
DM Ray |
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Finding The Fall: A Trip to the Dark Side
This campaign will explore the fall from grace of a few goodly adventurers who, though they begin their tale fighting for justice, benevolence, righteousness and tolerance, become tainted and jaded through their adventures, only to tragically find that they have Fallen into depravity, nefariousness, and villainy.
…And what havoc and mayhem will they then reach, after championing so well the cause of Good?
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Welcome to The Recruitment for a PbP campaign whereupon the PCs begin with a well-defined Good (or goodly-Neutral) Alignment and eventually Fall to an Evil Alignment. The ideal group will be 4-5 PCs of 4th Level and, probably somewhere around 6th-7th level, become evil.
I have little experience with which to compare the pace of the game to but I assume we’ll try to post once per 24-36 hours. I can’t imagine going slower than that.
Feel free to submit more than one proposal for a PC, if you have the time and desire to do so.
I’m looking for PCs that seem like they would both work well together as a group and fit well in this particular campaign. Thus, my own bias and prejudice to certain Races/Classes is irrelevant. There will be NO PvP allowed, even when everyone is Evil. Whatever concept you propose – make sure you can stick with the other PCs as a team, or at least a group.
This will be a heavy ROLEplay campaign with less emphasis on combat brilliance and tactics. Combat is likely to be done w/out a grid. PCs will be considerably stronger than average PFS characters and SO WILL THE MONSTERS. Expect me to have modified stat blocks from monsters in the Bestiaries.
I expect to have all PC proposals by Tuesday 26th May and will announce the group within a couple days after that.

DM Ray |

Alignment:
Please describe what your Alignment means to your PC as part of your proposal. What makes your PC Lawful Neutral or Chaotic Good or whatever – as opposed to what you feel would be Neutral Good or Lawful Good. The more we all understand your concept of Alignment regarding your PC, the more we’ll be able to enjoy your Fall into evil.
NOTE: You define what the Alignment means for YOUR PC – not anyone else’s. We can have more than one interpretation of LG for our Paladins. Meanwhile, all of my NPCs will have the following Alignment definition:
Lawful & Chaotic reveal an NPC’s personality alignment;
Good & Evil reveal an NPC’s ethical alignment.
Finally, publically post (here & on your PC Profile page, the nature and background of your Good Alignment but NOT any ideas you have for how you see your PC’s Fall to evil. Please send those ideas to me via PM. I think it will be more fun for the other Players to wonder (and maybe guess at in the Discussion Thread) how the other PCs will eventually Fall.
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Background
A detailed but concise background is essential for a PC in this kind of campaign. In many campaigns I feel it’s okay to not have a handle on background, personality & such because you’re not only starting at 1st level but also you have the whole campaign in which to develop this as you play.
But in this campaign, not merely because we’re starting at 4th level, but primarily because we’re playing out what will eventually be a change of Alignments to Evil, it’s vital to know who your PC is beyond the Crunch – this way the Fall of your PC to Evil is not bland (you’re not falling from a nebulous something to Evil but from a specific characterization.
Also, keep in mind that you’re NOT writing a novel, any more than I am as DM. Leave your future somewhat open; include some open-ended or unresolved aspects to your PC. This will give me the opportunity to build some of that into the campaign – and it also gives the campaign the opportunity to affect your PC.

DM Ray |

Location
We will begin in Taldor, just outside of Cassomir but in a more rural area. This way you can make a PC from anywhere and still have a way to get to our starting point because Cassomir is such a large Port. Further, you can be from a big city (Cassomir) because it’s so close. And finally, you can have a rural background because we begin a one-day journey (by horse) from Cassomir.
The campaign begins in a rural village on the edge of the Taldane Duchy of Mulcrow and the Ducal politics are likely to play a large roll later in the game. The village is the closest community to Cassomir and is also part of the Duchy so either of those can play a part in ideas for your PC. The Feudalistic nature of the Duchy is very strong in theme.
The campaign begins with the PCs being the good guys so expect some typical good-guy adventuring at first. This gives us all time to learn about our characters, the pace of the PbP – and gives me time to develop some stuff specifically for each of the PCs.

