
Addams Family DM |

I want to start up a Serpent's Skull AP. It seems like a lot of fun to run. Normally, I have my players roll for stats and hp and stuff, but since I'm not sure how that would work on a PBP, you'll be getting a 20 point buy. Characters will be getting maximum starting gold and hp with hp at later levels being averaged out. You'll be getting two traits. If you don't want a campaign trait, you don't have to have one. Just make sure you have a good reason for being on the Jenevere.
All the Core books are legal. Other sources need to be approved by me. The four party members will be picked out by how good their backstories are. I would also prefer frequent posters.
I should like to point out that I have no qualms towards killing party members fairly. Every story needs a Boromir after all. Last but not least, evil characters are allowed, but pvp is not without good reason. If the evil character becomes a problem, I'll let you know and we can settle it in the discussion.
All in all, I look forward to having and providing a good time.
I plan on closing recruitment on Sunday night and having the final party selection up on Monday.

Count Stefan Petrescu |

Let me introduce Vasily Petrescu. In the interest of full disclosure, I will tell you I submitted him to another SS game that is recruiting currently as well. I will withdraw him there, if chosen here and vice versa.
Vasily is a true Varisian. Wandering the wilds with his gypsy-like family. His father died, and he became financially responsible for his sick mother and 2 sisters, but he doesn't take well to responsibility, and a romantic tryst with the clan's chief's daughter (who was betrothed to another chieftain) became known, he was ejected from the clan.
Blessed with some skill with the mandolin, nimble fingers, and quick wits, he has tried to survive on the streets without much luck. He has put in as a sailor (which he has never tried) on a boat bound for far Sargava in order to raise enough money to care for his family.
Male Human (Varisian) Bard 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee longsword +2 (1d8+2/19-20/×2) and
whip +2 (1d3+2/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire courage
Bard Spells Known (CL 1st; concentration +5):
1st (2/day)—hideous laughter (DC 15), grease (DC 15)
0 (at will)—daze (DC 14), detect magic, dancing lights, message
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Statistics
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Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +2 (+4 disarm); CMD 14 (16 vs. disarm)
Feats Combat Expertise, Improved Disarm
Traits childhood crush, vagabond child (urban)
Skills Appraise +6, Bluff +8, Diplomacy +8, Disable Device +6, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perform (string instruments) +8, Sleight of Hand +5, Spellcraft +6
Languages Common, Shoanti, Skald, Varisian
SQ bardic knowledge
Combat Gear Caltrops; Other Gear Studded leather armor, Crossbow bolts (20), Light crossbow, Longsword, Whip, Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Musical instrument ( Mandolin), Thieves' tools, Waterskin, Whetstone, 12 GP, 3 SP, 8 CP
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Childhood Crush (Ameiko) (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.
LMK, what else you might like to see to consider the bard for a slot in your game. Thanks!

Brother Markus |

Brother Markus Fairlight, Devout Inquisitor of Nethys, would love to be considered for the game. His stat stuff and background are in his profile, but the basic thing to know about him is how much he'd rather be exploring a dusty tomb than talking to others.
No other games being considered, and I'd be willing to roll another character if you're unhappy with the amount of clerics. I'm new to the site, but not to roleplaying online or to Pathfinder. Definitely willing to post actively.

Cydrius |

Going to apply with Osmillar Vendeltray, Gnome Alchemist.
I'll have the crunch up soon and I intend to expand the background further.

Addams Family DM |

I'm liking all the characters that have been posted so far. Should be a rather interesting group. Though, I'm not really comfortable with the psionic stuff. Haven't read it through and don't want to rush it before the campaign starts.
And I looked at Graziggi, the -2 Con instead of Cha looks good. It's not like his class is dependent on Cha.
And if anyone cares I can post pretty much anytime.

