| Addams Family DM |
Yeah...Mythic does that.
By the way, does anyone have experience with the insanity rules from Horror Adventures? I haven't decided if I want to use them or not. They seem to fit the theme, but also feel like they clash with Mythic. I also don't want another book-keeping heavy system in an already book-keeping heavy game.
Wow. Page 2 on day 1. I have never had that happen on one of my recruitment threads before.
| rungok |
Yeah...Mythic does that.
By the way, does anyone have experience with the insanity rules from Horror Adventures? I haven't decided if I want to use them or not. They seem to fit the theme, but also feel like they clash with Mythic. I also don't want another book-keeping heavy system in an already book-keeping heavy game.
Wow. Page 2 on day 1. I have never had that happen on one of my recruitment threads before.
I have run the insanity rules. They're good, but can be a drag on the players if you constantly make sanity attacks on them. on that note, it is interesting.
Were we starting with any mythic?
| rungok |
Okay, so here I go.
Zullie, daughter of the Dark
Female human (Chelaxian) chaokineticist 1 (Pathfinder RPG Occult Adventures 10)
CN Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d8+4)
Fort +6, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—extended range
. . Blasts—gravity blast (1d6+5)
. . Utility—basic chaokinesis
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 19, Int 14, Wis 15, Cha 11
Base Atk +0; CMB -1; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits abendego pilot (eye of abendego), arcane scholar, horrifying mind
Skills Acrobatics +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Perception +6, Sense Motive +3, Stealth +6, Use Magic Device +4
Languages Common, Dwarven, Elven
SQ basic chaokinesis, burn (1 point/round, max 7), gather power, paranoid
Other Gear studded leather, backpack, blanket[APG], trail rations (5), waterskin, 88 gp, 1 sp
--------------------
Special Abilities
--------------------
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Extended Range Kinetic blast has range of 120ft.
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
Gravity Blast (Sp) Level 0; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Paranoid Aid Another DC 15 for attempts to help you.
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.
--------------------
Zullie was never supposed to live. Offered to the gods of the void as an infant, she was whisked away unto the great dark void beyond the stars. Somehow, she was rescued by an outer dragon she knew as the Dark Father. Though his reasons for saving here were not immediately obvious, he repeatedly told her that she aleviated his boredom. Years passed, where she was nurtured and prepared by this elder being.
When she grew old enough, the Dark Father appeared to grow bored of her and dismissed her from his lair. Her final challenge was to escape to somewhere safe before he consumed her. Finding a relic among the dark dragon's horde, she managed to activate it, sending herself back to Golarion (though she doesn't know that's where she originally came from).
Zullie had lived most of her life in darkness, with only faint glimmers of stars and dragon's fire to show her light. This world, bright and full of color, is a source of continuous wonder and joy for her. She would fight to protect it. She would fight to save creation from the unraveling. She might have been raised in the dark, but the darkness is comforting, something different from the nothing that would come.
Basic summary of backstory:
Was sacrificed to the dark gods of the void.
Was adopted by a great wyrm outer dragon.
Raised as a curiosity and tampered with, drawing out her connection to the void and making it real.
Sent back to golarion as an experiment by the dragon.
Role:
Zullie would be a ranged damage dealer and possible tank. She will be developing a plethora of blasts and wild talents to give her utility in the battlefield and off it.
| TheWaskally |
5d6: 5d6 ⇒ (1, 4, 5, 4, 1) = 15 13
5d6: 5d6 ⇒ (3, 3, 1, 3, 5) = 15 11
5d6: 5d6 ⇒ (4, 3, 6, 4, 1) = 18 14
5d6: 5d6 ⇒ (1, 1, 4, 6, 5) = 17 15
5d6: 5d6 ⇒ (6, 5, 6, 5, 4) = 26 17
5d6: 5d6 ⇒ (4, 6, 5, 5, 3) = 23 16
Hmm, usually the Dice Gods screw me over on this site. These have potential. So Addams Family DM, considering the epic direness of the campaign, any love for 3rd party classes, like the godling?
| YoricksRequiem |
However, there is a group of people who have come to believe that this version of the multiverse is a failed symphony of concepts that should be aborted. They seek to unravel the Great Material that holds the everything together, and in the process, create a new and perfect everything. They call themselves the Cult of Unwinding.
