Fez's Hell's Vengeance (Inactive)

Game Master Nathan Hartshorn

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Cimri Staelish


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Hello all! We're down a character in Hell's Vengeance, and we're only a third of the way through the first book so it should be easy to integrate a new character in.

In the campaign we have:
Penance a gnome inquisitor

Rurisa a human bloodrager

and

Vokrin a tiefling wizard

Below are the character creation guide-lines that I used at the start of the campaign, changed to reflect what has happened thus far.

Character Creation:
15 point buy
Standard Races as well as Aasimar, Dhampir, Ifrits, Oreads, Sylphs, Tieflings, and Undines allowed
1000 gold and a free masterwork weapon
Background Skills per Pathfinder Unchained are in use
2 traits, one campaign (see below), one other
Drawbacks are allowed, giving you access to one more trait

I really enjoyed GM Nightmare Knight’s format for backgrounds. I’ve seen others say it really helps them with the mindset of the character, and it did for me as well. OOC remarks are my own, requirements as follows are otherwise verbatim:
1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Not sure about the third secret just yet, but I like the idea

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

5) Three key memories that define your character as the person they are at the time of submission.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

Finally, some rules of my own.

Posting expectations: I do enjoy quicker games, but I realize that with different time zones it may be tricky to pull off (Ex: I have family in an 8 hour time zone away. Between work and sleep it is difficult to catch up with them). So I ask that you post once per day Mon-Thurs minimum, and once per Fri, Sat, Sun period, even if it’s something entirely ooc. I also understand real life happens and I am more than willing to accommodate, just drop me a line about what’s up. All of that being said, my posting schedule will revolve around yours, meaning: I will post more when you guys post more. Some campaigns run smoothly at 1 post a day, others run fast where I post 3 or more times per day.

Houserule: Instant Death: This is something I have developed over time and while it comes up rarely I feel it adds to dramatic tension when it does show. If you roll a 20 on your attack, and follow with a 20 on your critical confirmation you get one more attack roll at the same bonuses. If this attack roll meets or exceeds AC the creature being attacked is instantly killed, regardless of any effect that may prevent such a thing from happening.

I use this both for and against PCs, and in the many years I’ve run using this rule (or had it adapted by my players who wanted a turn GMing) I have seen exactly 1 PC die because of it, where I have seen probably 2 dozen or so NPCs die. 8 of them were in one campaign from a Praying Mantis AC (which was later Awakened and gained Monk levels to become Mantis-Bro)

Houserule: Sometimes you're just faster: A natural 20 on the initiative check will put you as the first person to act in the round, regardless of bonuses or negatives normally applied. I like the thought that heroes (and occasionally villains) have that little extra 'oomph' to get the first shot in as everything around them devolves to chaos and mayhem.

If you guys don't want these house-rules to be invoked let me know and we won't use it.

TL;DR
Hell's Vengeance
Recruitment will be open until August 18th, 2017, 11:59 PM EST.
Character creation above
Background above
Houserules: 2

Dark Archive

Dotting


Awesome. Very interested as I've been looking for opportunities to run an evil PC. I'll take a look through the gameplay so far and get something up this weekend.

Couple general questions, if I may:
1. How evil are you going? PG-13? R? It's a lawful evil campaign, so I take as a given you don't want raving psychopaths, and I assume there is an understanding of no intra-party conflict, but are there any lines you've drawn on how much evil is acceptable?
2. Unchained classes? In, out?
3. Any class restrictions?
4. How would you like us to do tiefling/aasimar alternate Heritages and Abilities? Roll randomly or just pick?

Presently leaning towards a ex-Iomedaean aasimar (tyrant) anti-paladin.


Dotting!


Dot. I have an idea for a Brawler who 'follows' as it were Mr.Eaten from Fallen London. If we need a more arcane/divine type I could be a sorcerer or oracle.


Haven't drawn any lines yet, they haven't been necessary. Penance is just itching to use his special interrogation skills on someone.

Unchained classes are good.

No class restrictions to speak of, though if you decide to play a Paladin I can't help you from fighting yourself the entire time.

Tiefling/Aasimar alternate abilities will be rolled randomly.


Also dot


I have a character, Jerax Hellfire, ready to go and built from a failed HV campaign. I will confirm I have all the requirements you posted.


Dotting.

GM: How do you feel about necromancy, raising the dead, etc.

And is Chaotic Neutral an allowed alignment? Or do you have to be evil?

I don't mind an evil game, but I'm not too keen to hear about players' descriptions about torturing someone, for example. So even in games like that I often play neutral characters.


I'll put down a dot...I've read through the gameplay so far, and I have to say that I really like your guys' style! Only one question: I have a character more or less ready to go that I submitted to another Hell's Vengeance that never happened, a bounty hunter slayer named Pavo. He'd be a little bit different in temperament from the rest of the group--more lighthearted and affable than the others, I'd say (he'd get along really well with Cimri).

Looking at the party makeup, though, I'm wondering if a slayer would be useful or if you're really looking for a divine caster? That's the obvious hole in the party lineup, and I might be able to come up with something fitting if that's what you're looking for.


I've been looking for a game to make a Red Mantis Assassin. I hope that is okay for this Game?

2nd question. Will you be willing to play with the Vampire feat chain from Way of the Wicked?


GM Fez wrote:
Tiefling/Aasimar alternate abilities will be rolled randomly.

Alrighty... let's see what we get here.

Variant Aasimar Abilities: 1d100 ⇒ 50 You gain an additional +2 racial bonus to your Wisdom score... Kind of useless for the build, but whatever.
Alternative Physical Features: 1d100 ⇒ 18 Long-lobed... Nope

Should have a submission up by tomorrow. Going to begin working on the background questions.

And, not sure how you're doing Hit Points, but here's level 2:
1d10 ⇒ 9


I have a prelim build to look over, then i will start on the details asked, like the 10min background. Will choose a name if chosen. So as to not flood my base of characters with profiles :P

Hopeful RMA Vampire:

Unnamed Hero
Male vetala-born dhampir (ajibachana) fighter (two-weapon fighter) 2 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 14 (2d10-2)
Fort +2, Ref +2, Will +0 (+1 vs. fear); +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to consecrate
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
. . dagger +4 (1d4+2/19-20) or
. . dagger +4 (1d4+2/19-20) or
. . dagger +4 (1d4+2/19-20) or
. . mwk sawtooth sabre +3 (1d8+2/19-20) or
. . mwk sawtooth sabre +3 (1d8+1/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 8, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Alertness, Exotic Weapon Proficiency (sawtooth sabre), The Bitten, Two-weapon Fighting
Traits local tough, seeker, uskwood hunter (nidal)
Skills Acrobatics -1 (-5 to jump), Handle Animal +8, Intimidate +9, Perception +8, Profession (torturer) +5, Sense Motive +2, Stealth +5
Languages Common
SQ fangs[ARG], resist level drain, umbral unmasking, vampiric empathy[ARG]
Combat Gear potion of inflict light wounds; Other Gear mwk agile breastplate[APG], dagger, dagger, dagger, dagger, mwk sawtooth sabre[ISWG], mwk sawtooth sabre[ISWG], bandolier[UE], bedroll, belt pouch, canteen[UE], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, soap, waterskin, 1 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fangs You can bite a helpless (automatic) or grappled (with a CMB check) foe for 1d3+2 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
The Bitten You have been bitten by a vampire and infected with the curse of undeath.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Consecrate -1 CL when affected by consecrate, hallow, or a similar effects.


I will be interested, but because i have others im either in or applied for, please be aware others should be a bit more considered.


Looks fun. I have a character that I made in an old offline 3.5/Pathfinder hybrid Ravenloft game a few years back that died off and I'd really like to sink my teeth into the guy again. I don't know anything about this AP, so I am wondering if playing an undead-focused character would be a missed opportunity here (in regards to say, taking feats/traits/etc that have to do with interacting with undead and such)?

Character is an oracle of bones (was a half-elf in his previous incarnation but I think I'd make him a dhampir now just because it fits the bill flavorwise so well) whose mother died giving birth to him and he was stained by negative energy which gave him a link to the negative energy plane (a la Bones mystery). His curse is Haunted and always hears whispers from ghosts and spirits which sort of disjointed his childhood and basically grew into the philosophy that he is destined to be some monarch over ghosts and spirits. He more or less is just completely overcome by delusions of grandeur, even styling himself as the Phantom King, believing that these spirits that haunt him have sought him out to be their leader. That said, he understands that being a powerful leader means surrounding yourself with loyal subjects so he is cooperative but always wants to believe he is the one pulling the strings whether he really is or not (combat role would be buff/debuff mostly, to feel like he is deciding the course of battles from behind the lines). He is incredibly paranoid, however, partially due to his Haunted curse and mostly due to his delusional nature and always thinking people are out to interfere with his path to greatness. He covers his body head to toe in shrouds and always wears a mask. He pays loose homage to deities / demon lords / devils /etc of death and undeath in general, but kind of just reveres negative energy as a whole. A lot of his feats and features would revolve around commanding undead and such, (i.e. Command Undead revelation, Deathspeaker trait...3.5e had an Undead Leadership feat that I was keen on; not sure if you'd allow the taking of an intelligent undead as a possible cohort later via pathfinder's Leadership or anything).

Kind of got carried away with the general idea I guess, but I was mainly seeing if this amount of undead focus would be lost in this game or not before I committed to a true entry with that character.

