
Joseph Soltz |

To narrow things down a bit, some of the knacks I'd like to take, going forward, are Academic Knowledge, Animal Training (probably both small and large) along with Genetic Modification and Experimental Evolution. Probably eventually things like Martial Study and Expert Healer, but I think I'd rather have some of the more interesting options first.
For Material impositions, I'm mostly looking at things like Lode stone. Magnesium, and Ooze. More utility and Mad Science-y stuff.
Edit: VMC is kind of a throwing me for a bit of a loop. For now, I'm considering bard, mostly.

Dragonofashandflame |

@GM: Are you allowing drawbacks?
also, just to clarify, for the multiclass, I only get the stuff it says on the webpage, right? No merged skills, no merged anything else, JUST what it says in that doc, right?
sorry to be annoying about this. For some reason, this hurts my head and i can't wrap my brain around it.

leinathan |
1 person marked this as a favorite. |

I have a more specific idea, but I think I need some GM approval to ensure that it's appropriate for the story that the GM wants to tell.
The character I have in mind is a human investigator (psychic detective) // VMC ranger or witch. This character was literally a detective in service to some governmental body in Talingarde - perhaps a city government.
This character would have discovered some evidence that one of the higher-ups in the government was committing some act of corruption. Perhaps they had kept some of their friends from prosecution using their social status, or perhaps they were funneling money to personal accounts to pay for a lavish lifestyle. Ideally, this would be an official at the Church of Mitra.
This character would then have proceeded to launch an investigation about this person, but their own superiors would have stopped them because of the suspect's supposed superior piety.
The character did not let up, speaking out against the abuse of the social position and that Mitra's will was being perverted. Perhaps he even spoke out against the use of Mitra's favor as political clout in the first place, and he was eventually pursued and convicted of Heresy after he attempted to mete out some old-fashioned vigilante justice. Being sent to Branderscar Prison has impressed a great bitter streak on the character's heart, and though he doesn't necessarily wish the downfall of all of Talingarde, he still wants to kill that one person and will team up with whomever it takes in order to escape prison.
Thoughts? Input? Any NPCs that might be appropriate?
I realize that this might not be totally in keeping with the theme of the campaign, because it relies on a Talingardian doing evil acts, but I like the idea of a character pissed off at the government for its arrogant superiority.

GM Phntm888 |

@Joseph Stoltz: I’ll allow it. We’ll see what you come up with and then go from there.
No starting equipment, and you get 2 traits plus the Crime trait. You’ll need to pick another. You also need to pick a Virtual Multiclass. You don’t lose feats or the ability to have a normal multiclass.
For Backstory, to be sent to Branderscar, you need to have either killed someone important or someone with powerful friends. The homeless man doesn’t quite qualify.
More question answers to come later.

GM Phntm888 |

@F. Castor: Welcome. Looking forward to seeing your idea.
@ST Shadow: Both archetypes are fine.
@Seth86: Looking forward to the concept. Make sure the ratfolk is willing to sign the contract and accept Asmodean authority.
@Diamondust: Looking forward to seeing what you come up with.
@Dragons: No to Drawbacks. For VMC, you only get the listed class features, nothing else. If there is a class that doesn’t have a VMC you would like to use, I will work with you to create one.
@leinathan: Very interesting. I would sugges the cities of either Ghastenhall or Daveryn. As for an official, no higher than Archbishop in rank, but otherwise you can make one up.
I imagine the character would start LN, and I’d like to see them slowly slide down into LE - perhaps as they are slowly converted to Asmodean worship? They would eventually need more motivation than taking out this one person.

