Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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you could find it at d20pfsrd

if you still don't allow it, maybe I will have antoher idea (even if my other evil charakter ideas are already taken (barbarian and witch)


Hi Aku! Are Damnation feats allowed? :) Just thought I'd ask before getting any.


Pathfinder Adventure Path Subscriber
DM Aku wrote:


Antipaladins are free to go, but a fair warning: In my other games, I had some trouble with Antipaladins, so currently they are out of grace with the DM, I’m not planning to pick an Antipaladin unless it’s a very solid submission.

Wanna share why or what´s the problem there? Something mechanical or playstyle concerns?

If i were to play an Antipaladin, it would be lawful evil as per the rules of the WotW players guide or the Tyrant archetype from Paizo, and of course set up for cooperation.
I can see how some people might take an antipaladin to a point where it gets difficult, but i prefer to stay away from that. There´s plenty of room to have awesome roleplay without being obnoxious.


Yokaiboy wrote:
you could find it at d20pfsrd

I use d20pfsrd as last resort, as they tend to change names and some descriptions to avoid copyright infringement. Even if it’s available there, it is still not in the allowed sources for this game.

--

The Archlich wrote:
Hi Aku! Are Damnation feats allowed? :) Just thought I'd ask before getting any.

Nops.

--

Hayato Ken wrote:
Wanna share why or what´s the problem there? Something mechanical or playstyle concerns?

A little bit of both. xD

Edit. Removed part of the text. I'll elaborate later

--

I'll be out for some hours.


Swapped out Secret Keeper for Partial Protégé.

I think I skipped over it before because the name didn't seem like something that fit my character. However on a closer read, the description is quite appropriate for someone who spent some time pretending her healing powers still come from Mitra:
You are adept at disguising your true talents.

Sczarni

I'll have a crunchy application up later this afternoon.


Hey guys, here's a link to the basic crunch for the Vitalist I'd play. I put a little descriptive text down at the bottom to give the uninitiated an idea about how Rodok would contribute to the group.

Spoiler:
Rodok, the Body
Male Dwarf Vitalist (Soulthief) 7
LE Medium Humanoid (Dwarf)
Initiative: +4; Senses Darkvision 60ft.; Perception:+13
------------------------------------------------
Defense
------------------------------------------------

AC 17, Touch 11, Flat-Foot 16 (+1 Dex, +5 Armor, +1 Natural)
hp:49+6d6 (7 + 6d6 + 35CON + 7 FCB)
Fort: +12, Ref: +8, Will: +11
Immune: Altitude Sickness
------------------------------------------------
Offense
------------------------------------------------

Speed: 20 ft

Melee: Masterwork Deep Crystal Heavy Pick, +7 1d8+4 (P) /x4

Vitalist Supernatural Abilities:
SoulThief's Touch: +6 vs Touch AC for 3d6+7 and heal for dmg dealt (6/day)
Steal Health: +6 vs Touch AC for 11 damage and heal for dmg dealt (at-will)
Steal Health: +7 Ranged Touch for 11 damage and heal for dmg dealt (at-will)
Siphon: +7 Ranged Touch for 1d3 psionic energy damage, gain 1 temporary hit point
Powers Known:
ML: 7 || PP: 60/60 || Active Energy: Fire || Concentration +11
0: Conceal Thoughts, Psionic Repair, Energy Splash, Siphon, Sicken Body, Disruptive Touch
1: Natural Healing, Collapse, Vigor
2: Share Pain
3: Hostile Empathic Transfer, Metamorphosis
4: Wither
------------------------------------------------
Statistics
------------------------------------------------

STR 16 DEX 18 CON 21 INT 14 WIS 18 CHA 6 -- CURRENT (includes bonuses)
STR 16 DEX 18 CON 19 INT 14 WIS 16 CHA 6 -- BASE (unmodified)

Base Atk +3; CMB:+6; CMD: 20
Feats Endurance, Diehard, Fast Healer, Toughness, Expanded Knowledge (Metamorphosis)
Traits Bully, Highlander
Skills
+9 Intimidate (7 ranks, -2 CHA, +3 class, +1 trait)
+13 Perception (7 ranks, +3 WIS, +3 class)
+13 Sense Motive (7 ranks, +3 WIS, +3 class)
+15 Stealth (7 rank, +4 DEX, +1 trait, +3 class, -1 ACP)
+12 Spellcraft (7 rank, +2 INT, +3 class)
+13 Heal (7 ranks, +3 WIS, +3 class)

Languages: Common, Dwarven, Orc, Terran
SQ Collective, Collective Healing, Defensive Training, Health Sense (Identify & Stabilize), Medic Powers, Mountaineer, Spirit of Many, Telepathy

Special Abilities:

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

-Pulse, Request Aid, Siphon, Soulthief's Touch/Transfer Wounds - 3d6 (7/day),

[spoiler=Gear]
------------------------------------------------
Gear
------------------------------------------------

+1 Chain Shirt (+5/+4/-1) (1250 gp - 25 lb)
Masterwork Deep Crystal Heavy Pick (1306 gp - 6 lb)
Headband of Inspirted Wis +2 (4000 gp)
Belt of Mighty Con +2 (4000 gp)
Deathwatch Eyes (2000 gp)
Cloak of Resistance +2 (4000 gp)

Gold on Hand:
444 gp

Loads:
Current: 31 lb
Light:76
Medium:153
Heavy:230

Party Role:

Some basic options for Rodak in combat, for those unfamiliar with Psionics.

-Collective: Everyone in the party is part of Rodak's 'Collective.
-Everyone in the collective can communicate Telepathically
-Rodak can manifest some touch and healing powers onto members of the collecive without having to touch the target.

-The most common healing power Rodak will use is 'Natural Healing'.
-This power heals 3 hp per power point spent, and like all psionic characters, Rodak can not spend more power points on a power than his Manifester Level, which is 7. This would heal the target 21 hp.
-Rodak currently has a pool of 60 PP (power points) per day.

-There are some other interactions between the Collective feature and powers. Example: for every PP spent (but it doesn't count toward the healing) Rodak can include another target on healing powers in the Collective. So he could heal one person in the collective for 21, or two for 18, or 3 for 15, etc. This is relatively on par with Channeling.

-His offense will performed using Steal Health.
-Steal Health is a touch attack that deals WIS-mod + Manifester Level in damage to a target, and heals Rodak by that same amount. At 7th level, this is also allowed to be a ranged touch attack.

-The last notable feature is Collective Healing. This ability lets Rodak move any healing that one member of the Collective is about to do to another member. So if one of us is REALLY hurt, someone else could drink a potion, or be healed by a spell/power or what have you, and that healing could instead target the REALLY hurt person.


Question oh great Aku, could we use in the Company of series by Rite Publishing? There are essentially 3rd party monster specific classes that allows one to play dragons, unicorns and the like. Evil fey, dragons, unicorns, and medusae are high on my list.

If not, then I will go with a druid, probably dragon shaman or blighter, and a half-elf from the Celtic equivalent they have there

Sczarni

Skeetomp Wetu

Male Human Unchained Monk 7

LE Medium humanoid (human)

Init: +6; Senses: Perception +17

Speed: 30 (50), Languages: Common

DEFENSE

AC 16 (Dex +2, Wis +2, Monk +1, Dodge +1) Touch 16 FF 10

HP 52 (7d8+14)

Fort +8 Ref +8 Will +5

OFFENSE

Melee: Unarmed Strike +13/+8 (1d8+5 20/x2) (Flurry +13/+13+8)

Ranged: Shuriken +9 (1d2+5 20/x2) Range 10, Ammo: 25

BAB 7 CMB +12 (Grapple & Bull Rush +14) CMD 23 (25 Grapple/Bull Rush)

STATISTICS

Abilities: Str 20 Dex 13 (15) Con 14 Int 8 Wis 14 Cha 15

SQ: Favored Class (Monk), Evasion, Fast Movement (+20’), Ki strike (magic, cold iron/silver)

SA: Stunning Fist (7/day, DC 15, Stunned 1rd or fatigued)

Ki Pool / Ki Powers: 7/day; High Jump, Ki Metabolism

Feats: Improved Unarmed StrikeB, Stunning FistB, Improved GrappleB, DodgeB, Improved Bull RushB, Weapon Focus (Unarmed Strike), Improved Initiative, Power Attack, Extra Ki

Traits: Dangerously Curious, Criminal (sleight of hand)

Skills: Acrobatics +12, Climb +12, Disguise +5, Intimidate +7, Knowledge (Religion) +4, Perception +17, Sense Motive +12, Sleight of Hand +13, Stealth +12, Use Magic Device +13

Combat Gear: wand of shield (+4 AC, 1 min, 50 charges), potion of mage armor (6), potion of shield of faith (6), potion of jump (6), potion of enlarge person (4), potion of invisibility (2), potion of bull’s strength (2), potion of darkvision

Equipment: climbing kit, silk rope, grappling hook, backpack, belt pouch, manacles, masterwork dagger, masterwork longspear, masterwork kama, shuriken (25), monk’s outfit, peasant’s outfit, noble’s outfit, tradesman’s outfit, amulet mighty fists +1, cloak of resistance +1, belt of dexterity +2, eyes of the eagle

Coin 1435 gp

Description: Skeetomp stands 5’10” tall, and weighs 175 lbs. He is slim and very fit, typically wearing loose fitting and bland commoner’s clothing or tradesman’s clothing, depending on the situation. He strives to blend into the background whenever possible, and does not carry weapons beyond a dagger openly, unless his role would naturally call for them. Under his clothing, his body shows a multitude of scars, especially across his knuckles and the striking surfaces of his hands.

Background: Skeetomp Wetu has been in and out of prison more times than he cares to count. His crimes range from pickpocketing and petty theft to arson and murder; a career criminal, he works for whomever can pay his fees. His skills focus on the subtle and quiet, and he relishes those jobs which allow him to slip in, achieve his goal, and slip out completely unseen.

Morals and compunctions against violence are things that well-fed, rich people have the luxury for. Raised on the streets and kicked around by fate, Skeetomp learned very early on in his life that no-one is going to look out for him. The bastard son of a barmaid, he never knew his true father. Delusions of a rich and powerful sire were beaten out of his imagination by the slew of men his mother "entertained" to keep the two of them fed.

Skeetomp ran away at the age of 13, deciding he'd rather face the cold and dark streets on his own terms, rather than deal with drunken louts abusing him and his mother. He holds no true affection for her, in fact, he feels very little in the way of emotion, anymore. Cold and dispassionate, he strenuously trains his mind and body to remain on the cutting edge of combat effectiveness.
He came to the attention of the Cardinal when he successfully retrieved a handful of Asmodean artifacts, locked away by the Mitran church and forgotten by their leadership. The slick way he broke in and out impressed Cardinal Thorn enough to bring him into the "faith." Skeetomp offers lip service to the church of Asmodeus, and respects both the power and effectiveness of the Prince of Devils, but does not consider himself a "true believer." That works just fine, since he keeps his word and works within the confines of the church quite efficiently.


Focus: STR = 18
DEX: 1d10 + 7 ⇒ (10) + 7 = 17
CON: 1d10 + 7 ⇒ (2) + 7 = 9
INT: 1d10 + 7 ⇒ (2) + 7 = 9
WIS: 1d10 + 7 ⇒ (9) + 7 = 16
Foible: CHA = 8

WTF 9 CON!