For the purposes of backstory, how well known is this Cult of the Unwinding?
Also, you said all Paizo classes were availabe, but what's the level for Firearms / Technology?
| Cuddles |
This is Choon's submission. His last interation was a game near some water so it mentions docks. I'm not sure if where we are starting has docks.
Cuddles is massive, even for a full blooded Orc. Most people mistake him for a small giant at first glance. He stands well over 7 feet tall and easily weighs 400 pounds, most of it solid muscle. He can lift over 450 pounds at a time without any kind of assistance and years of taking odd jobs to get by has trained him to leverage every bit of that strength.
Being able to essentially out-work a horse made him instant friends at the docks. He had zero trouble finding employment handling cargo and working dockside. There was one problem, however.
Cuddles is... not smart. Perhaps in an effort to balance his overpowering physical attributes, nature has stolen his wits. While he picks up on simple tasks easy enough, he rarely communicates complicated concepts and even more rarely talks in more than a simple sentence. His only true area of expertise is the art of the Hug.
There are few clues to Lucy's identity. The only one readily given by Cuddles is that she taught Cuddles how to Hug. She also is described as being tiny to Cuddles (which isn't hard) and very kind. The only physical evidence that she may have existed is a fine scarf sized for a halfling child worth several gold pieces that he keeps safe on his person at all times. Not much to go on, I know. He seems to think she'll show up in Port Peril, because it is here he stopped his search and ia content to work with the ships and in the warehouses of the docks.
Summary, Cuddles is looking for someone named Lucy. His search brought him here. Why Lucy left or was taken from her huggable loveable orc is unknown.
Role: Grappler, plain and effective. He will be a follower of Falyana via Lucy's influence and gain her deific obedience feat at lvl 5. I can work with the DM to determine if he has a picture book explaining Falyana's rites to him or if the GM wants to bring in an NPC to tudor him. :)
Either way I will be sprinkling the Empyreal Lord's philosophy throughout, as seen through the lens of a particularly dim witted Orc.
| Old Snowbeard |
Hi there ...
Sounds like a lot of fun - and a place for weird character concepts.
I have this old geezer lurking around waiting for some love - and a GM who is willing to houserule one of the most badly written archetype there is ... The White-Haired Witch. Just look into his alias under the prelude - things to discuss section. I have summed up the problems with the mechanics there, and my concept.
Essentially he is a bald dwarf witch a ground long braided white beard ... able to control said beard via magic to grapple his foes and (later multiclass into hexcrafter magus) channels debuffing touch attack magic through the beard for higher level of 'disable the bad guy for later capture - or lolz'.
Sounds too crazy or the mechanic to broke/badly written? Maybe, but I love the concept and search a place for him for some time now. The background is there, but has to be adapted to your story a bit (the current one was for a circus-themed game) but the core will likely remain.
You can PM (or discuss here) with your ruling on the mechanics if you want.
If we can make him work, I will gladly post an actual submission ;-)
Greeting
Old Snowbeard
| Zanbabe |
Hmm. I am kind of liking your idea of having someone be one of the slaves being herded into town. Let's see what I have to work with.
Rolling:
Ability Score: 5d6 ⇒ (4, 5, 6, 6, 3) = 24 = 17
Ability Score: 5d6 ⇒ (5, 3, 5, 4, 4) = 21 = 14
Ability Score: 5d6 ⇒ (5, 6, 3, 6, 4) = 24 = 17
Ability Score: 5d6 ⇒ (2, 1, 6, 2, 2) = 13 = 10
Ability Score: 5d6 ⇒ (5, 4, 4, 1, 3) = 17 = 13
Ability Score: 5d6 ⇒ (4, 4, 6, 5, 2) = 21 = 15
Variant Ability: 1d100 ⇒ 21 (in case it is needed)
Not bad at all. I'll see what I can come up with. Probably going with Cleric, since it looks like we could use that... and it makes for a good story to be the cleric of a good god in Cheliax (likely why she was enslaved).
| Cuàn |
I'd love to join this.