Otherwise I have another castaway 3rd edition character I'd love to dust off, tiefling rogue/assassin.


@Peet and Woodsmoke

I'm not the GM but am currently running the adventure path so know a bit about it as default.

You don't have to start as evil but in the adventure path you'll probably slide into evil. Neutral characters can work but may well slide. It's not the game for good characters to have a good time of it, evil and neutral are the way to go. CE characters need to know not to bite the hand that feeds them.

On the subject of necromancy, the aristocracy and peasantry of Chelliax both find undead distasteful but it happens and if you're making yourself useful it'll be easier to swallow. Just don't get caught grave digging!

@GM Fez

I'm currently running the adventure path but if you are ok with it would like to submit a character. I've got an idea for a Vigilante character, a Chellish Nobleman Saul Steiner veteran of the Worldwound who doesn't like the current disruptive influences that should be marching northwest to do their part and is trying to help restore order as the Grinning Gaav.


Did someone say an Asmodean Advocate?

I do need to ask how the tone of the game is, because I'm not saying that I'm married to the idea of a character whose first name is Evil, I am also totally willing to do it if it's the right table.


Here's my submission. If accepted, I would obviously put it into an alias. Gear is not complete but would be rounded out if accepted.

Arken Marsk -- Stat Block:

Male angel-blooded aasimar (angelkin) antipaladin (tyrant, dread vanguard) 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Champions of Corruption 22, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 64)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 25 (2d10+6)
Fort +8, Ref +4, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
. . heavy mace +5 (1d8+3) or
. . mwk nodachi +6 (1d10+4/18-20)
Special Attacks smite good 1/day (+3 attack and AC, +2 damage)
Antipaladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect good
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +5; CMD 16
Feats Power Attack
Traits ex-iomedaean, seeker
Skills Acrobatics -4 (-8 to jump), Heal +2, Intimidate +8, Knowledge (religion) +4, Perception +5, Profession (soldier) +5, Profession (torturer) +5; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ touch of corruption 4/day (1d6)
Other Gear mwk banded mail, dagger (2), heavy mace, mwk nodachi[UC], bedroll, masterwork backpack[APG], silver unholy symbol of Asmodeus, 508 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Touch of Corruption (1d6 hit points, 4/day) (Su) As a standard action, touch channels negative energy and applies cruelties.

--------------------
Background Points:

Concept Art

1) Five(+) Concept and Story Points
* Does not know who his parents are; was raised as an orphan within the Church of Iomedae
* He was raised in the church of Iomedae befitting his angel-heritage but struggled with his impatience and contempt for lesser "mortals". He knew better than his "elders" in the church. The impoverished and weak did not need handouts; they needed firm laws and limits imposed on them to push them into contributing to society instead of being a drain on it.
* His arrogance led to conflict with the clergy and eventually he assaulted one of them; beating the man to within an inch of his life. For this, he was excommunicated.
* Initially despondant, he took to liquor and mercenary work. He made his living for a decade as a common sellsword and occasionally street "tough".
* After a decade as a sell-sword, he was eventually hired by a Chelish priestess of Asmodeus for some bodyguard work in Varisia. The priestess found him incredibly handsome but thought his drunkeness and lack of purpose repulsive. She managed to convert him into the faith.
* He has a zealot's conviction, craving the discipline and order found within the faith.

2) Two Goals
* Become a Hell Knight
* Convert an Iomedean priest to the Asmodean faith

3) Two Secrets
* Known Only to Him: His zeal is rooted in occasional doubt; he sometimes does not believe in the wisdom of consorting with devils and finds the laws of the Chelish Empire enforced in an arbitrary and capricious fashion. To compensate for these moments of doubt, he is even more cruel, trying to destroy those parts of his pysche.
* Unknown to Him: The Iomedean priest he thought he nearly killed was his own father in a human's guise. The priest was never close to death, but it was a test of faith, which the son failed.

4) Three to Five NPCs
(Happy to have the names/identities tweaked to fit NPCs within the AP)
* Corica Cinnator -- The Asmodean priestess who converted Arken. He lost touch with her two years ago but feels a profound debt to her (and is somewhat in love).
* Zavar Khali -- The identity of the Iomedean priest he beat and, secretly, his father
* Jaim Hightower -- An Iomedaen inquisitor who excommunicated Arken and recently discovered he had taken up the Asmodean faith

5) Three Key Memories
* His initiation into the faith as an antipaladin of Asmodeus, involving a blood sacrifice, contract, and priests of the faith threatening dire consequences for less than total loyalty
* His excommunication from the Church of Iomedae, filling him with hate and rage at hypocrisy and weakness
* Murdering a cleric of Iomedae as part of his initiation into the Asmodean faith.


@ALL: I forgot to mention hp... You either take your die roll or half-die plus 1, whichever is higher (Thanks SnowHeart!)

@Peet: I'm fine with undead, but for the most part you'd be making your own. And neutral can definitely work, but you'd be liable to slip into evil just because of the actions that you perform throughout.

@The Norv: Lighthearted villains can be the most terrifying in my opinion which will just make the AP better! While a divine caster would be better for party makeup its not a set requirement, especially as I can shift the AP around a bit.

@Seth86: A Red Mantis Assassin would be a good fit because you're stopping people from deposing the rightful queen of Cheliax (though it might take those individuals a long time). I've never heard of Way of the Wicked having any special feats, I'd have to look them up and see what they're about.

@fatmanspencer: Thanks for the info!

@Woodsmoke: Sounds like a cool concept, but I'm not sure this is the AP for it. As I mentioned to Peet above, you'd mostly be making your own undead, and undead that you confront are rather rare throughout the AP. Most enemies are goodie-two shoes of one sort or another.

@Kevin O'Roarke: Feel free to submit a character, with normal caveats of player knowledge, character knowledge, blahblahblah.

@Trinam: We haven't really gotten to a spot where characters can show off how truly evil they are, but feel free to read the gameplay and see how you feel for the table.


Oh one more thing.

How do you feel about the damnation feats?


Here is a basic write up of Trevor. I will rename him since the Profile is being used by another character.

'Trevor':

Full Name : Trevor Culexes
Race: Halfling

Classes/Levels Oracle(Bones) 1

Gender : M

Size : S

Age 20

Special Abilities :

Alignment: LE

Deity : Groteus

Location : Cheliax

Languages :Common,Halfling,Infernal

Occupation : 'Healer'

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 16 (+3)
Height: 3' Weight: Average Hair: Brown Eyes: Brown
Favored Class: Oracle(Skill)
EXP: 0
Hit Points: 10

Spd: 20
Init: +2
AC: 16 (+2 armor shield +3 Dex +1 Size)/Touch 14/FF 13)
BAB: +0
CMB: -2
CMD: 12
Saves: Fort +3 Ref +4 Will +3 +2 vs. Fear
Weapons:
Dagger +0 1d3-1 19-20/x2
Sling +4 1d3-1 50 feet

Skills: 5/level
Heal (1+3 FCB ) 4
Bluff (1+3 Ability +3 FCB +1 Trait)8
Stealth( 1 +3 Ability +3 FCB +4 Size) 11
Diplomacy (1 +3 Ability +3 FCB) 7
Perception (1 +2 Racial) 3

Background skills 2/Level
Craft(Carpentry) (1+3 FCB) 4
Craft(Alchemy) (1+3 FCB) 4

Feats: Point Blank Shot(+1 Hit/Damage to targets within 30 feet)
Traits:Good Slip +1 Bluff. Bluff is class skill 1/day when next to a human of Chelish descent, reroll will save.Well Informed+1 Diplomacy to gather info.Diplomacy is class skill
Special Abilities:SmallHalflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks,FearlessHalflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.[b]Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Oracle Curse Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
RevalationsArmor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
spells per day Unlimited/4////
Known DC 13+Level
0. Stabilize,Detect Magic,Light.Guidance
1. (14)Cure Light Wounds(Mystery),Murderous Command,Sanctuary
2 (15)
3 (16)
4 (17)

Equipment
Healer's Kit (50 gp) 10 uses
Oracle's Kit (9 gp)
backpack
bedroll
belt pouch
candles (10)
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Dagger (2 gp)
Sling
20 sling bullets (2 sp)
Leather armor (10 gp)
33 gp 8 SP

Description: Trevor keeps himself neat and unobtrustive as possible. His hair is kept short and free of any ddecorations and his shirt and pants are dull browns with a plain brown cloak. He
does have several tools he keeps for carpentry and enjoys whittling.

Background: Trevor was born to slaves and thus became a slave. Working in the kitchen day after day eventually bacame assisting in an infirmary and thus it seemed that Trevor would
become yet another one of the endless slips that were held in thrall to Thrune. Trevor however, had a very odd mission come to mind and a rather disturbing way of helping his fellow
halflings achieve freedom. Trevor was no grand rebel, ferrying his kin by hidden roads to Bellflower safehouses and to safety. Instead, his heart, as empty and resigned to his toil came
to understand the inevitable end of everything and sought to preach this to other halflings that could not rid themselves of their yoke; let themselves be the last generation of
their line live in slavery. Bear no children and if able to, end their pregnancies with one of his drinks for a somewhat uncomfortable but endurable termination. If they could escape, fine, start
your family but let not the chain or rope bind your line any further.
Trevor doesn't expect to have any great effect and expects his mission to be just a tiny speck of dust swallowed by the void, just as he expects Thrune to one day crumble to ash until all
is silent under the face of Groteus. He is thinking of a way to intoduce 'Mercy splinters' to his fellows. Sharpened shards of wood that are perfect for opening a vein if their lives
become unbearable. But again, he doesn't really expect it to catch on.
With humans, Trevor is quiet and softspoken, never speaking unless spoken to unless danger looms("My goodness, there seems to be a large bear objecting to our presance.") with halflings, he is
courteous and will lend an ear to listen to worries. He will slip in some tidbits of his philosephy to them and if any seem planning on starting a family, will become somewhat more
animated and caution against it.