Shadowtail24 |

Here's the update sheet and background
Changes:
-I Fixed the printing errors on fleet-footed and flurry of maneuvers. I decided to keep fleet-footed over long-limbed
–I Changed Desert runner to "ice runner" and changed elemental resistance to cold. I also adjusted the background slightly to fit that.
-I added the +3 bonus to Linguistics for the Forgery trait bonus.
-I noted in the profile which skills were background skills
-Updated "hero" to "villain" for points
Zuriel Wordbringer
Male elf monk (monk of the four winds, maneuver master) 1/wizard* (Pathfinder RPG Advanced Player's Guide 112, 147, Pathfinder RPG Ultimate Combat 58)
LE Medium humanoid (elf)
Villian Points 1
Init +8; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 13 (+4 Dex, +1 dodge, +3 Wis)
hp 8 (1d8)
Fort +2 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +6, Will +5
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 10, Int 12, Wis 16, Cha 12
Base Atk +0; CMB +5; CMD 18
Feats - Custom Feat – Deft Manuevers (Monk Lvl 1 Bonus Feat), Dodge (lvl 1 character feat), Elemental Fist[APG], Improved Unarmed Strike, Run (Fleet-Footed),
Feat Taxes Agile Maneuvers, Mobility, Weapon Finesse
Traits criminal, - custom trait (campaign) – Forgery (linguistics), warrior of old
Skills Acrobatics +4 (+8 to jump with a running start), Bluff +2, Disable Device +3, Knowledge (nature) +2, Perception +7, Stealth +8, Survival +4
Background Skills Knowledge (geography) +2, Linguistics +8, Sleight of Hand +9,
Languages Common, Dwarven, Elven, Sylvan
SQ desert runner[APG], flurry of maneuvers, villain points, specialized school (teleportation[APG]), Fleet-footed[ARG]
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Flurry of Maneuvers (1 maneuver, -2) (Ex) At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.
At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks.
A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.
This ability replaces flurry of blows.
Villian Points Villian Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Teleportation Associated School: Conjuration
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Zuriel was tall, slender, and muscular, but he was also largely ignored. He was one of five natural kids, an among an unknown amount of bastard children. He interacted only sparingly with his parents growing up, and was instead relegated to tutors. His tutors weren't strict though, and he found he could keep pushing back against them without much recourse. He would often spend days away from the trading village where he lived, wandering the vast arctic terrain nearby, His father heard about it soon enough, and he confined to his room for days until his father's anger relented. That act started a war between Zuriel and his family, though his family didn't know it was happening. He found he could cause the most disruption by sneaking into his fathers study and changing the instructions that man was sending to his network of traders. After a few deals soured, his father finally figured out was going on. Zuriel was stripped of his surname, put in the stock's for a week, and then sent to a monastery in a far away city.
The monastery didn't try to change his behavior, it just gave him new passions to focus on. He put time into honing his muscles, increasing his speed, and basic combat techniques. His weak upper body held him back from most attacking combats, so he focused on disrupting his opponents, and moving quickly to keep out of their reach. His father had refused to pay for the training, so Zuriel still had to work while training. He was a natural messenger in the city, where he was faster than anyone else could be, even if they were on horseback.
In reality, he was also much faster than anyone thought he was. On most of his message runs he would carefully unseal the letter, make a note of the contents, and then seal his back up. He had to do it quickly, and sometimes it was a little messy, but he wasn't getting caught. He worked his way up as a messenger, and was spoon running urgent messages for the ruling family and counsel in the area. He continued his habit of reading the messages, but also quickly realized that information this important could be sold for a hefty price. He found some information dealers and started a frequent trade with them. When they started asking him to forge new messages, he happily, once his fee was raised substantially that is.
He very quickly realized though that he didn't want others dictating what he did. He was willing to sell some of it, but he had ambitions, and he wanted to be the one in control. He still took the forgery requests, but he didn't impart the information they wanted. Instead, he put in his own information or commands, and watched as the city started bending to his will. Of course, he hadn't thought through the fact that the information dealers knew who he was, or that they would quickly find out he wasn't sending along their information.
His trial came and went quickly, with more than enough testimonies to convict him. He never divulged his true family name, so they never knew of his sentence. The monastery was informed, but no one attended his trial or spoke on his behalf. As far as he knew they had forgotten him already. That thought bothered him more than the sentence did. He would make a name for himself; he would show them his true abilities. First he just had to escape from this prison.
Personality: Zuriel hates being ignored, and will draw attention back to himself if he thinks it has drifted away. He's ambitious and driven, though mostly because he wants to show those who wrote him off that is he capable. He's calculating more than brash, and isn't a complete slave to his emotions.

GM Phntm888 |

Looks good. Two more things. First, which skill did you choose for a class skill from the Criminal trait? Second, it’s only 2 background skill points per level. If you use a regular skill point for a background skill, please put it with the regular skills. I mainly ask for the skills to be mapped that way so I can accurately count the skill points. Don’t forget to add the class skill bonus to all your skills.

Shadowtail24 |

I took Sleight of Hand with the criminal trait, I’ll add that to the build.
I can move know Geo back to adventuring skills to cover the balance.
Hero lab maps the class skill bonus, but only prints skills with a rank or special note on it. If I get picked I can have all of them printed.
Do you want me to repost the build with the changes?

Storyteller Shadow |

OK, I will be running a Human (Exploiter) Wizard with the VMC Rakshasa Bloodline. The intention is to make him a Lich. His Crime was Desecration, he took part in a dark ritual to summon a creature from the nether world, the foci, the body and blood of the local cleric who minded the Church. Even at his "trial" Amalrus insisted that the that the altar looked much better blood red than pearl white...
I'll have the crunch and the fully fleshed out background ready for tomorrow.

Isin Ghar |

As mentioned earlier interested in playing an Aasimar Antipaladin, that is an ex-officer of the local army accused and found guilty of Desertion.
I am however a bit confused regarding VMC and the Tax Feat rules. Both are new to me and so I am struggling to build character. The Combat Stamina feat is only free for fighters? If I select as an Antipaladin can I Power Attack without the feat? How many times a day? Do I consume Stamina pool points each time I use Power Attack?

leinathan |

The feat tax rules basically just give you a bunch of feats for free, including Power Attack, Combat Expertise, Weapon Finesse, it rolls the Two-Weapon feats into two feats instead of three, it rolls Dodge and Mobility into one feat, etc. etc.
If you have +1 BAB, you can just use Power Attack, no uses/day limit.
Combat Stamina is a bonus thing. Fighters can use it for free, but everyone else can pick up the ability by spending a feat. It allows you to use all of the combat feats you have access to in new ways by spending stamina.
Variant Multi-Class is a new set of abilities. You pick a secondary class from the core and base classes. Then, you get minor abilities from that class at 3rd, 7th, 11th, 15th and 19th level, as listed in the VMC section.
Let's take Barbarian. At 3rd level, you'd just get rage (level + con rounds/day) for free.

