
GM Phntm888 |

Drakes now have the following starting statistics.
Size Small; Alignment any nongood; Speed 20 ft.; Attack bite (1d4), tail* (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 4, Wis 10, Cha 7; Languages Draconic. *This is a secondary natural attack; see page 182 of the Pathfinder RPG Core Rulebook for more information on how secondary attacks work.
Drakes increase in size to Medium at character level 5, Large at level 9, and Huge at level 17. Each time a Drake increases in size, it gains one Drake Power it meets the prerequisites for. The Drake gains an additional Drake Power at level 13 that it meets the prerequisites for.
Further, the following Drake Power can be taken:
Armored Drake: The Drake allows its charge to gird it in man-made armors. Such barding for a drake costs twice as much as the equivalent sized barding for a horse. The Drake must have the relevant armor proficiency feat in order to properly wear the barding, or else it suffers the standard penalties for being non-proficient.
Setting related, I should tell you that armor designed to be fitted for Drakes is not something that is commonplace in Talingarde, and will likely result in a whole bunch of questions being asked.
3rd level - Gain Consummate Liar
7th level - Gain hypnotic stare as a Mesmerist of your character level -4
11th level - Gain 1 Mesmerist Trick that can be used a number of times per day equal to 1/5 your character level
15th level - Gain a Minor Touch Treatment
19th level - Gain Glib Lie
3rd level - Choose 1 implement. You gain a pool of 2 Mental Focus you can use to activate the Resonant Power of that implement.
7th level - Choose 1 Focus Power related to your implement. You gain 1 additional point of Mental Focus
11th level - Gain Magic Item Skill and Object Reading abilities of the Occultist
15th level - Gain a second implement. You gain 1 additional point of Mental Focus. You may choose 1 Focus Power of your new implement.
19th level - Gain the Shift Focus and Aura Sight class features
Disclaimer on all VMCs I homebrew, if I find that in-play the VMC is unbalancing, I reserve the right to make changes as needed.

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This is another possible backstory. It is quite similar but might be more appropriate depending on how far the group has gotten.
As time passed more strange things began happening. Peter would not show up for excursions, but any security would be completely absent. Only for rumors to appear later that the security was dead. When asked about this Peter would claim that he had no knowledge of the happenings because he slept though the heist.
The local officials began taking action however, finding the crew and arresting them all. Inside the interrogations his friends sold him for their freedom after finding out about the gruesomeness of the murders. When they tried to questioned Peter he refused to talk, maintaining a vicious smile the entire time. While detaining him, murders had stopped so the officials decided that they had enough evidence so they sent him to prison.
As Peter did not murder any important nobles or figures, he was sent to a regional prison where he remained for a couple years. One day a gift appeared in his cell, it was a cell mate. They had not given him one before as he had a bit of a gruesome reputation, but he behaved himself during those couple years and they were filling up. This cell mate had an unusual tattoo that he could not explain the origins of. Grateful for the opportunity, Peter shows his gratitude the next morning with the gruesome corpse of the cell mate. Curiously, hiding inside of the body of this individual, Peter found out, was a small dagger. With this tool, he found himself a way out of the prison, admittedly leaving a trail of dead guards.
Peter wandered for a time basking in the joy of the, now dried, blood of the guards. This joy was lost when it rained and he began searching for a settlement once more to sate himself. Peter came upon an odd manor house where a lonely lantern burned in the upper story. The place otherwise showed little sign of habitation. Old but well-appointed, the house was large, imposing and alone on its hill. Painted a dark green and surrounded by barbed wrought iron fencing, nothing about this place seems inviting or a sanctuary. Hoping for an easy mark, Peter approached the door to quietly gain entry.
To his surprise the the door opened. A lithe, stunningly beautiful woman with platinum blond hair stood in the doorway. Dressed in a diaphanous white gown, a warm and almost sultry smile graced her lips... one not matched in her eyes, cold and hard. She looked Peter over briefly, "My, a strapping young gift. I am Tiadora. My master bids you welcome. Please, enter." She stepped to the side, allowing Peter to enter.
Peter, beyond confused at this point, entered cautiously. After being 'cleaned, dressed, and refreshed' he was lead to an office where he met a devilishly handsome fellow who informed Peter that he was the original gift giver and offered Peter a deal. "Swear fealty to me and Asmodeus, and do as I request and you will get to kill plenty of people." Peter agreed and swore featly right then and there and signed some contract put before him.