Short background
1.Neatness. Trevor is very neat and orderly but not obessively though, he often busys himself makign sure all of his equipment is clean. Remembers the moon as part of
his epiphany, likes to stargaze and would like to purchsae a telescope. Deep interest in medicine, despite his nihlistic views, enjoys disgnosing, researching and treating maladies
and keeps a diary on any people he meets that has challenging problems.

2. Goals. Establish a cult amongst halflings that promotes Trevor's view of letting themselves be the final generation in bondage and/or providing painless death to
those who wish to die. Right now, being unoticed is his/my main goal. Aim to have Trevor being the silent support, no beams of darkness from his fingertips or creatures
pulled from the ether.

3.Secret he knows. He has been whittling the 'mercy splinters' and slipping them into the slave pens where halflings are kept and several have taken up the offer. Secret he doesn't
know. Someone is aware of the dead halflings but hasn't made any connection yet to the splinters and Trevor being in the area whenever deaths happen.

4.Relations. Parents. Bother are alive and still at their labors, is respectful but somewhat distant as he wishes to keep knowledge of his new ways from them. Enemy, Frell Sweettooth.
Bellflower agent who knows someone encouraged halflings to take their lives and is enraged at such an act.

5. Mannerisms. Likes to whittle during his rest times and has crafted several nice items that he gives out as gifts. Is very spartan in his lifestyle except for his
hobbies and equipment, some woudl say he would sleep under the bed to save even more room if he had less. Is quiet even by respectful slip standards, one can never know he is there unless pointed out.


The damnation feats are cool, and there will definitely be opportunity to sell your soul...

Scarab Sages

Pathfinder Starfinder Society Subscriber

Pestis:
Pestis
Dhampir Rogue (unchained)(Knifemaster) 1
CE
Init +6; Senses ; Perception +5

DEFENSE
AC 17; Touch 14; Flat-Footed 13
HP 9
Fort +0 ; Ref +6 ; Will -1
Resist +2 vs Disease & mind-affecting;

OFFENSE
Speed 30ft;
Melee +5 Mwk Kukri (1d4, 18-20/x2); S;

STATISTICS
Str 10, Dex 18, Con 10, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 14

Feats
Weapon Finesse, Blood Drinker

Skills
Acrobatics +8, Bluff +9, Climb +4, Disable Device +8, Disguise +7, Perception +5, Sleight Of Hand +9, Stealth +8

Languages
Common

SQ
Sneak Attack +1d8

Gear
Mwk Thieves Tools, Mwk Stud Leather, Mwk Kukri

questions to be answered soon. I also am working on a fun Cleric of Asmo build

Scarab Sages

Pathfinder Starfinder Society Subscriber

questions:

serial killer
crazy
careful
has a thing for blood
has a thing for knives

Learn the benefits of being a tool
Find value in working with a team

He keeps a trophy (undecided as to specifics) of all his kills
Someone knows of his real identity (an admirer)

Ylselda - human female - admirer - unknown to Pestis
Local law - enemy
Morgan - Ylselda’s Father - neighbor - indifferent contact

1st kill in slum bullying/robbery was exhilarating
Parents nowhere to be found
Found mwk kukri dropped by a fleeing person (pathfinder). He followed and killed the pathfinder.


I am currently running this adventure path for some friends but would love to play if that wouldn't discount me. I have made Demibaron Saul Steiner a Chellish Nobleman by day and Grinning Gaav by night. Human Vigilante as I feel this could work well in the campaign, I have only just begun reading the second book so may well be wrong.

The social persona picking up clues in town and being seen as a reasonable noble. The vigilante persona appearing from nowhere striking down rebel scum.

Character Sheet:

Human Vigilante
Demibaron Saul Steiner (LN), ‘Grinning Gaav’ (NE)
Religion: Saul (Diabolism), Grinning Gaav (Barbatos)
Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 10
HP: 8, Fort: +0, Ref: +5, Will: +2, Initiative +3
Social Identity AC: 17, FF 14, T 13
Vigilante Identity AC: 18, FF 15, T 13

Traits: Chellish Noble (Campaign)*, Armour Expert (Combat)
Feats: Skill Focus (Stealth)-Focused Study, Noble Scion (Scion of Peace)*

Vigilante Specialisation: Avenger
Social Talent: Renown (Longacre)
Skills:
Acrobatics, Bluff 4=1+0+3, Climb, Diplomacy 4=1+0+3, Disable Device 9=1+3+3+2, Intimidate 4=1+0+3, Knowledge (Dungeoneering), Knowledge (Local) 4=1+0+3, Perception 4=1+0+3, Ride, Sense Motive 4=1+0+3, Sleight of Hand, Stealth 10=1+3+3+3, Survival, Swim, Use Magic Device
Appraise, Craft, Disguise 4(+20*)=1+0+3(+20*), Escape Artist, Knowledge (Engineering), Knowledge (Nobility) 7=1+0+3+1+2, Perform, Profession,

Social Gear: Noble’s outfit, Signet ring, Mwk Parade Armour, Light Wooden Shield, Cold Iron Longsword, Hollow Elegant Cane (AA2), Vigilante’s Kit
Vigilante Gear: Battle Mask (Grinning Gaav) Mwk Backpack, Mwk Chain Shirt, Mwk Buckler, Mwk Shortsword, Cold Iron Shortsword, Alchemical Silver Shortsword, Shortbow, Cold Iron Dagger, Arrows (20), Mirror Ball (AA2), Mwk Thieves Tools, Offset Bear Trap (AA2), Bounty Hunters Kit, Wax Blank Key, Silent Whistle, Signal Whistle, Silk Rope (50ft), Twine (50ft)
10gp 2sp 9cp


Questionnaire:

Previous Events
1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.
Saul
-Did a tour of duty at the Worldwound in the Chellish army under General Lazlo Faust. His time there galvanised him against disruptive elements.
-Had a discrete affair with a slightly older Chellish noblewoman.
-Gregarius yet tactful and taciturn
Grinning Gaav
-Grinning Gaav is not his first vigilante identity, towards the end of his first tour of duty the ‘Damned Duke’ tracked down a few weak willed deserters. Hearing a mage speak about the Devil’s known as Gaav’s being fierce hunters of wayward souls he set about constructing his first true persona… calling himself a Duke back home might attract unwanted attention.
-Far more willing to bend or if necessary ignore rules to do what’s necessary.
-Rizallago recently dispatched the Grinning Gaav towards a little hamlet where a local Cleric of Erastil was fermenting dissent secretly amongst his flock. Grinning Gaav watched and waited studying the movements. They had no contact with the rebel forces but wanted to make sure that any growing ambitions would be stamped out. Unseen the Grinning Gaav sowed the seeds of infighting, and with the help of a disgruntled member of the community who wished to make a few coins led several members of the community into thinking the Priest had stolen from them… who shortly after disappeared seemingly in the middle of the night with after killing one of his greedy accusers, no need to leave a trail after all...
-Gallows humour, glib

2) Two goals that you'd like the character to accomplish in-game.
Saul Steiner -Acquire a hereditary title, weathering the current turmoil in a stronger position.
Grinning Gaav -Kill a Champion of the Glorious Reclamation in a fortified position, getting in and out undetected without them knowing til he has left. Drive home the lesson that for traitors and dissidents there is no escape from retribution.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
-Though Saul is against disruptive elements and has become harder in his outlook against wayward elements due to his time at the worldwound he could quite happily support several changes in Chelliax such as a weakening of the church of Asmodeus with perhaps a focus on a purer form of diabolism or even a faith such as Abadar being dominant. House Thrune as well could see a certain degree of changes. Still both serve the order of the day so he will support them. The Iomedians are a bit soft for his tastes however and this crusade brings disorder, if they wished to serve their Goddess they would march those troops to the Worldwound, with Chelliax’s aid the forces their will falter. These upstart dogs must be crushed so the greater enemy does not take advantage. He does not trust Mendev to fend for itself in the long run.
-A romantic trist with a slightly older widowed Chellish noblewoman led to a baby her family has been quiet about. She is the daughter of a Baron and do not wish any pressure or manouevers to have her marry someone who’s prospects they are not currently impressed by. They enjoyed their time together but he doesn’t know why she (under a lot of pressure from her family and quite unhappily) broke things off suddenly.