GM Phntm888 |

@ST Shadow: Looking forward to it.
@Isin Gar: The main idea behind the Feat tax rules is to eliminate feats that are practically required to take. EVERY STR-based melee build will take Power Attack as a feat, so now it isn’t a feat - anyone can use Power Attack as an option with their attacks. There’s no limit to how many times you use Power Attack per encounter or day.
For the Virtual Multiclass, you choose a VMC, and then you get the listed abilities at each level. Normally, you wouldn’t get a Feat at those levels, but in this case, I’m just giving you the benefits without the drawbacks. If you need further explanation, I can try to explain more.
@Shadowtail: Don’t worry about a repost, I just needed to clear everything for my lookover.

![]() |

Finally a game worthy of coming out of retirement for... Looking forward to the challenge of making it into this game.
First off Ive been both a player and a Gm for book 1 and Gm for book 2 and start of book 3. I can guarantee i have the skills to keep player and Gm knowledge separate.
Now a question and then the breakdown of what i got so far.
Question: Would you allow spells out of the 3rd party book 1001 Spells. Would be willing to post full descriptions as needed if allowed.
Current breakdown:
Unnamed Hero
Daemon-spawn tiefling necromancer (undead[APG]) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—death knell (DC 13)
Necromancer Spells Prepared (CL 1st; concentration +5)
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 18, Wis 12, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Scribe Scroll, Turn Undead
Languages Common
SQ bolster, power over undead
Other Gear wizard starting spellbook
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Agile Maneuvers Use DEX instead of STR for CMB
Bolster (+1, 1 round, 7/day) (Sp) As a standard action, touched undead gains desecrate spell benefits for duration.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Turn Undead (DC 11) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Associated School: Necromancy

leinathan |

This is what I believe is a complete submission. Let me know what you think.
Dante was born the second son to a middle-class family in the city of Ghastenhall. His father, a detective, was a harsh disciplinarian, always expecting the best behavior from Dante and his brother. His mother was a local primary school teacher, a soft woman who was not confrontational enough to try to stop Dante's father's behavior but was loving enough to dull its consequences somewhat. Dante's childhood was tough, especially living under the shadow of his older brother's accomplishments - attending law school, entering the civil service, and successfully starting a career as a politician.
Dante always wanted to live up to his family's example, so when he began his career he joined the town guard, helping to patrol and protect Ghastenhall. Unfortunately, his father didn't live to see his career move to detective, dying of a heart attack when Dante was twenty-two. Dante worked hard to secure his family's legacy in law enforcement, taking on long hours, a lot of drudgery and many difficult cases. He was a good detective, and earned many accolades from his superiors for the work that he did, although he never stopped being compared to his father and brother.
While investigating an underground smuggling ring in the city's warehouse district, Dante came upon a fateful piece of evidence - the personal seal of Bishop Francis, one of the Church of Mitra's higher officials. This seal was packaged in a crate that Dante had uncovered as part of a smuggled shipment of goods, and was impressed upon a few items considered contraband in the city, including a box of spliff cigars and a pipe. Naturally, this made Dante suspicious, and he began to look into the Bishop's dealings.
Bishop Francis, a vain and self-important man, was in business with several of the city's criminal rings, and was using them to take care of his political rivals as well as to acquire goods that would normally be considered unsavory for a Bishop of Mitra to have. Over the course of a few weeks, Dante uncovered these things, although he saw setbacks such as evidence being stolen from the lockers at headquarters, and contacts going missing during the investigation. Because of these setbacks, very little of the evidence that Dante had to present appeared legitimate, which meant that his superiors did not take him seriously when he attempted to bring his allegations forward. They told him to move on to one of the many "real" cases that they had, and to stop bringing such absurd accusations forward regarding such a holy man.
During this period, Dante met with his brother. His brother told him to drop the case, that it was embarrassing not only both of them (Dante for his professional reputation and his brother for the political fallout) but also his father, because his father had always valued the truth. Dante's brother urged him to stop lying and to get on with his life.
This meeting drove Dante over the edge. Convinced of his objective correctness, he broke into the Bishop's home and threatened him with violence if he didn't confess his wrongdoing. Unfortunately, he had forgotten to take the Bishop's holy magic into account, and the Bishop swiftly defeated Dante by completely paralyzing him with magic. Shortly thereafter, the authorities were summoned and Dante was thrown in jail for assault. Increasingly frustrated and incensed, Dante's appearance in court was characterized by long, angry rants about the stupidity of Mitra's superiority, the hypocrisy of the church and the failure of the government to live up to the god's stated goals. Dante dismissed his lawyer and refused to let up, even going so far as to scream out of his jail windows and argue with his brother and mother during their visit to him. His behavior earned him a conviction of heresy, for daring to try to spread his hateful speech about Mitra's holiness.
Today, Dante is beyond furious. Sent to Branderscar Prison on what he believes are trumped-up charges, he feels completely forsaken by everyone and everything he thought cared about him. Not only that, but he feels forsaken in favor of a hollow, false "holiness", which is used and abused in order to retain superiority. Dante wants to escape from Branderscar more than anything in order to visit true justice on those that wronged him and all those who lie to themselves for comfort.
Appearance:
Dante is tall, thin, and fit. His face is a bit too angular and bony to be attractive, and his skin has a bit of a pallid tone from spending too much time at overnight stakeouts instead of going out during the day. With thin lips and dark circles under his eyes, he seems haggardly on the end of his rope. He usually dresses well, though not exceptionally well, nor with any unique sense of style. His hair is kept short and simple, and his eyes are gray. Dante is thirty years old.
Personality:
Dante is a very serious, disciplined man, especially when he has a task to complete. Totally focused on the activity at hand and his role in it, he refuses to acknowledge distractions. He always seeks to know and understand the truth, a value imparted onto him by his father. Other than work, he has few entanglements, though he values taking care of his body and he greatly values cleanliness. He categorically refuses to fraternize casually with his coworkers, instead choosing to seek friendly company through a few hobbies - pool, bridge, and hunting for sport.
Dante
Male human investigator (psychic detective) 1 // VMC ranger
LN Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +4 (+3 vs. divine magic)
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee unarmed strike +3 (1d3+2 nonlethal)
Psychic Spells Known (CL 1st, concentration +4)
1st (2/day) - psychic reading, heightened awareness
0 (at will) - telekinetic projectile, grave words, light, read magic
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Third Eye, Divine Defiance
Traits Clever Wordplay (bluff), Heresy, Militia Veteran (survival)
Skills Bluff +7, Disable Device +8, Escape Artist +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +6 (+7 to locate traps), Profession (detective) +6, Sense Motive +6, Survival +7, Stealth +7
Languages Common, Infernal, Celestial, Sign Language
SQ inspiration 3/day, trapfinding +1
Gear

