
HighonHolyWater |

Stat upgrades and their caps: Characters with the normal maximum in a class stat, such as d12 HD, full BAB, a good save, 8+INT skills, ect, cannot use an upgrade on that particular stat. Every class that is on the SRD can still make use of both upgrades, even the Monk, as each class has at least 2 'imperfections' regarding statistics.
From a post she made in her hell's rebels recruitment.

Bognus 'Bluebeard' Dolgrin |

GM Infernal Mistress wrote:Stat upgrades and their caps: Characters with the normal maximum in a class stat, such as d12 HD, full BAB, a good save, 8+INT skills, ect, cannot use an upgrade on that particular stat. Every class that is on the SRD can still make use of both upgrades, even the Monk, as each class has at least 2 'imperfections' regarding statistics.From a post she made in her hell's rebels recruitment.
Awesome, thanks.
With that answered, I do believe I'm good to go: although I would be unsurprised to learn I mismatched something in all the math, it's a pretty complicated build at this point.
All the information is there in the profile, though the background ran a bit longer than I might like: I expect I'll be updating it with some shorter-to-read spoilers on character hooks, personality, and whatnot. For the moment, here's the nutshell version I posted earlier, slightly updated.
Personality-wise, he's a hard-drinkin', hard-fightin', very direct sort - it's just that he drinks as much blood as ale these days. He pretty rarely sees the point in going around a problem when you could go through, although his recent conversion to undeath has toned down some of his more brutish tendencies as it enhanced his mind; his freedom from mortal concerns and worries is letting him think a little more clearly than he used to, despite never really being stupid. At well over a century of age, he's been around for quite a while and is at least a little knowledgeable on almost any subject or profession, not to mention a more-than-passing interest in alchemy and brewing. He used to be a follower of Gorum, as well, although his fervor may be fading considerably along with the mortal coil.
Also, a brief rundown of the mechanical ideas: he's a bruiser, capable of some pretty serious damage with a two-handed weapon and pretty largely indestructible. He also has a chain of grapple feats (and the Tetori monk archetype) and Step Up/Following Step (No Step Up and Strike yet, sadly) for shutting down opponents who really need to stop moving or casting spells or what-have-you. His nastiest trick is the ability to pin people in one round after maintaining a grapple, and while doing so, drain their blood for Con damage as well as using Stunning Pin and Bonebreaker to do Str or Dex damage.

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Updated list with those who dropped struck through:
QuidEst
Cartmanbeck - Ulmah Corpsil
Helvetica Quinn
Nidoran Duran
TriShadow - Kessa
oyzar
Atlas2112
HighOnHolyWater - Sethirom
Sargon Greymore
Bobbity
Philo Phanynx - Rashk
Sir Longears - Grannak Vraasg
BigBenClockTower
sunderedHero
ron v
Viscount K - Bognus 'Bluebeard' Dolgrin
Bane88 - Honest Tom
Monkeygod - Veldrin D'Shraen
EmissaryOfTheNorth
Josh.Ingle
Karactus, the Dream Stalker
Praetorix
Again, please let me know if you were missed somehow!! Next time I update I'll split it out by class and/or party role.

Helvetica Quinn |

Updated list with those who dropped struck through:
QuidEst
Cartmanbeck - Ulmah Corpsil
Helvetica Quinn
Nidoran Duran
TriShadow - Kessa
oyzar
Atlas2112
HighOnHolyWater - Sethirom
Sargon Greymore
Bobbity
Philo Phanynx - Rashk
Sir Longears - Grannak Vraasg
BigBenClockTower
sunderedHero
ron v
Viscount K - Bognus 'Bluebeard' Dolgrin
Bane88 - Honest Tom
Monkeygod - Veldrin D'Shraen
EmissaryOfTheNorth
Josh.Ingle
Karactus, the Dream Stalker
PraetorixAgain, please let me know if you were missed somehow!! Next time I update I'll split it out by class and/or party role.
Damn Ninja.