4) People that are tied to your PC
-Paracount Lucius Steiner, Patriarch of House Steiner and Saul’s Uncle left without an heir due to recent events with his son Marcus. The point where he’d welcome his son back into the fold has passed and would be pleased if the embarassment was dealt with.
-Marcus Steiner, the White Sheep of the family. There were hopes he might one day become a Hellknight. He served a tour of duty at the worldwound just like his cousin Saul but fell in with the wrong crowd. Forsaking his heritage, he has renounced the Empire and not returned home… though recent developments may change that.
-Gregor Tarley, Cleric of Abadar. Former Baron Gregor is an aging knight and the last best hope for his house to return to glory after being brought low by the Steiners. He’d love to bloody the houses nose a little bit but will not sully his honour by breaking the law.
-General Lazlo Faust. Faust was the general Saul served under at the worldwound and even spent the end of his tour of duty as Faust’s aide. Saul respects the man’s sense of honour and tactical acumen.
-Hellknight Signifier Tolvus Steiner (Cleric), Saul’s older brother who has succeeded where so many have failed and become a fully recognised Hellknight Signifer from the Order of the Godclaw. Given the recent clashes with the dogs of the so called Glorious Reclaimation Saul is concerned that the prolonged period of combat may see harm come to his sibling. Anyone who killed him would surely bring about Saul’s wrath.

5) Three key memories that define your character as the person they are at the time of submission.
-Watching some of the men under his command die needlessly because the scouting force at the worldwound had deserted. Tracking them down and reaping his revenge helped form his harsher views on discipline and order.
-Dueled Dargus Goldleaf a bandit leader in the square of Timberlake village after setting fire to the boat his men were hiding in, putting an end to his band once and for all. It was a strange experience having the villagers cheer his victory rather than fear him. Still order was restored and that was all that mattered.
-At the ruined bridge of Calbury Downs the Grinning Gaav was ambushed after seeking the aid of one of the Sheriff’s deputies. His experiences at Timberlake had left him a little more open to working with ‘civilians’ however the deputy tipped off the priestess of Milani he was hunting. Though the priestess was unable to finish the job as he dove into the river it left him badly injured. The priestess and deputy were long gone due to the recovery time he needed. Altruism is a poor motivator for others, greed and fear are far more reliable and can be actively encouraged.


Jerax Hellfire, tiefling antipaladin of Asmodeus, is ready for consideration.


TheWaskally wrote:
Jerax Hellfire, tiefling antipaladin of Asmodeus, is ready for consideration.

Tyrant archetype I presume?


Yes, along with Dread Vanguard. Sadly I seem to be the other side of the coin to Arken Marsk.
But Jerax wields a MW spiked chain...which is cool.


Ok, so let's see who and what we've got...

Jerax Hellfire (Anti-Paladin [Tyrant, Dread Vanguard] - TheWaskally
Unnamed (Fighter [Two-weapon fighter]) - Seth86
Arken Marsk (Anti-Paladin [Tyrant, Dread Vanguard]) - SnowHeart
Trevor Culexes (Oracle [Bones]) - MannyGoblin
Pestis (Unchained Rogue [Knifemaster]) - Saashaa
Saul Steiner (Vigilante) - Kevin O'Rourke 440

Dots
LadyFeara
alexgndl
CydeMcClod
Ska Talon
Peet
The Norv
fatmanspencer
Woodsmoke
Trinam

Whew. I think I got everyone, let me know if I missed something.


Dotting.

What level are we starting at?


TheWaskally wrote:

Yes, along with Dread Vanguard. Sadly I seem to be the other side of the coin to Arken Marsk.

But Jerax wields a MW spiked chain...which is cool.

LOL. May the better tiefling tyrant/dread vanguard antipaladin of Asmodeus win. Yay for original concepts! ;-)

Good luck to all. Looks like a fun campaign whoever Fez picks.


Dotting cleric(fiendish vessal) of Lissala


Ok, here goes. As I mentioned, adjusting this from a different Hell's Vengeance recruitment that never took off. This is also being typed up pretty quickly, so if anything seems out of whack that's why (and I've not yet worked out the updated gold/gear...hope that's ok)!

Pavo Stat Block:

Pavo
Male Human Slayer (Bounty Hunter) 1
Favored class: Slayer FCB: 1 skill rank
NE Medium Humanoid (Human)
Init +3; Senses Perception +1
-------------
Defense
-------------

AC 16, touch 13, flat-footed 13 (+3 DEX, +3 armor)
HP 11
Fort +3, Ref +5, Will +1
-------------
Offense
-------------

Speed 30'
Melee Mwk spiked chain +5 (2d4+3/x2) disarm, trip
Mancatcher +3 (1d2+3/x2) grapple, reach, special
Longsword +3 (1d8+2/19-20/x2)
Ranged Bolas +4 (1d4+2/10'/x2) nonlethal, trip
Net +4 (entangled/10')
-------------
Statistics
-------------

Str 14 Dex 16 Con 12 Int 8 Wis 12 Cha 13
Base Attack +1; CMB +3; CMD 16
Feats Weapon Finesse, Power Attack
Traits Amoral Mercenary, Nonchalant Thuggery
Trained Skills Intimidate +5, Sense Motive +6, Stealth +8, Survival +5 (+6 to track), Swim +6, Bluff +5 (+9 to hide aggression), Knowledge (Local) +3
Background Skills: Knowledge (geography) +3, Appraise +3
Languages Common
Gear Studded leather armor, masterwork spiked chain, mancatcher, longsword, net, 3 bolas, explorer's outfit, backpack, belt pouch, brass knuckles, 5 daggers, 50' hempen rope, hooded lantern, lamp oil.
Cash TBD
-------------
Special Abilities
-------------

RACE
Skilled: Pavo gains +1 skill rank at every level.
Military Tradition: Pavo's carefully honed his skill with weapons, and is proficient with the spiked chain and mancatcher.

TRAIT
Amoral Mercenary (Campaign): Gain a +1 bonus on Sense Motive. 1/day, as an immediate action, you can change your effective alignment to "neutral" instead of "evil" for the purposes of effects.
Nonchalant Thuggery (social): Gain a +4 bonus to Bluff checks to prevent others noticing your aggression.

CLASS
Studied Target +1: Study a foe you can see as a move action; gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, and +1 to attack and damage. DC of slayer class abilities increases by 1. You can only maintain this bonus against one foe at a time; it remains in effect until the foe is dead, or you study a new target. If you deal sneak attack damage to a target, you can study it as an immediate action.
Track: Add 1/2 level (min. 1) to Survival checks to track.

FEAT
Weapon Finesse: Use DEX instead of STR to make attack rolls with finesse weaons.
Power Attack: At will, take -1 to attacks to gain +2 to damage (+3 with 2-handed) for 1 round.

Background:

Born the son of an itinerant trapper and a whore in Misarias, Pavo (no last name) has never had much luck. Fortunately for him, his lack of good fortune or wealthy birth has been more than compensated for, over the years, by his speed, strength, stamina, and complete lack of any moral compass. Pavo's father disappeared when he was barely seven, and his mother drank herself into an early grave in his teens. Growing up on the streets of Misarias, Pavo never hesitated to throw a punch or to kick someone while they were down. Perhaps the cruelty was built-in; perhaps it was bred in the scramble for bread, water, and clothing. But when Pavo happened to beat a jumped-up halfling gang leader bloody and was given a purse of silver coins by the dottari--who had been searching for this particularly gang leader, named Guln, for some weeks--he decided that he'd found his calling. Two weeks later, he returned a runaway slave and used the money he got from the owners to buy himself a pair of shackles and some armor. He worked in the streets of Misarias for several years, until his girlfriend Elise became pregnant, after which he ditched town to get away from the responsibility she embodied. Since then, he's never looked back.

Pavo has been traveling the heartlands of Cheliax for the past ten years, tracking down dissidents, agitators, and particularly escaped slaves and collecting reward money for his "charges." Lately he's heard that the city of Longacre has become a powder keg, and that House Thrune is offering good money to men and women willing to help repress the rabble-rousing elements for them. With an eye out for any potential prey, he's set off for Longacre…

Questionnaire:

5 points:
1. Pavo's quite proud of his skill in his chosen trade, and doesn't mind anyone knowing who he is and what he does--partly because of this, he keeps the cools of his trade hanging at his belt for all to see.

2. Pavo's hair and beard are dark, greasy, and matted, but kept well trimmed. His hair hangs down to about an inch above his shoulders, while his beard is kept close to his face and is patchy in some places.

3. Although he's brutal in the pursuit of his charges, Pavo is often strangely kind and friendly to them once they're in hand. He's chatty by nature, and has a certain limited amount of sympathy for slaves--enough to advise them on how to survive their masters better (and even, when he likes them, how to avoid pursuit should they ever escape again), but not enough to let them go free.

4. Pavo grew up in poverty, and has a deep-rooted desire never to return thence. He's also got a habit of indulging his vices, so he's very careful to squirrel away roughly every third gold coin he makes while squandering the rest. Right now his saved gold is in a special pouch he keeps, but he might put it in a proper bank if he were ever confident that he could get it out again...

5. Pavo forms attachments quickly and easily, and is actually very loyal friendly once his attachments are formed. There are certain things, however, for which he's willing to instantly (if reluctantly) betray just about anyone: them betraying him, them stealing from him, or a sufficiently high reward.

Two Goals: (in the other recruitment, this was one goal of the CHARACTER'S and one of the PLAYER'S. Hope it's ok that I'm keeping that!)

1. Pavo's Goal: Amass a hoard of 100,000 gold pieces in cash. (He subconsciously thinks this will finally make him feel secure in himself.)

2. My Goal: Have Pavo end up betraying someone he likes, trusts, or even loves for a serious enough reward.

Two Secrets:

1. Pavo's Secret: Pavo has at least one child: a daughter he had with a girl named Elise in Misarias, where he grew up. Her pregnancy was one of the chief reasons he left town. His daughter would be about four now.