Until when do you intend to keep recruitment open?
I'm asking mostly because I'm potentially interested in using things Adventurer's Armory 2 (got to love those poppets) but I don't have my book yet. Just curious if I have time to wait for it or if it's better to go for another idea.
Choon
|
You will starting the adventure in Cheliax. You are know of each other as citizens of a small town called Mulberry End, and despite your talent and training, you have so far been unable to escape the small town life working in various trades. That all changes when one of Cheliax's slaver bands rolls through town. Maybe one of the players could get introduced as one of the slaves?
Just saw this. Will adjust backstory accordingly. What is the main industry of Mulberry End? Farming, lumber, livestock?
| The Pale King |
Why do I get the feeling the village is located near some kind of weird mystical convergence in the woods with all the odd PC applications (of which I am guilty of and helped get the ball rolling) like Sunnydale being a Hellmouth.
My backstory originally had the people of Mulberry End considering my character a bit of a weirdo and an outcast, but now that I see the other applications... He might still be one, but for being too normal!
Choon
|
Cuddles is massive, even for a full blooded Orc. Most people mistake him for a small giant at first glance. He stands well over 7 feet tall and easily weighs 400 pounds, most of it solid muscle. He can lift over 450 pounds at a time without any kind of assistance and years of taking odd jobs to get by has trained him to leverage every bit of that strength.
Being able to easily out work a horse made him instant friends at every farm and lumber mill for miles around. He had zero trouble finding employment, though you had to catch him early. Several employers discovered to their display that Cuddles was an early riser. There was one problem, however.
Cuddles is... not smart. Perhaps in an effort to balance his overpowering physical attributes, nature has stolen his wits. While he picks up on simple tasks easy enough, he rarely communicates complicated concepts and even more rarely talks in more than a simple sentence. His only true area of expertise is the art of the Hug.
There are few clues to Lucy's identity. The only one readily given by Cuddles is that she taught Cuddles how to Hug. She also is described as being tiny to Cuddles (which isn't hard) and very kind. The only physical evidence that she may have existed is a fine scarf sized for a halfling child worth several gold pieces that he keeps safe on his person at all times. Not much to go on, I know. He seems to think she'll show up in Mulberry End, because it is here he stopped his search and ia content to work with the various mills and farms around town.
Cuddles doesn't mind the wierdos. It just makes him feel more at home!
| drbuzzard |
5d6 ⇒ (2, 1, 3, 6, 5) = 17 14
5d6 ⇒ (1, 4, 5, 5, 5) = 20 15
5d6 ⇒ (6, 5, 2, 4, 2) = 19 15
5d6 ⇒ (6, 4, 2, 2, 4) = 18 14
5d6 ⇒ (2, 2, 6, 6, 6) = 22 18
5d6 ⇒ (5, 2, 3, 5, 2) = 17 13
I'll have to work on a build, but I'm thinking something fairly vanilla in build. A son of a Hellknight who settled to a land grant in the area. However he's a second son, and not destined to inherit anything, so he needs to make his own way. His father trained his sons in fighting, though most of what they do is farming. Since he pretty much just totes large things around all the time, he's enormously strong. He's also reasonably well rounded. It's not a rich farm, and they don't own any slaves.
He's itching to get out of this town and start on something which will amount to being a future.
| Addams Family DM |
The Cult of Unraveling is not well known at all.
Yokaiboy should definitely take the 25pt buy.
Mulberry End's main income right now comes from the mine and farms. There are no docks nearby.
It would be safe to assume that the slavers will be early antagonists.
Recruitment will be open until Sunday.
And as to the strange nature of the applicants, chaos draws all crowds.
| YoricksRequiem |
I think you missed my second question about technology / firearm levels.