Hel_Blackfist |


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Heres a rough outline for my Idea, Not entirely sure what class I'll be yet, but It will be something with trapfinding, stealth, and at least decent damage and subtlety. I'm torn between a mesmerist, rogue, and aether kinectist atm.
If you would let me know your thoughts so I can refine him a bit, I'd be greatly appreciative
my story? It's quite simple. You could narrow it down to one thing, if you wanted to over simplify it. Revenge. Someone of great power and influence killed my parents. A corrupt noble, a cult leader, doesn't matter. What matters, is that it was one allowed to live in this corrupt land of Mitra... he left nothing but me, blood, and this dagger behind. That was his first mistake. I will find out who it was, and anyone else involved, and I will make sure Sorrow drinks it's fill from them. My parents probably would be horrified to see me now, but my hatred and sorrow have kept me alive, still do. Maybe one day I can follow in my parents footsteps to make this land better, maybe in my own way, perhaps with an ironfist. But first, blood debts need to be paid. suddenly there is a loud pop from behind, you turn to look and see nothing, when you turn back, the man you had been speaking to has disappeared.
Derik the Rogue, otherwise known as Dart, Ryder, or stalker was the son of Daniel, a paladin of Mitra and Sarenrea. Daniel was part of a group dedicated to rooting out corruption or evil, and had aided in many a purge of Asmodean or darker heresy. However, Daniel soon found a trail, a trail that would oust many a prominent figure and a cult. There were attempts at dissuading, but he kept digging his nose into deeper things, started causing problems. And so, he was eliminated. Slowly, accusations and "found evidence" began to pile up, slowly tarnishing Daniel's name. And finally, one night an assassin killed both of Derick's parents, planting ample "evidence" of his fall and consortment with dark powers. Of a dark ritual gone wrong. The assassin left Derick, a child of 12 years, alone, sleeping in his bed. Figuring either he would die, be accused as a devil-child, or taken in by the church. He didn't care, the child hadn't been part of his contract. However, Derick hadn't been asleep. He knew the truth, and knew he would likely be accused as well. The only things he took, was an ornate black steel dagger left embedded in his mother. undoubtedly part of evidence against the family. And his Sorrow and Anger. Slowly, that anger grew into hatred, hatred at the land he and his family had called home. Towards the government and its so called knights. Towards its justice, twice he has had to take to survive, and they would toss him to the mines for it. Well, Derik proved to be quite adaptive, and over the course of 8 years had made a name for himself in the few and far flung dark corners of Talingrade. Where he was approached by cabal of nobles. They spoke of new beginnings, better times, promises of change. And Derik, despite himself, believed them. Perhaps, he merely wanted to kill the king. Kill the man he had come to blame for everything. To change the government. Yet, when the plans started to fall apart, when they were so close... he was betrayed. Turned into a Scapegoat. His hatred grew ever more. All trust for nobles gone. He had no one, and indeed, there was barely even a trial. It was en route to his prison that a soft whisper came to his ear, the promise of revenge, and of the fall of Talingrade. With it, came a gift, the dagger he had taken those years ago with another, silvery dagger alongside it, and a request to meet someone after he got out. So, he defly maneuvered his way out of his bindings before killing the guards on duty, and skulking off into the shadows, towards the place he had been told to meet. One thing is certain for Derik, Blood will flow, and a new night would dawn. That which is, shall fall.
Personality: Derik is very cynical and aloof. He knows how to be friendly, and when to be respectful but normally does so out of self preservation more than anything else. Even then, he rarely will show any sort of respect to those that think themselves his betters. He has gained a mild taste for killing, and the power he feels while doing it. He is cold, calculating, and mildly power hungry.
Daggers: Sorrow, is the dagger he took from the back of his mother.
Sorrow: Derik's dagger, has a Long jet black blade with a slight curve to it. Silver crossguard with gold inlays and Onyx gems embedded on each side. The hilt is black steel wrapped in black leather and the pommel is shaped as a laughing skull with gold inlay running along its edges, with rubies embedded in its eyes.
Remorse: Derik's other dagger. The blade on this dagger is a silverly white reflection of moonlight. the pommel and hilt are wrapped in velvet red.

Nibs the Wicked |

My thinking on Murder was that it was particularly cruel, basically tying down eight other ratfolk and torturing them (tying their tails together and bleeding them for sacrifices) until they died. Granted, ratfolk are hardly people to the good folk of Talingarde, but even to them that's gotta be a bit beyond the pale, right? >:)

GM Phntm888 |

I like the way it reads, but there are a couple of things I’m not clear on. First, it isn’t clear to me who it is his father may have been pursuing. If you’re leaving that up to me, it’s perfectly fine, but if you had someone specific or a person in a specific position, you'll want to clarify. Second, if he thinks a cultist of Asmodeus is the one who had his family killed, it doesn’t seem to give him much incentive to sign an infernal contract.
Class-wise, I think a knife master Unchained Rogue would fit nicely. Is his crime Hogh Treason?
Consorting with Dark Powers or Desecration seem the most appropriate for the crime you describe. I would suggest switching to one of those.

GM Phntm888 |

Couple of setting specific things. First, move the brothel to Ghastenhall. The Church of Mitra is powerful enough in the capital to have all the brothels shut down.
Second, in order to become a Knight of the Alerion, you need to be dedicated to Mitra completely. If one went to a brothel, he would have been trying to shut it down, not forcing himself onto the workers.
For the backstory, I still need to be told how you escaped from your captors en route to Branderscar.

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That I left up to you mostly, i tried to leave it vague so it would be easy for you to use it you so desired.
As for Derik, he doesn't know who did it. But blames Talingarde's ruling party for it happening. Especially now, considering what's happened. At this point, even if he knew that person A had his father killed, but the same person A offered him the chance to bring down what he views as a "corrupt, hypocritical, and self righteous government" That not only allowed it to happen, but let the man get away with it, he would likely go along, albeit carefully. And once it was over turn on them. If that makes sense.
I was leaning that way, at first I was thinking just plain murder, but as I wrote him, I thought he would probably go for big. Especially if he was offered. I do know he has to sign a contract, while he will likely be skeptical, and possibly even a little hesitant, he will likely take another chance to get his revenge. Besides, as I said, he has taken a liking to power, and the rush he gets holding lives in his hands.
I had considered that, but I wanted to have trapfinding, So If I did go knife master, would you be ok with me taking the trapfinding trait?

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Ok, so gonna add a little bit to my backstory, I never had the chance to play an undead character or vampire, and while it is -quite- a long way away I think I'd like to try it.
And the only class I could think of for VMC would be a kineticst, but that seems like a bit of an undertaking.
Is the VMC barbarian rage the unchained rage version, or the old rage?