DM Ray |

Grognard!
There are several famous elements from 1st & 2nd Edition that are easter-egged into this campaign and the 2nd half of the campaign is dramatically imbued with elements from 1st & 2nd Edition. You’re likely to get much more out of the campaign if you’re a Grognard. It’s just more sweet if you actually know who Evard and Warduke are if you happen to run into them in Sigil while you’re trying to buy a Spelljamer so that you can fly it into The Silver Void to reclaim a lost Silver Sword from The Lich Queen’s stronghold because that’s what Mordenkainen wants from you if you want him to actually give you a key that opens the door to a lower level of Castle Greyhawk that you HAVE to get to because it is rumored to have the final spell component The Simbul needs in Aglarond to make you a Staff that can close The Wordwound when activated. And stuff like that will happen in this campaign – though not on that scale.

DM Ray |

PC Generation
25 point buy
4th Level
All Paizo Races / Classes accepted for Proposal
2 Ability Score points at 4th (and every 4 levels) that can both be put in one score or split between two
$6500 gold pieces
2 Traits
1 Hero Point
LANGUAGE: There is NO “common.” Your free starting language should be appropriate to from where your PC comes: Taldane from Taldor (& Absalom), Chelaxian from Cheliax (& Andoran & Isger), Varisian from Varisia, Osiriani from Osirian, etc. Ask for clarification if needed – I am a Language “Nazi” in-game.
Please try to stick with Core, APG, UM, UC, ARG, ACG, Unchained.
ARG Race Builder guidelines: 13 point buy; NO Advanced Traits, NO 4-point Traits, only ONE 3-point trait allowed. MUST have background and is SUBJECT to DM approval.
If you're worried that your PC is too bland or too exotic, propose two PCs: one bland, one exotic (a human fighter with a greatsword and a H-Elf Wayang Fleshwarped Verminous Hunter / Lame Oracle).

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Regarding me
I am new to PbP, having joined my first in Nov (we’re on page 39 of Gameplay) and have lurked in about 8 or 10. I originally wanted to play in this campaign as a Player but alas, am DMing it despite feeling I need more XP in PbP.
I do, however, have 35 years of D&D experience, 26 of which as almost exclusively DMing, and have been on the Boards here since 05/06. Here’s a pic of me from September and why I play Pathfinder.

Terra Minora |

Here is drogeney's first submission. I will have a second finished in soon.
Tera's starting alignment is Chaotic Good which leaves her a love of freedom and choice. She tries to do the right thing by both herself and her goddess Calistria. Her faith does lead her to give into darker impulses when it comes to obtaining vengeance for wrongs done to her as told in her back story in the alias. She's loyal to her friends and allies, and though she will seek vengeance for wrongs they commit against her, she does so in a way that shows her displeasure but doesn't do them any harm. Overall, Terra is a kind and passionate individual who tries to do what's right whether people care for her methods or not.