2. The Secret Kept: The halfling gang leader named Guln whom Pavo subdued in childhood (which started him down this path--see Background) has recently escaped from prison, and is working hard to find out what became of Pavo and how he can take his revenge.

Ties That Bind:

Ferrin: Another bounty hunter, whom Pavo has crossed paths with in the past. They have a healthy dislike of each other, having both "stolen" each other's marks at various times (and occasionally even come to blows over the fact in taverns, later). They also have a grudging respect for each other, though.

Sunna: A Keleshite woman living in Ostenso, with whom Pavo has a somewhat tumultuous relationship. Although ostensibly a general goods trader, she also acts as a fence for stolen goods, and Pavo has occasionally brought her things he's "liberated" from marks or just from the neighborhood drunks and toughs. He tries to flirt with her on a fairly regular basis, which often leads to the downturns in their relationship.

Elise: Pavo's former flame, Elise is now the mother of his child, Diana. Although by no means a warrior, Elise is a strong, proud, and capable woman who's survived her whole life in the seedy town of Misarias. She's also more kind and compassionate than Pavo (who held a certain attraction as a "bad boy" when she was 19). She's a baker, and does a lot of business with people just coming from the violence of Isger. She's considering entering the church of Iomedae after seeing how much good the church has done to heal those scarred in the Goblinblood Wars.

Memories, All Alone in the Moonlight:

1. The feeling of triumph, shock, and joy when the dottari hauled Guln off and their captain gave him a small pouch of silver--the first time he'd ever been rewarded for the violence that was a part of his daily life. Suddenly, he knew that he had a place in this world.

2. Walking out of Misarias after Elise revealed her pregnancy to him. Although he doesn't regret it, and he wouldn't lie about it if asked, he doesn't bring it up on his own account. It's an uncomfortable memory: the first time he felt conflicted about what to do, and still one of very few times he hesitated to look out for himself. Still, if he'd stayed, there's no way (he thinks) that he would ever have amounted to more than an impoverished head of household in a dead-end border town.

3. The death of Alika. One of the slaves Pavo tracked down a few years ago was a beautiful and passionate Varisian woman named Alika. On their long journey back to their master, she seduced him--he suspected, correctly, that she was just trying to get him to let her go, and so still delivered her to her master. He admired her craftiness, though (and enjoyed their time together), and proposed to her master that he buy the girl from him, or at least give him a night with her in lieu of payment. Enraged, the nobleman stabbed Alika right then and there, declaring that he would rather lose his property than share with an "insolent gutter rat" like Pavo, who could never appreciate the finer things in life. He then sent him away without payment. Pavo took three lessons from this: first, keep a "professional distance" from marks; second, don't haggle for anything but money; third, get half payment up front.


Starting at level 2:

Updating list:

Jerax Hellfire (Anti-Paladin [Tyrant, Dread Vanguard] - TheWaskally
Unnamed (Fighter [Two-weapon fighter]) - Seth86
Arken Marsk (Anti-Paladin [Tyrant, Dread Vanguard]) - SnowHeart
Trevor Culexes (Oracle [Bones]) - MannyGoblin
Pestis (Unchained Rogue [Knifemaster]) - Saashaa
Saul Steiner (Vigilante) - Kevin O'Rourke 440
Pavo (Slayer [Bounty Hunter]) - The Norv

Dots
LadyFeara
alexgndl
CydeMcClod
Ska Talon
Peet
fatmanspencer
Woodsmoke
Trinam
DBH
Yokaiboy - Cleric of Lissala [Fiendish Vassal]


I need to level my Vigilante up so!


SnowHeart wrote:
LOL. May the better tiefling tyrant/dread vanguard antipaladin of Asmodeus win. Yay for original concepts! ;-)

Honestly, I like your concept a lot. It's a shame Fez can't pick both of us.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Pestis lvl2:
Pestis
Dhampir Rogue (unchained)(Knifemaster) 2
CE
Init +6; Senses Darkvision/Low-light 60ft ; Perception +6

DEFENSE
AC 17; Touch 14; Flat-Footed 13
HP 15;
Fort +0 ; Ref +7 ; Will -1
Resist +2 vs Disease & mind-affecting;

OFFENSE
Speed 30ft;
Melee +6 Mwk Kukri (1d4, 18-20/x2); S;

STATISTICS
Str 10, Dex 18, Con 10, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2
Feats
Weapon Finesse, Blood Drinker
Skills
Acrobatics +8, Bluff +9, Climb +4, Diplomacy +7, Disable Device +8, Disguise +7, Escape Artist +8, Heal +1, Intimidate +7, Perception +6, Sleight Of Hand +9, Stealth +9, Use Magic Device +7

Languages Common

SQ
Sneak Attack +1d8, Evasion, RT Bleeding Attack

Gear
Mwk Thieves Tools:


DBH here. Alex Ratarion. 2nd level Unchained rogue, with ambitions of becoming an Assassin.

Crunch:

ALEX RATARION

Male Human (Chelaxian) rogue 2. NE medium humanoid (human)

Init +6; Senses Low-Light Vision, Perception +5,

Languages Common, Draconic, Infernal, Read Lips, Taldane

AC 15, touch 12, flat-footed 13. hp 15 (2HD)

Fort +1, Ref +5, Will +0

Defensive Abilities Evasion,

Ranged masterwork crossbow, light +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee dagger (alchemical silver) +3 (1d4/19-20)
Ranged dagger (alchemical silver/thrown) +3 (1d4+1/19-20), within 30 ft. +4 (1d4+1)
Melee dagger (cold iron) +3 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4+2/19-20), within 30 ft. +4 (1d4+2)
Melee rapier +3 (1d6+1/18-20)
Melee sap +3 (1d6+1)

Base Atk +1; CMB +2; CMD 14. Atk Options Sneak Attack 1d6,

Abilities Str 13, Dex 14, Con 12, Int 16, Wis 10, Cha 10

Special Qualities Bonus Feat, Finesse Training, Low-Light Vision, Skilled, Trapfinding, Trap Spotter,

Feats Improved Initiative, Point-Blank Shot, Weapon Finesse

Skills Acrobatics +7,
Appraise +3,
Artistry +3,
Bluff +5,
Climb +5,
Craft (Alchemy) +7,
Craft (Traps) +7 *,
Diplomacy +4,
Disable Device +10,
Disguise +5,
Escape Artist +6,
Intimidate +5,
Knowledge (Local) +8,
Linguistics(Read Lips) +7,
Perception +5,
Perception (Trapfinding) +6,
Profession (Butcher) +4 *,
Sense Motive +6,
Sleight of Hand +7,
Stealth +7,
Swim +5,

Possessions masterwork studded leather; thieves' tools (masterwork); rapier; sap; Masterwork Crossbow, Light ; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); Dagger (Cold Iron); ];

Amoral Mercenary You have always looked after yourself first, and done whatever you need to do to survive. You've killed before, and you'll kill again, but you don't lose sleep over it. If it's you or them, you invariably choose yourself. You follow no code, unless it's doing whatever brings you to the top. Of course, sometimes you have to work with others, and that's fine too, as long as the pay is right--whatever it takes to get the job done. With the current unrest in Cheliax, it's starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there's no one else in Cheliax who can offer the power, prestige, and money that Thrune can. You've got a keen eye for what makes a good arrangement and when to walk away from a bad deal. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin's smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Fluff:

Background.

5 Points.

Alex grew up an orphan on the streets. Nobody ever helped him as far as he knows and so he is indifferent to the problems of others. Unless they have coin enough to make him care that is.

He doesn’t care much for any god, if he worships anyone it’s Norgorber. Secrets and murder are Alex’s life now.

Alex is a tall, well built man. He keeps himself tidy and well groomed. Only the look of apathy in his eyes prevents him from being more personable

Alex has no problems with killing or torture. He doesn’t enjoy them, but regards them as another tool of his trade. He regards those who do enjoy torture or murder as weaklings like any other addict.

While he’s Neutral evil Alex knows the value of reputation and will keeps his word. Getting him to give it is another matter. Contracts and other agreements are followed strictly though without any true loyalty.

2 Goals.

Wealth enough to be independent of the demands of others. Not just coin but a place of his own away from the areas he’s known.

Rank enough to be less troubled by the orders of the people in power. He doesn’t care about becoming a member of the nobility, but enough standing to not be considered a disposible minion would please Alex.

2 Secrets.

His first attempt at a real crime went badly wrong. The old shopkeeper wasn’t supposed to return home from the tavern for another hour. Not feeling well he returned early and surprised Alex in the middle of looting the stores strongbox. Alex killed him with a dagger in his heart before he could make a sound. Taking the money and leaving the corpse to be found the next day by family.

Alex believes his first murder is forgotten now. That no one knows he is the killer. He’s wrong, the old man’s family didn’t have much wealth, but they had connections. When Alex sold the stolen items one was recognisable. When the family found it they also got Alex’s description.

3 - 5 People.

Anton Carstille. Son of the man Alex murdered. Anton was a prosperous merchant before the death of his father. He’s spent time since then building money and position in the merchants guild. He is still looking for the unnamed murderer.