Jindariel |

Hello, this is Lucendar. I am a frequent poster and GM a couple of PbPs. I would like to submit Jindariel, elven Mwangi scholar and mage (diviner) (sheet in profile). I loved playing him in another Serpent Skull PbP that died way too early (a little past the beach). He's tough (hence Toughness feat) but very brainy (18 Int) and superior, so it's nice to play him that way and see him get cut down to size in game. I really missed playing him so thanks for the opportunity to apply.
1. Why is he aboard the ship?
Jindariel, a native of Kyonin, is aboard the ship on his way to the Mwangi Expanse to research antiquities and in the pursuit of knowledge. He had a dream/premonition that there were unique treasures to be found and he is the one who will find them. He considers himself a protector of history and its artifacts. He gathered all the coin he had and is off to make his mark on the world and hopefully, make new coin, since he is down to his last gp.
2. Future plans for the character
Straight mage (diviner). He's not fond of Enchantment spells so no sleep or color spray. He will attack from range with Jolt or a crossbow, if he finds one (can't afford one to start), and uses Shocking Grasp, if something gets close. Once he meets the others, he will memorize Enlarge Person or pass along scrolls. Has knowledge (history)/arcana/spellcraft.

Tarris Mercer |

Tossing my name out there for this. Full stats and back story are out there on my page, including trait to tie the back story and reason for being on the ship.