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Here is my fully (bar a couple lines in the Background) completed submission, Aerodus Aluain, Aasimar Cavalier of the Dragon.
Aerodus grew up in the small town of Falcon’s Hallow, bordering the Darkmoon Wood, in Andoran. His father worked as an Explorer and a Merchant and spent his life travelling the world from Osiria to the Shackles, the Land of the Linnorm kings to the Mwangi expanse and everywhere in between. Aerodus never knew his mother, she had died giving birth to him. He had been raised by his fathers brother and his wife, a blacksmith and a seamstress. He spent the long years of his childhood growing up in and around the Darkmoon wood, learning the art of woodscraft from a local tracker. On the days where the tracker was not available to teach him, Aerodus spent his time with a local farmer, learning how to care for and train horses.
The coming of Aerodus’ rise to adulthood was marred by the news that his father had perished during one of his adventures to the north. The plan had always been that, upon his 60th birthday, Aerodus would join his father in his travels, becoming a Merchant Explorer just like his old man. With his father dead, Aerodus suffered a crisis the likes of which he had never known before, a lack of direction. He struggled for a long time, flitting from place to place, having left Falcons Hollow in a daze. It was not till he reached Ustulav, some nine years later, that he truly found clarity of purpose.
Travelling through Ustulav, from Caliphas, Aerodus witnessed the atrocities and mistrust that the undead had bred throughout the land and they gave him pause. Ustulav was a country under siege and he had the means to help. Aerodus signed on with a band of mercenaries based out of Thrushmoor, a small fishing village on the Avalon bay, called the ’Nights Regard’. Dedicated to ridding the lands of the undead, Varin spent three years in their employ, fighting side by side with his new friends.
Aerodus was happy to stay in Ustulav, to keep on as he was going, at first at least. As time moved on he found himself longing for more. Yes Ustulav was in trouble and yes he was doing good, but this was not the world ending disaster he had supposed it to first be. He began to talk at length with a couple of the people he had befriended, a Human man by the name of Denith, a woman by the name of Gillian and a Halfling man by the name of Elwin, and slowly they began to agree. There was more good to be done in the world than what they could do here. WIth the decision unanimous, the four friends broke from the ’Nights Regard’ and began to make their way to Mendev.
This trip was a slow and winding one, taking almost two years to complete, as they traveled far and wide, aiding any who needed it. Their aid went beyond mere martial aid and spread to acts of kindness and charity. Aerodus spent time working as a field hand and as a labourer, all the time keeping his sword skills sharp. upon reaching Mendev they enlisted with the Crusades, choosing to dedicate themselves to the fight against the demonic hordes that threatened from the Worldwound.
Seven years seemed like a lifetime. Aerodus spent seven long and painful years in Mendev. First to fall was Gillian, taken in the night by some evil being of unknown origin. Second was Denith, murdered by a Cultist of Baphemeth. Finally when only Aerodus and Elwin were left, the Halfling broke. Aerodus found him saddling his pony one morning and never asked why, he already knew the answer, the Worldwound had done its job and had struck the last blow against both of them. Elwin rode off and Aerodus stayed behind, broken inside but dedicated to doing his piece.
It was during this time, five years into his tour in Mendev, that Aerodus came across Valour. The foal was barely an hour old, still unable to stand, when Aerodus found him alone in the wilderness with no sign of his mother in sight. Taking pity on the beast, Aerodus rushed him to a nearby Crusader outpost, one that bred horses. Aerodus managed to save the foal and in doing so gained a trusty steed, the only good thing to come out of his time at the Worldwound.
[Paragraph or two to tie in with other player characters]

Fiila |

And here is drogeney's second submission.
Menas, shortly before the campaign starts, would be lawful good but shifted to neutral good when he trapped his dying wife's soul in the body of a fox. He still tries to be a good person, though he is more willing to break the rules when doing so than he was before. He studies a great deal and is going to great lengths to learn more about necromancy.
His background and crunch are in the alias.

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@ Jonny Panic, I would feel pretty, Oh So Pretty .
Arr why did you do that to me, not!.. get!.. Song!.. out of mind!...
WHAT!! ARRR THATS BETTER!!
Will be offering up a nice 100% goody 2-Elf Boots
Noble Dhampir 13RP Summoner Lady Onix Calista De Romana being of the family De Romana as discussed V PM
Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Noble Dhampir are faster Smarter, wiser and more charismatic then normal
Dhampir, often being children of powerful and Vampire Clan controlling fathers, but they are weak in body, and feel much stronger the need to feed on blood for vitality and mortal vigor.
Advanced (4 RP)
Faster, wiser and smarter, there charm can be great.
Modifiers: They get +4Dex -2Con +2Int +2Wis +2Cha
Type: 0RP
Noble Dhampirs are humanoids with the dhampir subtype.
Size: 0RP
Noble Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: 0RP
Noble Dhampirs have a base speed of 30 feet.
Languages: 1RP
Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Undead Resistance: 1RP
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): 1RP
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits
Silver Tongued (3 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Magical Racial Traits
Fangs [Retractable]: 3RP
On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Senses Racial Traits
Darkvision: 2RP
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits
Light Sensitivity: -1RP
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: -1RP
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Billybrainpan |

@Jonny - You aren't allowed to use anything costing 4 rp or more, also you can only have one ability costing 3 rp.
Raggo's Alignment
Good
Raggo is good at heart and he firmly believes that certain acts are wrong.
Chaotic
At his core Raggo is fueled by a primal rage and a desire to prove that he is strong.