Liana Vrago. Like Alex a child of the streets and some who knew him when they were both street children looking for scraps of food to survive. Unlike Alex Liana hated the people that let such things happen. Leaving Cheliax and becoming a fanatical follower of Iomedae. In fact she joined the Glorious reclamation. A meeting between two former associates would be interesting. If only for how differently they developed from the same beginnings.

Jensen Pavaro has used Alex’s skills on several occasions. He employs Alex because he’s quiet, efficient and has no qualms about having to kill if needed. Jensen is the middle man for many people who want services that are illegal and regards Alex as a dependable Rogue.

3 Memories.

Hunger is Alex’s first memory, a scrawny kid watching others go by with food and money. Their indifference to a starving child affecting his life more than anyone would ever know.

Anger is another memory that drives Alex. The anger he felt when he was the lowest rank in the gang of urchins that had gathered together for survival. Having what little he’d scraped together taken from him by the so called leaders made him set himself on a solo path.

His first kill, how easy it was. The money he made from selling the stolen goods and the time of comfort it bought him still make Alex think he’s on theright path.

That's everything apart from minor gear, any problems or changes let me know.


So, I think I'm going to withdraw my submission. Life is just a little too crazy at the moment and I'm not sure I could take on a new campaign and give it the attention I would want to.

Good luck to all, and thanks to Fez for the willingness to GM a campaign! It means a lot to everyone on the forums.


Aw man, SnowHeart! See ya later. Again, great character concept. And good luck!


Updated for level 2

He'll be contributing a lot more

Character Sheet:

Human Vigilante Level 2
Demibaron Saul Steiner (LN), ‘Grinning Gaav’ (NE)
Religion: Saul (Diabolism), Grinning Gaav (Barbatos)
Str 10, Dex 16, Con 10, Int 10, Wis 10, Cha 10
HP: 10+1d8, Fort: +0, Ref: +6, Will: +3, Initiative +3
BAB: +2, CMB: +2, CMD: 15
Melee
Social: Longsword: +2, 1d8, 19-20/x2
Vigilante: Mwk Shortsword +6, 1d6+4, 19-20/x2
Ranged:
Vigilante: Shortbow +5, 1d6, 20/x3
Social Identity AC: 17, FF 14, T 13
Vigilante Identity AC: 18, FF 15, T 13

Traits: Chellish Noble (Campaign)*, Armour Expert (Combat)
Feats: Skill Focus (Stealth)-Focused Study, Noble Scion (Scion of Peace)*

Vigilante Specialisation: Avenger
Social Talent: Renown (Longacre)
Vigilante Talent: Lethal Grace
Skills:
Acrobatics 7=1+3+3, Bluff 4=1+0+3, Climb +4=1+0+3, Diplomacy 4=1+0+3, Disable Device 10=2+3+3+2, Intimidate 4=1+0+3, Knowledge (Dungeoneering), Knowledge (Local) 4=1+0+3, Perception 5=2+0+3, Ride 7=1+3+3, Sense Motive 4=1+0+3, Sleight of Hand, Stealth 11=2+3+3+3, Survival, Swim, Use Magic Device
Appraise, Craft, Disguise 4(+20*)=1+0+3(+20*), Escape Artist +7=1+3+3, Knowledge (Engineering) +4=1+0+3, Knowledge (Nobility) 7=1+0+3+1+2, Perform, Profession,

Social Gear: Noble’s outfit, Signet ring, Mwk Parade Armour, Light Wooden Shield, Cold Iron Longsword, Hollow Elegant Cane (AA2), Vigilante’s Kit
Vigilante Gear: Battle Mask (Grinning Gaav) Mwk Backpack, Mwk Chain Shirt, Mwk Buckler, Mwk Shortsword, Cold Iron Shortsword, Alchemical Silver Shortsword, Shortbow, Cold Iron Dagger, Arrows (20), Mirror Ball (AA2), Mwk Thieves Tools, Offset Bear Trap (AA2), Bounty Hunters Kit, Wax Blank Key, Silent Whistle, Signal Whistle, Silk Rope (50ft), Twine (50ft)
10gp 2sp 9cp


Background:

Previous Events
1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.
Saul
-Did a tour of duty at the Worldwound in the Chellish army under General Lazlo Faust. His time there galvanised him against disruptive elements.
-Had a discrete affair with a slightly older Chellish noblewoman.
-Gregarius yet tactful and taciturn
Grinning Gaav
-Grinning Gaav is not his first vigilante identity, towards the end of his first tour of duty the ‘Damned Duke’ tracked down a few weak willed deserters. Hearing a mage speak about the Devil’s known as Gaav’s being fierce hunters of wayward souls he set about constructing his first true persona… calling himself a Duke back home might attract unwanted attention.
-Far more willing to bend or if necessary ignore rules to do what’s necessary.
-Rizallago recently dispatched the Grinning Gaav towards a little hamlet where a local Cleric of Erastil was fermenting dissent secretly amongst his flock. Grinning Gaav watched and waited studying the movements. They had no contact with the rebel forces but wanted to make sure that any growing ambitions would be stamped out. Unseen the Grinning Gaav sowed the seeds of infighting, and with the help of a disgruntled member of the community who wished to make a few coins led several members of the community into thinking the Priest had stolen from them… who shortly after disappeared seemingly in the middle of the night with after killing one of his greedy accusers, no need to leave a trail after all...
-Gallows humour, glib

2) Two goals that you'd like the character to accomplish in-game.
Saul Steiner -Acquire a hereditary title, weathering the current turmoil in a stronger position.
Grinning Gaav -Kill a Champion of the Glorious Reclamation in a fortified position, getting in and out undetected without them knowing til he has left. Drive home the lesson that for traitors and dissidents there is no escape from retribution.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
-Though Saul is against disruptive elements and has become harder in his outlook against wayward elements due to his time at the worldwound he could quite happily support several changes in Chelliax such as a weakening of the church of Asmodeus with perhaps a focus on a purer form of diabolism or even a faith such as Abadar being dominant. House Thrune as well could see a certain degree of changes. Still both serve the order of the day so he will support them. The Iomedians are a bit soft for his tastes however and this crusade brings disorder, if they wished to serve their Goddess they would march those troops to the Worldwound, with Chelliax’s aid the forces their will falter. These upstart dogs must be crushed so the greater enemy does not take advantage. He does not trust Mendev to fend for itself in the long run.
-A romantic trist with a slightly older widowed Chellish noblewoman led to a baby her family has been quiet about. She is the daughter of a Baron and do not wish any pressure or manouevers to have her marry someone who’s prospects they are not currently impressed by. They enjoyed their time together but he doesn’t know why she (under a lot of pressure from her family and quite unhappily) broke things off suddenly.

4) People that are tied to your PC
-Paracount Lucius Steiner, Patriarch of House Steiner and Saul’s Uncle left without an heir due to recent events with his son Marcus. The point where he’d welcome his son back into the fold has passed and would be pleased if the embarassment was dealt with.
-Marcus Steiner, the White Sheep of the family. There were hopes he might one day become a Hellknight. He served a tour of duty at the worldwound just like his cousin Saul but fell in with the wrong crowd. Forsaking his heritage, he has renounced the Empire and not returned home… though recent developments may change that.
-Gregor Tarley, Cleric of Abadar. Former Baron Gregor is an aging knight and the last best hope for his house to return to glory after being brought low by the Steiners. He’d love to bloody the houses nose a little bit but will not sully his honour by breaking the law.
-General Lazlo Faust. Faust was the general Saul served under at the worldwound and even spent the end of his tour of duty as Faust’s aide. Saul respects the man’s sense of honour and tactical acumen.
-Hellknight Signifier Tolvus Steiner (Cleric), Saul’s older brother who has succeeded where so many have failed and become a fully recognised Hellknight Signifer from the Order of the Godclaw. Given the recent clashes with the dogs of the so called Glorious Reclaimation Saul is concerned that the prolonged period of combat may see harm come to his sibling. Anyone who killed him would surely bring about Saul’s wrath.

5) Three key memories that define your character as the person they are at the time of submission.
-Watching some of the men under his command die needlessly because the scouting force at the worldwound had deserted. Tracking them down and reaping his revenge helped form his harsher views on discipline and order.
-Dueled Dargus Goldleaf a bandit leader in the square of Timberlake village after setting fire to the boat his men were hiding in, putting an end to his band once and for all. It was a strange experience having the villagers cheer his victory rather than fear him. Still order was restored and that was all that mattered.
-At the ruined bridge of Calbury Downs the Grinning Gaav was ambushed after seeking the aid of one of the Sheriff’s deputies. His experiences at Timberlake had left him a little more open to working with ‘civilians’ however the deputy tipped off the priestess of Milani he was hunting. Though the priestess was unable to finish the job as he dove into the river it left him badly injured. The priestess and deputy were long gone due to the recovery time he needed. Altruism is a poor motivator for others, greed and fear are far more reliable and can be actively encouraged.


Sad to see ya go SnowHeart, but as always RL takes precedence. One week left for submissions!

