initially focus on healing his packmates, I'm a little nervous about how to deal with his negative energy affinity.

He blames the church of Mitra for his mother’s and his pack’s persecution and will carry a vendetta against them until they are pulled down or until his death.

He sees wolves as the equals of men and would drive back the forces of civilization from the forests and see the return of his adopted brothers and sisters. What those brothers and sisters will think of vampire wolves running the forest remains to be seen.

Silver Crusade

Gars DarkLover wrote:
this look Awefully Familiar, but I hope I am wrong.

Wow that is Awefully Familiar recruitment thread, for a game just like this one, with @name here responses form its GM just like ours, and an only one Aliases, just been made GM account, just like our GMs.

I can see how you could think is was the same GM and that this one may do as the other did and skip out, just before starting the game.


... Yessss, I think I will begin working on my character.


Hey, this is my submission. Everything is in the profile. I see my character as the muscle front line who take taken a hit, but also dish out a considerable amount of pain. I am only going to take levels in the classes I started with, and he will be a very mobile melee tank. Not the most charismatic character, but he will still put in his two cents when he wants to.

Dark Archive

Gah, I'm still fighting to figure out exactly what I want to play.

Current thought process is an Abberant Bloodrager/Summoner. Still trying to nail down exactly how I want the character I have in mind to work, mechanically.


Ooooooooooooooo I am gonna try to get in on this.

Thinking maybe Swashbuckler/AntiPaladin. Because charming murder monster is just hilarious.

Or Swashbuckler/Oracle. Still pondering. I have a character I've tried in this before and would be interesting in reviving him.


And boom, Hwee is complete. You know what they say about the road to Hell and good intentions? Well, that's Hwee. Hope you all enjoy.


@Ictoo: No maps.

@Gars: I'll come clean here and not beat around the bush; yes that was me. I had a bit of an anxiety flare-up when it was around time to finish things up and realized I was in over my head, got scared and bolted. But now, I'm more confident after having successfully run games online via Skype and in person with friends, and have the GM experience I was lacking so badly back then. It was too late to come back and apologize by the time I realized how bad I'd messed up, but I won't make that same mistake again. I've come a long way in the past seven months (and am on meds for said anxiety.)

@Steve T. Helt: Oh, okay I thought you meant Famine as in the Horseman. Famine as a concept makes much more sense, as long as you can make a compelling villain based on that, and can rationalize the fact that he's in a group looking to rebuild the society they seek to destroy.

@Wondering_Monster: Yeah, I'll allow it, but it does have the added obstacle of being a year removed from actually havign support for it in the equipment/feats department. But if you're fine with that, then yes.


Ok, here is my submission

Keena D'or

The Past:

While born of 2 human parents, the blood of hell flows in Keena's veins. The first in many generations to show signs of a infernal heritage, Keena was held, unfairly, to higher expectations than other children. Accused of every wrong the befall his town, Keena bristled under the double standard and hypocritical rules of talingarde and the Mitran faith. Anger turned to rage, and from that rage...fire poured forth. Keena was ill prepared to control his new found powers and the result was a burnt out Mitran church. Branded as an outlaw, Keena's parents helped him escape but they were captured and eventual died in prison.

For a number of years, Keena trained with a hidden cult of monks. The mental and physical discipline has given Keena a measure of control over his powers. Keena had just begun incorporating his power into his daily martial routines when word of his parents death reached him.

The more recent past
With rage burning in his infernal blood, Keena hunted down the those he perceived responsible for his parents death and burnt their house to ground, with them inside. He was so spent from creating such a hellish blaze, he was easily captured by town guard responding to the fire.

Personality:

Keena is an emotional young man who has spent the last few years learning to control those emotions and the powers they fuel. The result is a composed young man with a short fuse (and the resulting blast is very real). Keena is also religious, worshipping the power of fire. He respects any deity who has fire in their portfolio and feels like he understands how Asmodeus must feel being ousted by Mitra and his followers being hunted down. He will be fiercely loyal to those who accept him for who he is.