GM Phntm888 |

I’ll allow spells from 1001 spells on a case-by-case basis, so look me as they don’t replicate an existing Paizo spell on your class spell list.
You need to choose a VMC. It’s free without needing to give up feats, and you can still multiclass normally.
Turn Undead? I’m surprised. If you want to go the Command Undead route, that’s fine.
I’m glad you feel this game is worthy of coming out of retirement. Looking forward to the finished product!
@Sapiens: I’ve allowed the Scholar and Alchemy Spheres from SoM. I’ll want to look over what you want to do for both before I say yes or no to either.
Stats look good. Please note which skills use background skill points.
For the backstory, the majority of Mitran clergy are incapable of spellcasting - and based on how those who can get the ability, that level of corruption would cause one who had the ability to lose it. If you get in, would you be open to my manipulating part of that backstory in an...interesting...way?
@Saashaa: Looking forward to what you come up with.
@Darkness Rising: I have not ruled on that yet, but that is how I would do an ant-paladin VMC, with the exception that their alignment match their deity instead of being Chaotic Evil.
@Tulay: Looking forward to what you come up with.

Vanulf Wulfson |

Okay, I've got the crunch done and the bare bones of a background swirling around my brain.
Cain Malibourne
Male human inquisitor (sanctified slayer) of Asmodeus 1/sorcerer* (infernal bloodline)
LE Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +1, Will +5; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks studied target +1 (1st, move action)
Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—divine favor, shield of faith
. . 0 (at will)—detect magic, guidance, light, read magic
. . Domain Heresy inquisition[UM]
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +3; CMD 14
Feats Intimidating Prowess, Toughness
Traits attempted murder, birthmark, reactionary
Skills Bluff +7, Heal +7, Intimidate +13, Knowledge (nobility)* +1, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics* +1, Perception +7, Sense Motive +8, Spellcraft +4, Survival +7
Languages Common, Infernal
SQ bloodline (infernal), monster lore +3, stern gaze +1
--------------------
Special Abilities
--------------------
Inquisitor (Sanctified Slayer) Domain (Heresy Inquisition) Asmodeus
Righteous Infiltration (Ex) Use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Background skill are marked with an asterisks.
I'll post the background when I get more of it nailed down.

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Human Vigilante (serial killer)
NE
Init +4; Senses ; Perception +4
DEFENSE
AC 14; Touch 14; Flat-Footed 10
HP 9;
Fort +0 ; Ref +6 ; Will +2
OFFENSE
Speed 30ft;
STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +4
Feats
Weapon Focus (kukri), Slashing Grace
Skills
Acrobatics +8, Bluff +9, Climb +4, Diplomacy +7, Disable Device +8, Knowledge Local +6, Perception +4, Profession: Transporter +4, Sleight Of Hand +9, Stealth +9
Languages
Common
SQ
Dual Identity, Seamless Guise, Obscurity (ST), Hidden Strike 1d,
Alternate Racial Trait
Dimdweller
Traits
Child of the Night, Hidden Hand, Crime : Murder