Updating list:

Jerax Hellfire (Anti-Paladin [Tyrant, Dread Vanguard] - TheWaskally
Unnamed (Fighter [Two-weapon fighter]) - Seth86
Trevor Culexes (Oracle [Bones]) - MannyGoblin
Pestis (Unchained Rogue [Knifemaster]) - Saashaa
Saul Steiner (Vigilante) - Kevin O'Rourke 440
Pavo (Slayer [Bounty Hunter]) - The Norv
Alex Ratarion (Unchained Rogue) - DBH

Dots
LadyFeara
alexgndl
CydeMcClod
Ska Talon
Peet
fatmanspencer
Woodsmoke
Trinam
Yokaiboy - Cleric of Lissala [Fiendish Vassal]


2nd level Trevor

Stats and stuff:

Full Name : Trevor Culexes
Race: Halfling
Classes/Levels Oracle(Bones) 2

Gender : M

Size : S

Age 20

Special Abilities :

Alignment: LE

Deity : Groteus

Location : Cheliax

Languages :Common,Halfling,Infernal

Occupation : 'Healer'

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 10
Wisdom 10
Charisma 16 (+3)
Height: 3' Weight: Average Hair: Brown Eyes: Brown
Favored Class: Oracle(Skill)
EXP: 0
Hit Points: 16

Spd: 20
Init: +2
AC: 16 (+2 armor shield +3 Dex +1 Size)/Touch 14/FF 13)
BAB: +1
CMB: -1
CMD: 13
Saves: Fort +3 Ref +4 Will +4 +2 vs. Fear
Weapons:
Dagger +1 1d3-1 19-20/x2
Sling +5 1d3-1 50 feet

Skills: 5/level
Heal (2+3 FCB ) 5
Bluff (2+3 Ability +3 FCB +1 Trait)9
Stealth( 2 +3 Ability +3 FCB +4 Size) 12
Diplomacy (2 +3 Ability +3 FCB) 8
Perception (2 +2 Racial) 4

Background skills 2/Level
Craft(Carpentry) (2+3 FCB) 5
Craft(Alchemy) (2+3 FCB) 5

Feats: Point Blank Shot(+1 Hit/Damage to targets within 30 feet)
Traits:Good Slip +1 Bluff. Bluff is class skill 1/day when next to a human of Chelish descent, reroll will save.Well Informed+1 Diplomacy to gather

info.Diplomacy is class skill
Special Abilities:SmallHalflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat

Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks,FearlessHalflings receive a +2 racial bonus on all saving throws

against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.[b]Weapon Familiarity: Halflings are proficient with slings and

treat any weapon with the word "halfling" in its name as a martial weapon.
Oracle Curse Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial,

Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with

spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an

additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under

the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
RevalationsArmor of Bones (Su): You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter,

this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This

duration does not need to be consecutive, but it must be spent in 1-hour increments.
spells per day Unlimited/5////
Known DC 13+Level
0. Stabilize,Detect Magic,Light.Guidance Read Magic
1. (14)Cure Light Wounds(Mystery),Murderous Command,Sanctuary
2 (15)
3 (16)
4 (17)

Equipment
Healer's Kit (50 gp) 10 uses
Oracle's Kit (9 gp)
backpack
bedroll
belt pouch
candles (10)
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Dagger (2 gp)
Sling
20 sling bullets (2 sp)
Leather armor (10 gp)
33 gp 8 SP

Description: Trevor keeps himself neat and unobtrusive as possible. His hair is kept short and free of any decorations and his shirt and pants are dull browns with a plain brown cloak. He
does have several tools he keeps for carpentry and enjoys whittling.

Background: Trevor was born to slaves and thus became a slave. Working in the kitchen day after day eventually became assisting in an infirmary and thus it seemed that Trevor would become yet another one of the endless slips that were held in thrall to Thrune. Trevor however, had a very odd mission come to mind and a rather disturbing way of helping his fellow halflings achieve freedom. Trevor was no grand rebel, ferrying his kin by hidden roads to Bellflower safehouses and to safety. Instead, his heart, as empty and resigned to his toil came
to understand the inevitable end of everything and sought to preach this to other halflings that could not rid themselves of their yoke; let themselves be the last generation of their line live in slavery. Bear no children and if able to, end their pregnancies with one of his drinks for a somewhat uncomfortable but endurable termination. If they could escape, fine, start your family but let not the chain or rope bind your line any further.
Trevor doesn't expect to have any great effect and expects his mission to be just a tiny speck of dust swallowed by the void, just as he expects Thrune to one day crumble to ash until all
is silent under the face of Groteus. He is thinking of a way to introduce 'Mercy splinters' to his fellows. Sharpened shards of wood that are perfect for opening a vein if their lives
become unbearable. But again, he doesn't really expect it to catch on.
With humans, Trevor is quiet and softspoken, never speaking unless spoken to unless danger looms("My goodness, there seems to be a large bear objecting to our presence.") with halflings, he is
courteous and will lend an ear to listen to worries. He will slip in some tidbits of his philosophy to them and if any seem planning on starting a family, will become somewhat more animated and caution against it.

Short background
1.Neatness. Trevor is very neat and orderly but not obsessively though, he often busys himself making sure all of his equipment is clean. Remembers the moon as part of his epiphany, likes to stargaze and would like to purchase a telescope. Deep interest in medicine, despite his nihlistic views, enjoys diagnosing, researching and treating maladies
and keeps a diary on any people he meets that has challenging problems.

2. Goals. Establish a cult amongst halflings that promotes Trevor's view of letting themselves be the final generation in bondage and/or providing painless death to those who wish to die. Right now, being unnoticed is his/my main goal. Aim to have Trevor being the silent support, no beams of darkness from his fingertips or creatures
pulled from the ether.

3.Secret he knows. He has been whittling the 'mercy splinters' and slipping them into the slave pens where halflings are kept and several have taken up the offer. Secret he doesn't
know. Someone is aware of the dead halflings but hasn't made any connection yet to the splinters and Trevor being in the area whenever deaths happen.

4.Relations. Parents. Bother are alive and still at their labors, is respectful but somewhat distant as he wishes to keep knowledge of his new ways from them. Enemy, Frell Sweettooth.
Bellflower agent who knows someone encouraged halflings to take their lives and is enraged at such an act.

5. Mannerisms. Likes to whittle during his rest times and has crafted several nice items that he gives out as gifts. Is very spartan in his lifestyle except for his hobbies and equipment, some would say he would sleep under the bed to save even more room if he had less. Is quiet even by respectful slip standards, one can never know he is there unless pointed out.


Jerax Hellfire updated to level 2.


Updating list:

Jerax Hellfire (Anti-Paladin [Tyrant, Dread Vanguard] - TheWaskally
Unnamed (Fighter [Two-weapon fighter]) - Seth86
Trevor Culexes (Oracle [Bones]) - MannyGoblin
Pestis (Unchained Rogue [Knifemaster]) - Saashaa
Saul Steiner (Vigilante) - Kevin O'Rourke 440
Pavo (Slayer [Bounty Hunter]) - The Norv
Alex Ratarion (Unchained Rogue) - DBH

Dots
LadyFeara
alexgndl
CydeMcClod
Ska Talon
Peet
fatmanspencer
Woodsmoke
Trinam
Yokaiboy - Cleric of Lissala [Fiendish Vassal]


1 person marked this as a favorite.

I've been wrestling with an Asmodean Advocate for the better part of a week and a half...

Screw it, it's time to give in to my inner ANIMU.

Becky Norin/Calamity Mary:

Female Human (Chelaxian) Vigilante 2 (Magical Child)
N/CE Medium Humanoid (Human)
Init +3; Senses Perception -1

Defense
AC 15, touch 11, flat-footed 14 (4 Armor, +1 Dex)
HP 19 (2d8+6) (+2 from FCB)
Fort +4, Ref +4, Will +2

Offense
Spd 30 ft.
Melee Masterwork Scythe +6 (2d4+4/x4, P or S, melee)
Ranged Masterwork Mighty Composite Longbow +3 (d8/x3, P, 110 ft)
Arcane Strike +1
Power Attack -1/+2

Spells Touch +4, Ranged Touch +2, DC 12+SL, CL 2nd, Concentration +4
known: 5/3
0 (at will): Detect Magic, Acid Splash, Mage Hand, Mending, Light
1 (3/day): Long Arm, Protection from Good, Infernal Healing

Statistics
Str 16 +3
Dex 12 +1
Con 14 +2
Int 10 0
Wis 8 -1
Cha 14 +2
BAB +1; CMB +4; CMD 15
Feats
1 Weapon Focus (Scythe)
B Arcane Strike
B Power Attack (-1/+2)

Traits
Erratic Malefactor - Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse.
Accelerated Drinker - You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

Skills5 SP/lvl +2 background
Use Magic Device +7 (2 ranks+2 cha+3 trained)
Bluff +7 (2 ranks+2 cha+3 trained)
Disguise +7 (2 ranks+2 cha+3 trained)
Diplomacy +7 (2ranks+2 cha+3 trained)
Acrobatics +6 (2 ranks+1 dex+3 trained)
Appraise +5 (2 ranks+3 trained)
Perform (acting) +7 (2 ranks+2 cha+3 trained)
+4 Diplomacy in social form
+20 disguise for vigilante stuff
-1 ACP

Languages Common

Gear
Combat Gear 20 arrows, 5 potion of enlarge person
Other Gear Masterwork Scythe, Masterwork Chain Shirt, M/W Mighty Composite Longbow, backpack, belt pouch, blanket, torches (10), trail rations (5 days), waterskin, spell component pouch, ioun torch, 11 gp

Special Abilities
Bonus Feat
Skilled
Dual Identity
Spellcasting
Transformation Sequence (Standard Action)
Animal Guide (Mongoose, as 1st level wizard familiar, +2 fort)
Seamless Guise

Social Talents
1 Social Grace (Diplomacy)

Vigilante Talents
2 Shield of Blades - The vigilante’s wild attacks allow her to block her foes’ counterattacks. She gains Power Attack as a bonus feat. If she already has the Power Attack feat, she can immediately swap it for another feat for which she qualified at the level she chose Power Attack. When she takes an attack or full attack action, if she uses Power Attack on every attack to make melee attacks that use her Strength bonus on attack rolls, she gains a shield bonus to her AC until her next turn equal to her penalty on attack rolls from Power Attack. This bonus applies only if she actually takes that penalty on at least one of the attack rolls.