Nidoran Duran |

Relieved to see the deadline isn't in fact today as while I have my backstory finished, I haven't yet gotten down to the gritty details of making a 10th level gestalt, which is usually kinda time-consuming. I've settled on Dragon Sorc/Paladin going into Dragon Disciple, and will hopefully have that all completed some time this weekend.

oyzar |

Great to hear that the deadline is not tomorrow. I'll keep making a character then :).
Oyzar: What are the Quills goals though? 1) What do you mean? 2) What would you replace?
0) Obviously these are just my thoughts on the matter as I don't have more lore to go by than what was in that document:
The Quils are very focused on the gathering of knowledge. This is for two purposes. Firstly for power, some knowledge teaches you to use skills or magic in different and powerful ways. Secondly for knowledge's own sake, gathering knowledge is interesting. The viler the knowledge, the more intriguing it is to learn.
Naturally evil people are more interested in gathering wicked and atrocious knowledge. This explains why the organization is so secretive and erratic. Everyone in the organization are interested in gaining more power and rising in the ranks. When they don't know who are ahead of them, or even at the same rank, it's much harder to advance. This protects the higher up, especially the Whisperer herself. The unpredictability serves the same purpose. It makes the members more cautious and less likely to go for ploys taking out their superiors.
For the Whisperer herself and the other higher up, having the organization is quite beneficial. It's much easier to acquire both knowledge and power when you have a bunch of ambitious researches and agents working for you. They try to control areas or people. Neither do they seek destruction nor transformation, at least not for their own sake. However they won't shy away from ritual sacrifice of a bunch of people either if they think they can gain something from it.
For my character I'm thinking that what landed her in prison in the first place was betrayal from another member. Naturally she would want revenge, however not so much that she would go to great lengths to seek it out if she can acquire further knowledge and power instead.
1) This is the text from Path of War about the cursed condition:
Many techniques of Cursed Razor cause a creature to gain the cursed condition; cursed creatures suffer the influence of dark magics, becoming more vulnerable to some maneuvers. By itself the cursed condition has no further effects, but cursed creatures take additional damage from some maneuvers, or are vulnerable to maneuvers that cannot be used on creatures that are not cursed (see maneuver descriptions for additional information on how they interact with the cursed condition). In addition to the maneuvers and stances that render a creature cursed, any creature laboring under the effects of a spell with the [Curse] descriptor (such as bestow curse) is treated as cursed.
I simply want to add "or under the effect of a hex" before "is treated as cursed.
2) Honestly I was thinking to get it for free as it is quite a minor thing... The cursed condition really isn't all that good. There are very few things it affect. It's very flavorful for my character though, so it would be cool to include some usage of it. How about I get this ability (and the addition in 1) instead of a template? Maybe I could trade Adaptive tactics (from warder) for it?
It's a bit unfortunate that a lot of the warder's abilities to protect their allies are morale bonuses, for example Aegis. This doesn't work on undead and I imagine there will be several in the party. Is there a way around this?