Escape:

If Keena escapes, he would continue his path of vengeance, but he is ready to realize that he can't do it alone. His martial training and his own personal battle to control his powers and rage would give him a good base of knowledge and experience to draw upon as a trainer for troops in any war.

crunch:

Initiative +2

HP: 13

AC 16
F.F. 13
Touch 16
CMD 15

Fort +5
Ref +4
Will +5

BAB: +1

Melee +4
Unarmed +4 1d6+3 (+1d6 fire)
Flurry +4/+4 1d6+3 (+1d6 fire)

Ranged +3

Elemental Focus: Fire
Fire Blast(sp) +3, 1d6+1 fire, 30'
Wild Talent: Kinetic Fist (1d6 fire)
Burn 1/round Max +6

Traits
Arson - campaign: +2 damage on crits
Martial manuscript: +2 confirm crits with unarmed or monk weapon

Feats:
Power Attack(1st), Dodge(Bonus Monk), improved unarmed strike(B)

Skills 6 per level
Skills
Acrobatics +6
Appraise
Bluff
Climb +7
Diplomacy
Disguise
Escape Artist +2
Fly +2
Heal +3
Intimidate +4
Know(religion)
Perception +7
Ride +2
Sense Motive +7
Spellcraft
Stealth +6
Survival +3
Swim +3

Scarab Sages RPG Superstar 2013

Well..he'd have totally venerated Famine the Horseman. I was thinking a necromancer druid since that combination is unique among applicant. If you don't dig that, then there's the new Asmodeus convert Abne or the thief out for revenge and on a quest for the Finest Blade, Durran.

Or anything else you want. I can break off a neat guy with lots of motivation and background for pretty much anything the party needs if you pick me.


Since the character isn't in any classes that require a deity, I don't mind venerating the Horseman, since that doesn't really cause alignment issues with having to swear loyalty to Asmodeus, as you'll need to. So it comes down more to exactly how he wishes to venerate Famine and if his actions can all line up fine with the issues of restrained villainy and such. I had kind of mentally slipped up and misremembered Oracle as needing to choose a god, so you're not running afoul of my rules at all for outright worshipping Famine.

Scarab Sages RPG Superstar 2013

ALrighty..let's leave the other two options in play, then I'll drop you the druid-necromancer (or druid/antipaladin) angle and you tell me whom you like.


Gm

Any thoughts on my character?


Consider me very interested. I got into a game of it as my first play by post and was so enthusiastic about the game but it fell apart due to GM RL issues.

I have an idea for a Rogue/Fighter 5 into a an Assassin/Pain Taster. Kyton Spawn Tiefling will be the race.
My group didn't even make it out of the prison fully. I'll be taking the Slave Taking trait.

I will be going up the Whip tree and be a bit of a skill monkey. He will be focused later on demoralizing the enemy by taking their leaders and making them into his peons.

Variant Ability: 1d100 ⇒ 13


GM, I meant to ask, Is it ok if Rosa has variant-channeling FIRE As she is Cleric of Asmodeus.

Fire: Heal—The healing effect is enhanced (see Variant Channeling above) for creatures with the fire subtype. Harm—The damage effect is enhanced for creatures with the cold subtype. Affected creatures who fail their saves catch on fire.

"Those that Challenge his will must BURN"

Finaly found an Image of her that's perfect, this is how she looks. Very thin and long limbed.

Metric Hove's, eyes, hair and skin, its the angelic looks I wanted, not your run of the mill, evil looking type, she has class an manners. The most odd thing about her is her face moves only a little like its sculpted, and her odd inhuman voice, her mouth dos not move when she talks.


@Riuk: Unless I take issue with something about your character or need clarification I probably won't comment on anyone's characters, so take my silence as the assurance that everything is fine.

@Rosa: Fire is actually not a great thing to specialize in, since although you're rolling with Asmodeus, you'll be fighting the god of the sun. I will allow it though, so if you're adamant, you can have it.