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Race: Human
class: Unrogue(knife master) VMC: undecided
FCB: +2 hp
traits: Trapfinder, High Treason
ability scores:
Str: 10
Dex: 18
Con: 12
Int: 14
Wis: 12
Cha: 14
HP: 22
AC: 18 T: 14 FF: 14
Saves:
Fort: +1
Ref: +7
Will: +3
Offense:
move: 30ft
Sorrow: +6/+4
Damage: 1d4+1d6 SA
Remorse: +6/+4
Damage: 1d4+1d6 SA
Feats:
1- Bitten, TWF, weapon finesse, alertness
Rogue Talents:
Offensive Defense (maybe)
Skills: 8+int/level total: 22 background: 4
Acrobatics: 2
Stealth: 2
Disable Device: 2
Disguise: 1
Sleight of hand: 2
Perception: 2
Bluff: 2
Escape Artist: 1
Intimidate: 1
Diplomacy: 1
Sense Motive: 1
Appraise: 1
Climb: 2
Swim: 2
UMD: 2
Know. Local: 1
Know. History: 1
Gear:
Arms and Armor: 2 Masterwork Daggers(Sorrow and Remorse), 1 MwK chain shirt
Magic Consumables: 2 CLW potions.
Misc Gear: : backpack, belt pouch, waterkin x2, sunrod x5, torches x5, flint and steel, Violin, 200ft of silk rope, grappling hook, compass, chalk (box of 20 pieces), 2 weeks of rations, silver mug, crowbar, MwK Thieves tools

Ishana Tamanna |

I made Nephele for this campaign if possible!
I tried to make her method of escape tie into her class abilities (Internal Alchemist gives her the breath control ability) as well as her trait selection.
VMC is a little hard. I don't mind going Rogue (which works a little too well with Vivisectionist) to pick up Trapfinding if the group needs it - but if Trapfinding isn't needed then I'd probably go into VMC Barbarian or maybe Sorcerer (Orc Bloodline) to stick to something flavorful.
I tried to make Nephele also someone that uses poisons if its workable (poisons are pretty tough to make viable) but didn't make her dependent on it, its merely an optional extra. I'm happy to add in anymore detail or answer any questions on anything if you like :)
Nephele
Half-orc alchemist (internal alchemist, toxicant, vivisectionist) 2/rogue* (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
LE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +0; +2 bonus vs. poison
Defensive Abilities ferocity, orc ferocity
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +5 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +1d6
Alchemist (Internal Alchemist, Toxicant, Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
1st—enlarge person (DC 14), heightened awareness[ACG], shield
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Statistics
--------------------
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Brew Potion, Combat Expertise, Deadly Aim, Ferocious Resolve[ARG], Power Attack
Traits - custom trait -, bruising intellect
Skills Acrobatics -3 (-7 to jump), Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +2, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Sleight of Hand +2, Spellcraft +8; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +2), breath mastery, discovery (mutagen[UM]), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 20 minutes), orc blood, poison use, rules changes, toxic secretion (3 dmg, 1 round, DC 14), weapon secretion
Other Gear chain shirt, longspear, formula alembic[UE], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 55 gp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic Secretion (1/day, DC 14) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (5/day, DC 14) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion
Nephele wasn’t born of darkness, instead she learnt her darkness out of the light.
As a young child, she had been orphaned by her parents. Perhaps they had hoped the child would simply perish, or perhaps they did not want the shame of a child with orc heritage, but nevertheless, she was discarded as a child, and sent to an orphanage.
Nephele hated life there. It was an endless struggle, trying to change people’s misconceptions or bias. The children, tended to act aggressively towards her, no doubt scared but attempting to act tough – as if by hitting the half orc girl they would prove to be courageous or brave. For her part, if Nephele attempted to hit back, she was blamed for starting a fight, for being a brute, a barbarian. She was frequently branded as slow, or occasionally a monster, suitable for a humdrum life at best, always inferior. If something went wrong, it was always her fault, and as a result Nephele was frequently beaten as punishment. The beatings indirectly made Nephele strong, as she had to learn to handle the bullying, and the beating, but this in turn challenged the other boys in the orphanage – yet another thing to be punished for.
Eventually growing until a rebellious girl, and considered a hopeless case for adoption, Nephele was eventually sent off to the Church of Mitra – in the hope that its healing light would find a solution. To the surprise of some, Nephele actually excelled in the church (something that was attributed to Mitra – a shining example of converting an uncivilised brute into a loyal healer), although she did not possess a divine spark that would allow her to cast spells, she could make potions, salves, and was remarkably adept at the process. Although still ridiculed for the failure in the lack of divine energy, Nephele was grudgingly respected in at least possessing some small use.
As she grew older, Nephele’s features softened, possessing a sort of exotic beauty. A relatively high ranking priest enjoyed this attractiveness, and showed Nephele some small kindness. Relatively inexperienced with someone showing her such kindness, Nephele reciprocated, and the two were eventually married a short time later.
If Nephele expected married life would be blissful, she was unfortunately mistaken. Nephele had failed to realise that the man had a raging temper, and was a fearful alcoholic. Night after night the man would come home, terribly drunk, beating her senseless and forcing himself on her afterword. The worst times were when the man would quietly strangle her, leaving her gasping for breath until she submitted, while he yelled vile and crude things at her. After the first few times, Nephele tried to go to his superiors but the man was an accomplished priest, well respected, as well as a skilled healer. He could hide much of the evidence fairly well, and much of Nephele’s accusations fell on deaf ears – the lies and slander of a women obviously upset that she could never be a true divine servant of Mitra.
At her wits end, Nephele began to plan her revenge. She was sick of all of it, sick of people belittling her, sick of people treating her like a liar, like something brutish, uncivilised. The Church was an abomination, it was corrupt, and hardly a shining example of the thing it pretended to be. Nephele planned to bring the entire thing crashing down but firstly she wanted revenge.
One night, back from one of his daily drinking sessions her husband came back, ready for another round of ‘fun’ with his wife. Once again, Nephele defied him, and her husband lashed out, again and again. With each strike however, the man weakened, became sickly. Unknown to him, Nephele had turned her skills with potion making into other branches of chemistry. She had developed a toxin harmless to her, but those who came into bodily contact with her skin would suffer its effects. The man attempted to pull back, but it was too late, he was vulnerable, and Nephele hit him with a powerful paralytic.
Captured, Nephele proceeded to carry out her revenge, as slowly as possible. Keeping him tied down, Nephele administered poison after poison, letting the man suffer in agony for as long as possible, keeping him on the brink of death before – ignoring his pleas – she would administer the antidote. She believed she had hours to spare and drag his suffering out – hoping to even make him forsake Mitra but she miscalculated. Her husband’s friend had stopped by, aiming to return the man’s purse that he had left at the bar – and instead interrupted the scene. Nephele attempted to fight or flee but the choice was taken from her – imprisoned by magic she was left helpless until reinforcements arrived and she was captured. Unfortunately, her husband also survived the experience and provided a detailed account at her trial – leaving out of course his beatings and sexual assaults. Her crime worsened by her husband’s influence and prestige within the Church she was sentenced to beheading at Branderscar Prison.
Nephele would have met her eventual fate, had she not decided on a hunger strike, in transit to the prison. Her guards didn’t exactly care for her welfare, but on the other hand, she had been served a sentence and a sentence needed to be carried out. Worse, it was insulting that this prisoner continued to defy them, and reflected poorly upon them. With her refusal to drink and eat a source of frustration, one of her guards lost patience. Stopping at a stream, the man grabbed Nephele by the back of the neck, forcing her into the river, trying to get her to drink. Unfortunately, it appeared that he had misjudged his strength, or the time he held Nephele under for, upon pulling her out, Nephele looked quite dead.
Angry (but no doubt pleased they had won some sort of moral victory at ensuring she had met justice at someone’s hands), they dumped the body in the river, and escorted the rest of the prisoners to the prison.
Unknown to the guards, Nephele’s studies into the healing arts also expanded into the human body. She was well aware of what the limits were and how to push them. Furthermore, she had even had practice struggling without air – due to her husbands repeated incidents and as such the guards never realized that they had left behind Nephele, very much alive who was able to fight her way out of the river and onto dry land. Alone, without anything, Nephele fled into the night, keen to seek out allies as she sought to crush the Church entirely.