HighonHolyWater |

Sethirom is all ready and hoping for a second chance at Talinguarde.
As a boy Sethirom never knew the blood that ran through his veins was different. Neither did anyone else around him, there was but one tell-tale sign which was taken to be a simple birthmark. A strange hardened patch of skin. A single scale. It was only after he matured and his body changed that the dormant traits in his DNA forced their way out. Their corrupted bloodline decided to rear it's ugly head in him. As a result he was ostracised and to save their own reputation his parents sent him away. He lived on almost nothing, homeless on the edge of the village. His transformation kept progressing, his skin becoming scaly on his back, the outside of his arms and his thighs. His skin also blackened, nails growing thick and sharp. Wherever he was found the people chased him away until he had nowhere else to go but into the wilderness. It was then that his outward transformation stopped and his inner transformation began. He hated this thing that he was and and began to hate those that had chased him away also.
He stumbled across an ancient alter, unkept, overgrown and crumbling. Curious, he approached it and discovered strange characters inscribed upon it. They seemed familiar and as he ran his fingers around the edge of the altar a rat scurried out from a crack on its surface. Its beady eyes looked at him for a moment and then spoke rather matter-of-factly, "You are a child of the Abyss." He was so surprised he fell over backwards in shock. "Strange that I would be shackled to one of your heritage. No matter. You freed me and now I must serve you." Sethirom did not know what had happened or if he was losing him faculties. The rat transformed a small hellish fiend. "What is happening to me?" he said as he pushed himself back until his head hit a large piece of broken stone. The female voice replied, "Whatever you wish to happen. You have been granted a divine boon. But it cannot fill you until you take it with both hands." He looked at his claw covered hands. "If you send me away I am free to do as I please. But... if you don't, I shall show you a new path." Pushing himself up to standing again he realised what he wanted now. "I don't want to run. I want to make them pay for sending me away." His eyes glowed red with anger and the Imp smiled then she flew over to sit on his left shoulder. "Together we shall unlock your might."
With the aid of his new imp follower, Sethirom grew in his power. His first acts were to visit vengeance upon the small village of his youth. In the dark of night he came and slew them to a man in their sleep. With the final family tied up, crying for mercy, he prepared an alter and sacrifice. Naamah oversaw the ritual as she had once seen it. The markings on the ground. Anointing Sethirom in the living blood as it exited his victims living bodies. The final victim was his sister, one who had always looked after him as a child. She didn't deserve this. Everyone else did but she was innocent he knew. So he cut her bonds and let her go. Without a thought she ran and ran and didn't stop. When he finished the ritual on his knees his chest felt like it was on fire. The pain was too great and he passed out with his faithful Imp standing nearby, watching and guarding him as he slept. Days later he rose, slightly taller, tougher. The fiend inside him was now the dominant part. His village on fire. Fires started by Naanah while he recovered. By the end of the day the entire place would be in ashes.
"They are always a step or two behind us. They are only this close because you were too weak to kill your sister," Naamah berated him for his failure. A thing that she often brought up, even though she was the minion. For several years they were able to remain safe as he kept moving. Hiding in the wildernesses and forest and mountains as he planned to inflict Talinguarde with what he suffered. He would bring them war and Asmodeus reknown once again. His favourite targets were Mitran priests. Ambushing them from the shadows, leaving their blood pooling in their own sanctuaries and desecrating their places of worship. At the same time he was hunted by a group of holy Mitrans led by one who he believed to be Sir Balin of Karfeld. He had never seen his sister again but thought it probable that she had told whoever she found about what happened that night several years ago. She wasn't his target and trying to find her now would not help him. She was probably under protection or as far away from him as possible. Sir Balin finally cornered him in a monastery in Matharyn as he summoned evil creatures and created undead from the dead priests to terrorise the city. All his creatures were cut down except for Naamah who hid and followed him as he was knocked down and taken away. Fighting alone as he had, it was inevitable that he fall against the combined righteous might of Talinguarde.

Praetorix |

Was thinking of updating good ole Prae, servant of the mad Groteus here, and leveling him to 10th level. He was originally designed for an altered Servants of the Yellow King WotW that didn't get off of the ground, unfortunately, although his flavor can be adapted to fit rather quickly.
Few questions, though.
1. His mystery was, originally, Lunar, because of Prophetic Armor, and Groteus of course.
But his actual theme fits with the Drak Tapestry much, much more. Could I convince you to allow me to port over the Prophetic Armor revelation, perhaps at the cost of removing another from Dark Tapestry? Or even a feat?2. How do you feel about the Dread Ghoul template? What would you think would need to be altered? I'm assuming at least create spawn. Was thinking about taking the Hunger curse, to represent him being driven mad with hunger, thus his transformation into a dread ghoul.
Edit: interesting, didn't notice that two players, one of them being Monkeygod, were planning on being undead. Perhaps that could be an interesting theme for the group?
Also, my entire post seems to have been swallowed up. Here it is again, for your easy reference!

GM Lightbearer |

Praetorix: 1) Substitute revelations. 2) My biggest issue isn't create spawn, since legions of undead could fall rather easily and are better served being placed in the organization, but paralysis. That is a powerful ability and could make combat trivial in many cases. The question is are you willing to git rid of that power?