Tulay Miller |
Name: Noir Sanguina
Level one Cutthroat (slayer)
Description: a willowy thin woman with mousy brown hair and amber eyes with flecks of gold in them typically seen wearing a thin leather jerkin when working. Real name unknown; currently incarcerated in the Branderscar Prison and looking at execution.
• Type: Dhampirs are humanoids with the dhampir subtype. (Vetala-Born (Ajibachana))
• Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Dhampirs have a base speed of 30 feet.
Str: 12
Con: 14
Dex: 16
Int: 16
Wis: 12
Cha: 13
BAB: 1
Acrobatics (points in): 7
Appraise (untrained): 2
Bluff (points in): 6
Climb (Points in): 5
Diplomacy (untrained): 2
Disguise (untrained): 2
Escape Artist (untrained/?Race bonus?): 5(3from ability, 2 from race bonus)
Fly (untrained): 3
Heal (untrained): 2
Intimidate (points in): 6
Knowledge, Local (points in): 6
Knowledge, Nobility (points in): 6
Perception (points in): 6
Ride (untrained): 3
Sense Motive (points in): 6
Stealth (points in): 7
Survival (untrained): 2
Swim (untrained): 1
Use Magic Device (untrained/?racial?): 4 (2 from ability 2 from race bonus)
Dhampir Traits (ARG 96)
• Alternate Racial Traits: Dayborn, Vampiric Empathy
•Alternate Skill Modifiers: +2 Escape Artist, Use Magic Device.
• Type (ARG 97): Dhampirs are humanoids with the dhampir subtype.
• Undead Resistance (ARG 97): You have a +2 racial bonus on saving throws against disease and mind-affecting effects.
• Resist Level Drain (Ex) (ARG 97): You take no penalties from energy drain effects. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
• Darkvision (ARG 97): You have darkvision out to 60 feet.*
• Low-light vision (ARG 97): You have lowlight vision
• Weakness: Ajibachanas take a -1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
• Dayborn (ARG 97): You are unhindered by daylight and lose the light sensitivity racial trait*.
• Vampiric Empathy (ARG 97): You have the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell. You gain a +2 racial bonus on Diplomacy checks when dealing with these animals and when you initiate an exchange, animals begin with a starting attitude of indifferent.
Class Features
• Archetype: Cutthroat
• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• Studied Target (Ex) (ACG 53): As a move action, you can study an opponent you can see. You gain a +1 bonus on Bluff, Knowledge, Sense Motive, Perception and Survival checks against that opponent, and a +1 bonus on attack and damage rolls against it. The DC of any slayer class abilities you use against that opponent, also increase by 1. If you deal sneak attack damage to a target, you can study them as an immediate action. You can maintain these bonuses on up to 1 target at a time. You may discard a connection to a studied target as a free action.
• Street Stalker (Ex) (ACG 119): When in urban environments, you gain a +1 bonus on Climb checks.
Traits:
Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence. Punishment: Death by beheading Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Unidentifiable Appeal (Dhampir): The unnatural symmetry of your face gives you an attractiveness that is at once captivating but hard to quantify. Benefit: You gain a +1 trait bonus on Disguise checks and a +1 trait bonus on Diplomacy checks made to influence those who would be attracted to you.
Avid Reader (Nobility): As a youth, you voraciously consumed books and scrolls provided by a member of an adventurer’s guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. Benefit(s): Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.
Feats:
Life-Dominant Soul: You gain unusual resiliency from your mortal heritage. Prerequisite: Dhampir Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands. (Pathfinder Player Companion: Blood of the Night)((if this is not a Valid feat improved initiative is my choice))
(this is from the official records smuggled from Branderscar Prison the current holding place of one Noir Sanguina.)
Noir Sanguina is a mystery to officials, no one knows what her record of birth is or origins. When questioned the only response officials or torturers get is simply ‘the wrong side of the crypt, f+%+!@’, but after much research it is believed she is one of a pair of orphans that vanished from the Abby’s Care Home after the mysterious deaths of several Sisters. It is supposed that this was her first violation of the Talingarde Code of Conduct for our Citizens and had we been able to connect the dots she would have been on the headsman’s block many years earlier.