GM Phntm888 |

You get three traits, so go ahead and pick a third one. For VMC Barbarian, it’s the CRB version of rage as written, but I can do an Unchained Barbarian VMC That is identical in every way to the other that uses the Unchained version, if you prefer.
Nephele needs a third trait, and her Crime trait listed. We’re using Feat tax rules, which are available in HeroLab, as I think are the Crime traits.
Backstory looks good. Is her Crime Attempted Murder or Kidnapping?

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Yay another trait! Gladly.
Hey, so I didn't realize we were using feat tax (or likely forgot) do unrogues get anything to replace the loss of weapon finesse? That they get as a free feat? Not to sound pushy, but I've normally seen people give weapon focus in its place. Just a thought. I'd happily take something like dodge as well.
Instead of power attack, could I use Pirhana strike? Probably won't want the to hit deduction but wanted to ask
If I could, a barbarian using the unchained version of rage might be nifty, but i haven't quite decided as I'm trying to pick out what would make the most sense for the character. The rage would be seen more as a "deep focus" state/ adrenaline rush state.

Ishana Tamanna |

Ah, I have my crime trait listed, but for some odd reason Hero Lab won't export it correctly. Its Attempted Murder since she was attempting to kill her husband (and eventually others).
I should have the feat tax rules as part of her Crunch already (its how she had Deadly Aim, Combat Expertise and Power Attack already included (I believe its the World is Square rules package in Hero Lab), but for the life of me couldn't find the Way of the Wicked traits - so had to do the old custom trait method - which unfortunately doesn't export well.
Good catch on the third trait though, I took Broken, not Beaten.
Nephele
Half-orc alchemist (internal alchemist, toxicant, vivisectionist) 2/rogue* (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
LE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +0; +2 bonus vs. poison
Defensive Abilities ferocity, orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +5 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +1d6
Alchemist (Internal Alchemist, Toxicant, Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
1st—enlarge person (DC 14), heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Brew Potion, Combat Expertise, Deadly Aim, Ferocious Resolve[ARG], Power Attack
Traits - custom trait (Attempted Murder) -, broken, not beaten, bruising intellect
Skills Acrobatics -3 (-7 to jump), Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +2, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Sleight of Hand +2, Spellcraft +8; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +2), breath mastery, discovery (mutagen[UM]), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 20 minutes), orc blood, poison use, rules changes, toxic secretion (3 dmg, 1 round, DC 14), weapon secretion
Other Gear chain shirt, longspear, formula alembic[UE], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 55 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic Secretion (1/day, DC 14) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (5/day, DC 14) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion

Cuàn |

A little late to the party but I am interested in this.
A question, would you be ok with a reflavored version of the Jinyiwei Investigator archetype from Blood of the Ancients?
The archetype as printed uses Heavenly inspiration to root out corruption (in ancient Lung Wa). Mechanically it's an investigator that keys on Wisdom, gets Inquisitor spells and judgement and has some tools to counter deception.
My idea would be to reflavor it towards Hell, so that's the source of inspiration. It would still be about rooting out corruption but whether to stop it or to use for something like blackmail is something else.
The character would be a notary by profession and a worshipper of the Infernal Duke Titivilus and by extent his master Mephistopheles.
As far as a crime goes, it would be blasphemy, extortion, forgery, fraud and sedition. He was also suspected of having a role in slave trading but that wasn't proven.
Despite all that they still let him walk. Yet bribery isn't on the list.