Aliesah Leafborn |

And here we are, Chillblame's character
Aliesah Leafborn, human, female, sacred hunter, self chosen protect of the forrests of northern taldor
STR 14 INT 12
DEX 14 WIS 18
CON 12 CHA 14
Initiative: +6
BAB+3
CMB +5
+1 Comp longbow +6 (1d8+3)
Longsword +5 (1d8+3)
Hv mace +5 (1d8+3)
Point blank shot +1/+1
CMD 17
AC 17 T 12 FF 15
Fort +7 Ref +4 Will +9
Point blank shot
WF longbow
Evolved companion
Pack flanking (b)
Beast bond
Life of toil
Animal companion
Hunter tactics
Animal focus
Domain: Heresy inquisition
Monster lore
Orisons
Stern gaze
Cunning initiative: Wis added to inititative
Detect alignment
Solo tactics
Track: +2 to survival to track
+6 Bluff 1+2+3
+6 Diplomacy 1+2+3
+11 Intimidate 4+2+3+2
+5 Know local 1+1+3
+5 Know geography 1+1+3
+5 Know religion 1+1+3
+5 Know nature 1+1+3
+11 Perception 4+4+3
+7 Stealth 2+2+3
+5 Spellcraft 1+1+3
+10 Handle animal 4+2+3+1
+4 Ride 1+2+1
+2 Acrobatics 0+2
HP 40 (HD4)
AC 17 T 11 FF 16
Fort +6 Ref +5 Will +2
Str 16 Dex 13 Con 15 Int 2 Wis 13 Cha 3
Feats WF gore, SF survival
Evolution +8 survival
SQ Evasion, low light vision, scent
Skills survival +14, Perception +2, Stealth +2
Tricks Track, defend, down, heel, stay, come, attack, guard
Offense
Gore +7 1d8+4
Level 0 (any per day)
Light, disrupt undead, detect magic, brand, guidance, read magic
Level 1 (4 per day)
Cure light wounds, longshot, true strike, dead eyes lore
Level 2 (2 per day)
Hold person (DC16)
Weapon of awe
Cloak of resistance +1
+1 Comp longbow (Str +2)
Chain shirt +1
Wand of cure light wounds 50
MW backpack
Inquisitor’s kit
Explorers outfit x2
Broach 1gp
Bandolier x2
Belt pouch
Antitoxin x3
Potion of magic weapon x2
Longsword
Hv mace
Quiver x2 arrows x20, cold iron x10, alchemetical silver x10
11gp, 2sp, 5cp
Aleisah was born in the northern forests of Taldor, and was brought up in a loving family for her growing years. Her family had the faith of Erastil, and she followed that, catching the attention of a local druid of Erastil. Through him she found her companion, cutie, who she raised from a calf. She never became a druid, but found herself drawn to the defence of the woods, after she saw the damage caused by outsiders who didn’t respect them. So she became a sacred hunter of Erastil, and spent her time hunting monsters who threatened her home and the woods. She noted from time to time the large groups of serfs herded through the forests, heading to designated areas to cut wood for their masters, guided carefully by local druids. She had little contact with them, but was mildly disgusted by the large mass of ignorant peasants.
This changed when she was just in her twenties. She had being tracking a goblin tribe that had raided a nearby settlement and was nearing her home after a successful hunt. She noticed a group of serfs moving through the woods nearby, and watched curiously from cover. They were both furtive and jovial and soon moved out of sight. She shrugged and headed home.
To find disaster.
Her family lived of the settlement’s outskirts, so they could appreciate nature more easily, but that home was now burned up. She ran up, finding some people, including her master controlling the fire.
Master, what happened? Where is my family?
The old druid’s face crinkled in sadness. I am sorry Aliesah, by the time we got here…It was a group of escaping serfs. They got away…Your family is dead. I grieve with you. It was…they were… The old druid could tell the young woman what had happened to her family, but she understood.
Aliesah went cold. She knew what had to be done. But first I…need to be alone and with that she strode away. Her master called after her, but she continued. She stood for a moment, unshed tears in her closed eyes, with cutie, not understanding but sensing her pain nudging her. Her eyes opened. She knew her purpose.
She went back to where the peasants had passed, and she started tracking. It did not take long for her and cutie to find them, a few hours. They were resting, under a tree, seven of them. She heard them boasting about what they had done. All mercy fled.
The first died as an arrow lodged in his throat, the second when he jumped up in alarm. Then the others, yelling in alarm either took to cover or fled. The three that fled, two died by more arrows, but one of those took a couple of arrows to go. The third vanished into the trees. She focused on the hiders, two of them. Drawing her sword, she ordered cutie to attack, and she followed the bellowing creature. It was short work. When she had finished a fluttering of wings was heard, and her master was there.
Child, what have you done?
What had to be done, master
What these men have done was terrible, but child, this is not justice. It is vengeance.
I’m sorry master, but I have to go. One more still needs to be found. and she started to leave.
And so she tracked down the last fugitive, her master’s sadness now encompassing a student lost. When it was over she returned to the settlement. The others tried to speak to her, but she just smiled and avoided questions and conversation. She attended the funeral of her family, and then packed and left. Within weeks she started her task. She chased down escaping serfs and returned them to their masters. Sometimes she killed them. With every capture, every kill, she lost more of herself. But she would defend the forests and the peoples in them. Where ever she had to go.
The druid circles made use of her, and so did nobles. But they all got a chill when she looked at them. She took their money and empty thanks.
But she had a purpose. And nothing would stop her
[