Looks like point-buy to me.

The Exchange

From outside the window there comes a flapping sound as a large, winged creature descends onto the windowsill. Beady purple eyes scan slowly around the room, finally alighting on Cardinal Thorn. He speaks with a flat, harsh voice.

"Cardinal. My Ravens and I offer you our blades. In return we ask only one thing - vengeance against the Knights of the Atherion."

Hi DM, this is Tyrek's official submission post. Please note I have taken the Leadership feat at lvl 7. I read up on the 'building your own evil organisation' information in the gameplay thread and though it might be fun to add some more people to Nahia's burgeoning criminal enterprise! Tyrek will be aiming to get into the Assassin prestige class within the next few levels if selected.

RP sample:
Context for the post can be found Here. My character is Say'ri Al Bashere. I include the RP and combat posts below for convenience.

RP: Say'ri finds herself standing alone in the previous chamber. The room is empty except for the doors and the mirror which stands in front of her. In it she sees the form of Akhentepi, not the young warrior but the older grizzled general. He looks her up and down and nods once.

Originally in a Spoiler"So you are the one that bears my weapons. I have watched you and your friends, your courage is great and your skill worthy. Keep the shield and may it serve you well in your coming adventures."
Say'ri quirks an eyebrow at this. "Coming adventures? I assume since we're having this conversation my adventures are done."

The general smiles outright this time. "Yes, I do like you, you have the soul of a true Osirian. For what it is worth I name you heir to Akhentepi - now return. Lord Anubis is not ready for you yet."End of original spoiler

As he speaks a light glows from one side of the room and Say'ri feels herself being pulled sideways, back past the faint outlines of Mirri and Ibrahim and into her own body once more. As she opens her eyes al'Janah screeches triumphantly. Instinctively reaching for her throat she finds no trace of the gash the solifugid left there. When she tries to stand however her leg gives way and she finds herself back where she was on the floor.

"Thanks everyone. I don't think I'm going to be a lot of use with my leg like this though." She looks round, trying to muster a smile for Mirri although it comes out more like a grimace.
-------------------------------------------
Combat: Comes slightly before the previous post in-thread
This time Say'ri is much better prepared for combat, with both khopesh and shield ready in front of her. The spider-creatures are unpleasant to look at but don't seem too fast. Say'ri grins, this she can do.

"Ibrahim, Petra with me!"

As she calls she breaks into a sprint towards the nearest spider (blue), aiming a mighty blow between its milky eyes.

Charge: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
damage: 1d8 + 5 ⇒ (8) + 5 = 13

Her new khopesh slices right through the spider like a knife through butter, slicing into two eyes and onwards to remove four of its legs in a spray of blood and viscera.

Tyrek Crunch + Background:
Tyrek Archaos
LE Tengu Mindblade 7
Init +2; Perception +5, Low Light Vision.

--------------------
Defense
--------------------
AC 17, Touch 12, flat-footed 15 (+5 armor, +2 dex)
HP ? (7d8)
Fort +5, Reflex +4, Will +6

--------------------
Offense
--------------------
Speed 30 ft.
One-handed Weapon +12, d?+7, ?
Two-handed Weapon +12, d?+9, ?
Two-Weapon Fighting +9/+9, d?+6, ?
Spell Combat + Spellstrike +10/+10, d?+7, ?
Shortbow +10, d6+2, x3
Bite +9, d3+4, x2
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 10, Int 18, Wis 12, Cha 10

Base Atk +5; CMB +8; CMD 20

Languages Common, Tengu, Elven, Dwarven, Orc, Giant

--------------------
Feats
--------------------
Two Weapon Fighting
Double Slice
Tengu Wings
Intensify Spell
Leadership
--------------------
Traits
--------------------
Silent Hunter
Magical Lineage
--------------------
Racial
--------------------
Sneaky
Glide
Swordtrained
Natural Weapon
--------------------
Skills
--------------------
+8 Acrobatics (6 ranks)
+11 Appraise (7 ranks)
+2 Disguise (2 ranks)
+7 Fly (2 ranks)
+13 Knowledge (arcana) (6 ranks)
+7 Knowledge (dungeoneering) (1 rank)
+7 Knowledge (geography) (3 ranks)
+6 Knowledge (history) (2 ranks)
+6 Knowledge (nobility) (2 ranks)
+8 Knowledge (planes) (1 rank)
+5 Perception (2 ranks, 2 racial)
+9 Sleight of Hand (7 ranks)
13 Spellcraft (6 ranks)
+20 Stealth (7 ranks, 2 racial, 1 trait, 5 armor)
+5 Use Magic Device (2 ranks)
--------------------
Gear
--------------------
+1 Shadow Angelskin Studded Leather (5,925gp)
Belt of Str +2 (4,000gp)
Headband of Int +2 (Appraise, Giant) (4,000gp)
Ring of Sustenance (2,500gp)
Masterwork Composite (+1) Shortbow (450gp)
Unholy Water (50gp)
Magi Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

50 gold 30 silver 00 copper
--------------------
Special Abilities
--------------------
Psychic Pool
Spell Combat
Spellstrike
Psychic Access
Dual Weapons
Magus Arcana: Arcane Accuracy, Disruptive

--------------------
Spells Known
--------------------
0: Acid Splash, Arcane Mark, Detect Magic, Light, Mage Hand, Prestidigitation.
1: Infernal Healing, Magic Missile, Shocking Grasp, Truestrike, Vanish.
2: Bladed Dash, Frigid Touch, Invisibility, Mirror Image, Human Potential, Psychic Leech.
3: Haste, Vampiric Touch, Heroism, Mind Thrust III
--------------------
Appearance
--------------------
Tyrek is a fairly short Tengu at 4'8", not that he minds since it makes getting through windows and other small spaces much easier. People also overlook him more, which suits him just fine. With the typical black feathers his race Tyrek would be indistinguishable from other Tengu if not for two things. His purple eyes and the jagged triple scar that runs along the side of his face. Just missing an eye the scar is a brilliant white against the dark feathers and provides a dramatic contrast which Tyrek is, perversely, rather proud of.
--------------------
Personality
--------------------
As deceptive and duplicitous as most of his race Tyrek has discovered something that many Tengu do not - respect. Initially that respect was owed to the leader of the White Knives but Tyrek has gradually, through his own martial skill and intellect, begun to accrue respect for himself. This has served to curb some of his natural tendencies and the Tengu has found himself maturing into a capable leader, although he wages constant battles to restrain his naturally impulsive nature.
--------------------
Background
--------------------
Born in the Savage North to a clan of wandering Tengu great things were expected from Tyrek at birth. The son of the tribe’s shaman he was born with purple eyes – a sure sign of divine favour. Unfortunately, Tyrek revolted against the shamanic discipline his parents tried to force on him and fled south seeking a new life in the great cities.

This new life found him, but not in the way he had hoped. Just outside Ghastenhall the young tengu was assaulted, beaten and shortly afterwards sold at an underground slave market. His new owner, Pylos Archaos, was gang leader of a highly successful group of Norgorber devoted thieves/assassins called the White Knives. In order to celebrate his thirtieth birthday Pylos had purchased a dozen unusual slaves and set them loose in an underground fighting pit with three ravenous worgs. As the blood and dust cleared Tyrek and a huge muscular orc named Vorrusk were the only two standing, the orc clutching the blooded chain which had bound him and Tyrek wielding a curved two-handed sword of darkness, which vanished as the last worg died under its edge.

Pylos, quick to turn the situation to his advantage, welcomed the two slaves into the guild – declaring them freed and brothers of the men who had wagered on their deaths. Later that night Vorrusk tried to escape and Pylos cut him down singlehandedly. Impressed by the skill and ruthlessness of the White Knives leader Tyrek devoted himself to the man and became his protégée.

Over the next nine years Tyrek worked for Pylos, starting out as a beggar on the streets he rapidly rose to cut-purse, thief and finally to White Knife Lieutenant, a lucrative position second to Pylos himself. During this time his natural cunning and superb swordplay, not to mention his unexplainable ability to summon weapons from midair, found him his own following where his occasional magical outburst was dismissed as a small price to pay for his instruction.

Matters came to a head when Pylos, fearing his lieutenant’s popularity was eclipsing his own, attempted to orchestrate a raid on the White Knife headquarters by the Knights of the Alerion. Planning to have his own key followers ‘away’ on missions when the knights struck Pylos was caught out when the knights attacked sooner than he had anticipated. Spurred on by holy zeal the Knights decimated the White Knives and slew Pylos in a final desperate melee. During the confusion Tyrek, seeing the situation was hopeless, cut his way through the knights to a hidden passage, escaping with a hand-full of his own disciples who had called themselves Ravens in his honor.

Without resources or money, save what they scavenged from the destroyed hideout, Tyrek and his Ravens headed east towards the one man who might be able to help them strike back at the Knights of the Alerion – Cardinal Ardrastus Thorn.


Heh. I have to admit, I'd switch something out for Recruits (found in Companions and Cohorts) in a heartbeat if I could; it'd be nice if you needed either Charisma 13 or 7th level for the feat. But a low-CHA character isn't a good choice for Leadership or Vile Leadership (from Champions of Corruption) at least starting out.


I'd love to throw my hat in the ring for this! Hoping to resurrect my concept for a necromancer noble who is brilliant, fairly charismatic, but mostly completely lacking in common sense. I'll get something in the way of RP/fluff up ASAP, but here's the crunch for the time being.

I'm looking to make him a wizard who focuses on utility, party buffing, and building up an army of undead minions, of course! Going with the Imp for my Improved Familiar. His sheet is below the wizard's.