GM of the Wicked Path wrote:
@Rosa: Fire is actually not a great thing to specialize in, since although you're rolling with Asmodeus, you'll be fighting the god of the sun. I will allow it though, so if you're adamant, you can have it.

Arr I see, well with that game background info, I can see the domain overlap. Ill drop it as I can see it will course problems later.

Ill Drop Fire Domain for Evil- Sub-Domain Devil

So I will move her to a

Fiendish Vessel -Asmodeus Cleric; Tiefling:

Then she can Channel Evil, to heal evil PCs

Channel Evil (Su)

At 1st level, a fiendish vessel, rather than channeling positive or negative energy, instead channels the pure evil power of her fiendish patron. This ability is similar to channeling negative energy, but instead of healing undead and dealing damage to living creatures, this blast of evil energy automatically heals evil creatures and debilitates good creatures within its burst.

Channeling this evil causes a burst that affects all creatures in a 30-foot radius centered on the fiendish vessel. In the case of evil creatures, the amount of damage healed is equal to 1d4 points of damage and increases by 1d4 at every two levels beyond 1st (to a maximum of 10d4 at 19th level). Good creatures in the burst receive a Will saving throw to negate this damage. Good creatures that fail their saving throws are sickened for 1d4 rounds. Good creatures with a number of Hit Dice less than or equal to the fiendish vessel's class level – 5 that fail their saving throws are nauseated for 1 round and then sickened for 1d4 rounds instead. The DC of this save is equal to 10 + 1/2 the fiendish vessel's level + the fiendish vessel's Charisma bonus. Neutral creatures are unaffected by this burst of evil energy.

A fiendish vessel may channel this energy a number of times per day equal to 3 + her Charisma modifier. Doing so is a standard action that does not provoke attacks of opportunity. A fiendish vessel can choose whether or not to include herself in this effect. A fiendish vessel must present her unholy symbol or use her familiar as the divine focus for this ability.

For the purposes of feats that affect channel energy, this ability counts as channeling negative energy. If the feat changes the way the fiendish vessel channels or deals damage with her channeling, use the amount of damage this ability heals evil creatures to determine the damage-dealing potential of the affected ability. For instance, if a 5th-level fiendish vessel takes the Channel Smite feat, her channeling deals an additional 3d4 points of damage to living creatures on a successful hit (though they may save to negate the damage).

This ability replaces channel energy.


To the contrary about the fire comment, the farthest WotW game I was in had a fire oracle and he did splendid. We never really ran into the problem of fire resistant/immune enemies, although maybe they become a problem later then book 2. Just my 2 coppers.


GM will be making bad guys off book, so I get the feeling we may meet such big bads in this one.
+ I like the ides she can heal you guys now.


It's much more of a late-campaign issue, once you're getting into the higher end of enemies. Fire isn't bad to have the domain for, but I meant specifically for channeling; you're not going to be facing a wealth of ice-based enemies in Talingarde's ranks, so the benefit to it is sort of wasted.


Both very good points, and I forgot about altered enemies due to gestalting.

I love the fiendesh vessel cleric though. Thematically appropriate and extremely useful and a lot of fun. When our local group did the first book, my friend as that kind of cleric saved our lives at least five times.


I shall be coming up with something interesting for a background. I'm thinking something along the lines of being a part of a company of slavers who take their victims under the guise of a carnival the company puts up. The character in question will be in charge of handling the animals for the act and was in charge of breaking the poor souls that they took as slaves.

Archetypes that are used will be Carnivalist and Lore Warden.

Dark Archive

Tiefling Aberrant Bloodrager/Summoner is well on his way to being finished, crunch-wise. Pretty much just have to build his eidolon.

Story-wise, he's going to be a closet adherent of Asmodeus who was going about his life peacefully and quietly on the outskirts of a port village. Well, as quietly and peacefully as a tiefling who consorts with demons can live, that is. Keeping to himself in his quiet shack, he never bothered, or even interacted with, the townsfolk. That didn't stop them from spreading rumors about him stealing children and pets to do terrible things to.