DM Ray |

Just checking back in...
I'm really looking forward to this PbP, guys.
Right now I'm doing a quick copy/paste of all the Fluff (background, alignment, personality, etc.) that you have submitted and this weekend I'm going to read it all so I can get a good handle on the characters. I don't care about crunch right now (beyond Race & Class).
FYI: I am unfortunately not going to be able to get on the computer this weekend because I'm so busy.
Saturday evening I MAY be able to get on a buddy's computer for a few minutes but, you know, it's a birthday party and our two gaming groups are joining for a mega-one-shot adventure so were not likely to have time for Paizo. (My Githyanki Paladin will kill some monsters, though!) If I do post it will probably be under someone else's Paizo account.
.... And the rest of my weekend is equally full of plans that preclude me from being anywhere near a computer.
I've got a few hours here at work today to hop over to The Boards a few times but that's it. Then I'll be in a black hole 'till Monday afternoon or evening.

DM Ray |

@Johnny Panic, -- Love the Heavy Metal version of "I'm So Pretty." Love it!
@Ravenfall, -- Have fun at PaizoCon; tell B. Scott Keim I said "Hi." We'll be here when you get back.
@Death's Adorable Apprentice, -- Propose what you want; I'm interested in a group that looks like it will fit together and fit the campaign. For the record, I loved both of the Black Blade Gish PCs that have been in my campaigns recently -- but my like or dislike of a PC build won't affect my picking a group. P.S.: Love your Avatar name. P.S. 2: "Gish" is the real term for any fighter-mage build -- I'm a Grognard, remember?!
@Galiven Oldwod, -- An Oread would speak Terran I assume for free, and whatever local language from his or her birthplace. If your Oread is from Taldor, Taldane; if your Oread is from Cheliax, Chelaxian, ... Varisia :: Varisian; Osirian :: Osiriani, etc.

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A-Men, brother Chillblame, preach it!
We're doing a Sandbox, Pathfinder version of of "Isle of Dread" -- calling it Isle of Doom. Our PCs board a boat from Absalom to Jalmeray and get washed away a gazillion miles somewhere out in the Obari Ocean (I would have just picked Sarusan because it really is the Isle of Dread in Pathfinder, but the DM may not know about Sarusan -- but he's a bigger Greyhawk guy than I and that's pretty big.)

DM Ray |

I think I understand Draggo.
I would like to know where Sharum raised him -- and I wouldn't mind knowing a couple places he saw with "The Brotherhood of Steel" and the city in which he spent years fighting in the pits. But it's not absolutely required. Also, what's his Bloodline -- you likely have it in the Crunch but I haven't looked at any crunch?

Philo Pharynx |

Okay, I've got a concept.
Count Allsdale hosted a young man, Lord Ramon Devaille. He was some relative, The sixth son of a third cousin twice removed or some such. It's always hard to tell when the blood gets that thinned out. Still, the lad was charming, always a good sign when there was no money or title coming his way.
Later:
While travelling, Count Allsdale stopped at an inn. The food was far below his standards, but they were lucky to host a travelling bard. She was quite winsome and had a voice that would make even the most noble think of cheating.
Later:
Count Allsdale was found bound to a tree. His carriage run off the road and his guards fled. The tax money was nowhere to be found. The image of a Falcon was impressed on his clothes.
The Falcon is a bandit starting to get attention among the nobles for his catching their men unaware and robbing them blind. What goes unsaid among the nobles is that many of their first reactions were *That one had it coming to him.* The Falcon seems to target the most cruel, the most greedy, the most arrogant among the nobles. Often the poorboxes of temples in their lands find themselves bursting with coins.
The Falcon knows so much about his targets because he can be anyone. Or she can be. A kitsune Rogue/Sorcerer.