Crunch:

Chester Marcel Banderfeld
Human Wizard 7
Medium Humanoid (human)
Initiative +3; Senses low-light vision; Perception +9
=============================
DEFENSE
=============================
AC17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 42 (7d6+14)
Fort +6, Ref +7, Will +6
Defensive Abilities
=============================
OFFENSE
=============================
Speed 30 ft.
Melee masterwork dagger +4 (1d4)
Ranged acid splash +6 (1d3)
Special Attacks Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds)
Cleric Spells Prepared (CL 7th; concentration +13, DC 10+spell level+Int mod)
4th (2+1) — Resilient Sphere, Wall of Blindness/Deafness
3rd (3+1) — Displacement, Fly, Animate Dead
2nd (5+1) — Protection from Good(communal), Create Pit, Defending Bone, Eagle's Splendor, See Invisibility
1st (6+1) — Mage Armor, Summon Monster I, Feather Fall, Silent Image, Vanish, Repair Undead
0 (4) — Acid Splash, Mage Hand, Prestidigitation, Message
Arcane School Necromancy
Opposition Schools Divination, Enchantment
=============================
STATISTICS
=============================
Strength 10 (0), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 8 (-1), Charisma 14 (+2)
Base Atk +3; CMB +3; CMD 16
Feats Command Undead, Scribe Scroll, Spell Focus(necromancy), Improved Channel, Quick Channel, Undead Master, Heighten Spell, Improved Familiar
Skills Appraise +10, Craft +6, Disguise +12, Fly +9, Heal -1, Knowledge(arcana, dungeoneering, nature, planes, religion) +16, Knowledge(engineering, geography, local) +11, Linguistics +6, Perception +9, Profession -1, Sense Motive +6, Spellcraft +16
Traits Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Languages Common, Necril, Elven, Infernal, Abyssal, Celestial
SQ Arcane Bond (familiar), Arcane School (necromancy), Cantrips, Scribe Scroll, Bonus Feat 1, Power over Undead (9/day)(DC18), Bolster (9/day)(+2 for 3 rounds), Opposition Schools(divination, enchantment), Fey Magic, Low-Light Vision (60 ft.)
Gear
- Handy Haversack Wand of Repair Undead (50), Wand of Shield (50), Onyx (32), Spellbook (2), Inkwell, Inkpen, Hammock, Silk Rope (50 ft.), Small Steel Mirror, Trail Rations (10)
- Slotted Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2, Cloak of Resistance +2, Courtier's Outfit (with jewelry), Handy Haversack
- Belt Masterwork Dagger, Waterskin
- Belt Pouch 264g 8s
=============================
OTHER INFORMATION
=============================
Carrying 15 lbs.
Carrying Capacity 33lb/66lb/100 lbs.
Favored Class Bonuses
1st-7th — +1 Spell to Spellbook
4th — +1 Str
8th —
12th —
16th —

Xrell the Shoulder Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
=============================
DEFENSE
=============================
AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 21 (7d10); fast healing 2
Fort +2, Ref +5, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Speed 20 ft., fly 50 ft. (perfect)
=============================
OFFENSE
=============================
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
=============================
STATISTICS
=============================
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, nature, planes, religion) +8, Perception +11, Spellcraft +8
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I), alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Feel free to give me critique on any and all of this! I welcome it from everybody who's willing to offer.


stormcrow27 wrote:
Question oh great Aku, could we use in the Company of series by Rite Publishing? There are essentially 3rd party monster specific classes that allows one to play dragons, unicorns and the like. Evil fey, dragons, unicorns, and medusae are high on my list.

I’ve read a preview and playtest Company of Dragons and I don’t think that kind of character fits the game. Anyway, this particular content I’m not allowing for this recruitment.

--

LAB Rat wrote:
@Character Crunch:

Please provide reference to not standard character choices: Fey magic, as proposed in Heroes of the Wild is not part of the allowed sources.

Trait: Student of Philosophy from Pathfinder Player Companion: Quests & Campaigns, which is not an allowed source for this recruitment.

I'm assuming you are using 25point buy for this character, since there was no F&F, but it seems somewhat off:

Str 10 (Base: 9, +1 level 4)[-1],
Dex 16 (Base: 14, +2 Enchant)[+5],
Con 14 (Base: 14 )[+5],
Int 22 (Base: 18, +2 human, +2 Enchant)[+17],
Wis 8 (Base: 8)[-2],
Cha 14 (Base: 14)[+5]

That represents a 29 Point buy.


Applications so far.

Interest:


  • Grunyn the Mossless
  • Philo Pharynx
  • JoshB
  • The Archlich
  • Spazmodeus
  • Hayato Ken
  • Mimesyne
  • Yokaiboy
  • stormcrow27

Applications:


Feedback time:


  • Skeetomp Wetu – Male Human Monk – Played by: psionichamster
    DM's comments:

    I liked the background, even tho it’s very simple for a Seventh level character. It didn’t said anything about the Dangerously Curious trait, since his childhood had no magic lab full of arcane things for him to be tinkering, but that isn’t a big deal. Based on the background, the character seems more to CN than really LE.
    I didn’t do all the maths in the crunch, at first glance seems good.

  • Ethan Grabinsky - Male Human Bard – Played by: Saiman
    DM's comments:

    Rá, vanilla bard! How rare!
    Background could have been worked a bit more, and there’s no mention of what he did to attract the cardinal attention. Also, from the background it’s kinda hard to imagine the con-man bard turning into regime-toppling villain. A little bit more of effort explaining why he turned bad and what would motivate him to lay waste to Talingard would be great to read.

  • Yaren Heartgaze Male Tiefling Cleric – Played by: Peanuts.
    DM's comments:

    Well, I liked the background. I was hoping to see the other aspects of it (Booze, drugs, whores and such) to keep Yaren in line, as you described in the PM, but I can see that writing something like that would hardly be indicated in the forums (I’ll just pretend there’s booze, drugs and other means of control). :D

    About the crunch: Seems good, and I didn’t find anything out of order.

    Suggestion: Yaren and Nahia (the witch in the party) will have a significant overlap in roles, being both focused in control of battlefield and debuffs. Maybe you could expand your options in combat. That way, when debuffs isn’t applicable (hey, I’m did you see that colossal adamantine golem??), you could help with something else besides healing.

  • Hel Blackfist – Female human monk – Played by: The Wyrm Ouroboros
    DM's comments:

    The build isn't extremely crunchy, but there’s a slight effort to optimize the character. I haven’t had time to read the Zen Archer Archetype you sent me (I know that unchained monks don’t really have too much of option of official archetypes).
    I liked the background and the effort put into it.

  • Cecelia Wentworth – Female Human Oracle of Life – Played by: ElenionAncalima
    DM's comments:

    Hey, I liked the background a lot. It gives me a nostalgic feeling and I don’t know why! :D
    The motivation to join the Dark Side was somewhat simple, I think it could have been explored a little more, but I liked the current situation of the character.

    Crunchwise it’s funny to see an evil oracle of life, but hey, interesting nonetheless.
    On a side note, I liked that excel file with the crunch (I made a copy for myself) and apart from the trait that have already been changed, I don’t see anything out of recruitment rules.


  • Jonas Longtusk(background) –Male Half-Orc Engineer - Played by: mbauers
    DM's comments:

    I wish the background had explained how the slave oppressed half-orc boy that can barely lift a hammer turned into the unorthodoxy machine creator and golem maker. There’s no mention to where this knowledge comes from or how he was introduced to magic crafting.

    Crunchwise: I always liked high intelligent and charismatic half-orcs! They are, to some extent, a good RP material.
    The crunch is hard to evaluate, as most of the information about the class wasn’t provided.

    About skills, you are counting the skill from the headband as free skill point, when the skill is fixed. Also, the int increase from Headband doesn’t give you an extra language.

  • Rodok, the Body – Male Dwarf Vitalist – Played by: DeviousDevious
    DM's comments:

    There’s no background yet, so I can’t say anything. Looking forward to read it.
    I kinda liked the class, I had already read about it, but I hadn’t seen any created char. There are some unusual abilities (hey, those annoying health sucking monster from old playstation rpg). I liked a lot that the player had the trouble to outline all the basic options for the class and how he could contribute in combat.

    Crunchwise: Considering the scores were F&F I cannot say much, but that 6 in CHA…
    It could be used to RP the king of grumpy dwarfs, but in an evil game with not much room for humor, that can end up being a problem.

  • Tyrek Archaos – Male Tengu Magus – Played by: Nikolaus de'Shade
    DM's comments:

    Well, the background doesn’t really explain how he knew of the cardinal, or how the cardinal might have noticed him, and it’s rather simple considering the odd race, so that’s small con. Overall, I liked it.

    I don’t know if you are using the 3rd party Intensify Spell or the Paizo Intensified Spell feat. They have similar names, you might have written one, but want to use the other.

  • Chester Marcel Banderfeld Male Human Wizard – Played by LAB Rat
    DM's comments:

    I’ve already made some comments crunchwise, so I’ll just wait for the Background and motivation. ;)


The Exchange

Intending to take the Pathfinder Intensified Spell feat - it's a name mix-up :) I don't own anything third party so I don't tend to use their stuff.

In terms of knowing the Cardinal he doesn't but I assumed that the Cardinal was reasonably notable, based on the small amount I've been able to read about the campaign background. Therefore he was the obvious (and only!) place to go for revenge against the Mitrans. I don't expect the Cardinal to know him either - which is why he flew into the window rather than using a door. If the Cardinal would like to audition him IC I'd be delighted to RP it out :)

I can try and build up a bit more to the background - I was going for concise and since the players guide doesn't actually tell me much about Tallingarde as a whole I was trying not to make any assumptions that might disrupt established cannon. If you can give me a little more background info I'll try to spice up his background some more.


Tyrek Archaos wrote:
In terms of knowing the Cardinal he doesn't but I assumed that the Cardinal was reasonably notable, based on the small amount I've been able to read about the campaign background. Therefore he was the obvious (and only!) place to go for revenge against the Mitrans. I don't expect the Cardinal to know him either - which is why he flew into the window rather than using a door. If the Cardinal would like to audition him IC I'd be delighted to RP it out :)

Well, the cardinal is the very essence of the expression: BBeG.

Consider like this: there are several cells working in different things, each, with barely or no knowledge of the other, performing tasks that most of the times doesn’t make any sense.

The cardinal existence is a secret known only to a privileged allied few and to no enemy at all (At least not at this point in the game). So, your background that ‘he seeks out the cardinal’ isn’t really fit, because if a common street thug had that kind of connection/knowledge, the Knights of Alerion and all the other Mitran Fanatics would have already started the witch hunt for the blasphemous Asmodeans.


Okay, it took a while, but here we go.

backstory:

In the church of Mitra, the heavenborn are highly prized. It is easy for them to rise within the church. People tend to trust them. Sometimes they trust too much.

Vaziel was one of these fortunate aasimar. He traveled Talingarde, from church to church, ministering to the faithful. But he had no faith. He never felt the touch of Mitra. The only time he felt this was when he was hurting something. He started with animals, inflicting pain and terror. It progressed and he found himself killing lone travelers, orphans, people who would not be missed. Though haphazard at first, he grew more skilled in killing and found he was gaining power from the suffering he inflicted. One of the travelers had a young daughter. He didn't kill her, but kept her locked away to prolong her suffering.

Over the next few years he sought out victims further and further afield. But he always came back to torture Missa and healing her up for more pain. Emboldend, he started hunting stronger prey. Adventurers, brigands, and other such prey. Of course traveling put him in the path of monsters. They suffered too.

But the deaths had not gone unnoticed. The church sent an inquisitor to track down what had happened. Vaziel knew that the inquisitor would find the truth. Few people had questioned him so far, but he did not expect to get away with this. He needed to go on the offensive. He needed more power. It was time to sacrifice Missa.

It took hours for her to die and she died in such exquisite fear. Fear that lasted beyond death. Her soul was his to torture forever.