That list thingy:

1) I'd like 5+ points that capture the concept and story of the character. Doesn’t have to be more than blurbs. More are welcome, but no less than five.
1. Mild mannered Becky Norin was just a normal maiden awaiting either marriage or gainful employment until she met the Hell Mongoose, Xotanin. The two of them formed a pact that would give her the power to annihilate her enemies! Coming from the fires of the Abyss! A scythe tempered by the blazes of hell itself, left in the hand of the one chosen by Rovagug to spread chaos and evil far and wide! Go, Becky! Become Abyssal Magical Girl, Calamity Mary and destroy any enemy who stands in your way!

"Don't tell your parents! Or I'll kill you."

2. Fighting good by daylight
Also fighting by moonlight
Never running till they're dead guys
Calamity Mary is cool
She would never turn her back on a friend
Unless that friend was useless and pissed her off I guess
Until then on her you can de-pend
Calamity Mary is...
Dashing scythe strikes!
Anti-good shielding!
Slasher smiles!
Also a sweet hat~
With secret powers
All so new to her
Calamity Mary is cool
KICKIN GUITAR RIFF
Fighting good by daylight
Also fighting by moonlight
Becky helps her hide out of sight
Calamity Mary is cool
Calamity's... freakin cool!

3. Once upon a time, she was a member of a finishing school for girls. That changed when she realized she could use her talents to get money for killing people, and now she does most of her wheeling and dealing in her social guise to cover for her real job of 'magical murderer girl.' The Thrunes are hiring her on because they need her, and she's very much in it for personal fame and fortune.

4. She has an incredibly elaborate transformation sequence, going from a mild-mannered black-haired Chelaxian girl into a blonde woman with far longer hair and a terrifying grin. It also changes up her outfit by giving her a totally sweet cowboy hat and matching boots. The transformation is full of blacks and reds and sparkles in both, and at one point she hugs a flower made of beautiful red petals that explodes outward into an endless maw of teeth that eats her whole before constricting down to her magical girl body shape and then dissolving away into her Calamity Mary outfit and forming gloves/boots/etc, with magical pings and whatnot, all set to a badass powermetal solo. ...Just. Don't ask. Rovagug works in mysterious ways. Her transformation quote is "Calamity Power, Make Up!"

5. ...I'm going to be honest here, I don't know how much more obvious I could make it that my concept is 'the most anime magical girl villain of all time, ever, ever.' Instead let's talk about Becky! Becky pretends to be nice and care about people and be a good contributing member of society. She is very good at appraising things and giving hugs, and stopped actually being a magical 'girl' a few years ago. She's more magical 'young lady.' Also Xotanin, once it gains the ability to speak, will end most of what it says with 'ssu.' Don't ask. Rovagug works in mysterious ways.

2) Two goals that you'd like the character to accomplish in-game.
1. Giving a good character a Reason You Suck speech before destroying everything that matters to them.
2. Critical hitting with my scythe. I'm a simple guy, I have simple needs. x4 crits are awesome.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Not sure about the third secret just yet, but I like the idea
1. IS CALAMITY MARY/BECKY. That's her secret that she knows about that she's keeping from everyone else.
2. Xotanin is not actually a grand high spawn of Rovagug. He's a low-level demon wannabe who just talks big and is leeching off this human's power to make himself look good. The jerk.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
1. Molly - A former classmate who Becky remains on good terms with even after leaving school to go into *cough cough* (by which we mean paid murder). Calamity Mary's first victim was a boy who was causing her trouble.

He was painted on the walls of the school for his insolence.
2. Melissa Norin - Becky's mom. Despite having moved out some time ago, they're still on excellent terms! Calamity Mary has more than once mysteriously vanished people who were causing her problems.

Even a crazy person can love her mother.
3. "Snow White" - Becky doesn't know her real name, but every good Magical Girl has a Magical Girl Rival... right? Snow White is a good person who does good things for good reasons. She's helpful, and everyone likes her. She's crossed glaive with Mary's scythe, and neither one came away the clear winner. Snow White wants them to be friends.

Calamity Mary cannot stand her and wants her to suffer and die. Screw her.

5) Three key memories that define your character as the person they are at the time of submission.
1. Communing with her familiar for the first time and unlocking the power of her transformation. She remembers losing herself to the madness the second that flower ate her. It was most unpleasant.
2. A rooftop duel with Snow White. Mary wanted to kill the entire building's worth of commoner tieflings so that they could knock the whole thing down and a land developer could put up something more
useful there... like a monument or a single tree or a gaping head wound. Snow White disagreed, and it came to blows. Blows ended when Snow White tripped Mary, sent her falling off of the roof, and then jumped away. Unfortunately for Snow White, Mary had landed in a dumpster and survived at the cost of her pride.
3. The following night, when she killed every single one of those tieflings. The EXP let her hit level 2! And the screams they made were delightful. It was a good time all-around. Really.


Tara Myles

crunch:

 TARA MYLES
Tiefling Cleric(fiendish vessal) 2;
Lawful Evil Medium
Init: +3Senses: +7 darkvision 60ft
DEFENSE
AC: 20Touch: 13 Flat-Footed: 17
HP: 17
Fort: 5Ref: 3Will: 6 (+2 vs charm and compulsion)
OFFENSE
Speed: 20
Melee: +4 whip 1d3, +4 light mace 1d6
Ranged: +4
Cleric spells prepared (CL 2; concentration +5)
1st (3/day)- Bless (DC 14), Protection from Good (DC 14), Summon Monster I (DC 14),
0th (at will)- Detect Magic (DC 13), Guidance (DC 13), Read Magic (DC 13), Stabilize (DC 13),
STATISTICS
Str 10 Dex 16 Con14 Int 8Wis16 Cha 10
Base Atk: 1 CMB 1 CMD 14
Skills: Knowledge (planes,nobility, history ) +3; Knowledge (religion) +3; Perception +4; Intimidate  +5; Diplomacy +1, profession  (barrister) +7, linguistic +3
SPECIAL ABILITIES
Feats: Weapon Finesse;
Specials: Aura; Channel Energy (Cleric) +1d6; Channel Evil; Hell’s Corruption; prohibition;
 Domains: Evil (Devil); Rune (Legislation);
Traits: prehensile whip, birthmark, oppressive expectations, Princes
Languages:common, infernal, Thassilonian
Alternativeracial: prehensile tail, asuraspawn
Equipment:
DESCRIPTION

fluff:

Tara was born as the second daughter of the Myles family, a minor noble house. While the emerald green snake tail, the golden slit eyes and the runes dancing over her skin marked her nonhuman heritage, her parents viewed it as a blessing of Asmodeus.

During her early life the young tiefling showed some talent for language, speaking and later reading much earlier than usual, and for the usage of whips. While she enjoyed using that talent to discipline the servants, but never did without reason and gave reward for good service as well.

Lord Myles was an avid collector especially of ancient texts. By luck he was able to aquire an old Thassilonian book, a magical text, written in unknown runes that refused any attempt to translate them with magic. The book fascinated Tara from the moment she first laid her eyes on it. One day she couldn't resist it's call any longer and snuck into the room her father used to display his collection. Once she held the book in her hands, she could read the title, "seven virtues of rule". Fascinated by the text she read, she didn't notice the passing of time. When her parents found her she was sitting on the floor reading, illuminated by a soft gold and green glow, the runes on her skin forming Lissala's symbol on her forhead.

The fact that their daughter was chosen by a God  took some time to get used to, but as the teachings of Asmodeus and Lissala agree on most points, her parents decided that it was an advantage for the house of Myles. Thus they hired tutors to teach her the clerical skills Tara couldn't teach herself from her goddess's scripture.

Personality:
Has high expectations of everyone, including herself
Does not hesitate to give punishment and rewards
Thirsts for knowledge
Headstrong

Concept:

True master
Noblesse oblige
Chosen by the gods
Noble girl with a whip
Runic power

Goals:
Reintroduce the "seven virtues of rule " into society
Found a temple of Lissala

Secrets:
A proficie of Lissala

A pact made by her infernal Ancestor

People:
Father
Mother
Big sister
Rose , her favourite halfling slave

Feron Dale, minor noble,  her age, started as an argument over the nature of the right to rule, hate each other with passion

Memorys:
First time she punished a slave with her whip
The book
Setting out to help with the rebellion


Alright, meant to get on here last night, but my dog got sprayed by a skunk, so I've been dealing with that. Recruitment is closed, the players and I will discuss, and we'll come to a decision shortly.


Here's hoping the puppy's alright. That is stanky.


Alright everyone, the person we've chosen to accompany us is:

Trevor!

I must say it was incredibly difficult to narrow all of the submissions down to one. Should I find more time within my life to start a second table this group here will be the ones that I turn to. Thank you all for applying and happy gaming!

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