Edward Sobel |

here is the backstory
just not sure if I want to go Brawler or Barbarian
Noro Kasuri was born of mixed blood her father was Tien and her mother was Varisian. She is the younger of their two children. Noro grew up on the Kasuri family farm, just outside of Sandpoint. Her father was an honorable man of Tien tradition, and her mother was a Varisian Gypsy.
Noro was your average girl save only one small flaw; she could not correctly say the “s” sound often sounding rather comical. This really would show when she was nervous or anxious. Lou would tease her about it and Noro would respond with a punch to the arm, or gut, or face if she got particularly angry.
Noro and her brother, Lou, were complete opposites. Lou was always reserved and followed father’s strict regime of exercise and training; while Noro was more like her mother, wild and impulsive. Her father was constantly scolding her in an attempt to make her more disciplined, but this only drove her emotionally further from her father. She will always love her father and will never willing do anything to bring dishonor to his name; unfortunately she could never really understand how.
Noro and Lou studied martial combat with their father since they were old enough to walk. He was adamant in teaching the children the old ways and to fight with honor. Lou managed to grasp much of these concepts, but Noro was another story. She didn’t mind learning to fight and stand up for herself she just didn’t have the discipline to know when to avoid a fight and not to attack out of emotion and anger.
Noro would often accompany her mother into town especially to the market. She always enjoyed this time; it was time away from father’s lecturing and his pointless proverbs. Of course they seldom bought much being a family of limited income but the time together is what she really cared about. Noro enjoyed hearing the stories of her mother’s childhood on the open road with her sister, never knowing where the next adventure would be. It was on one of these outings that things changed; some of the other children in Sandpoint began to tease her about her speech, she tried to ignore them but they would not stop. Noro became infuriated and leapt at one of the boys teasing her. With a swift right hook she broke his nose. This did not go over well with her parents. She could only imagine what her father would say.
Noro’s Father was infuriated over the incident and was forced to pay restitution to the family to restore the family honor. Noro was emotionally crushed at the lecture she received from her father. She vowed that she would one day make her father proud and restore her honor in the family.
Noro would work hard at her studies attempting to be calm and reserved like her brother. But at every turn there were the other kids tormenting her again, attempting to urge her on in the hope to see her get angry again. Luckily Lou would intervene on many occasions before it would get to far.
Lou was always there for her until he found someone new. There was a new girl in his life, Amieko from the Rusty Dragon. Noro has no idea how or where they met but Lou always had that lovesick puppy dog look whenever she was around. Of course Amieko never seemed to even notice Lou, a fact that Noro would frequently point out. Perhaps, she was just a bit too old for him?
Noro would follow her brother to the Rusty Dragon and spy on him as he would do anything he could to get her attention and fail every time. However once word got around that Lou was pre-occupied Noro was soon again the target of the hazing and bullying.
Finally things got to the point where she decided to hell with the training and the “turn the other cheek” attitude. She tracked down her tormentors to the Sandpoint docks and there outside the Feedbag she challenged them.
Of course the challenge sounded more like a cartoon that a real threat and it was answered with laughter. The boys decided it was time to teach this “not-so-tough” tomboy a lesson. After the first punch Noro flew into a rage finding inner strength she never knew she had. She managed to pummel two of the three boys nearly to unconsciousness the third ran off.
When the fight was over she realized she had a crowd. She was approached by a man asking her if she wanted a job working for him. Noro, not really sure what to do looked around and there among the crowd was her father. Once she saw him he looked to her and there in front on everyone disowned her then he turned and walked away. Noro turned to the man and agreed to work for him.
Soon she was fighting for money. Without realizing it she was work for the Sczarni. Noro found herself, on more than one occasion, in the local garrison jail. She turned to drink and drugs looking for meaning to her life. She finally hit rock bottom when she actually killed a thug on the docks when he commented on her lisp.
Noro escaped jail with the help of the Sczarni but she wanted out, she wanted to turn her life around. Noro needed a way out; A Chance to reclaim her life and restore her family name. Until that day she will never call herself a Kasuri.
The only way to be free of this Sczarni burden is to leave town. So, one night, instead of going to the warehouse to earn her keep, she grabbed a few things and slipped out of town, Noro had made a few friends working the docks and managed to barter passage to magnimar on board the Orca.
It wasn't long after reaching Magnimar, Noro would soon find that she was fighting for money once more. and Once again mixed up with the Sczarni. Noro's temper would keep her from ever staying out of trouble, She soon was in debt again to people that don't like late payments.
She heard of a ship heading south on a long run she pleaded with the captain to give her passage but to no avail. Then the night before the ship was to leave with the morning tide Noro was being chased down by several thugs from the Underbridge section wanting payback for a few busted noses she gave them the night before. Noro managed to hide among some cargo on the pier next to the Jenivere.
Noro fell asleep hiding there and when she awoke she found herself at sea on board teh Jenivere. It seemed that the cargo was loaded with her in it. Well looks like she found her passage out of town...
Noro likes to drink, though I would not consider her an alcoholic (no more than a drunken master would be) and she also makes good use of the drug Barbarian Chew; the drug that she was fed when she was forced to fight for the Sczarni. Her only connection to her family is her brother Lou whom she can only see when she visits the Rusty Dragon. Lou has started working there as a cook in the hopes of gaining Amieko’s attention. Noro knows Amieko but not a close friendship. Noro has even commented to her about her brother’s affection for her. The Rusty Dragon is just about the only place in town she feels welcome anymore.
The upcoming festival seems like a chance to begin anew if she can only avoid fighting. Perhaps she can offer her talents as a tattoo artist (a skill she picked up trying to fit in with the other dock fighters).
Noro is a tomboy and seldom dresses up, if she even knew how to wear a dress, she wears boy’s clothes and carries many of the mannerisms of a boy. She is frequently barefoot but has been known to wear a soft shoe once in a while. Noro is “Short Fused” and frequently flies into a rage at the slightest insult; she struggles to try and control this rage. Noro hates killing but at times she loses control and it has happened in the past. She still is training in the martial arts but is not as reserved as a monk would be, she fights with raw emotion. She knows the use of many weapons but has always preferred her fists.