Monkeygod |

Couple of missed questions:
1) Also, in a normal WotW, you purchase starting gear which is later recovered. Should we do the same here, but with level 10 WBL?
2) Us Wizards, Witches, etc, are we getting extra spells added to our spellbook for free(or reduced cost?)
3) Are we getting all skills as class skills as in Hell's Rebels, or is that offset by the extra power boost of the gestalt we're getting?
Which were prior missed questions...

oyzar |

Nidoran Duran: You mean ANTIpaladin?
Oyzar: That organization rundown seems okay. 1) Yes, but only on certain hexes. Some hexes are not curses. 2) You can trade adaptive tactics for it. And with the whole morale bonuses thing, there ARE ways around it! ^_^
Thank you so much ^_^.
While defensive or utility stuff like healing hex or flight certainly shouldn't spread the cursed condition, pretty much all the offensive ones are replicating some kind of curse. For example slumber is just a minor version of perhaps the most iconic and well known witch curse of them all (eternal sleep from Snow White). I could see excluding the more powerful ones for balance reasons though.
The comment about the morale bonus to undead was kinda directed at anyone. I'm not aware of any easy way to do it.
Praetorix: 1) Substitute revelations. 2) My biggest issue isn't create spawn, since legions of undead could fall rather easily and are better served being placed in the organization, but paralysis. That is a powerful ability and could make combat trivial in many cases. The question is are you willing to git rid of that power?
Of course you are the GM and stand free to make any ruling you want, I just thought I would offer my opinion on this. While I agree that Paralysis is really powerful when it works, it does require both being able to hit the target in melee and make them fail their save and then for them to not have freedom of movement. That's quite a bit of hoops to jump through at this level. A ring of freedom of movement is only 40K GP, probably something a hero hunting down a ghoul would bother investing in (if they don't have an incredible fort save or other way to counteract it). A very similar thing can be replicated by the 1st level power of the ghoul bloodline for example. It is a very iconic ability for the ghouls and probably the primary reason to take the template. It might be worth more than just a single level though. Maybe limit it to only claws (and maybe bite)?

Praetorix |

Praetorix: 1) Substitute revelations. 2) My biggest issue isn't create spawn, since legions of undead could fall rather easily and are better served being placed in the organization, but paralysis. That is a powerful ability and could make combat trivial in many cases. The question is are you willing to git rid of that power?
1. Okay, cool. Thanks!
2. I was wondering if it'd be better for them to just raise as normal ghouls instead of dread ghouls, to make it easier on all of us. They'd be less powerful, and you wouldn't have to spend time applying the template to everything I killed.
3. As for paralysis, I don't think it'd be that powerful of an ability, though I'm willing to restrict it to just the claws. As Oyzar said, it requires a successful attack, and then a failed save. As well as Freedom of Movement, Remove Paralysis is a second level cleric spell, which is not hard to grab as a scroll, especially if they recognize I'm a ghoul (might not be able to, as I'm planning on taking Covilized Ghoulishness for ease of story).
4. I, too wonder if we get all skills as class skills, as that seems to be what you implied. As for wealth, do we need to "buy" our gear, and find it later? Either way is fine, just curious.
5. Can Touch of Corruption be used through a natural attack, as a touch spell can be?
Edit: as for actual build, I'm thinking Dread Ghoul 1,Antipaladin 8, Brawler (Snakebite) 1/Oracle 10. Gives me +2d6 sneak attack (Accomplished Sneak Attacker), a nice Touch of Corruption ability, a few revelations, and 10th level oracle casting.