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Paizo keeps eating my backstory, so I'm posting it here
As she grew up she became fascinated with animals and the wild. She found snakes and reptiles more interesting than most. She learned nature magic from her adopted mother and became a druid, taking a coral snake as her companion. She joined a small group and found out she enjoyed the thrill of hunting and killing. She knew what was right and wrong, she refused to kill innocent, and her older friends turned on her. She escaped and now is wary of others, and refuses to get close to others (no physical contact).
She wanders around the world, searching for hope in good.
Old companions: Dani: a halfling rouge, Trest: a Teifling sorcerer, Falder:a human fighter
I'll get more details, but paizo eats it for breakfast.

Anderlorn |

Hailing from one of the few rural Ulfen settlements in Taldor, Cayosin (Draconic for Blade) grew up a "normal" human Ulfen Barbarian Warrior close knitted with his adoptive family and tribe. As he grew older, his priorities shifted from the tribe to his own desires. Slowly his desires for wanderlust, wealth, and power became the forefront over family and tribe. For this reason, he was seen as an outcast, a lone wolf, and banished from the tribe. Unbeknownst to him and kept secret from him was his draconic ancestry. He is a decedent of both the Ulfen people and the Black Dragon, Esaolathus, who hunted the Taldan region and raped an Ulfen female warrior invader as a form of torture to degrade her ego. After being banished, he hired himself out as a sellsword to wealthy merchants, property owners, and etc for protective details and asset protection. At the time, he satisfied his need for wanderlust, greed, and power by travelling, earning a lot of gold, and gaining prowess in combat and magic. No matter how good Cayosin tries to be, the rage of an evil dragon burns brightly in him.
Cayosin will be a Human Crossblooded (Draconic/Arcane) Bloodrager. I may add the Primalist archetype as well but not sure yet.
I will add more content as it comes to mind.
I am thinking of another submission as well.

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Here is a basic backstory, plz tell me what you would like to have added.
He became so in tune with alcohol that it began to aid his combat.
Now he travels around upholding the good laws of the lands all for the price of good ale.

Lady Lynyna Br-oul |

The Villa was large with ordered gardens, it was up the cost of the largest city in the world. One could stand and look out at the inner-sea while admiring the flowers. Kaneko was board, all morning writing class and this afternoon history. A servant came and refilled her tea, she waved the girl off. Standing she got up and walked to the terrace wall, she looked out over the sea.
Kaneko was the youngest child of the House Sakura, a trading house that had made its fortune shipping high quality goods across the worlds seas.
Her father and her uncles owned a fleet of trading ships. They where always off on some trip or others. Coming back with tales of wonderful and fascinating places, places she had never seen nor been to.
She had to, like the other "woman" of the house, stay and look after the home. If not marred then like her get ready to be, she did not complain, but it was so dull.
She smiled to herself, if only they knew. Of late she had found away to relieve the boredom of waiting. At night she had started to sneak off into the city. There to do good deeds for the poor, it had all stared with a dream, a dream of a shadow wolf, it had talked to her told her of itself. Said that things needed to be done, bad men where doing bad things. At 1st she had been scared but it had told her how to hid, how to blend in, how to hunt. They had gone together into the city one night and seen the bad things being done.
I old street seller was being robbed, two thugs hit and pushing him, demanding his takings. Her shadow wolf had said,
"If we do nothing, look he will be robbed and on this cold night have nothing to eat nor anything to take home for his sick wife"
She had felt anger then, someone needed to do something, so they did, coming out of the shadows they attacked the thugs and drove them off.
It was that knight that she took on her other Identity, that of the shadow wolf. A mask on her face and her wolf of shadow by her side she righted wrongs in the world.
It was fun and it felt good to do good, she never hurt anyone, she always tried to drive off evil and save the weak and needed. no one knew about it but her shadow wolf and he only showed himself to her.
She was doing good in the world and that was a lot better then being a rish kid waiting to get married off.