Osmillar Vendeltray |

"It is I, Osmillar Vendeltray, in the flesh, in person, in a forum thread, in a yellow shirt, and in a good mood. If I may be so bold as to introduce myself, I am an alchemist of the Sargavan Gnomish Initiative, a scholar of the jungle and its mysteries. It would be an honor, a pleasure, and a most enjoyable adventure to join in on such a fascinating adventure."
Their exploits and discoveries spread amongst gnome communities, especially when various academines began publishing their findings in exchange for sponsorships, and soon, a significant community of gnomes had gathered in Sargava, in a joint passion to study it’s many mysteries.
After some years, children would be born from such communities; amongst them, Osmillar Vendeltray, the son of Pushmarin and Svara. From a young age, he was introduced to the sciences of botany, zoology, and archaeology, and pursued each with a fiery passion.
As the years ran by in franctic research, the torch of the Sargavan Gnomish Initiative passed from the previous generation to the next one, as fatigue and the dangers of the jungle claimed the previous one. Having quickly risen in the esteem of his piers, Osmillar became one of the foremost minds of his kin. As thus, he and some companions would frequently travel back to the Gnomish homelands to present their findings at various academies, often returning with various sponsorships through which their research may continue.
Little did he expect that one return trip would lead to an adventure the likes of which he could never have expected.
Future Plans: Going full alchemist, with a focus on supporting the party with infusions and a secondary vocation of providing cover fire with bombs. Out of combat, Osmillar provides many useful skills, such as Knowledge(Nature) and (History), Survival, and Perception. I am picking two out of three of Disable Device, Heal, and Spellcraft, depending on which ones the party has.
Reason to board the Jenivere: Osmillar is returning to his home of Sargava from a voyage to an academy in the gnome homelands where he and some companions presented their latest findings about the jungle.
Quick question: Do you mind if I wait and see if I'm picked before I take care of picking equipment and doing all the stat-math?

Addams Family DM |

"It is I, Osmillar Vendeltray, in the flesh, in person, in a forum thread, in a yellow shirt, and in a good mood. If I may be so bold as to introduce myself, I am an alchemist of the Sargavan Gnomish Initiative, a scholar of the jungle and its mysteries. It would be an honor, a pleasure, and a most enjoyable adventure to join in on such a fascinating adventure."
** spoiler omitted **
Future Plans: Going full alchemist, with a focus on...
Sure thing, no problem. I know equipment is tedious work.

Edward Sobel |

I think I will go with Brawler to start off and multi into barbarian later.
I think the story will work either way, but barbarian is a must for the character personality.
DM: any thoughts or question on the character backstory? I am probably taking Jenivere crew trait. even though she started as a stowaway she probably was discovered pretty quick, and she decided to work off the cost of her passage as a part of the crew.

Judah Locke |

Judah Locke here. I've been hoping for a shot at this AP for a long time.
Judah is a former petty thief who unlocked the wrong puzzle and became an Oracle of the Dark Tapestry.
He's an Oracle in the classic sense of the word. He doesn't revere the powers he's been claimed by. In fact, he hates them, and wants to be free of them, but they are driving him insane and he's decided that seeking out answers to the visions in his head might give him an idea of how to free himself from them.
As a Seeker Oracle he can fill the Rogue party role. He also makes a passable healer. His primary strength is using Summon Monster to crank out nasty critters from the Dark Tapestry who keep him safe (and scare the crap out of him).
Judah is a different take on the classic summoner-cleric character type. He's a coward, and thematically, things come from the darkness to protect him when he is in danger. He doesn't really know why, and doesn't really know he can control them (at least not at first). He just thinks terrible things follow him and then vanish into darkness.
Please take a look and tell me what you think.

Kale Moore |

Hi, GM. I'd like to apply with this fighter. I'll probably adjust his mechanics, but he'll fill a simple melee role. What will you be using for maps?
Kale Moore returns to Sargava as defeated as he'd left it 2 years ago. He didn't have the stomach for the kind of work available in the Shackles. But he had nothing to look forward to in Sargava. He didn't want to go back to the docks. He wondered if Danae had drunk herself to death yet. Or if she may have gone home with the wrong stranger and been murdered. No, she doesn't deserve that. Maybe he'll get back and find that she's shacked up with one of the other dock workers... hmm, hopefully, she's just drunk herself to death.
Kale used to think he was destined for something greater. Now he knows that everyone thinks that when they're young and stupid. He didn't even want that much. Just didn't want to spend his life on the docks like his father. And he'd done it, too. Saved up the money to start the grocery he'd always wanted. But then Arden got sick. Nobody could help his only child, but they were happy to try everything and charge him for it. After Arden passed, Danae couldn't take it and began her shameful carousing. The shop was long closed, and the whispering and snickering behind his back as Danae made her rounds made working on the dock more difficult every day.
Kale had always done well when called upon to defend himself or his friends in fights, and he also exuded a stoic coolness that discouraged a lot of conflicts from escalating. He felt that his tough reputation was deserved and would serve him well in the Shackles. He'd found work easily, but the cruelty and violence of the Shackles disturbed him, even as jaded as he was now. He knew he wouldn't last long there. He survived, but learned and earned little. He wondered how long it would take to save up passage out of Sargava.