oyzar |

Templates: They take up levels on one side of the gestalt as per the typical ruling. :)
Big Ben Clocktower: I have no problems with creepy children type villains! The Book of Vile Darkness, for example, had the elven Shadowchild. If you haven't heard of her, she was an interesting example of evil child, along the lines of Damien the Omen.
Sunderedhero: PBP of course!
Doomed Hero: You may take that template but with a few alterations. Instead of regeneration, you get 'Not Dead Yet', which allows you to heal back to 1/2 your maximum HP once per day upon receiving a blow that would otherwise kill you and allows you to use your feign death ability immediately. That should preserve the unstoppable killer vibe and not have regeneration. Fear aura is something that you can selectively turn on and off and probably should in some cases, since it affects allies and enemies alike.
HighonHolyWater: Half fiend is allowed, but without stat bonuses. The base abilities are powerful enough, yeah?
Philo Pharynx: Quickling is a little bit too much.
Bane88: Of course! The only reason that you wouldn't in Hells Rebels is because it is a much lower-powered game by comparison.
Jonny...Panic: There is a post about it in my Hell's Rebels recruitment, so you could check there. If you need elaboration then I will explain. About half of the campaigns listed with me as GM is when I was attempting to co-GM for TSP, now known as Divinitus. Two of the campaigns were recruitments that never got off the ground. And the others I had to quit because at the time I was in an abusive relationship, going to college, having financial troubles, and I was trying to help TSP/Divinitus with his problems as well. My internet was turned off due to lack of money about a week later, so it wouldn't have done any good to continue them anyway.
Itsme: You get all weapon/armor proficiency listings from both classes. All classes have access to all skills.
We do get all skills as class skills as per this post on the first page.

GM Lightbearer |

Class skills: Everyone has access to all class skills, allowing you all to distribute points into any score.
Monkeygod: Sorry! :/ 1) You literally have no gear in the beginning but a simple prison uniform. These heroes are smart and either destroy or sell all personal possessions of the Forsaken. Not to say that a certain tricksy, fair-haired lady individual might have smuggled out a prized possession or two though, like maybe a spellbook or memento... 2) Yes... all of them in fact! ^_^ 3) All class skills.
Oyzar: If you take slumber hex, there are a few things you need to know. Since it is one of the most heavily abused abilities in Pathfinder, I will be pretty critical of those who have it on their list in-game. It is easy to slumber each enemy after debuffing them, then simply coup de gracing all of them en masse, among other abuses, so you see my concern, yeah? With the undead morale bonus, there is a feat for that somewhere.
Praetorix: 1) YW! 2) That was the plan for all create spawn was creating base creatures, not applying templates. 3) But there are still balance issues with on-demand paralysis, particularly when you can try it as many times as you can attack in a round. That's why you don't really ever see it on PC ability lists or, at least, very rarely. Most templates that I am allowing are getting heavy nerfs because of how powerful they are in relation to PC use. 4)Yes and you have no gear apart from prisoner clothing. 5) Yes.

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Regarding the "smuggle something", wound it be possible to bring with me a little wolf necklace? Asking this before some nasty guard steals my companion :(
EDIT: Also, reading the WotW guide, the crime traits suggest the punish for each crime... will you follow it?
Asking this because in some crimes the punish is to hang the criminal and it makes no sense IMO to bring a criminal, let's say from Ustalav, all the way to this prison (wherever it is located), just to hang him...
What is your thoughts about it? IMO a maximum security facility for life time imprisonment works wonders...

oyzar |

Oyzar: If you take slumber hex, there are a few things you need to know. Since it is one of the most heavily abused abilities in Pathfinder, I will be pretty critical of those who have it on their list in-game. It is easy to slumber each enemy after debuffing them, then simply coup de gracing all of them en masse, among other abuses, so you see my concern, yeah?
Slumber is very powerful, but I'm not sure if using it for it's intended purpose can be classified as abuse. Witches are most easily compared to wizards. Wizards get schools (spell per day and school abilities) as well as a few feats, while witches get hexes. However that is not the whole story. Wizards get a much, much better spell list than witches. Most of the top wizard spells are absent from the witch spell list. That is the real cost of accessing hexes. Slumber can only target a limited number of targets and can only be used once (or twice with accursed hex) per target. There are a lot of wizards spells with way more impact on encounters than that.
Anything is easy to land after debuffing the enemy a lot, whether it is ghoul paralysis or witch's slumber or wizard's spells. Doing so costs actions though, so does doing it en masse, you can't target more than one target per action (or two with split hex). Working together to debuff the enemy then doing something to take them down makes for nice teamwork opportunities, just as much as working together by combining attacks to reduce the enemy to 0 HP.
You seem to dislike "the main thing" of witches, so I feel like I'm better off going with another class. After all, I don't want to play something the GM dislikes.