But I'm intrigued either way, so:
5d6 ⇒ (5, 4, 1, 2, 5) = 17 - 3 = 14
5d6 ⇒ (5, 4, 5, 3, 3) = 20 - 7 = 13
5d6 ⇒ (6, 1, 5, 6, 6) = 24 - 6 = 18
5d6 ⇒ (5, 5, 3, 4, 4) = 21 - 7 = 14
5d6 ⇒ (1, 4, 3, 6, 4) = 18 - 4 = 14
5d6 ⇒ (6, 6, 1, 3, 3) = 19 - 4 = 15
| Aria Dros |
Here is Slayde's submission, Aria Dros. I'm still finalizing things but the background should be mainly complete. I think I would take her from Ranger 1 to Ranger 20 focused on archery. I hate when an animal companion magically appears from nowhere, so I used some of the starting wealth to buy her a normal wolf. I figured at level 4 this wolf would become the animal companion class feature. I set her as a hunter on the outskirts of town. I'm assuming Mulberry End has some woods/forest to hunt in? If you could, give it a gander and let me know if it fits the setting or if I need to make modifications before the submission deadline.
| Zanbabe |
Question: If my cleric enters the game as a slave, I am assuming that they took all her gear (and money) away. So, should I start with nothing but a set of clothes, and just play it by ear (which I am totally okay with), or should I assume that we will either recover her money/equipment or that the local temple will provide her with supplies once she is able to escape or is freed, and purchase equipment that will enter the story at that point?
| Rotolutundro |
Here's my submission: Liunona Watchriff. I wasn't sure how humble/epic our backstory should be, considering some of the other submissions, but for how you described our start in Mulberry End, I went with humble.
I'm happy to change anything you think needs changing. Here's hoping!
| Remnar |
Very cool idea, reminds me of planescape type campaigns which I always wanted to run but never got the chance, I'm thinking in honor of that I should run a fighter/mage (magus) and something planetouched... I'll have to ponder and submit maybe by tomorrow.
5d6 ⇒ (4, 2, 5, 6, 4) = 21 15
5d6 ⇒ (6, 1, 3, 4, 4) = 18 14
5d6 ⇒ (3, 5, 6, 4, 1) = 19 15
5d6 ⇒ (6, 4, 5, 3, 5) = 23 16
5d6 ⇒ (2, 6, 5, 5, 6) = 24 17
5d6 ⇒ (5, 2, 6, 4, 3) = 20 15
Very... solid.
| Aria Dros |
Here's my submission: Liunona Watchriff. I wasn't sure how humble/epic our backstory should be, considering some of the other submissions, but for how you described our start in Mulberry End, I went with humble.
I'm happy to change anything you think needs changing. Here's hoping!
Right there with you for the humble. I made myself the daughter of a simple huntsman
| The Pale King |
Here's my submission: Liunona Watchriff. I wasn't sure how humble/epic our backstory should be, considering some of the other submissions, but for how you described our start in Mulberry End, I went with humble.
I'm happy to change anything you think needs changing. Here's hoping!
I like it! I am more on the humble end as well.
| Kurt Iron |
Very cool idea, reminds me of planescape type campaigns which I always wanted to run but never got the chance, I'm thinking in honor of that I should run a fighter/mage (magus) and something planetouched... I'll have to ponder and submit maybe by tomorrow.
5d6 15
5d6 14
5d6 15
5d6 16
5d6 17
5d6 15Very... solid.
Here is Kurt Iron, quiet stoic fiend flayer Magus. Almost went Kensai, but decided he kinda gets close to the classic Githyanki Fighter/Mage for a multiverse adventure.