Sixteenbiticon |

I have never done a pbp campaign, but since my rl game just ended, I am looking to get my feet wet. I have three character ideas, you let me know which ones interest you the most and I will get to work fleshing it out for your campaign:
half-orc bomber alchy
human (arcane duelist) archer bard
race TBD bladebound kensai magus (I think the bladebound aspect could be either really fun to RP or really tedious. I'd be interested in your thoughts on that!)
Thanks and I look forward to your reply.

Joll |

This is a character I played in a Serpent's Skull that died when the DM disappeared. He is third level now, but I can easily adjust him back to level one.
We had gone as far as
I can post once a day on weekdays, usually once or more on weekends.

Addams Family DM |

I have never done a pbp campaign, but since my rl game just ended, I am looking to get my feet wet. I have three character ideas, you let me know which ones interest you the most and I will get to work fleshing it out for your campaign:
half-orc bomber alchy
human (arcane duelist) archer bard
race TBD bladebound kensai magus (I think the bladebound aspect could be either really fun to RP or really tedious. I'd be interested in your thoughts on that!)Thanks and I look forward to your reply.
Just give me backstories on them. That's how I'm picking the characters after all.
As to the bladebound, the talking sword could be cool. If you don't want to RP it, I could write up the sword's responses and stuff.

Edward Sobel |

here is my Brawler:
noro the brawler
Human Brawler 1
CG Medium humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +0
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+4/19-20/×2) and
. . unarmed strike +5 (1d6+5/×2)
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Statistics
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Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +5 (+7 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Toughness
Traits bullied, jenivere crew, quain martial artist
Skills Acrobatics +5, Climb +8, Craft (tattoo) +7, Intimidate +4, Profession (sailor) +4, Survival +5
Languages Common, Varisian
SQ martial maneuvers, pride, unarmed strike
Combat Gear Barbarian chew, Barbarian chew; Other Gear Leather armor, Dagger, Artisan's tools, masterwork (Craft [tattoo]), Belt pouch (2 @ 2 lbs), Pulque (per wineskin), Sealord wine (per bottle), Waterproof bag (3 @ 5.5 lbs), Waterskin, 45 GP, 1 SP
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TRACKED RESOURCES
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Barbarian chew - 0/1
Barbarian chew - 0/1
Dagger - 0/1
Martial Maneuvers (1/day) (Ex) - 0/1
Pulque (per wineskin) - 0/1
Sealord wine (per bottle) - 0/1
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Special Abilities
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Bullied +1 to hit with unarmed AoEs.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (1/day) (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Apollo Randasian |