In his hubris, however, he allowed the rumors to continue circulating, rather than trying to stop them. Figuring it would be more of a pain to dispel the closer-than-he'd-like-to-accurate whispers than to just leave them be, it was no real surprise when the leaders of the next closest town heard of his existence, and decided it was more important to put down the impending threat.

Caught unawares, the tiefling was easily captured and brought to Branderscar, where they intend to burn him alive. The nerve!


I shall be recycling this Alias as my submission. All the details will be in his profile. I got the crunch done tonight and should hopefully have a good Background down as of tomorrow.


OK, Seriously, I may be out, but I gotta give the GM props for owning up to that and not lying about it, I still have suspicions on a couple who started a game I created for.


You know since I really like this ap I will work on on other character and see if I can get it done by sat


Yep it was cool of the GM to say he had a go and got cold feet went away got skilled and came back.

Any who see to follow Asmodeus, Rosa will be more than happy to help you in the ways of the faith. Any Demonic followers she will happily put to death.


So here is my initial offering of Kasanar Vindakay. He is an Angelkin Aasimar with the scion of humanity trait.

He'll be rocking a chassis of Cavalier/Magus. Using the archtypes: Daring Champion for Cavalier and Destined Eldritch Scion & Spire Defender.

His focus is as agile melee combatant with some casting to buff him up. With a lot of social aptitude to talk out of situations that don't need a blade.

He'll take the aasimar line of feats that give him angel wings to play up his fallen angel vibe. Then Hover and fly by, with all them extra feats.

Kinda a straight shot through for both classes level wise, with the magus stuff really being secondary to cavalier.

Considering tweaking here or there depending how other recruitment goes. Espcially the teamwork feats.f

Action economy is going to suck getting the hang of, but its a bit more interesting concept wise to me.

@GM taking the aasimar trait that lets them feed off the sun for food. Like the prevision of stealing nourishment from Mitra to fuel his destruction

Fluff:
The brightest and most noble of lineages is the House Vindakay. Long have they served along with House Darius in making Talingarde prosper. Long did they fight in the bitter war of succession that gave House Darius the throne. Long is the list of sons that died on the field of battle against the Bugbear scourge. But never have they ruled or guided the Talingarde they love so much. Even when an Angel of Mitra shined down upon their house and blessed them with courage long ago.

This has never sat well in the heart of Kasanar of House Vindakay. For he KNEW; no matter how many tournaments he won, monsters he'd slayed, or respect he earned, he'd always be just a "servant" of the realm.

Kasanar's father did his best to impress upon his son the greatness of their line. How Mitra himself answered the prayers of the family matriarch centuries ago, and sent an angel to her aid to spread the faith. How they're very blood is that of Mitra! "For all the good it does us, they mock us like the Mad King.", Kasanar would answer.

The House Vindakay is not a house of wealth or power. They are barely even nobility in the eyes of most the houses. Yet, they always seemed to produced excellent members of the cloth and stalwart knights. And as the most recent scion, Kasanar is expected to pick among the two.

After years of his father's lectures on faith and the "divine" bloodline, Kas practically jumped at the chance be a knight. He even did his father proud as the "Bright Star" of the academy graduates. He trained his blades-men-ship into an art form. He discovered he had a knack for the arcane and blended it into fighting. "A natural" they said. "A leader of great men", his teachers called him. And for a time this was enough, he even reveled in the glory of it all.

However, after years hunting bandits in the muck of the forest, defending towns from fell beasts, serving the greater good was not enough. He had worked so hard to rise through the ranks and truly feel some control, some power. But he had watched as unworthy dogs from families with deep pockets, leap years ahead of him status. How his ungrateful commanders took all the accolades for the deeds he had done. Deeds he put his blood sweat and tears to accomplish.

"These fools do not deserve to even stand in my shadow!"He seethed with hatred for these men. They were weak! How could society even function with fools such as these at the forefront.

He was not alone in his feeling. The men of low born status among his company felt the same, but they despaired in their lack of options. He knew as someone adrift in the middle of these caste, that there are not much options for men such as they.