GM Phntm888 |

Yes, Unchained Rogue gets Weapon Focus in one weapon group for free in place of Weapon Finesse. I forgot to mention that in the information section.
Yes on Piranha Strike, too. It's the same thing, and you can't two-hand light weapons.
What is your alignment? I think I missed it in the stat block.
Ah, I see. I missed those in the stat block. The mod for HeroLab is indeed called the World is Square. Thank you for clarifying the Crime trait.
Great, looks good. I looked over your crunch again and noticed only 2 traits - you get three. Which VMC did you take?
The archetype does not yet appear to be on Archives of Nethys. Could you PM me the information for the archetype?
Based on the description you gave, it sounds like you could accomplish the same concept as a regular Inquisitor with the Amateur Investigator feat. Seeing the actual archetype might give me more information.
For the crime, your character needs to have been convicted of the crime, regardless of whether or not they attempted to bribe or blackmail their way free. Your escape would have happened en route to Branderscar Prison.
Tomorrow is the last day to get your submissions in. I will close up at 11:59 PM EDT tomorrow night, June 12. Current submissions are:
Submissions List
Saashaa - Peter - NE Human Unchained Rogue VMC Ranger
Zaboom! - Willow Burkle - LE Halfling Unchained Rogue VMC Witch
Jing the Bandit - Jevar T'soryn - NE Drow bard (arcane healer/thundercaller)/Swashbuckler (noble fencer) VMC alchemist
eriktd - Nibs the Wicked - LE Ratfolk Unchained Summoner (Twinned Summoner) VMC Rogue
ginganinja - Nephele - LE Half-orc alchemist (internal alchemist, toxicant, vivisectionist) VMC Rogue
In Progress
Helikon - Mordecai the Cruel - LE Tiefling Skald VMC ? (Finishing Touches)
rorek55 - Derek - ? Human Unchained Rogue VMC ?
Interested
Rikash
Tharasiph
Cuan
I would like to ask all of you to either put your crunch and backstory in an alias, or to put them both in one post for ease of reference so that we can make our decision.

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Ah, he will be neutral evil at the start. He doesn't have qualms about killing people, but he isn't going to just stab a man on the side of the street for no reason. He might however, steal from said man. Do you want me to make an alias and pretty up my crunch, or is this ok? I'll also be making a mythweavers sheet.
Derrick Ravenmore.
Race: Human
class: Unrogue(knife master/scout or bandit) VMC: Barbarian (unchained?)
Alignment: NE
FCB: +1/6 additional rogue talent. (2/6)
traits: Trapfinder, High Treason, reactionary
ability scores:
Str: 10
Dex: 18
Con: 12
Int: 14
Wis: 12
Cha: 14
HP: 20
AC: 18 T: 14 FF: 14
Saves:
Fort: +1
Ref: +7
Will: +3
Offense:
Initiative: +6
move: 30ft
Sorrow: +6/+4
Damage: 1d4+1d6 SA
Remorse: +6/+4
Damage: 1d4+1d6 SA
Feats:
1- Bitten, TWF, weapon finesse, alertness
Rogue Talents:
Offensive Defense
Skills: 8+int/level total: 22 background: 4
Acrobatics: 2 +10
Stealth: 2 +9
Disable Device: 2 +9
Disguise: 1 +9
Sleight of hand: 2 +9
Perception: 2 +9
Bluff: 2 +8
Escape Artist: 2 +9
Intimidate: 1 +6
Diplomacy: 1 +6
Sense Motive: 1 +8
Appraise: 1 +8
Climb: 2 +5
Swim: 2 +5
UMD: 2 +6
Know. Local: 1 +6
Know. History: 1 +6
Know. Dungeoneering: +6
Gear:
Arms and Armor: 2 Masterwork Daggers(Sorrow and Remorse), 1 MwK chain shirt, light crossbow 20 bolts, 5 acid bolts, 6 daggers
Magic Consumables: 3 CLW potions.
Misc Gear: : backpack, belt pouch, waterkin x2, sunrod x5, torches x5, flint and steel, Violin, 200ft of silk rope, grappling hook, compass, chalk (box of 20 pieces), 2 weeks of rations, silver mug, crowbar, MwK Thieves tools