DM Ray |

After going over several PC backgrounds and seeing a disturbing theme, I looked back at my campaign intro (the first few Posts) and saw an ambiguity.
To be clear:
We are starting as GOOD guys! Your PCs at the beginning of the campaign are good -- their Fall to an Evil alignment is still a few levels of gameplay away.
During the campaign, with your creative vision in mind, stuff will happen where you slowly change to an Evil Alignment. Then we'll play the campaign as a group of Fallen Heroes.
But to start you are good guys -- saving damsels in distress, rescuing cats from trees and helping old people with their groceries (D&D style, of course).
Later you'll be evil.
I've seen, I think, FOUR PCs that look like they've already Fallen or are already in the process of Falling.
Be a good guy at first and be prepared to play for a while as a good guy before your Fall slowly happens. I'm projecting our "group Fall" to be late 6th level to late 7th level (though you never know). So you have a good 2-3 levels of playing as Good Aligned (or benevolently Neutral) PCs.

Lady Lynyna Br-oul |

I hope I'm one of the 4, GM
I feel I have mine now as a 100% good PC,
BUT I where the problem may have come from
You asked for PM's a about "How I think my PC's fall will happen"
That kind of sets player up into think each fall will be particular to there PC and done in game play to there PC. They are not starting the fall but putting in place "Setting" Well I am anyway.
Race ect.
Now I can see some real problems coming from individual falls, if they are miss timed you may have 1 evil leaning PC and 5 good ones.
then there is the events, if its one big event it will effect all, some my shift to N not E on there way down.
As a log time GM I could see this being hard to do well.
You will need full consent of the Players to make it work.
Just my 2p on this

leinathan |

The beginnings of my submission:
Lord Gregary of House Crawley | LG male human magus (kensai) 4
Str 12, Dex 18, Con 13, Int 16, Wis 8, Cha 15
Feats Weapon Finesse, Weapon Focus (falcata), Slashing Grace (falcata), Extra Arcana
Magus Arcana Flamboyant Arcana, Arcane Deed (precise strike)
Gregary is a scion of one of Taldor's many noble families, though he is a distant scion devoid of any hope of ever gaining any power. Regardless, he was educated with the best and by the best, gaining many valuable skills during his formative years. In addition, his years in Oppara taught him something very valuable about the aristocracy - that it needed to change. He wants nothing more than to see his mother country succeed, and Gregary is convinced that it is because of the f*%@-ups of the aristocracy and the weight of government that it's fallen on such hard times lately. However, he knows that within the system, he'll never actually gain enough power to change this, and it frustrates him very much.
I'm going to play Gregary off as very self-important and arrogant, but with the best interests of his nation at heart. He is, in short, a patriot. I'll be giving him traits that give him social skills as class skills, I'm planning to give him Flagbearer next level - all good things. He's a precision fighter with the falcata.
I'll have more up later, but I'm out of time.

Aliesah Leafborn |

After going over several PC backgrounds and seeing a disturbing theme, I looked back at my campaign intro (the first few Posts) and saw an ambiguity.
To be clear:
We are starting as GOOD guys! Your PCs at the beginning of the campaign are good -- their Fall to an Evil alignment is still a few levels of gameplay away.
During the campaign, with your creative vision in mind, stuff will happen where you slowly change to an Evil Alignment. Then we'll play the campaign as a group of Fallen Heroes.
But to start you are good guys -- saving damsels in distress, rescuing cats from trees and helping old people with their groceries (D&D style, of course).
Later you'll be evil.
I've seen, I think, FOUR PCs that look like they've already Fallen or are already in the process of Falling.
Be a good guy at first and be prepared to play for a while as a good guy before your Fall slowly happens. I'm projecting our "group Fall" to be late 6th level to late 7th level (though you never know). So you have a good 2-3 levels of playing as Good Aligned (or benevolently Neutral) PCs.
Ah. I will adjust my background forthwith.