Character - Vatrinax
Well, this is his main backstory, but I can't remember where I mentioned how he got on the Jenivere. I think it was where he planned to begin his crusade. If memory serves, he boarded the vessel to get far away from Cheliax and begin his quest for vengeance.
The ritual went well, and within 6 months Vatrinax was born. He looked just like a normal little baby Half-Elf, but as time went on, his mother saw that he clearly had the essence of a demon inside of him, not in form but in blood.
His cuts and wounds healed faster than what was considered normal, and whenever he lost his temper, odd and unexplained things would happen, such as plant pots flying out of windows, doors acting as if they were being pulled off of their hinges, and holes appearing in walls and floors.
As time went on, Vat was put through all manner of tests (away from public eyes) to see how he'd react and how much anger and strength he actually had. It turned out that Asmodeus' plans for the boy were put in place to turn him into an emotionless killing machine. The followers of the Church tortured him for days on end, and his mother couldn't do anything to help as she was helpless herself, and threatened with death if she did not comply with their desires, no matter how much she loved her son, she couldn't do anything to help him. She just had to watch, hoping all of this torment would make him stronger.
And it did.....
When Vatrinax turned 18, the followers of Asmodeus dragged him from his home and into the church of the dark prince. There they planned to force him into worshipping Asmodeus and explained to him that he was to rule Cheliax under the watchful eye of his father, Asmodeus.
Vat didn't like the idea and knew the odds were against him. He kept thinking about rebelling regardless of the outcome as he saw life as a very horrible and tragic thing, having experienced the torture and torment himself. He wasn't allowed to socialise with other people, and the only nice person he ever got to spend time with was his mother. He didn't have many friends. In fact, he had none. Friendship was a stranger to him.
Suddenly his mother was dragged in, screaming out for her son. She looked just the same as she did when she gave birth to him 18 years ago. Elves age well, but sadly her life was to be prematurely terminated.
She was placed in front of him where the followers pulled out their concealed daggers, and proceeded to stab her to death right before his very eyes. Regardless of the pain, she didn't once stop looking at her son, and with her very last breath she whispered "Be brave my son. Find your inner strength and use it to wipe out the evil that threatens us all. Regardless of how you came into this world, you became the only good thing in my life, and I will love you always and forever. Take care of yourself and know that I will be watching over you."
Vatrinax went hysterical, shouting louder and louder the wordS "WHY! WHY DID YOU DO THIS TO ME! YOU'VE PUT ME THROUGH HELL EVERY DAY OF MY LIFE, PREVENTING ME FROM MAKING FRIENDS, KEEPING ME A SECRET TO THE WHOLE ENTIRE WORLD, AND THE ONLY PERSON WHO EVER LOVED ME HAS JUST BEEN KILLED IN FRONT OF ME! WHYYYYYYY YOU SONS OF B******, WHY WOULD YOU DO THIS TO ME? I HATE YOU ALL. YOU'RE ALL GOING TO DIE! I'M GOING TO KILL YOU ALLLLLLLLLLLLLLLLLLLL!"
Suddenly, a beaming light shone onto Vatrinax and surrounded him, but it didn't feel evil, nor did it feel entirely good. It just felt familiar.
Vat looked up and the roof of the Church started to collapse in around him. The light was brighter, shining on him and only him, seemingly protecting him from the falling debris.
He looked around and saw nothing but dead bodies, including his dead mother still laying down in front of him, but her body was unscathed by the surrounding destruction, so Vat dragged his mother outside and had her buried far away in the nicest place he could think of; A field full of vibrantly coloured flowers, where many elves had been said to bury their relatives.
Years passed and Vatrinax wondered why all of this had to happen to him, and still couldn't work out how he survived and everyone else in the Church died. Eventually he realised that he wasn't the one causing all of these strange things to happen, and instead found out that another power was behind it all....
It was Pharasma. She spoke to Vat telepathically, explaining that she was the one who caused strange things to happen in hope that he would believe he did it himself, giving him the extra strength she felt he needed. She saw what was going on and heard of Asmodeus' plan, and although the dangers of intervening with the Prince of Darkness' plans were ever present, she saw Vatrinax as a chance to turn someone who had been destined to become evil into a neutral, level headed person, encouraging him to use his good intentions to seek revenge on all who oppose him, as well as Asmodeus himself.
She granted him her aid, which in turn gave Vat that extra boost of confidence needed to bring him out of his shell.
It was a t this point that Vatrinax vowed to destroy all that is evil in the world, took up arms and set out to make a name for himself in hope that he'd become the most feared Demon Hunter in Golarion.
For as long as he lived, no undead creature, Demon or Devil would be safe.
He's a bit of a loner, but I'll try to find the rest of his introduction as he's a character I once made, but failed to get past the first area as the GM stopped running the game after the first session.
Let me know what you think. :)