Stats:

Vaziel the Fallen
Male archon-blooded aasimar (lawbringers) spiritualist 7 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 72)
LE Medium outsider (native)
Hero Points 3
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 shield)
hp 59 (7d8+21)
Fort +8, Ref +5, Will +12
Defensive Abilities spiritual interference; Resist acid 5, cold 5, electricity 5, fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk siccatite (hot) dagger +5 (1d4-1/19-20)
Special Attacks bonded manifestation (10 rounds/day), phantom recall 1/day
Spell-Like Abilities (CL 7th; concentration +9)
. . 1/day—continual flame
Spiritualist Spell-Like Abilities (CL 7th; concentration +13)
. . At will—detect undead
. . 1/day—calm spirit[OA] (DC 14)
Spiritualist Spells Known (CL 7th; concentration +13)
. . 3rd (2/day)—fear (DC 19), howling agony[UM] (DC 19), pain strike[APG] (DC 19)
. . 2nd (5/day)—inflict moderate wounds (DC 18), inflict pain[OA] (DC 18), scare (DC 18), spiritual weapon, touch of idiocy
. . 1st (6/day)—chill touch (DC 17), cure light wounds, expeditious retreat, heightened awareness[ACG], mage armor, touch of gracelessness[APG] (DC 17)
. . 0 (at will)—bleed (DC 16), detect magic, guidance, mage hand, message, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 17, Wis 23, Cha 14
Base Atk +5.25; CMB +4; CMD 17
Feats Emotional Conduit[OA], Fiendskin, Phantom Fighter[OA], Soulless Gaze
Traits bloody-minded, bruising intellect
Skills Bluff +12, Climb +0, Craft (tattoo) +9, Diplomacy +5, Disguise +4, Heal +10, Intimidate +23 (+25 while questioning prisoners), Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +12, Linguistics +7, Perception +13, Sense Motive +18 (+17 while questioning prisoners), Spellcraft +10, Stealth +9, Swim +0; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Common, Draconic, Elven, Infernal, Sylvan
SQ bonded senses (7 rounds/day), etheric tether, hero points, phantom (Missa, fear), shared consciousness, siccatite (hot)
Combat Gear wand of cure light wounds, wand of cure light wounds, flame ink[ARG], flame ink, permanent[ARG]; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], mithral buckler, mwk siccatite (hot) dagger, cloak of resistance +1, head piercings (minor), headband of inspired wisdom +2, ring of protection +1, spirit revivification incense[OA], bedroll, belt pouch, flint and steel, interrogation tools, marbles[APG], masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], soap, trail rations (5), 524 gp, 9 sp
--------------------
Special Abilities
--------------------
Bonded Manifestation (10 rounds/day) (Su) When phantom is in consciousness partially manifest it on self.
Bonded Senses (7 rounds/day) (Su) As a standard action, share the senses of your manifested phantom.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Phantom (Incorporeal Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Phantom Fighter Your phantom’s natl wep are treated as having the ghost touch property, plus spells can be Ecto.
Phantom Recall (1/day) (Su) Dimension door your phantom to your side or into your consciousness.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Siccatite (Hot) This shining silver metal is either incredibly hot or freezing cold when found. Siccatite is associated with evocation magic, wrath, and kindness. As of yet, scholars have not determined whether siccatite is actually two similarly hued metals or a si
Soulless Gaze Otherworldy dread infuses your gaze.
Spiritual Interference (Su) In reach of ectoplasmic phantom, +2 to AC and saves or in 30 ft. of ethereal phantom +2 vs. mind-affecting.

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

Missa
Phantom (Pathfinder RPG Occult Adventures)
LE Medium outsider (incorporeal, phantom)
Init +3; Senses darkvision 60 ft.; Perception +9
Aura increase fear (20 ft., DC 18)
--------------------
Defense
--------------------
AC 24, touch 20, flat-footed 20 (+4 armor, +6 deflection, +3 Dex, +1 dodge)
hp 72 (6d10+6)
Fort +3, Ref +8, Will +5 (+4 morale bonus vs. enchantment spells and effects)
Defensive Abilities incorporeal
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +9 (2d6+3)
--------------------
Statistics
--------------------
Str —, Dex 16, Con 13, Int 7, Wis 10, Cha 16
Base Atk +6; CMB +9; CMD 26
Feats Ability Focus (increase fear), Dodge, Improved Natural Attack (slam), Stealthy
Skills Bluff +12, Disguise +5, Escape Artist +5, Fly +10, Intimidate +12, Perception +9, Sleight of Hand +12, Stealth +14
Languages Common
SQ devotion, horrifying strike, incorporeal, magic attacks
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Horrifying Strike (DC 16) (Su) Slam causes foe to be shaken 1d4 rds (Will neg).
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Incorporeal (Su) Incorporeal, but cannot harm corporeal foes unless delivering touch spell.
Increase Fear (20 ft., 3 rounds, DC 18) (Su) Foes in aura worsen fear conditions 1 step until out of range + duration (Will neg).
Magic Attacks (Su) Slams count as magic for overcoming DR.


DM Aku wrote:
Please provide reference to not standard character choices: Fey magic, as proposed in Heroes of the Wild is not part of the allowed sources.

Oops! Right you are, I'll amend that ASAP. Gotta look through traits and racial traits before I decide on what to replace it with, though. As for the point buy, I screwed up and added the extra 1 from level 4 to both Str and Int. That's an easy fix. Sorry about that.

So, TL;DR backstory: Idolizing his murdered father, a young, inquisitive Chester grows up in a life of privilege. Later in school, he receives a culture shock when a good friend and classmate of his is suddenly forced out when she runs dry of money. This only reinforces his belief in his father's ideals. Later, near the end of his schooling, he does practicum that results in his exposure to all manner of magic not taught in magic college. Curiosity and fascination piqued, he sets out to finish school as quickly as possible and further his studies into necromancy. And if he happens to kick the Mitrans off their pedestal in the process? So much the better.

And now for the longer version.

Word Flood:
Once upon a time, an upstanding politician from <some city> of Talingarde married a local courtier. The marriage was not particularly celebrated; he married for love, she for a better station. But the couple was happy, despite the husband's struggles within the government. Being a supporter of true democracy, as well as freedom of religion, and the voice it gave the people earned him few friends among his peers. Greedy, self-righteous Mitrans tend not to want to relinquish their power for the good of anyone, more often than not. For his efforts in the government, he was rewarded with a sudden, unfortunate death during the Asmodean purges as his wife fled the region in terror. Though it could never be proved, she was certain that one of the self-righteous Mitrans that her husband opposed had planted the religious evidence in his office.

Seven months later, after more than enough time for Lady Banderfeld to grieve and prove her faith to Mitra, Chester Marcel Banderfeld was welcomed into the world. With features that practically mirrored her late beloved's, Lady Banderfeld adored her son. As he grew, young Chester wanted for nothing and quickly revealed himself to be a zealous, inquisitive child. Each and every night, his mother would tell him stories of the greatness his father displayed. A paragon of valor, she painted him as, and Chester ate up every word as though it were the sweetest ambrosia. Whether her tales were true remains a matter of some debate that is best not mentioned in front of Master Banderfeld. However, what Chester took away from the tales of valor within bureaucratic courts was that the ruling system was flawed. A belief that stuck with him into adulthood and drove him to pursue a career as a wizard.

As all wealthy children do upon coming of age, Chester went away to university to further his learning. During his time in school, the determined young man made many acquaintances, the occasional enemy, and a few close friends. One friend in particular, Kyra Adiga from the far off lands of Qadira, made quite an impression on him. While she was certainly exotic, what truly got his attention was her drive and work ethic. While she was beautiful, she was also brilliant almost in spite of being born of a lower class family. It was not until she was forced to leave the school when her parents could no longer pay the exorbitant tuition fees that Kyra's station came to the forefront. Much as he tried, there was little he could do to help his friend and in her wake, he was struck with a profound sense that this was connected. Life was not fair, but it was more than that. Chester was left with the firm belief that everyone should be able to rise above their station with enough hard work. A belief that has stuck with him ever since.

Now, Chester may have gone on to be little more than a paragon of magical might and defender of the people, but fate had other ideas. In his final year of study, he took up a semester of practicum that he hoped would give him first-hand experience in putting his skills to work. The practicum in question involved following a more senior magi to a remote village to apprehend a wanted criminal. The crimes in question involved blasphemy and murder, but Chester was rather certain the process would be swift. What went into the backwoods villages was a zealous, clean cut young man eager to learn what his future would hold. What returned was a man with frost in his gaze, the beginnings of a close-cropped salt-and-pepper beard, and a burning desire to carve his path through the world.

His brush with occult dealings and eldritch beings during his time in the untamed places of the world matured him significantly, as well as rekindled his desire to learn. Finishing his schooling with all haste, Chester's next few years were a whirlwind of research into unholy rituals. He took to exploration across the jungles and caves of Golarion, chewing through a significant amount of his family's fortune in the hunt for ever more knowledge. When his search came to an end, he found himself with two grand prizes. The first was a vile tome bearing all manner of dark knowledge once forbidden to him. The second, an answer to the question that had been burning within his skull for much of his life.

If the Mitrans are a blight upon society that corrupts all it touches down to the lowest layman, what is the cure? Well, to carve out the tumor that poisons the body, of course. And Chester knows just the scalpel to do it.

As always, always open to comments, questions, and critique!


DM Aku:

First let me just say thank you for taking the time to read/review all of the submissions—I know it is a huge time commitment!

To answer your questions/concerns regarding Jonas:
I don’t really see him as a slave after his “rescue” by the Mitrans, more a ward of the State. I imagine he’d probably be raised in an orphanage or by the clergy, so he would likely have had at least some level of rudimentary schooling (I don’t know a lot about Talingarde, so I’m speculating). Any chance he’d get to access a book (library, personal collections, etc) he would take advantage. Plus, with a starting 20 Intelligence he just might be the smartest Half-Orc alive (and certainly one of the smartest humanoids alive). His intellect gives him an innate understanding of how things work and he constantly hones his craft. I like him more as self-taught than having him taken on as an apprentice somewhere; I think that fits his story better.

Yeah, I think he should be very fun to play! As far as the crunch—I put in a brief explanation of all of the class features I currently have, including the full text (in spoilers) of the class features that I felt required more detailed explanation. I’ll PM you more about this.

Yep, I botched the headband thing. I’ll adjust skills accordingly (probably just buy a disguise kit and then I can just switch a few ranks around) and fix the language mistake.

Thanks for considering me!


Pathfinder Adventure Path Subscriber

This is my application, filling a ranged combat and utility role, but also providing some skills with a character i think is tons of fun to play and explore further in interaction with others.
Thought long and hard and went from initial Antipaladin to warpriest and oracle, but this is what i could make work most for me and seems to fit best in my eyes. Character name follows later, needs a lot more thought^^ I´ll call her Bizan Ashura for the time being and might stick to that.