Could be fun.
| Trinam |
Medium Humanoid (Human)
Init: +1; Senses: Perception +5
Defense
AC: 15 (13), Touch: 11 (9), Flat-footed: 14 (12) (+4 armor, +1 dex)
HP: 16 (19)
Fort: +6 (+9), Ref: +1, Will: +1 (+3)
Offense
Speed: 30 ft
Melee: Pickaxe +6 melee (d8+7,x4, melee, P)
Rage Pickaxe +8 melee (d8+10, x4, melee, P)
Ranged: Shortbow +2 (d6, x3, 60 ft, P)
Special Attacks: Rage 8 rounds/day
Power Attack -1/+3
Statistics
Str: 20 +5 (24/+7)
Dex: 13 +1
Con: 18 +4 (24/+7)
Int: 12 +1
Wis: 12 +1
Cha: 10 +0
Base Atk: 1; CMB +6 (+8); CMD 17 (17)
Feats
1 Power Attack
B Raging Vitality
Skills 5/level +2 background
Perception +5 (1 rank +3 trained +1 wis)
Use Magic Device +5 (1 rank +3 trained +1 trait)
Climb +9 (+11) (1 rank +5 str +3 trained)
Swim +9 (+11) (1 rank +5 str +3 trained)
Spellcraft +2 (1 rank +1 int)
Profession (Engineer) +6 (1 rank +3 trained +1 wis +1 racial)
Knowledge (Engineering) +6 (1 rank +1 int +1 trait +3 trained)
Racial Abilities
Heart of the Fields (+1 Profession: Engineer&negate fatigue 1/day)
Bonus Feat
FCB: (+1/3 superstition point)
Traits
Mathematical Prodigy (+1 arcana/engineering, engineering is class skill)
Dangerously Curious (+1 UMD, UMD is class skill)
Class Abilities
Fast movement
Rage 8/day
Combat Gear: 20 arrows
Other Gear: Chain Shirt, Pickaxe, backpack, belt pouch, blanket, flint and steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin, 24 gp
Cole is a local miner who also helps out with finding the proper way to expand tunnels with his advanced knowledge of engineering principles.
He is currently on probation over that time he got angry and put someone through multiple tables, one at a time, until he felt better. The other party is still bedridden.
He's otherwise a relatively chill guy who really likes his pickaxe since it's good for picking at rock.
| Zalika Caliana |
Zalika here, Cleric, going into Envoy of Balance in future (if she gets that far). I tried not to make the slavery thing too much of a large part of her backstory, but I can focus on it if we are keen on expanding on that. Took a drawback (Mark of Slavery which I thought was flavorful), but if this is not advisable I can remove it without too much difficulty. I didn't give myself much gear, I don't mind much either way if its with slavers or alternatively I purchase it later.
I have some room for some plot hooks, but didn't make them obvious in my backstory, id rather discuss them later if I make the cut - there's already tons of excellent applications already.
Zalika was born to a wealthy Keleshite family, living within the city of Sothis. As her mother had died in childbirth, Zalika had access to her families wealth and political power, never really wanted for anything. As per normal Keleshite laws of succession, Zalika was often treated as if she was a pane of glass, something fragile and easily broken, something she loathed. Refusing all interested suitors, Zalika devoted herself to repairing the divide between the Kelishite and Osirion cultures, something that greatly distressed her. The average Osirion found it difficult to look past the long years of rule by a foreign power, so Zalika decided to take the first step, dedicating her personal worship to Ptah, the ancient Osirion god, before taking her worship to the next step, learning the tools of the trade for a Osirion Priestess.
While Zalika rejected some of the Osirion religious customs, such as shaving her hair, by and large, she remained a faithful member of the clergy, determined to bring the two cultures closer together. This frequently made her both popular and unpopular between both sides, and against the advice of the Osirion priests, Zalika branched into searching for offensive uses for her channeling ability, rather than defensive ones, preferring to use it as a weapon as opposed to learning how to defend herself with a more traditional weapon, such as a blade.
Everything changed however, on one day where Zalika was set upon while out travelling the outskirts. A tribe of bandits had decided Zalika’s more moderate views were a step too far – and therefore far too extreme. Captured, Zalika was largely stripped of her belongings, and then passed onto a group of Chelish slave traders who promptly carted her around, as on route to Cheliax, as they passed through Mulberry End…
1. What does your character look like? (Height, weight, age, appearance, etc.)
Zalika has long dark hair, gold eyes, and is probably in her early twenties. Definitely someone experienced enough to make her own decisions. She stands at around 5"5 in height, around 132 pounds, has a slim build, and bronzed/olive skin. Zalika generally wears expensive, stylish, but ultimately practical clothing, as it’s the type of clothing she has been used to for much of her life.