Noir is Six foot One inches and bronzed skin color. Her hair is a mousy brown although when we took custody of her she had black hair it is suspected rightly that she had dyed it with walnuts. Her eyes are Amber with flecks of gold although they seem to glow occasionally at odd times like the light is reflected back at a greater intensity. It should be noted that there is a distinct appeal, if you will, to her that has caused much trouble for some of my guards and we have had to shuffle the rotation to keep them away from her unattended as they tend to be weak-willed around her and were caught doing favors for her.
We suspect her of many crimes through the years having taken on a forbidden job of ‘killer for hire’ on too many numerous occasions for us to properly keep track of, aside from the shadowy whispers of her professional name, the same one listed on her records here, running about the criminal underworld. Her real name is still an elusive mystery and we suspect if we could track it down we would find numerous more aliases attached with criminal records at least as long as the one attached to this alias.
She is seemingly alienated from most human contact enough that she has a hard time connecting on a personal basis with others while able to work with others if given a task or sharing a common goal (see attached disciplinary report of Prison riot), we suspect there is a mental issue that lead her to the path she walks however we do not find a readily available source due to cutbacks in the budget preventing proper medical diagnosis in this facility. We do note however we more often than not find her reading quietly when not at work. Where she keeps getting the books we don’t know although we suspect there are guards slipping her some when their superiors aren’t looking both for her favor and for the chance to look big when they catch her with them.
Noir was arrested after the failed assassination of a minor but very rich Lord. He was only mildly injured and His guard captured her. He insisted this woman be locked away and His name be kept out of the records so thanks to a generous donation we respect His wishes and List Him as Lord X. Sadly a year after the ‘trial’ of Noir Lord X passed of a mysterious disease and was quietly buried in a family crypt in the countryside on the kingdom.
From the accounts of the skills used during the capture she appears to have been trained in the Slayer skills which as a personal note seems to leave some doubt about Lord X’s claims, however with the amount of money offered to keep His name out I am not interested in questioning I will only make mention incase others desire to make such inquiries at later dates, preferable after the execution…(the rest of the pages are water damaged and illegible aside from bits and pieces seeming to make mention of an apparent escape from another prison in which Noir is suspected to have been the individual and other murders she may be linked to if one could fully decipher the script.)
((She was born as her Mother died of the Sickness the Vampire passed to her Mother during the impregnation. She was taken into the Abby’s Care Home only to face abuse and mistreatment that pushed her and another child to strike back. With her unusual parentage she accidentally killed the Sisters of the Abby that she struck and she and the other children made a run for it. She was ‘caught’ stealing from a Cutthroat who for some reason saw herself in the child and raised her instead of turning her in. when she was twenty she left to make her own mark on the world at 25 she had managed to make a name for herself as a Killer for Hire and it was the fateful acceptance of the contract for Lord Vlance that saw her caught and imprisoned. It was her first time coming face to face with a true vampire, not just a poser in the Mercenary Community. She endured many indignities and more than one torture session due to her resistance to speaking about who she really is, aside from starting a riot or two…. Although it maybe she only participated, no one can really tell.))
haven't entered her into My official logs in the Paizo site so no alias for her yet. hope to get fead back on the area's I was unsure on.