Character Crunch:

WotW
Female kitsune pyrokineticist 7 (Pathfinder RPG Bestiary 4 175, Pathfinder RPG Occult Adventures 10)
LE Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 80 (7d8+42)
Fort +12, Ref +11, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d4)
Special Attacks kinetic blast, metakinesis (empower)
Spell-Like Abilities (CL 7th; concentration +9)
. . 3/day—dancing lights
Kineticist Wild Talents Known
. . Defense—searing flesh
. . Infusions—burning infusion (DC 18), eruption (DC 17), extended range, extreme range
. . Blasts—blue flame blast (8d6+2 fire), fire blast (4d6+2 fire)
. . Utility—basic pyrokinesis, fire's fury, flame jet, searing flame
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 20, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +5; CMD 19
Feats Point-Blank Shot, Precise Shot, Realistic Likeness[ARG], Steadfast Personality[ACG]
Traits among humans, liar’s tongue
Skills Acrobatics +10, Bluff +15, Disguise +10 (+12 to appear human while assuming specific human form), Escape Artist +10, Fly +5, Heal +4, Intimidate +10, Knowledge (nature) +4, Linguistics +2, Perception +10, Stealth +15, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Bluff, +2 Disguise
Languages Celestial, Common, Infernal, Sylvan
SQ burn (2 points/round, max 8), change shape, duplicitous, elemental overflow +2, expanded element (fire), gather power, infusion specialization 1, internal buffer 1
Combat Gear wand of infernal healing (50 charges), smokestick (5); Other Gear +1 mithral chain shirt, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, ring of feather falling, bedroll, bell, belt pouch, blanket[APG], canteen[UE], chalk, everburning torch, masterwork backpack[APG], perfume/cologne[UE], shinobi shozoku, 380 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
Blue Flame Blast (Sp) Level 3; Burn 2
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Burning Infusion (DC 18) Catch foes on fire.
Change Shape (Su) Assume a single human form.
Duplicitous +2 racial bonus on Bluff and Disguise checks.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Eruption (DC 17) Blast becomes a 10' r, 40' tall cylinder
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Fire Blast (Sp) Level 3; Burn 0
Fire's Fury (Su) Add elemental overflow bonus to fire blasts
Flame Jet (Sp) Propel youself up to 60ft in a straight line including into the air,
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Searing Flame (3 rounds) (Su) Burning infusion decreases fire resistance for a time
--------------------

Backstory:

Bizan grew up in a smaller town in the heartlands of Talingarde, up in the north close to the mountains parting them from the Caer Bryr. Most of her childhood she spend in happy days, untill that one day when some of the townsfolk chased her mother away. On the same day, there were some men, monks of St. Macarius they called themselves, visiting her home and interrogating her and her father for a long time. They subjected her to an embarrasing examination , grasping her face, forcing open her mouth and eyes, searching her body for unknown clues and chanting prayers at her, calling out to Mitra. She didn´t understand it back then, other than the shock of her mother being gone without farewell. Seemingly, someone had accused her of being a secret monster.
Live in the small town had changed for them, they were shunned by the rest of the people and soon her father decided to move somewhere else, far away. They left their old live behind and started a new one, her father selling everything and setting up a new shop in a new town.
Bizan was still very young and as kids do, she never really forgot her mother, but live went on and she found some new friends.
As she grew older though, strange dreams and desires grew in her. She discovered that she wasn´t just a human like all the other kids and people, but had another form. Not only that, but she could also imitate and look like other people really easily.
Of course her nature got the better of her and she played many pranks whenever and whereever she could.
One day though her father found her out. What followed was a long talk that changed the world for Bizan...forever. She was told about her true nature, that she wasn´t human like her father and all her friends, but of a mystical race of humanlike foxes, like her mother. Her mother, who was caught by superstitious and zealous followers of Mitra, who were afraid of her for no other reasons than her not being like them, accusing her to be in league with evil powers and responsible for all kinds of mishappens, and who was eventually captured and killed by the monks of St. Macarius. To avoid that fate, she was told to keep her secret, never show her true form and not use her powers.
But of course it all came different....
Knowing about herself and the fate of her mother changed Bizan. The lighthearted, jaunty, playful girl became reserved and serious, seeing the world around her with different eyes. To her, all this was wrongful. Why had she to be different? Why couldn´t it be someone else? What had she ever done to deserve this? Silently, she harboured a grudge against herself, developing self-hate, which ignited an inner flame of passion in her.
On the outside though, she listened to her father and managed to get along. Becoming all shy, she mainly kept to herself and some selected friends, keeping up her facade meticulously. This worked for years and she became a young woman.
And like most young woman, she fell in love with a young man. He was new in town and a shining knight, well more an apprentice of a shining knights, Ser Godefrey of the Knights of the Alerion, but one day he would be a real knight himself and he had a good future. Of course he was very famous with all the girls in the town, but among them he was smitten with Bizans shy nature and naturaly friendly mien.
Over time, a romantic relationship developed between the two of them and they spend as much time together as they could, legaly. Soon, that wasn´t enough and they started to meet during the night, when others slept, in secret. It was on one of those nights, under the full moon, Bizan had sneaked out, blinded by first love, the promises, flowers and presents, she finally succumbed to his pleas and let him have his way.
Excited as she was though, her control slipped and unknowingly she revealed her true form.
Shocked to see a fox in human guise, the young knave cried out, calling her a witch and devil and ran away in terror, even leaving his pants behind. Dumbfounded she went home, the realization of bad things to follow dawning on her. Yet she was also terribly hurt. A burning rage ignited her heart, the humiliation of rejection being oil to this fire.
In the morning, a procession of knights knocked on their door, searching for her. She had spend the whole night harboring resentment and nurturing her hate, not thinking on the consequences.
As she was dragged out of her room under the protests of her helpless father, she realized with shock that she might face the same fate as her mother. All because of that boy who had seduced her, who had betrayed her trust and faith. And now he was accusing her of being a witch and a monster having seduced him with the purpose of sucking his soul out. As if she was even able to do that.
She had already found out that she was able to do something else though. When channeling her hate and passion, she could raise the heat in her body and ignite things. Never had her hate and fear been stronger than in this moment, so she gave herself over to those feelings. Spouts of flames shot from her body, igniting the furnitute and burning all the men, setting everything on fire. It became clear to her that this wasn´t her fault, but the humans fault. She was superior to them and they were just to small minded to understand it. Hiding behind their Mitra, they tried to destroy everything different. But they wouldn´t get her. In her rage, she set the whole house on fire and didn´t stop there. Before she calmed down, a large part of the city and many, many people burned and died. Somewhere back in her head she felt guilt for her father, who probably died in the fire too, but she was too tired and torn down. She fell to the ground where she was, in smoking ruins and fell asleep.
When she awoke next, she was in chains and in a prison. The knights had found her sleeping in her true form. She was jugded guilty for arson and being a witch and monster, deported to Branderscar to be burned herself there.
It didn´t come to that. A mysterious woman had visited her shortly before the execution, aiding her to break out of the prison with some other inmates and flee to an even more mysterious mansion, where they were tested. She was the only one to survive that test and offered a place to serve Cardinal Adrastus Thorn, swearing fealty to Asmodeus.
An offer she took gladly...

Character Motivation/Personality:

The idea of this character is that of a spiteful trickster. Not being human, she is jealous of real humans, hurt from her being different and excluded, feeling misunderstood and persecuted. She wants recognition, respect and others looking up to her for her abilities, power and beauty, as well as her one place.

Gameplay examples from my most beloved games so far, most Dark Sun, all were most rp intense.
RP 1.
RP 2.
RP 3
RP 3

All resources are availabe on the Paizo PRD except the two traits.
Those can be seen here:
Among Humans.
Liar’s Tongue.
Most probably there are other traits which do the same, but those seemed to fit well. Hope that´s ok.

Edit: Although technically not a human, this character will spend almost all time in human form, as it´s part of the background.


Quote:
On a side note, I liked that excel file with the crunch (I made a copy for myself)

Spoiler'd for off-topic, but contains warning for using the sheet:

Glad you liked the sheet. But you might not want to copy that one. I made some mods to the functions to account for the 2 bonus skill point per level, toughness and the oracle mystery skills, which may cause trouble on reuse.

Here is a clean sheet. Or even better, the original excel version.

However, if you use it I will give you fair warning. It was a pet project that I have yet to share publicly, because I am still testing it out with my home games. The google doc version is particularly unstable, because I just uploaded it for this game so I could share it. I've already noticed the dropdown validations don't work, which is dangerous because the calculations depend on having the correct values in those fields. The excel version is much more stable, but may still have bugs.


OK, here's DeviousDevious's Submission: Rodok the Body.

Crunch:

Rodok, the Body
Male Dwarf Vitalist (Soulthief) 7
LE Medium Humanoid (Dwarf)
Initiative: +4; Senses Darkvision 60ft.; Perception:+13
------------------------------------------------
Defense
------------------------------------------------

AC 19, Touch 14, Flat-Foot 15 (+4 Dex, +5 Armor)
hp:49+6d6 (7 + 6d6 + 35CON + 7 FCB)
Fort: +12, Ref: +8, Will: +11
Immune: Altitude Sickness
------------------------------------------------
Offense
------------------------------------------------

Speed: 20 ft

Melee: Masterwork Deep Crystal Heavy Pick, +7 1d8+4 (P) /x4

Vitalist Supernatural Abilities:
SoulThief's Touch: +6 vs Touch AC for 3d6+7 and heal for dmg dealt (6/day)
Steal Health: +6 vs Touch AC for 11 damage and heal for dmg dealt (at-will)
Steal Health: +7 Ranged Touch for 11 damage and heal for dmg dealt (at-will)
Siphon: +7 Ranged Touch for 1d3 psionic energy damage, gain 1 temporary hit point
Powers Known:
ML: 7 || PP: 60/60 || Active Energy: Fire || Concentration +11
0: Conceal Thoughts, Psionic Repair, Energy Splash, Siphon, Sicken Body, Disruptive Touch
1: Natural Healing, Collapse, Vigor
2: Share Pain
3: Hostile Empathic Transfer, Metamorphosis
4: Wither
------------------------------------------------
Statistics
------------------------------------------------

STR 16 DEX 18 CON 21 INT 14 WIS 18 CHA 6 -- CURRENT (includes bonuses)
STR 16 DEX 18 CON 19 INT 14 WIS 16 CHA 6 -- BASE (unmodified)

Base Atk +3; CMB:+6; CMD: 20
Feats Endurance, Diehard, Fast Healer, Toughness, Expanded Knowledge (Metamorphosis)
Traits Bully, Highlander
Skills
+9 Intimidate (7 ranks, -2 CHA, +3 class, +1 trait)
+13 Perception (7 ranks, +3 WIS, +3 class)
+13 Sense Motive (7 ranks, +3 WIS, +3 class)
+15 Stealth (7 rank, +4 DEX, +1 trait, +3 class, -1 ACP)
+12 Spellcraft (7 rank, +2 INT, +3 class)
+13 Heal (7 ranks, +3 WIS, +3 class)

Languages: Common, Dwarven, Orc, Terran
SQ Collective, Collective Healing, Defensive Training, Health Sense (Identify & Stabilize), Medic Powers, Mountaineer, Spirit of Many, Telepathy

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

-Pulse, Request Aid, Siphon, Soulthief's Touch/Transfer Wounds - 3d6 (7/day),

------------------------------------------------
Gear
------------------------------------------------

+1 Chain Shirt (+5/+4/-1) (1250 gp - 25 lb)
Masterwork Deep Crystal Heavy Pick (1306 gp - 6 lb)
Headband of Inspirted Wis +2 (4000 gp)
Belt of Mighty Con +2 (4000 gp)
Deathwatch Eyes (2000 gp)
Cloak of Resistance +2 (4000 gp)

Gold on Hand:
444 gp

Loads:
Current: 31 lb
Light:76
Medium:153
Heavy:230


Party Role & Basic Mechanics/Options:

Some basic options for Rodak in combat, for those unfamiliar with Psionics.

-Collective: Everyone in the party is part of Rodak's 'Collective.
-Everyone in the collective can communicate Telepathically
-Rodak can manifest some touch and healing powers onto members of the collecive without having to touch the target.

-The most common healing power Rodak will use is 'Natural Healing'.
-This power heals 3 hp per power point spent, and like all psionic characters, Rodak can not spend more power points on a power than his Manifester Level, which is 7. This would heal the target 21 hp.
-Rodak currently has a pool of 60 PP (power points) per day.

-There are some other interactions between the Collective feature and powers. Example: for every PP spent (but it doesn't count toward the healing) Rodak can include another target on healing powers in the Collective. So he could heal one person in the collective for 21, or two for 18, or 3 for 15, etc. This is relatively on par with Channeling.