2. What is your character’s personality?
Zalika is definitely passionate and ambitious, she firmly believes something has to be done, and she is on a slightly selfish quest to gain more power from somewhere, to challenge the current status quo. This, in part, ties into her worship of Ptah, his aspects being life, strength, stability in the quest for creativity, and in essence, this is what Zalika is attempting to do, find the strength to bring things back into stability. As far as other aspects of her personality, Zalika is fairly stubborn, headstrong, and confident, not all of which are hugely positive aspects but they are essential to who she is. Zalika is very much an "ends justifies the means" character, and will go to lengths to preserve the balance. She does however, have good intentions and is perfectly happy to act as a peacemaker or diplomat, as finding common ground and bridging old conflicts is something she feels strongly about. In an adventuring party, or organizing body, I imagine she would take upon the role of "glue" although she wouldn't be shy about taking on greater responsibility either.
4. Why does your character have the class, feats, weapon, etc. that they do? Where and how did they learn to fight? What made them take up this path?
Zalika is a Cleric, she learnt about all her abilities from her religious studies. Zalika has a dislike for actual physical / ranged combat that encourages exertion, she relies on her channeling abilities, or allies (such as bodyguards) to defend her person. There is no hidden meaning behind Zalika's refusal to study the finer arts of swordplay or archery, she just doesn't see the point of working up a sweat rolling in the dust with a blade, when she could tap into her divine powers and discourage attack.
5. Is your character religious? If so, who do they worship and why?
Zalika is very religious, and worships Ptah, the Osirion deity of creation. Both Ptah and Zalika are alike in many ways. Both of them admire creation, although both do it in different ways. Ptah actively creates Constructs and so on, while Zalika prefers to create new ideals, abstract change and so on, as her powers are not quite as advanced as she would like. Both of them highly prize stability, and this, more than anything, is what Zalika holds most important. Lastly, both of them believe power is one third of the source of their creative abilities, and Zalika likewise feels strongly about this.
Zalika Caliana
Female human cleric (ecclesitheurge) of Ptah 1 (Pathfinder RPG Advanced Class Guide 91)
N Medium humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +3, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks channel negative energy 5/day (DC 15, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
At will—mending
7/day—artificer's touch (1d6 , bypasses DR and hardness 1)
Cleric (Ecclesitheurge) Spells Prepared (CL 1st; concentration +5)
1st—bless (2), burning hands[D] (DC 15)
0 (at will)—create water, detect magic, guidance
D Domain spell; Domains Fire (Ash[APG] subdomain), Travel (Trade[APG] subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 16, Wis 18, Cha 14
Base Atk +0; CMB -1; CMD 9
Feats Improved Channel, Selective Channeling
Traits keeper of the veil, keleshite princess, sacred conduit
Skills Acrobatics +0 (+4 to jump), Bluff +7, Diplomacy +7, Disguise +3, Intimidate +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Sense Motive +8, Spellcraft +7; Racial Modifiers silver-tongued haggler
Languages Celestial, Common, Draconic, Osiriani, Sylvan
SQ blessing of the faithful, domain mastery, mark of slavery, secondary domain (construct[APG]), spell-only domain ()
--------------------
Special Abilities
--------------------
Artificer's Touch 1d6 (7/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Blessing of the Faithful (+2 profane bonus, 25 feet) (Su) Ally gains in close range gains +2 atk, skills, ability checks, saves or AC.
Cleric (Ecclesitheurge) Domain (Construct)
Cleric (Ecclesitheurge) Domain (Trade)
Cleric Channel Negative Energy 1d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Mastery Can use normal spells to prepare from the domain list, and can choose different domain spells available each day
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Selective Channeling Exclude targets from the area of your Channel Energy.
Silver-Tongued Haggler (+1, 7/day) (Su) +1 Bluff, Diplomacy, or Sense Motive.