leinathan |

@ GM phntm - Knowledge (nobility) and Profession (detective) are his background skills. I will separate them when I make the next full draft of his sheet.
And yes, I'm alright with the Bishop not actually being a real cleric, although I do still want Dante to have been taken by surprise by Francis' powers. I also hadn't realized that divine casting was a rare sort of thing. In most campaign settings it seems every country priest has levels in cleric.

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I'm submitting Jezebel, a cannibalistic witch who draws magic from the ley-lines of her world, and uses them to empower her spells. Unfortunately, urges and voices from other planes connect with her, through the ley-lines, and she's become a little... unhinged.
Jezebel
Female Human Witch (ley-line guardian) 1 / VMC sorcerer
NE Medium Humanoid (human)
Init +2; Senses Perception +0
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DEFENSE
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AC 11, touch 10, flat-footed 10 (+0 armour, +1 Dex, +0 shield)
hp 10 (1d6+4)
Fort +3, Ref +1, Will +1
Villain Points 1
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OFFENSE
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Speed 30 ft.
Melee unarmed strike +2 (1d3+2 plus 1d4 bleed)
Ranged
Spells Known (CL 1st, Concentration +4)
1st— 4/day —chill touch, cure light wounds
0— At Will — dancing lights, daze, detect magic, touch of fatigue
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STATISTICS
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Str 14, Dex 12, Con 16, Int 16, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 13
Traits Bloody-Minded, Dangerously Curious, Murder
Feats Belier’s Bite, Improved Unarmed Strike
Skills Diplomacy +3, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +0, Perform (song) +3, Profession (cook) +3, Spellcraft +7, Stealth +2, Use Magic Device +7
(10 points; 2 class, 2 background, 2 bonus, 3 INT, 1 race, 0 favoured class)
Abilities Cantrips, conduit surge, ley-line powered, patron (strength), sorcerer bloodline (undead [sanguine])
Languages Common, Abyssal, Aklo, Infernal
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SPECIAL ABILITIES
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Bloody-Minded (trait): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Crime: Murder (trait): You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. Punishment: Death by beheading. Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Ley Line Powered: Instead of preparing her spells, a ley line guardian draws the power casting spells directly from ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells granted by a ley line guardian’s patron are added to the ley line guardian’s total spells known at the appropriate levels. This ability alters the witch’s spellcasting.
Conduit Surge (Su): A ley line guardian is adept at channeling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4–1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modifier (5/day). This ability replaces familiar and the hexes gained at 1st and 8th levels.
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GEAR/POSSESSIONS
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Combat Gear None.
Possessions Tattered dress.
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 0 lbs.
Money 0 GP 0 SP 0 CP
Jezebel had always heard the pulse of the world. She had felt it deep in her soul. She was drawn to it. She followed the pulsing, surging energy of the earth to a nexus—a place where the pulsing ley-lines met. It seemed normal. It was a city like any other on the surface, but she knew at its heart it was so much more. She could feel the energy surging through the earth, tugging at her soul. She could hear phantom voices in strange languages and feel urgings not her own. Whispers from other planes of existence… She experienced all kinds of feelings at first—good and bad. They came through the ley-lines, right up from another world and into her. She was a conduit for their power and their magic.
She hadn’t meant to do it at first… The city had been going through a famine and times were tough. But, he was just laying there, dead as a doorknob. And she was so hungry... There wasn’t much meat on him, but inside there was plenty. The liver was particularly delicious. And the eyes.
The second time was different. She’d run out of food again—the dead man only lasted so long—and the lady in the alley was nearly dead. She would be soon anyway. And what was the point in both of them dying? One was enough. The woman tasted just as good. After that Jezebel never heard the good urges or sounds coming from the ley-lines. But she didn’t need them. Didn’t miss them. The dark urges were more fun.
Eventually finding dinner got harder. The famine had passed and the people were stronger. She asked the ley-lines for gudiance and one of the voices answered back. He taught her how to fight. Turns out it was worth the effort. Healthy people tasted better. She grew to love cooking.
The guards caught her in the end, of course. She had been reckless. She had tried to take one of their own. She knew it was foolish, but he was so strong, and healthy—and stupid. She lured him into an alley with a smile and a flutter of her eyelashes and before he knew it he was dead. Unfortunately, his partner had seen them sneak off together. When her dinner date didn’t return to work they knew where to look for him. And it’s not like she could deny it. She was half-way through dinner when they entered her home. Slow-roasted ribs. He was delicious. She just wished she could have finished him first… Such a waste.
Her parents came into the city for her trial, but when they saw her take the stand they wept. One look at her and they had known. She wasn’t their daughter anymore. She was something else. Something more. She had no one else to defend her. Her neighbours all thought she was odd. Fools. They were blind—all of them—to the power surging all around them.
Jezebel wasn’t afraid when they hauled her off for Branderscar Prison. It didn’t matter how far they took her from the nexus, the ley-lines were a part of her now. She could reach them anywhere. And the voices… Her friends from the other planes… They would help. They always did...
And when the brand was pressed onto her arm, and she heard her flesh sizzle, she smiled despite the pain. Mmmmm.... She smelt delicious...
Jezebel is an attractive, mesmerizing woman with wild, long brown hair and expressive eyes. She’s always smiling and happy, and often sings little non-sense songs to herself (and the voices). She’s strong, fit and smart—trained in magic and empowered by both the ley-lines and her enthusiastic acts of cannibalism. However, being in tune with the ley-lines of the world and hearing voices from other planes has left her a little unhinged. She both fascinates and unnerves most people, even if they can’t figure out why. She’s enthusiastic and a little manic. Mostly, she’s crazy.

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@GMphntm yeah that was a late night put together with hero lab. It'll be Command Undead when finished..
As for the VMC I'm having difficulty in either choosing Ghoul or Undead Sorcerer and really build up the necromancer theme or get you to build a slayer VMC..... On second thought story ideas just popped into my head so I'm going with sorcerer.
As of right now it's primarily just backstory that needs to be finished.

Javell DeLeon |

I'm gonna throw this guy in there: Morthos
Been in a couple of Wicked games in the past. I've no problem in keeping player/pc knowledge separate. His mechanics aren't up to snuff but this is the gist of him. I can get that taken care of over the next couple of days or so.
As part of the VMC do we just choose any class as our secondary one? Well, one that seems fitting anyway.