-His offense will performed using Steal Health.
-Steal Health is a touch attack that deals WIS-mod + Manifester Level in damage to a target, and heals Rodak by that same amount. At 7th level, this is also allowed to be a ranged touch attack.

-The last notable feature is Collective Healing. This ability lets Rodak move any healing that one member of the Collective is about to do to another member. So if one of us is REALLY hurt, someone else could drink a potion, or whatever, and that healing could instead target the REALLY hurt person.

Backstory:

What human hadn't been jealous of the extended lifespan and hardiness of a dwarf? Rodok knew the answer all too well: slaves.

Bred into captivity, the man called Rodok knew nothing but pain, hate, and hunger for many, many years. Among his first memories, Rodok recalls watching the other children in the camp outpacing his own growth. Then, at adulthood, they always disappeared. Asking where they went the first time earned him a kick in the face. The second he earned a week of no rations. He didn’t ask a third time.

Still, Rodok wasn’t foolish enough to think anything ‘good’ happened to them. Nothing ‘good’ ever happened to anyone. More than likely they deemed ‘big’ enough to be moved to a rougher part of the mine. Either that or they were sold. No one knew, or at least if they did, no one talked. And Rodok, helped by three successive generations of mostly human children, continued to spend his days breaking breaking rocks in the quarry of whoever it was the owned them.

He’d come to hate his heritage in only a few years, cursing his natural hardiness and his aging as soon as he understood. He watched human children come down with diseases, or succumb to hunger and the exhaustion, but his body never failed him. Or rather, it failed him every day when he awoke well enough to work. And while he worked, he cursed everyone around him, his captors for holding him and his fellow slaves for leaving him. Rodok was truly alone.

Eventually though, he grew old enough that his captors deemed him ready for the next step. By the time Rodok ‘graduated’ to the deeper mine, he’d sunken deep into his own mind, and not spoken to another for years. Still, he listened, and he watched. Forty years in captivity, of hunger, and living on the edge of death’s door hadn’t taught Rodok much, but it did teach him how to recognize power. And in his own mind, Rodok found it -- power.

When he started manifesting his abilities, Rodok thought he maybe was finally going crazy. THe first time, a stray bat had made its way into their sleeping area, and Rodok had reached out to try and catch it, desperate as always for more to eat. But while his hand missed, the bat fell to the ground all the same, leaving Rodok feeling strong. He ate the bat, bones and all, and for the first time in almost four decades, Rodok felt hope.

Rodok was not about to waste the only opportunity he’d ever had to be free. And so he was patient. He spent the next year diligently working during the day, as before, but also now, the nights, honing his ability to steal the lifeforce of other living things. He’d practice on small animals when he could, appreciating the challenge of a moving target, but more often on his fellow captives. Sneaking around the camp at night, Rodok was careful to steal only from those already ill or injured, so that their deaths would merit the least suspicion. In that year, he led dozens of his fellows unknowingly into death. And he grew very, very good at it.

While he practices, he planned his escape. He’d ‘accidently’ cut himself, and when the guard came to check if he was alive or dead, he’d steal health from the man, steal his uniform, and escape. There weren’t many dwarfs in the guard but there were a few on rotation and if he timed it right, then the dwarf guard would almost certainly be the one inspecting his cell.

Eventually, it was time. He’d been tracking the guard schedules meticulously for two weeks, and he’d been right every day of the last five. Rodok snuck a sharp piece of rock back to his cell that night, and waited for the time to be right. When it was, he slit his wrist, deep, and tossed the rock away into the dark before loudly crashing to the ground, his bleeding arm creeping out of the bars.

Floating in and out of consciousness, Rodak heard the guard coming, felt a hand grab his, and cringed. It felt human. With his plan almost certainly blown, Rodok was faced with two choices: bleed out, or try his plan anyway. For some reason he chose life. Perhaps he was simply too cowardly, or perhaps he’d grown too stubbornly attached to life. Either way, as the guard’s hand squeezed his, he squeezed back. The man let out a surprised grunt. Then he collapsed. Rodok stood, the wound on his arm almost completely healed. He reached out of the cell, and feeling around, swept up the keys from the guard. He opened the cell, and pulled the man in, stealing his too-big clothes and cuffing the sleeves and legs as necessary.

Rodok stepped out of his cell, and headed back the way the guards always went. He’d have to figure out his way out quickly, before anyone realized the guard was missing. He never got the chance. Above him, he heard a loud cackle before being bathed in light. Surprisingly, he heard a woman’s voice next “Well well well… It seems we’ve got a special one. How interesting...”

In a twist of fate, ultimately Rodok got his wish. Within a week, he’d been sold to a more exotic collector. As the slave galley he’d been travelling on was boarded by Knights, he learned that the suspicious-looking ship had passed just a bit too close to Talingarde. Brought back to the island nation, Rodok suddenly, surprisingly, found himself free. And cold. And homeless. And hungry. Back where he’d started, except for one thing-- now he had the means to rise up.

Rodok managed to find work as a mundane healer, occasionally supplementing his income with 'excursions', exercising stealth and discretion as an assassin for hire. As he gained renown, demand for his services grew; everyone heard of the silent assassin who could kill without leaving a mark. All was well with Rodok, or well enough. And then a woman named Tiadora called on him.

Motivation:

Rodok has been at the bottom of the food chain for a long time. Now that he's climbing the ladder, he's unwilling to stop his climb to the top.

About that 6 Charisma:

Rodok doesn't talk much, though he will if necessary. Three decades of silence will do that to you. He's much more comfortable talking in his own head, and that includes speaking telepathically to those in his collective.


I'm interested. Got a idea for a kineticist I want to try.

Str 8 foil
dex: 1d10 + 8 ⇒ (6) + 8 = 14
Con 18 focus
int: 1d10 + 8 ⇒ (4) + 8 = 12
wis: 1d10 + 8 ⇒ (6) + 8 = 14
Cha: 1d10 + 8 ⇒ (4) + 8 = 12

I'll try to have something up by tomorrow.


*does a lot of reading* Wow. Yaren Heartgaze is a good guy. I mean, he's a very reluctant bad guy; if someone were to say 'I can save you, and this is how', I'm pretty sure he'd turn on us in a hearbeat. (Not, note, that anyone should be able to sell someone else's soul, but that's not up to me; that's up to the GM.)


whoops. and here's the post examples:

Roleplay:

This was a tough-ish introduction. I'm Rahdeem of Breeze, and I'm approached in the street by a strange flying woman, Lady Calista, who asks what kind of creature I am (I'm a Slyph Air Kineticist, and to be fair, I'm flying too. ). Like any good Slyph, Rahdeem is intrigued, and they go to lunch, and end up discussing business.
RP Example Part 1
RP Example Part 2
RP Example Part 3

Combat:

This was a cool encounter. I'm Crest, the Wave Terror. All in the forest at night, all difficult terrain. I'm covered in in a 10 ft radius of darkness from an Umbral Arcane Mark, and closing on a Fire Giant who's already engaged the others in an area of dim light (campfires and Dancing Lights). He can't see in the darkness of my spell (low-light only, poor guy), but we can, so I've got full concealment, which keeps me from getting hit as I approach, and it keeps him in the darkness as long as I'm adjacent. In the next round (Part 2), I'm faced with the opportunity to take a full attack while flanking, or move. If I move, the giant doesn't know where I am, but I'll only get a single attack (no 5ft step in difficult terrain). I end up staying for the full attack, and using a ki point for an extra attack even, and we take it down later in the round.
Combat Part 1
Combat Part 2

The Exchange

DM Aku wrote:

Well, the cardinal is the very essence of the expression: BBeG.

Consider like this: there are several cells working in different things, each, with barely or no knowledge of the other, performing tasks that most of the times doesn’t make any sense.

The cardinal existence is a secret known only to a privileged allied few and to no enemy at all (At least not at this point in the game). So, your background that ‘he seeks out the cardinal’ isn’t really fit, because if a common street thug had that kind of connection/knowledge, the Knights of Alerion and all the other Mitran Fanatics would have already started the witch hunt for the blasphemous Asmodeans.

Ok - my mistake. Never played the AP before so didn't know the background. I'll put something in the idea's blender and come up with a better explanation after work! :)


str: 7 + 1d10 ⇒ 7 + (6) = 13
dex: 7 + 1d10 ⇒ 7 + (1) = 8
con: 7 + 1d10 ⇒ 7 + (6) = 13
int: 7 + 1d10 ⇒ 7 + (6) = 13
Wis 18
Cha 8

Uhm, nope taking 25 point buy


DM Aku wrote:
  • Yaren Heartgaze Male Tiefling Cleric – Played by: Peanuts.

    DM Comments:
    Well, I liked the background. I was hoping to see the other aspects of it (Booze, drugs, whores and such) to keep Yaren in line, as you described in the PM, but I can see that writing something like that would hardly be indicated in the forums (I’ll just pretend there’s booze, drugs and other means of control). :D

    About the crunch: Seems good, and I didn’t find anything out of order.

    Suggestion: Yaren and Nahia (the witch in the party) will have a significant overlap in roles, being both focused in control of battlefield and debuffs. Maybe you could expand your options in combat. That way, when debuffs isn’t applicable (hey, I’m did you see that colossal adamantine golem??), you could help with something else besides healing.

  • Reply:
    Heh, yeah I figured I should keep it vague, but the line "So Yaren continued to slog along falling into the arms of oblivion whenever he got the chance; after all his fate couldn’t get much worse from enjoying what few pleasures were available to him could they?" was meant to refer to the drugs and whatnot.

    Hmm, a fair point about the overlap, and I hadn't thought about constructs. He does have a few spells that would work in those circumstances, but not many. The good thing about Clerics at least is they can always change up their spells if they've got some foreknowledge, so willing to change if necessary, take some more buff spells instead of all debuff.


    The Wyrm Ouroboros wrote:
    *does a lot of reading* Wow. Yaren Heartgaze is a good guy. I mean, he's a very reluctant bad guy; if someone were to say 'I can save you, and this is how', I'm pretty sure he'd turn on us in a hearbeat. (Not, note, that anyone should be able to sell someone else's soul, but that's not up to me; that's up to the GM.)

    lol, yeah it ended up fairly long. I don't normally write that much for backgrounds, but every now and then the inspiration strikes and they get away from me :p

    As far as selling someone else's soul... yeah you're probably right. Maybe he did agree to it and just didn't realize? He undoubtedly said a lot of things he doesn't recall towards the end after being tortured for so long.

    As to turning on you guys, I'd doubt he'd believe anyone if they did say they could save him, and I always have Sleeg there as the one holding his leesh to get him back under control if needed. I think it'll be fun for him to have the potential to stab everyone in the back though, don't you? :p


    Philo Pharynx wrote:
    Okay, it took a while, but here we go.

    Here are some issues with your crunch:

    @Feat: Damnation are not allowed for this recruitment.
    @Gear: siccatite(hot) is not from the allowed sources as well.
    @Trait: Blood minded is not from the allowed sources.
    @Hero Points: This game doesn’t use hero points.
    @Ability Scores:
    Based on your rolls it should be:
    Str 8,
    Dex 14,
    Con 14,
    Int 17,
    Wis 23,
    Cha 12

    DM’s comments on Submission and Background:

    Okay, so ”In the church of Mitra, the heavenborn are highly prized.” feels awfully simple explanation for a not standard choice of Aasimar. There’s no mention at all from his parents and family, where he was from before joining the church. Also Archon-Blooded (Lawbringers) Aasimar tend to be LG, and your background explanation of ‘he felt alive when hurting something’ is difficult to accept as motivator for him to turn bad. The choice of race seems based crunch math other than character history.