leinathan |

The beginnings of my submission:
Lord Gregary of House Crawley | LG male human magus (kensai) 4
Str 12, Dex 18, Con 14, Int 16, Wis 8, Cha 15
Feats Weapon Finesse, Weapon Focus (falcata), Slashing Grace (falcata), Extra Arcana
Magus Arcana Flamboyant Arcana, Arcane Deed (precise strike)Gregary is a scion of one of Taldor's many noble families, though he is a distant scion devoid of any hope of ever gaining any power. Regardless, he was educated with the best and by the best, gaining many valuable skills during his formative years. In addition, his years in Oppara taught him something very valuable about the aristocracy - that it needed to change. He wants nothing more than to see his mother country succeed, and Gregary is convinced that it is because of the f+#%-ups of the aristocracy and the weight of government that it's fallen on such hard times lately. However, he knows that within the system, he'll never actually gain enough power to change this, and it frustrates him very much.
I'm going to play Gregary off as very self-important and arrogant, but with the best interests of his nation at heart. He is, in short, a patriot. I'll be giving him traits that give him social skills as class skills, I'm planning to give him Flagbearer next level - all good things. He's a precision fighter with the falcata.
I'll have more up later, but I'm out of time.
Gregary's parents are the second cousins of his family's patriarch, who is himself a noble of relatively small power and holdings. Frustrated by his family's low standing, he's spent most of his adult life trying to increase the amount of power his family has by trying more and more to impress people above his station. Unfortunately, Taldor is not a meritocracy, and his efforts are largely in vain. Not only that, but Gregary has had to stand and watch as his nation has fallen even deeper into corruption and disrepair as he's grown, something that distresses him greatly.
He was educated as a lad in one of Oppara's more prestigious academies, learning the basics of magic, of combat, of polite society and of various scholarly topics. He was one of his class' best students, and he graduated with honors. He's currently venturing out into the rural areas of Taldor to check on some of his family's farm holdings - as annoying of a chore as it is, he's got a duty to his family.
AC 18, touch 17, ff 11 (+4 Dex, +3 Int, +1 armor)
hp 40 (4d8+8) (maximized - if average hp instead, 29hp. If PFS standard instead, 31 hp)
Melee +1 falcata +9 (1d8+6/19-20-x3)
Special Attacks perfect strike, spellstrike, spell combat
Skills Craft (weapons) +7, Diplomacy +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +8, Spellcraft +10, Use Magic Device +9
Traits Friend in Every Town, Bladed Magic
SQ canny defense, deeds (derring-do, opportune parry & riposte, precise strike)
Languages Taldane, Chelaxian, Elven, Qadiran
Favored class is each going to +1/4 of an arcane pool point, making that total 6 points.
Magus Spells (CL 4th, concentration +7)
2nd (1/day) - bladed dash, invisibility, mirror image
1st (3/day) - burning hands, corrosive touch, feather fall, floating disk, magic missile, mount, shield, silent image, unseen servant, vanish
0 (3/day) - All magus cantrips!
Gear +1 falcata, +1 bracers of armor, handy haversack, sunrod (3), compass, hammock, medium tent, blanket, noble's clothes, signet ring, alkali flask (2), antiplague (2), antitoxin (2), troll styptic (5,890gp spent, 610gp remaining)
15gp+60gp spent on extra spells known, leaving 535gp.
EDIT ABOVE: I managed to math it differently to get myself an additional point in Con. The above stats in the quote are accurate final stats.
ALIGNMENT! Gregary is Lawful Good because he believes in the benefit of an ordered, organized society, and because he wants that society to work for the benefit of its people. He is, however, arrogant and prideful, and somewhat impatient regarding his goals. I am planning for him to fall to Lawful Evil as he falls to less moral methods to try and reform his nation and claim power.

Deaths Adorable Apprentice |

Insanity has been going on in my life so I haven't had a chance to work on them.
My first concept is a human man Blade Bound Gish name Kain. He is from Lastwall. He left to earn a name for himself outside of the church, which both of his parents belong too. He would be NG. Neutral being a willingness to be 'flexible' with the law but still needing some form of structure. Good reflects the morals he was raised with. Be noble, brave, and just. He is a typical adventurer. He love to fight the bad guys and save the day. He is also fond of the drink and the ladies. While he was raised to revere Iomedea Kain has become very fond of the ideals of Cayden Cailean.
The next is an Oracle Seer Aasimar woman named Aubrie. She was made an Oracle unwillingly. She is the mouth piece of the Gods, typically when they get bored or want something done. She is CG. Chaos is not only fun but important to life. With out Chaos life would be boring and she hates that idea. Good because that is what her mother taught her to be. Good girls win in the end. And do unto others what you have others do unto you. She is from a little village in Taldor. And she left when a caravan passed though so she could see the world.
And the last one is a female human named Daisy Cailean. She is from Cassomir and is part of the peasant class. Raised in an orphanage and not knowing her parents she like many children from the orphanage/church take the Lucky Drunks last name. She is NG. Neutral for her is an disdain for most law, manifesting from thinking much of Taldors leagal code is foolish. While Good embodies the carefree freedom Cayden Cailean invokes. After being attacked by a gang of boys and escaping Daisy has magical powers and a pretty green viper. The Viper decides the city is dangerous Sir McBitey.