oyzar |

From your posts I've seen that you have problems with slumber, paralysis and intimidate (for panic). Does that mean you think all abilities that can take enemies out of fight that isn't damage are too powerful, basically all all "save or die" effects? That includes quite a lot of spells/abilities.
Given this I'll change my character's focus over to debuffs and touch spells. So instead of slumber and ice tomb (which I assume you also dislike) she'll focus on stuff like misfortune, evil eye, enervation and bestow curse etc. Unfortunately that means I have to basically start over for a lot of things, but hopefully I'll still be able to finish in time. Anything to make the GM happy right? I'll still go with the same witch/Quills flavor at least. I think it'll end up as Witch 11 // Magus 4 / Warder 1 / Bladecaster 5 (then continue with further levels of Bladecaster before going back to warder).
@RVT:
1) Will you allow Combat Stammina? It's paizo rules, but somewhat optional. I want to use that together with Hex Strike (Evil Eye probably, though I might pick up misfortune as well)? Kinda hard to get a good use out of both sides of the gestalt with everything requiring a swift action.
2) One thing that would be very nice for this would be white haired witch, however I don't want to give up hexes (well at least misfortune, evil eye and cackle). Would you allow me to either pick up the extra hex feat or simply pick hexes instead of rogue talents (then major hexes at level 18)?

GM Lightbearer |

Familiars, animal companions, arcane bonded stuff, ect.: You do not start the campaign out with these, but they will be smuggled in at some point by an agent of your patron. Those of you who have played the beginning of WotW probably know how. Don't spoil it for others! :P
Sir Longears: It is assumed that the crime you are charged with was either commited in Talingarde or else assumed to have been so heinous that a wandering missionary of the Radiant God deemed it necessary to carry you back to the holy isle to have you executed.
Oyzar: See, I actually agree with all the fist-shaking about the slumber hex. The reason why is that it scales in save difficulty, can affect any HD of creature, and worst of all, has unlimited uses per day. You could incapacitate an entire group of enemies in just a few rounds, leaving them all vulnerable to coup de graces... and you could do this all day long. That's a balance issue to me, just like with unlimited use dominate gaze on vampires, create spawns that templates creatures instead of creating basic undead, and other things that were never designed for PC use. I have no idea what Paizo was thinking with slumber hex. All you need to do to see abuse is how much people rage about it on the forums and know that it is a pretty widespread problem and that is without the more powerful options that you have in this campaign that could push it past broken. Slumber is not a witch's main thing, not most anyway. 1) Yes. 2) Yes.

Praetorix |

I'm fine with weakening the paralysis- perhaps limiting it to the bite, and only one round? But like Oyzar said, it's a pretty big part of the ghoul's flavor, and what makes them "scary". Taking it away just makes it a hungry undead that spreads disease.
I will be up front with you, making my spawn normal ghouls makes them able to be controlled by my Command Ghouls ability. Pretty sure they won't make that much of a difference in this power of game, but it's a thing to be considered.
Anyway, what about the ability score bonuses from dread ghoul? Keep them, but cut in half?

oyzar |

I'll stay away from Slumber as already mentioned so we can both be happy :). I'm glad I got to know your thoughts on this issue before getting too far into character building.
Magus doesn't seem very gestalt-friendly. Spellstrikes with curses needs either the broad study arcana or hexcrafter, while in order to use my hair when I do spell combat I need natural spell combat. Still, I suppose it's better to have options for it rather than not having such.
I'm considering taking a level of unchained monk in order to save myself a few feats (so UMonk1/Magus3/warder1/battlecaster5) as well as feral combat training (hair). Losing a casterlevel on the magus hurts, but at least I still get full witch casting. Can I then use FoB with spell combat? With my +9 BAB that would be +7/+7/+2 before ability modifiers etc.
Why are there so many feats with high ability requirements :(. With the constrict of the white haired witch errataed to swift instead of free Final Embrace would be nice to get it back down so I'll actually get to use it. There are probably better things to do with the swift action than constricting (if nothing else tripping is an option).