    The background mentions indirectly how the cardinal might have known of him, so that’s a good thing.

    Suggestion: Vaziel the Fallen, when unable to employ the Phanton is basically a debuffer. That role overlaps greatly with the current witch in the party (Nahia), in a situation where you cannot use your phantom and debuffs aren’t really effective, your character will have little to offer. Try adding more options to your character than only debuffing.

    I’ve ran out of time today, I’ll comment over the other applications later.


    Peanuts wrote:

    lol, yeah it ended up fairly long.

    As to turning on you guys, I'd doubt he'd believe anyone if they did say they could save him, and I always have Sleeg there as the one holding his leesh to get him back under control if needed. I think it'll be fun for him to have the potential to stab everyone in the back though, don't you? :p

    Actually, I was reading everyone's backgrounds; a fair amount of skimming. But no, I'd really rather not have to watch my back amongst the party; if she couldn't trust you, or if there was someone so very, very reluctant a participant as Yaren, well, she'd definitely keep a watch on him, then arrange for him to not be a potential problem any more, in whatever way was necessary for that to happen. And as I understand it, that's kind of part and parcel of the whole Way of the Wicked adventure path - You Do Not Betray Your Party Members.

    But hey, you go the way you want to go!! :)

    --------

    Questions for the good GM Aku while I'm doing some minor revisions (mostly magic and gear, but some skill point shifting as well in order to expand on an idea I had re: the magic and gear), though. Are wayfinders and ioun stones (specifically the cracked versions of the latter) available? Also, are we going to be receiving the iron circlets and training traits from Book I? What about wands with sub-maximal charges?


    ElenionAncalima wrote:
    Spoiler'd for off-topic, but contains warning for using the sheet

    Off Topic:

    I've been using this character sheet to design my characters.

    That excel file is too big and it takes times to load entirely.
    When Dming I usually like to create simple crunchs for the enemies, and using the one I mentioned before wasn't really working.

    I'll be careful with the things you mentioned, and thank you for allowing me to use it. :)

    Dark Archive

    DM Aku wrote:


    The cardinal existence is a secret known only to a privileged allied few and to no enemy at all (At least not at this point in the game). So, your background that ‘he seeks out the cardinal’ isn’t really fit, because if a common street thug had that kind of connection/knowledge, the Knights of Alerion and all the other Mitran Fanatics would have already started the witch hunt for the blasphemous Asmodeans.

    Well no wonder the cardinal doesn't know about Ethan the Bard, the famous storytelling dancer, yet. He doesn't have a good enough network for people to make him aware of Ethan yet.

    More seriously though, I don't have much experience making backgrounds. My exp. with PFS doesn't seem to make make backgrounds a necessity.

    I'll think more to improve on it.


    Applications so far.

    Interest:


    • Grunyn the Mossless
    • JoshB
    • The Archlich
    • Spazmodeus
    • Mimesyne
    • Yokaiboy
    • stormcrow27
    • LilWilly5

    Applications:

    Feedback Time:

  • Chester Marcel Banderfeld - Male Human Wizard – Played by LAB Rat
    Dm’s comments on submission:

    Hey, that was a good read! There more out there? :D

    I liked how the history was told and how his motivation is the perfect hook for the cardinal to notice him: A son of noble family intent on toppling the current religious regime. Even then, the character doesn’t seem to be evil, but rather Lawful Neutral. He considers himself the judge and has already passed judgment in the current regime. Maybe you could add some more motivation to turn him into the evil path, instead of only acquiring knowledge about evil.

  • Vaziel the Fallen - Male Aasimar spiritualist – Played by: Philo Pharynx
    DM’s comments on submission:

    Already posted on this link.

  • Bizan – Female Kitsune Kineticist – Played by Hayato Ken
    DM’s comment on the submission:

    I liked the history. Bitter women tend to make excellent villains!
    One thing tho: You described her as breaking out of Branderscar and that being the cue to meet the cardinal. I would like a different approach, since that works well for a low-level character that the cardinal will take under his wing to nourish and growth. The current situation in the game doesn’t allow for this and due to some other RP reasons I don’t want the character being an agent of the cardinal for a long time either.

    The traits seems good enough and I have no objection to them.

  • Rodok, the Body – Male Dwarf Vitalist – Played by: DeviousDevious
    DM’s comments on the submission:

    Well, that’s an interesting history. Still I wish there was more info about why he would harbor hatred against Talingard. Based on the history Rodok was raised and treated as slave in a different country.

    With that in mind, now that he’s finally free to live his life as he please, why would he tangle himself with a regime toppling crazy fanatic that has nothing to do with the ppl that raised him as slave?

    I still didn’t had time to fully read the class information, so I won’t really comment in the abilities for now.


  • The Wyrm Ouroboros wrote:
    Are wayfinders and ioun stones (specifically the cracked versions of the latter) available (1)? Also, are we going to be receiving the iron circlets (2) and training traits (3) from Book I? What about wands with sub-maximal charges (4)?

    1 – No.

    2 – Yes.
    3 – Maybe, haven’t decided yet.
    4 – You can purchase wands with sub-maximal charges.

    --

    I'm out again for a few hours.


    Pathfinder Adventure Path Subscriber

    Answer to DM commment:

    DM Aku wrote:


    I liked the history. Bitter women tend to make excellent villains!
    One thing tho: You described her as breaking out of Branderscar and that being the cue to meet the cardinal. I would like a different approach, since that works well for a low-level character that the cardinal will take under his wing to nourish and growth. The current situation in the game doesn’t allow for this and due to some other RP reasons I don’t want the character being an agent of the cardinal for a long time either.

    That´s cool. I mainly took that approach because it made sense to me and i also played that far only. Changing that is easy. I have some stuff to do today, but i´ll come up with adaptions asap.

    I´m always a bit hesitant to write very big events into the back story of a character i didn´t play yet though, because once done you´re stuck with them. In this case i might have to come up with some events though, the attention of the cardinal and the story seem to demand it.
    Since im unfamiliar with events happening in Talingarde after that boat trip and Talingarde overall, i´ll try to carefully make something up, filling my own pieces in.


    DM Aku wrote:

    Rodok Feedback:
    Rodok, the Body – Male Dwarf Vitalist – Played by: DeviousDevious

    DM’s comments on the submission: Hide

    Well, that’s an interesting history. Still I wish there was more info about why he would harbor hatred against Talingard. Based on the history Rodok was raised and treated as slave in a different country.
    With that in mind, now that he’s finally free to live his life as he please, why would he tangle himself with a regime toppling crazy fanatic that has nothing to do with the ppl that raised him as slave?

    I still didn’t had time to fully read the class information, so I won’t really comment in the abilities for now.

    Feedback reply:

    Rodok's not sure where his family would have called home, or if they're even still alive, and he doesn't particularly care.
    This is the first time he's ever known the name of the where he was, so Talingarde is home. That said, he holds no love for the state, not even for his rescue. His captors were weaker, and they lost. End of Story.

    Regarding motivation:
    Rodok is uncomfortable with the idea of being content and doing nothing, almost to the point of paranoia. He recognizes the strength in organization, certainly a holdover from his experiences in captivity. As such, he's determined to rise in power and to get as far 'up' the ladder as possible. What with his lack of morals and willingness to do pretty much anything to anyone, he's walking a dark path rather than a lighter one.


    I was going to pm Ken, but guess that's a good information for everyone here.

    Events in Talingard (Spoilers about book 1):


    • Branderscar Burned.
    • Some months later, Balentyne fell.
    • A horde of monsters invaded Talingard after breaking the Balentyne Watchtower.
    • Several of the high-ranking officers of the army died under mysteriously circumstances.
    • Due to the fact above, the response time was sluggish.
    • Several battles have been fought; the army wasn’t able to win a single engagement.
    • Several cities have already burned.
    • The horde of monsters continue it’s relentless path of destruction towards Talingard bigger cities.
    • Not so much time ago, near one of the watchtowers in Farhold, a green blast of energy was seen in the middle of the forest.
    • Rumor have spread that evil is returning to the lost temple in the cursed forest.
    • The same rumor, coupled with some legends about a treasure is attracting adventures like moths to a fire.

    Well, that’s a very simple sum up.


    DM Aku wrote:


    Comments/Questions:

    Hey, that was a good read! There more out there? :D

    I liked how the history was told and how his motivation is the perfect hook for the cardinal to notice him: A son of noble family intent on toppling the current religious regime. Even then, the character doesn’t seem to be evil, but rather Lawful Neutral. He considers himself the judge and has already passed judgment in the current regime. Maybe you could add some more motivation to turn him into the evil path, instead of only acquiring knowledge about evil.

    Response:
    Thanks! Glad you liked it. For this character's backstory, no. If you're keen to read more, I can always point you to a few of my other aliases that have backstories written out, of course. But given that the character concept (with a completely different class and crunch) was in another campaign, you can get a vague idea for the feel of the character here. Probably a bit less charismatic and a bit more bumbling, though.

    The real Evil (with a capital E) portion of his backstory was meant to be a bit ambiguous. Especially given that it is never explicitly stated what caused him to turn to necromancy. Regardless, that catalyst would've been enough to make him not only be intensely curious about necromancy but also crave power. And be willing to do almost anything to get it. If that doesn't fit, I can always tweak it a bit to be more appropriate for the group or setting. Just let me know and I'd be glad to work on this a bit more!


    I don't think I'll have enough time to revise my character by the deadline. Real life is being dramatic. So I'm out. But thanks for the opportunity.