But if they could "take" control, it could be limitless. Why they could all be great lords themselves. But it is only a fantasy.

"Why not", Kas said to his band of brothers. "We are the ones that bleed every day for this kingdom. We are the ones that see the corrupt under belly of these "highborns". Let us cut this cancer out our land."[b], they were hesitant at first. But the more fire and passion he brought, the more that flocked to his cause.

[b]"We can't be alone in this. Come let us gather those that would heed our cause from all across the land. We will change our world for the better, all will know our name!

A swell of knights gathered around him, and heard his pleas of change. He would preach it to any that would hear, and that would be his down fall. For an ambitious hedge knight from a foreign land had heard his plea. The foreign knight was tired of traversing the world, and wanted a home to settle into. He saw his chance in destroying Kas and used it to brand Kas as the mastermind of a grand plot to conquer the kingdom.

But the knight needed something to truly ensure his place in Talingarde. He had traveled great and wide, and had many souvenirs in his travels. He planted a Asmodean text, in his Kas' fathers study and labeled him a heretic. In one fell swoop, the knight had revealed a traitor and heretic. The knight was gifted Kas' birthright and home.

His family in ruins, his honor sullied, and soon the axe would give him the final bite. This would have been a great deal to suffer, but what hurt him the most was his father. Kas screamed has they made him watch his father burn.

Kas promised to himself, "I will watch the whole rancid lot burn". Something broke in Kasanar that day, and changed him forever.

Crunch:

Kasanar Vindakay
Daring Champion Cavalier/Destined Sorcerer 1
N Medium Humanoid (Angelkin Aasimar)
Init +5|Senses: Dark vision| Perception +0
Proficiency: All simple and martial weapons, light and medium armor, and bucklers. Plus a whip.
--------------------
Defense
--------------------
HP 9/9
AC 13 (Shirt), Touch 13, Flat-footed 10
Fort +3, Ref +0, Will +2
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft.
Melee Fist
Ranged Spit
Special Attacks
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 12, Wis 10, Cha 18
Base Atk +1; CMB +4; CMD 15
Traits Sedition, Tactician, Arcane Temper
Drawback Pride
Feats Weapon Focus (Longsword), Dodge, Combat Expertise, Elemental Commixture (Teamwork)
Skills Diplomacy +8, Bluff + 8, Intimidate +8, Spellcraft +4, Sense Motive +4
Languages Common, Draconic
SQ
Equipment
Chains
Rags
--------------------
Special Abilities
--------------------
Daring Champion Cavalier

Challenge (Ex)

Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Champion's Finesse (Ex)

At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.

This ability replaces mount.

Tactician (Ex)

At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Order of the Cockatrice

A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.

Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.

Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Eldritch Scion Spire Defender Magus

Spell Casting

An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.

An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

This ability replaces the magus's spells class feature.

Eldritch Pool (Su)

An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.

At 1st level, a magus can expend 1 point from his eldritch pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately en

This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Spell Combat (Ex)

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.

This ability alters spell combat.

Bonus Feat

At 1st level, the spire defender gains Combat Expertise and Dodge as bonus feats, even if he doesn’t meet the prerequisites. The spire defender is not proficient in any kind of armor or shield. The spire defender does not have the magus’ ability to ignore arcane spell failure from armor; however, if the spire defender becomes proficient in light armor, he automatically gains the magus’s ability to ignore the arcane spell failure chance of light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor’s chance of arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor’s chance of arcane spell failure.

Destined Bloodline

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform.

This ability replaces spell recall.

Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Spells:

0 Lvl:
Read Magic
Detect Magic
Mage Hand
Prestidigitation

1st Lvl:
Lock Gaze
Shocking Grasp


Boss Zog wrote:
@GM taking the aasimar trait that lets them feed off the sun for food. Like the prevision of stealing nourishment from Mitra to fuel his destruction

That's poetic. Now take the vampire feats for a truly intense character.


Slevin Wraith Holy Slayer of Asmodeus has arrived.

You should probably order more bodybags now.

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