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Here is both my crunch and Backstory.
Derik the Rogue, otherwise known as Dart, Ryder, or stalker was the son of Daniel, a paladin of Mitra and Sarenrea. Daniel was part of a group dedicated to rooting out corruption or evil, and had aided in many a purge of Asmodean or darker heresy. However, Daniel soon found a trail, a trail that would oust many a prominent figure and a cult. There were attempts at dissuading, but he kept digging his nose into deeper things, started causing problems. And so, he was eliminated. Slowly, accusations and "found evidence" began to pile up, slowly tarnishing Daniel's name. And finally, one night an assassin killed both of Derick's parents, planting ample "evidence" of his fall and consortment with dark powers. Of a dark ritual gone wrong. The assassin left Derick, a child of 12 years, alone, sleeping in his bed. Figuring either he would die, be accused as a devil-child, or taken in by the church. He didn't care, the child hadn't been part of his contract. However, Derick hadn't been asleep. He knew the truth, and knew he would likely be accused as well. The only things he took, was an ornate black steel dagger left embedded in his mother. undoubtedly part of evidence against the family. And his Sorrow and Anger. Slowly, that anger grew into hatred, hatred at the land he and his family had called home. Towards the government and its so called knights. Towards its justice, twice he has had to take to survive, and they would toss him to the mines for it. Well, Derik proved to be quite adaptive, and over the course of 8 years had made a name for himself in the few and far flung dark corners of Talingrade. Where he was approached by cabal of nobles. They spoke of new beginnings, better times, promises of change. And Derik, despite himself, believed them. Perhaps, he merely wanted to kill the king. Kill the man he had come to blame for everything. To change the government. Yet, when the plans started to fall apart, when they were so close... he was betrayed. Turned into a Scapegoat. His hatred grew ever more. All trust for nobles gone. He had no one, and indeed, there was barely even a trial. It was en route to his prison that a soft whisper came to his ear, the promise of revenge, and of the fall of Talingrade. With it, came a gift, the dagger he had taken those years ago with another, silvery dagger alongside it, and a request to meet someone after he got out. So, he defly maneuvered his way out of his bindings before killing the guards on duty, and skulking off into the shadows, towards the place he had been told to meet. One thing is certain for Derik, Blood will flow, and a new night would dawn. That which is, shall fall.
Personality: Derik is very cynical and aloof. He knows how to be friendly, and when to be respectful but normally does so out of self preservation more than anything else. Even then, he rarely will show any sort of respect to those that think themselves his betters. He has gained a mild taste for killing, and the power he feels while doing it. He is cold, calculating, and mildly power hungry.
Daggers: Sorrow, is the dagger he took from the back of his mother.
Sorrow: Derik's dagger, has a Long jet black blade with a slight curve to it. Silver crossguard with gold inlays and Onyx gems embedded on each side. The hilt is black steel wrapped in black leather and the pommel is shaped as a laughing skull with gold inlay running along its edges, with rubies embedded in its eyes.
Remorse: Derik's other dagger. The blade on this dagger is a silverly white reflection of moonlight. the pommel and hilt are wrapped in velvet red.
Derrick Ravenmore.
Race: Human
class: Unrogue(knife master/scout or bandit) VMC: Barbarian (If unchained version?)
Alignment: NE
FCB: +1/6 additional rogue talent. (2/6)
traits: Trapfinder, High Treason, reactionary
ability scores:
Str: 10
Dex: 18
Con: 12
Int: 14
Wis: 12
Cha: 14
HP: 20
AC: 18 T: 14 FF: 14
Saves:
Fort: +1
Ref: +7
Will: +3
Offense:
Initiative: +7
move: 30ft
Sorrow: +6/+4
Damage: 1d4+1d6 SA
Remorse: +6/+4
Damage: 1d4+1d6 SA
Feats:
1- Bitten, TWF, weapon finesse, alertness
Rogue Talents:
Offensive Defense
Skills: 8+int/level total: 22 background: 4
Acrobatics: 2 +10
Stealth: 2 +9
Disable Device: 2 +9
Disguise: 1 +9
Sleight of hand: 2 +9
Perception: 2 +9
Bluff: 2 +8
Escape Artist: 2 +9
Intimidate: 1 +6
Diplomacy: 1 +6
Sense Motive: 1 +8
Appraise: 1 +8
Climb: 2 +5
Swim: 2 +5
UMD: 2 +6
Know. Local: 1 +6
Know. History: 1 +6
Know. Dungeoneering: +6
Gear:
Arms and Armor: 2 Masterwork Daggers(Sorrow and Remorse), 1 MwK chain shirt, light crossbow 20 bolts, 5 acid bolts, 6 daggers
Magic Consumables: 3 CLW potions.
Misc Gear: : backpack, belt pouch, waterkin x2, sunrod x5, torches x5, flint and steel, Violin, 200ft of silk rope, grappling hook, compass, chalk (box of 20 pieces), 2 weeks of rations, silver mug, crowbar, MwK Thieves tools