    Pathfinder Adventure Path Subscriber

    Revised modified backstory:

    Bizan grew up in a smaller town in the heartlands of Talingarde, up in the north close to the mountains parting them from the Caer Bryr. Most of her childhood she spend in happy days, untill that one day when some of the townsfolk chased her mother away. On the same day, there were some men, monks of St. Macarius they called themselves, visiting her home and interrogating her and her father for a long time. They subjected her to an embarrasing examination , grasping her face, forcing open her mouth and eyes, searching her body for unknown clues and chanting prayers at her, calling out to Mitra. She didn´t understand it back then, other than the shock of her mother being gone without farewell. Seemingly, someone had accused her of being a secret monster.
    Live in the small town had changed for them, they were shunned by the rest of the people and soon her father decided to move somewhere else, far away. They left their old live behind and started a new one, her father selling everything and setting up a new shop in a new town.
    Bizan was still very young and as kids do, she never really forgot her mother, but live went on and she found some new friends.
    As she grew older though, strange dreams and desires grew in her. She discovered that she wasn´t just a human like all the other kids and people, but had another form. Not only that, but she could also imitate and look like other people really easily.
    Of course her nature got the better of her and she played many pranks whenever and wherever she could.
    One day though her father found her out. What followed was a long talk that changed the world for Bizan...forever. She was told about her true nature, that she wasn´t human like her father and all her friends, but of a mystical race of humanlike foxes, like her mother. Her mother, who was caught by superstitious and zealous followers of Mitra, who were afraid of her for no other reasons than her not being like them, accusing her to be in league with evil powers and responsible for all kinds of mishappens, and who was eventually captured and killed by the monks of St. Macarius. To avoid that fate, she was told to keep her secret, never show her true form and not use her powers.
    But of course it all came different....
    Knowing about herself and the fate of her mother changed Bizan. The lighthearted, jaunty, playful girl became reserved and serious, seeing the world around her with different eyes. To her, all this was wrongful. Why had she to be different? Why couldn´t it be someone else? What had she ever done to deserve this? Silently, she harboured a grudge against herself, developing self-hate, which ignited an inner flame of passion in her.
    On the outside though, she listened to her father and managed to get along. Becoming all shy, she mainly kept to herself and some selected friends, keeping up her facade meticulously. This worked for years and she became a young woman.
    And like most young woman, she fell in love with a young man. He was new in town and a shining knight, well more an apprentice of a shining knights, Ser Godefrey of the Knights of the Alerion, but one day he would be a real knight himself and he had a good future. Of course he was very famous with all the girls in the town, but among them he was smitten with Bizans shy nature and naturaly friendly mien.
    Over time, a romantic relationship developed between the two of them and they spend as much time together as they could, legaly. Soon, that wasn´t enough and they started to meet during the night, when others slept, in secret. It was on one of those nights, under the full moon, Bizan had sneaked out, blinded by first love, the promises, flowers and presents, she finally succumbed to his pleas and let him have his way.
    Excited as she was though, her control slipped and unknowingly she revealed her true form.
    Shocked to see a fox in human guise, the young knave cried out, calling her a witch and devil and ran away in terror, even leaving his pants behind. Dumbfounded she went home, the realization of bad things to follow dawning on her. Yet she was also terribly hurt. A burning rage ignited her heart, the humiliation of rejection being oil to this fire.
    In the morning, a procession of knights knocked on their door, searching for her. She had spend the whole night harboring resentment and nurturing her hate, not thinking on the consequences.
    As she was dragged out of her room under the protests of her helpless father, she realized with shock that she might face the same fate as her mother. All because of that boy who had seduced her, who had betrayed her trust and faith. And now he was accusing her of being a witch and a monster having seduced him with the purpose of sucking his soul out. As if she was even able to do that.
    She had already found out that she was able to do something else though. When channeling her hate and passion, she could raise the heat in her body and ignite things. Never had her hate and fear been stronger than in this moment, so she gave herself over to those feelings. Spouts of flames shot from her body, igniting the furnitute and burning all the men, setting everything on fire. It became clear to her that this wasn´t her fault, but the humans fault. She was superior to them and they were just to small minded to understand it. Hiding behind their Mitra, they tried to destroy everything different. But they wouldn´t get her. In her rage, she set the whole house on fire and didn´t stop there. Before she calmed down, a large part of the city and many, many people burned and died.
    Being unexperienced with her abilities, the fire and rage burned through her uncontrolled as she leveled most of the small town, incinerating the now openly hostile knights, guards, militia, monks and everyone else in her path, she eventually exhausted herself to the point where she was knocked out. When she woke up again, she found herself in a dark and moist dungeon, fixed to a wall with several iron shackles so she could barely move. Her head and whole body ached from exhaustion and the beatings she had taken, but didn´t really remember. In her head, everything happening after those dreadful knights had come to her house and her once beloved had accused her was a whirl of flames and burning passion. With gnawing thoughts and a pang of guilt she thought of her father. What had happened to him? Had he died there too? Had she killed him? She didn´t know, but clearly, it was all the knights fault. And now she was their prisoner, or rather a prisoner of some mitran monks.
    Time passed as she was held in the dungeon, monks coming in and force feeding her as well as interrogating her about the events, also holding a fake trial where they condemned her to death for arson. She had plenty of time to repent, yet all she did was resent and plot escape and vengeance, secretly refining the control over her inner fire when nobody was watching, waiting for the day of her execution. Because of the vile nature and scale of her crime, she was transferred to another place, a high security prison called Branderscar. They hauled her off in a fortified coach on a trip that would take 2 weeks. Time Bizan used properly, testing the strength of her constraints and listening to the guards. After some time, they grew more unattentive, assuming their prisoner was already broken and had given up. During one night, passing a large forest, Bizan took the chance. With only one guard at watch, she melted her shackles and the lock on the door, breaking free and then unleashing her fiery fury unto the guards whom she took by surprise. Only ashes were left.
    Wandering through the forest, she thought about her future with sorrow, not seeing a path for herself. After some time she found her way back to civilization, sneaking into towns and villages assuming the identities of others, searching for a place to stay, taking what she needed for a living and more. It was difficult though. Talyngarde seemed to go through a difficult phase and rumors spread about an army of monsters invading the north, high ranking officials in the army and administration dying in mysterious circumstances and old evils coming back. Still not having found a place for herself that pricked Bizans ears. Her interest piqued, she began to gather as much information about those events and what was behind it as she could. Unfortunately this raised the suspicion of her already wary old enemies, the knights of the Alerion and the monks of St. Macarius. Soon they found her out and began chasing her. A chase that went through the whole country, but Bizan managed to stay ahead of them. Always assuming new identities she went north, investigating the fallen Barentyne, where she met real monsters for the first time in her life, walking among them and learning their plans. That was also when she learned about Asmodeus for the first time and she found pleasure in his teachings. She developed the idea that her fire was a fire of Asmodeus, meant to cleanse the world. Although she didn´t know how to approach the army of monsters and make herself known, she supported their cause, since this also offered protection from her pursuers. She made it a habit to help them and went on her own little crusade, setting defensive structures ablaze and turning important people to ash. Especially monks of St. Macarius and any knight she could catch.
    Untill she was approached by some messengers of a priest of Asmodeus….

    Wow, i never wrote such a long backstory before. Normaly i´m not a fan of that, but it´s at least for a higher level character. I left some events and stuff vague on purpose, so things can be inserted later, plot hooks or other character develoments. Also its already long enough.


    Heres the crunch will have the rp stuff up when i finish it.

    Crunch:

    Warren
    Half-elf hydrokineticist 7 (Pathfinder RPG Occult Adventures 10, 90)
    LE Medium humanoid (elf, human)
    Init +4; Senses low-light vision; Perception +17
    --------------------
    Defense
    --------------------
    AC 24, touch 13, flat-footed 22 (+5 armor, +1 deflection, +2 Dex, +1 natural, +5 shield)
    hp 94 (7d8+56)
    Fort +11, Ref +7, Will +4; +2 vs. enchantments
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks kinetic blast
    Kineticist Wild Talents Known
    Defense—shroud of water
    Infusions—kinetic blade
    Blasts—cold blast (4d6+3 cold), ice blast (8d6+14 ½ cold and ½ piercing), water blast (4d6+10)
    Utility—basic hydrokinesis, icewalker, kinetic healer, slick, waterdancer
    --------------------
    Statistics
    --------------------
    Str 8, Dex 14, Con 23, Int 12, Wis 14, Cha 12
    Base Atk +5; CMB +4; CMD 17
    Feats Point-Blank Shot, Precise Shot, Skill Focus (Perception), Toughness, Weapon Focus (kineticist blast)
    Traits elven reflexes, suspicious
    Skills Acrobatics +12, Heal +7, Intimidate +11, Knowledge (nature) +6, Perception +17, Sense Motive +3, Stealth +12, Survival +9, Swim +5, Use Magic Device +11; Racial Modifiers +2 Perception
    Languages Abyssal, Common, Elven
    SQ burn (2 points/round, max 9), elemental overflow +2, elf blood, expanded element (water), gather power, internal buffer 2, kinetic chirurgery, metahealer
    Other Gear +2 studded leather, amulet of natural armor +1, belt of mighty constitution +2, ring of protection +1, ring of sustenance, 2,325 gp
    --------------------
    Special Abilities
    --------------------
    Burn 2/round (7 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
    Cold Blast (Sp) Level 3; Burn 0
    Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
    Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
    Ice Blast (Sp) Level 3; Burn 2
    Icewalker (Su) Move across wet and icy surfaces without needing to attempt Acrobatics checks.
    Internal Buffer 2 (Su) Store burn for use later
    Kinetic Blade Create a blade of pure energy.
    Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
    Kinetic Chirurgery (Su) You can apply mercies when using kinetic healer.
    Kinetic Healer (Sp) Heal others equal to your blast damage
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
    Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
    Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
    Metahealer (+1d6) (Su) You can accept a point of burn to enhance the kinetic healer wild talent.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Slick (DC 17) (Sp) Use your slick for any of the effects of the grease spell for 1r
    Water Blast (Sp) Level 3; Burn 0
    Waterdancer (Sp) Act as if constantly under the effects of slipstream.


    LAB Rat wrote:
    (It omits spoilers! Oh noes!) (Character background stuff, anyhow.)

    Pre-purge, it sounded like Talingarde was a lot less monotheistic - a much fuller pantheon, instead of 'Mitra today, Mitra yesterday, and blimey if it don't look like Mitra tomorrow'. Chester's father might have honored all the gods, and if so there WOULD have been Asmodean stuff around. And perhaps he was an early victim of the Purge, his rival being rather quick on the uptake-and-accuse side of things. So now, since his father died for honoring Asmodeus, he follows Asmodeus himself.

    If you're a literature/musicals fan, you could think of Chester as being kind of a version of Javert, who is a Lawful Evil character if ever I saw one - righteous, enforces the law, has no compassion whatsoever. 'X is right, and you did Y, therefore you shall be brutally punished. Justification is nonsense.' Most witch-hunters (IMO) would fit in under 'Lawful Evil' as well - because compassion isn't a part of their purview. "A witch - burn her."

    You're just fighting to see the rest of the gods, especially the one your father died for, given even shrift. And if that requires mass murder in order to change the status quo, so be it.

    -----

    DM Aku wrote:
    The Wyrm Ouroboros wrote:
    Are wayfinders and ioun stones (specifically the cracked versions of the latter) available (1)?
    1 – No.

    Damn!! Oh well. A follow-up question, then: can I get continual light cast on the inside of a 'poison pill' ring? So that closing the ring lid basically shutters/turns the light off?

    Ring, Poison Pill:
    This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check. +20 gp, source: Advanced Player's Guide/Adventurer's Armory


    @Ouroboros: Actually, I like that quite a bit. Depending upon Aku's thoughts, I may elect to adopt it. Thanks for the suggestion!


    A reminder for all:

    Recruitment ends in 24 hours.

    If you haven’t finished your application yet, this are the things you need to focus on:
    Background > Motivation > Crunch > Post Examples.

    Even if you don’t present a complete crunch, you still need the basic stats fleshed out.


    eeee, exciting!

    @DM: Given any thought the my questions in the last PM? If you're busy just say so and I'll wait :p


    Peanuts wrote:
    @DM: Given any thought the my questions in the last PM? If you're busy just say so and I'll wait :p

    Answer to not so explicit question in PM:

    Well, I want a good background and concise character. :D

    The suggestion made in the feedback was intended to help raise your chances of being selected by the players. Overlapping roles tend to make the players shy away from selecting a particular character to join them.

    Do you need to change?
    That’s entirely up to you. Try adding more information about possible routes you might take with the character as you level up, or other ways of contributing to the party other than your primary selected role.

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