Helvetica Quinn |

Familiars, animal companions, arcane bonded stuff, ect.: You do not start the campaign out with these, but they will be smuggled in at some point by an agent of your patron. Those of you who have played the beginning of WotW probably know how. Don't spoil it for others! :P
So, what does this mean for someone like Hel, who's familiar is literally a part of her skin when it wants to be? She could quite easily smuggle in her own familiar, and no one would be the wiser.

Bognus 'Bluebeard' Dolgrin |

Also also keeping an eye or two on this.
On that note, I know your forum time is probably pretty busy sorting through all the current applicants, but if you find a little time I'd like to hear your thoughts on what I've got so far, if you have any suggestions or problems, that kind of thing. No big deal, of course, just interested.

Gobo Horde |

Looks cool, and I had one neat idea that I want to voice.
I found the Ghost Rider Cavalier archetype and I have been wishing to take into a campaign for a while now.
Then, someone had an idea in a previous campaign that I thought was awesome.
How's this?
Could I be the Ghost of a previous prisoner who was executed and come back as an unquiet Ghost to haunt the prison, who then tags along with the escapees so that he can exact his revenge on the Talengarde who killed him?
So I was thinking about creating a ghost Cavalier with the above archetype but the Ghost template has a lot of extras that I don't need :(
Could I have a custom template that only gives me the undead type and the incorporeal ability?
I would still need to get my hands on a ghost touch Weapon at some point after we escaped but that's for much later :)
Also, have you considered how Branderscar Prison is going to contain a half-dozen high leveled characters (in the same room no less)? Some who may teleport or enslave or warp the very reality around them?

Philo Pharynx |

Also, have you considered how Branderscar Prison is going to contain a half-dozen high leveled characters (in the same room no less)? Some who may teleport or enslave or warp the very reality around them?
Chains that do dimension lock, and are augmented with force. Resizing to contain people who change shape and size. And so forth.

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Working on my werewolf PC background... he will be for sure from Ustalav, precisely the Lozeri County. Do you see a problem for him to be the Devil in Gray?
According to the Rule of Fear book, the Devil in Gray is a big wolf that terrorize the city of Chastel, being responsible for many deaths and a famous massacre. In the books it states that the Devil is a NE advanced CR 7 winter wolf, but many believe it is actually a werewolf and even the werewolves from Shudderwood fear him... if you see no problem, the legend of the Devil fits perfectly my idea of a Alpha Hunter among the Werewolves.

Bognus 'Bluebeard' Dolgrin |

Just to chime in on the teleportation thing we've been discussing - most days, the words "The prison is warded against teleportation" is gonna do just fine. If you assume a full government built the place with this in mind, they almost certainly had access to enough resources and high level spellcasters that they could make up their own effects as necessary when committed to a major project like a maximum security prison.

Praetorix |

Been working hard on getting this done, I'm super excited!
New level progression: dread ghoul 1, Antipaladin 3, Slayer 6 (Stygian Slayer)/Oracle 10.
Thinking about using the Nightmare line of feats (Striker and Weaver), the Shaken cruelty, and Power Attack + Cornugon Smash together with Shatter Defenses to get all the +3d6 sneak attacks. Plus, an insane Stealth (hopefully).
Changing my curse to Clouded Vision will help with the darkness and stealth factor.
Speaking of, who will have darkvision or see in darkness? If it's not a majority, I may have to cut down on the darkness I use, which would mean I have to make some build changes.
Also just have to pick up some of those flavorful ghoul feats (Warren Digger, Sleeper, Old as Dirt, Civilized Ghoulishness).
Gotta rewrite his backstory a bit as well, fitting in his new crime (grave robbery. Ha!), new curse, and role.