Ishana Tamanna |

Nephele wasn’t born of darkness, instead she learnt her darkness out of the light.
As a young child, she had been orphaned by her parents. Perhaps they had hoped the child would simply perish, or perhaps they did not want the shame of a child with orc heritage, but nevertheless, she was discarded as a child, and sent to an orphanage.
Nephele hated life there. It was an endless struggle, trying to change people’s misconceptions or bias. The children, tended to act aggressively towards her, no doubt scared but attempting to act tough – as if by hitting the half orc girl they would prove to be courageous or brave. For her part, if Nephele attempted to hit back, she was blamed for starting a fight, for being a brute, a barbarian. She was frequently branded as slow, or occasionally a monster, suitable for a humdrum life at best, always inferior. If something went wrong, it was always her fault, and as a result Nephele was frequently beaten as punishment. The beatings indirectly made Nephele strong, as she had to learn to handle the bullying, and the beating, but this in turn challenged the other boys in the orphanage – yet another thing to be punished for.
Eventually growing until a rebellious girl, and considered a hopeless case for adoption, Nephele was eventually sent off to the Church of Mitra – in the hope that its healing light would find a solution. To the surprise of some, Nephele actually excelled in the church (something that was attributed to Mitra – a shining example of converting an uncivilised brute into a loyal healer), although she did not possess a divine spark that would allow her to cast spells, she could make potions, salves, and was remarkably adept at the process. Although still ridiculed for the failure in the lack of divine energy, Nephele was grudgingly respected in at least possessing some small use.
As she grew older, Nephele’s features softened, possessing a sort of exotic beauty. A relatively high ranking priest enjoyed this attractiveness, and showed Nephele some small kindness. Relatively inexperienced with someone showing her such kindness, Nephele reciprocated, and the two were eventually married a short time later.
If Nephele expected married life would be blissful, she was unfortunately mistaken. Nephele had failed to realise that the man had a raging temper, and was a fearful alcoholic. Night after night the man would come home, terribly drunk, beating her senseless and forcing himself on her afterword. The worst times were when the man would quietly strangle her, leaving her gasping for breath until she submitted, while he yelled vile and crude things at her. After the first few times, Nephele tried to go to his superiors but the man was an accomplished priest, well respected, as well as a skilled healer. He could hide much of the evidence fairly well, and much of Nephele’s accusations fell on deaf ears – the lies and slander of a women obviously upset that she could never be a true divine servant of Mitra.
At her wits end, Nephele began to plan her revenge. She was sick of all of it, sick of people belittling her, sick of people treating her like a liar, like something brutish, uncivilised. The Church was an abomination, it was corrupt, and hardly a shining example of the thing it pretended to be. Nephele planned to bring the entire thing crashing down but firstly she wanted revenge.
One night, back from one of his daily drinking sessions her husband came back, ready for another round of ‘fun’ with his wife. Once again, Nephele defied him, and her husband lashed out, again and again. With each strike however, the man weakened, became sickly. Unknown to him, Nephele had turned her skills with potion making into other branches of chemistry. She had developed a toxin harmless to her, but those who came into bodily contact with her skin would suffer its effects. The man attempted to pull back, but it was too late, he was vulnerable, and Nephele hit him with a powerful paralytic.
Captured, Nephele proceeded to carry out her revenge, as slowly as possible. Keeping him tied down, Nephele administered poison after poison, letting the man suffer in agony for as long as possible, keeping him on the brink of death before – ignoring his pleas – she would administer the antidote. She believed she had hours to spare and drag his suffering out – hoping to even make him forsake Mitra but she miscalculated. Her husband’s friend had stopped by, aiming to return the man’s purse that he had left at the bar – and instead interrupted the scene. Nephele attempted to fight or flee but the choice was taken from her – imprisoned by magic she was left helpless until reinforcements arrived and she was captured. Unfortunately, her husband also survived the experience and provided a detailed account at her trial – leaving out of course his beatings and sexual assaults. Her crime worsened by her husband’s influence and prestige within the Church she was sentenced to beheading at Branderscar Prison.
Nephele would have met her eventual fate, had she not decided on a hunger strike, in transit to the prison. Her guards didn’t exactly care for her welfare, but on the other hand, she had been served a sentence and a sentence needed to be carried out. Worse, it was insulting that this prisoner continued to defy them, and reflected poorly upon them. With her refusal to drink and eat a source of frustration, one of her guards lost patience. Stopping at a stream, the man grabbed Nephele by the back of the neck, forcing her into the river, trying to get her to drink. Unfortunately, it appeared that he had misjudged his strength, or the time he held Nephele under for, upon pulling her out, Nephele looked quite dead.
Angry (but no doubt pleased they had won some sort of moral victory at ensuring she had met justice at someone’s hands), they dumped the body in the river, and escorted the rest of the prisoners to the prison.
Unknown to the guards, Nephele’s studies into the healing arts also expanded into the human body. She was well aware of what the limits were and how to push them. Furthermore, she had even had practice struggling without air – due to her husbands repeated incidents and as such the guards never realized that they had left behind Nephele, very much alive who was able to fight her way out of the river and onto dry land. Alone, without anything, Nephele fled into the night, keen to seek out allies as she sought to crush the Church entirely.
Nephele
Half-orc alchemist (internal alchemist, toxicant, vivisectionist) 2/rogue* (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
LE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +0; +2 bonus vs. poison
Defensive Abilities ferocity, orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longspear +5 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack +1d6
Alchemist (Internal Alchemist, Toxicant, Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
1st—enlarge person (DC 14), heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Brew Potion, Combat Expertise, Deadly Aim, Ferocious Resolve[ARG], Power Attack
Traits - custom trait (Attempted Murder) -, broken, not beaten, bruising intellect
Skills Acrobatics -3 (-7 to jump), Craft (alchemy) +8 (+10 to create alchemical items), Disable Device +2, Intimidate +12, Knowledge (arcana) +8, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +5, Sleight of Hand +2, Spellcraft +8; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ alchemy (alchemy crafting +2), breath mastery, discovery (mutagen[UM]), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 20 minutes), orc blood, poison use, rules changes, toxic secretion (3 dmg, 1 round, DC 14), weapon secretion
Other Gear chain shirt, longspear, formula alembic[UE], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 55 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic Secretion (1/day, DC 14) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (5/day, DC 14) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion

GM Phntm888 |

Okay, everyone, today is the final day. All submissions must be in by 11:59 PM EDT tonight! Here is the list I have:
Submissions List
Saashaa - Peter - NE Human Unchained Rogue VMC Ranger
Zaboom! - Willow Burkle - LE Halfling Unchained Rogue VMC Witch
Jing the Bandit - Jevar T'soryn - NE Drow bard (arcane healer/thundercaller)/Swashbuckler (noble fencer) VMC alchemist
eriktd - Nibs the Wicked - LE Ratfolk Unchained Summoner (Twinned Summoner) VMC Rogue
ginganinja - Nephele - LE Half-orc alchemist (internal alchemist, toxicant, vivisectionist) VMC Rogue
Helikon - Mordecai the Cruel - LE Tiefling Skald VMC Mesmerist
rorek55 - Derek - NE Human Unchained Rogue VMC Unchained Barbarian
Interested
Rikash
Tharasiph - Aasimar
Cuan - Investigator (Modified Jinyiwei Investigator)

Cuàn |

HP: 1d8 ⇒ 5 So that's average
After some further consideration I exchanged the Jinyiwei-like archetype for Mastermind. I figured that would fit better and actually makes him more suitable for the skill monkey setup. He also ended up being a tiefling, the "normal" kind.
Crunch can be found here. At the time of posting I'm still working on gear and extract selection but that should be done in time.
His childhood wasn't out of the ordinary either. He was a sneaky, annoying kid, always ratting others out or blaming them for his own doing. His parents, trying to raise him a devout Mitran, punished him for that behaviour but instead of stopping he simply got so good he no longer got caught.
The changes clearly marking him as something other than human came in puberty. The first time anybody saw anything was when he was fifteen and he was caught shoplifting. Trying to deflect the blame was useless as he was caught red handed. A term that proved very fitting when he got angry as the shopkeeper threatened to call the guards. Within seconds his entire body turned crimson and then a magical darkness filled the shop. Edric used the opportunity to escape, leaving behind a terrified and confused man.
From there on things went fast. The colour change of his skin kept occurring when he was angry and actually also started to occur in other instances of strong emotion. Eventually the colour stopped fading from his shoulders and back and the tail that was removed when he was an infant grew back. As his eyes changed to allow him to see in the darkness the irises turned gold with his pupils reflecting red in the darkness. While hiding these features with a mix of clothing and behaviour was doable his appearance always seemed off.
It was this change of appearance combined with he past behaviour that caused his parents to kick him out of the house. Still only fifteen Edric would have spent the rest of his life on the street if a kindly man hadn't picked him up from the street, offering him an apprenticeship at his two-man notary firm.
As it turned out, Edric excelled at the work. It only took him a year to build up his own client base. Initially he chased some off with his appearance but he quickly learned to deal with it. All he had to do was remain calm and always meet people seated behind a desk. Other clients, mostly those associated with the criminal underworld, simply didn't care.
It were those elements that eventually pulled him in to their world. Not directly by getting him in on their business but indirectly be showing him there was easier ways to make a living. Getting into the archives of his mentor and his mentor's partner he gathered information which he then used for things like blackmail and embezzlement. Meeting with success after success he lined his pockets, his employers none the wiser. Or so he thought.
As it turned out his mentor had figured out what he did after only a few months. Clients were missing money while others left the company without giving a reason for it. It all quickly pointed at Edric as the one common factor but there was no was to prove it. Together with a client who was a high ranking member of the Knights of the Alerion he set up a trap and Edric stepped into it.
The court case was simple. There was proof of fraud, forgery and extortion and Edric got sentenced to three lifetimes in the salt mines. He knew he'd probably only have one short one though.
He had already accepted his fate when he was being transported to Branderscar. He sat in a prison wagon together with three other criminals. When suddenly the wagon stood still he didn't notice. Only when the door of the wagon was opened did he realise something was going on. The guard called for him and when he stepped out of the wagon there was a man sitting on a horse. The guard removed Edric's manacles and the man then handed the guard a large bag of coins. Then he closed the wagon the the prisoner transport continued on to Branderscar. Without Edric.
When Edric looked up at the man on the horse he could see the man was in fact his mentor's partner. When Edric started to thank him profusely he smiled and shook his head, telling him to thank himself. After all the guard had just been bribed with what remained of Edric's own ill-gotten gains. The rider then handed Edric a bundle with his belongings, told him to never speak of this with anyone and then he rode off.

Hel_Blackfist |

Saashaa - Peter - NE Human Unchained Rogue VMC Ranger
Zaboom! - Willow Burkle - LE Halfling Unchained Rogue VMC Witch
Jing the Bandit - Jevar T'soryn - NE Drow bard (arcane healer/thundercaller)/Swashbuckler (noble fencer) VMC alchemist - Crunch, Background, and why he left home
eriktd - Nibs the Wicked - LE Ratfolk Unchained Summoner (Twinned Summoner) VMC Rogue
ginganinja - Nephele - LE Half-orc alchemist (internal alchemist, toxicant, vivisectionist) VMC Rogue
Helikon - Mordecai the Cruel - LE Tiefling Skald VMC Mesmerist
rorek55 - Derek - NE Human Unchained Rogue VMC Unchained Barbarian
Rikash - Theodoric Redner - Male half-elf Bladebound Hexcrafter Magus 2/Rogue VMC
Cuàn - Edric Spalding and Background - Tiefling Investigator (Bonded, Mastermind) 2 VMC Rogue

GM Phntm888 |

Okay, thank you to everyone who submitted! Thank you, Hel, for consolidating everyone's submissions for me, too.
Once I've gone over everyone's entry and gotten input from the active players, I'll announce who makes it in. It likely won't be until later today or tomorrow, since we have a bit of a time zone disparity among the active players.