GM Phntm888 |

Crunch looks pretty good. As I told Circe above, the birthmark will not function as a holy symbol until you have been subjected to magical healing. Your captors would have made sure to deface such a blasphemy against the light of the Shining Lord, Mitra.
Make sure all your skills are added up correctly - I think HeroLab sometimes forgets the +3 class skill bonus.
Looking forward to the background.
You need to choose a Virtual Multiclass. You do not have to sacrifice any feats, nor do you lose the ability to multiclass regularly in doing so, but it is required.
I think you're missing a couple skills. You should have 6+Int modifier (2)+2 extra skills+2 Background for a total of 12. I only count 10. Please make sure you denote which skills are the background skills (an asterisk is fine).
Weapon Focus requires a BAB of +1. With the feat tax rules, it also applies to an entire fighter weapon group instead of just one weapon. In this case, that would be "light blades".
I can't find "Child of the Night". Could you tell me what book it's from and what kind of trait it is?
Crunch looks good otherwise. I'm looking forward to the backstory.
Your Point Buy looks off. Dhampir racials are +2 Str, +2 Cha, -2 Con. For your stats to be where they are pre-racial adjustments, they would need to be Str 10 (0 points), Con 16 (10 points), Dex 16 (10 points), Int 16 (10 points), Wis 12 (2 points), Cha 11 (1 point) for a total of 33 points. It's only a 25-point buy, so you'll have to adjust your stats accordingly.
Other feedback on the stat block will have to wait until after the point buy is fixed.
For your background: This is partially on me, since I feel I need to provide some more information about Branderscar for people, but Branderscar is not a large prison. You've only just been brought in with 5 other prisoners (the rest of the PCs) and branded with the mark of the Forsaken. You then have three days until you face final punishment (in your case, execution).
Branderscar is also not a prison where they particularly care what happens to you. They do not care for your mental well being, and the extent of caring for your physical well-being only extends to making sure you're still alive for your execution in three days time. They do not have any books there and would not bring them to you if they did. They also don't have enough prisoners there to riot.
If you want to keep that aspect of your backstory, my suggestion would be to move those events to the prison you were in before Branderscar, most likely in one of the major cities. The major cities are Matharyn, Daveryn, and Ghastenhall.
You include a line about coming face to face with a true vampire - who/what do you mean by that?
@leinathan: Yeah, only about 15% of the Mitran clergy are divine casters. The rest don't have abilities in that direction. If you get in, you'll learn more about the process that must be gone through in order to become a divine spellcaster of Mitra in Book 3.
Very interesting. Not a typical witch in the least.
Background and crunch both look good. If you get in, we'll see about figuring out a city you can use for this.
@ST Shadow: That's fine, you've got time.
@Kayne: Looking forward to the final result. Should be quite exciting.
I like the gist of Morthos, but I'm going to need more expansion on what backstory you have. Why is Morthos so angry and bitter in life? Why is it the King's fault? Why did he plan to commit treason against the king, and what was the plan? How did he gather in his co-conspirators, and how does he feel that they abandoned them.
The red markings on his face are also going to be problematic. The Mitran inquisitors would never have allowed such blasphemy to go unscathed, and they would have tried to deface the markings. This means they either scarred up his face, or you'll have to have the markings elsewhere.
@Diamondust: I'm guessing you're referring to the unchained rogue's finesse training? Hmmm...let's go with a prerequisite free Weapon Focus, but you have to choose the same weapon that you will be choosing at third level.
@Darkness Rising: Exciting. Looking forward to the outcome.
You need to choose your two Background Skills, as well as a Virtual Multiclass. The VMC is free, and does not require you to give up any feats or impede your ability to do a normal multiclass. Please note the background skills as such.
Looking forward to the finishing touches of the backstory. Make sure you include what happened to Gregor. If he's known for having an exotic bird on his shoulder, chances are someone's going to be on the lookout for that bird.
@EVERYONE: I will be putting together a Talingarde Primer to help with backstories. Those of you who have submitted can feel free to rewrite your backstory once the primer is up. Just post the revised backstory and make sure to include your crunch in the same post.

Bastian Kray |

Does the Sorcerer get their bloodline arcana at level 1?
I might have put that in after submitting, not sure, but Background skills are Appraise and Craft(Alchemy)
Totally spaced on the Familiar/pet bit in recruitment, lol. This should be interesting.
EDIT: Just went over the other spoilers because im nosy and for some reason enjoy reading the character creation back and forth between player and DM. One of them you mention 2 background skills, but then also "2 extra"? Did I miss that as well?

Cole Hale, Servant of Asmodeus |

Sweet, WoW. So I have broken out of the stupid prison 5 times I think. I would love to get past book 2. All my knowledge stops there. I love this AP up to that point and have heard great things past that. As a player I post multiple times a day if games allow, I'm at my computer for the workday so posting lots is not an issue. My oldest game on her is 4 years now and still going strong so I'm in it for the long haul if picked. I offer up Cole for consideration. Also I posted bellow a path of the devil me and another GM I was playing with on here came up with. You could do a Graveknight one pretty similar to it or like the vampire feats just breaking up the abilities. Let me know if you like it. I could break up the Graveknight one and see if you like it if you want just let me know.
The Path of the Fallen
Asmodeus has a special path for those of Angelic blood that turn to him. These few formerly divine become known as the Fallen. Erinyes were the first of the Fallen.
The Believer: The Believer has heard the call of Asmodeus and has embraced his teachings.
Darkvision 30’, Can cast Darkness 3/day. Evil Aura you have an aura as a cleric of an Evil Deity would.
The Deformed: To receive the gifts of the Dark Prince one must also be punished. Your fingers elongate and your teeth sharpen as your skin hardens. You gain two claw attacks and a bite. You gain +1 Natural Armor. People have a negative reaction to you. Unless disguised people start off as unfriendly toward you.
The Blessed: Your devotion and acts have gained favor of the Dark Price as you continue along the path. Darkvision Increases to 60”, You Gain DR 5/Magic and receive a +4/+2 to two stats of choice. (these may not be selected again)
The Damned: You have given you Soul over to the Dark Prince. Every move you make is to earn favor, and gain power.
Resistance 10 to Acid, Cold, Electricity and Fire. +4/+2 to two more ability scores. Smite Good 1/day as a Anti Paladin equal to your HD
The Fallen: Great Reward comes to those that withstand the teachings and lessons of the Dark Prince. You Gain the rest of the Half Fiend Template: Including, SR equal to CR+11, +4/+2 to final 2 stats, Black Feathery Wings that allow you to Fly at Double your Land Speed with Good Maneuverability. Immunity to Poison, Spell like abilities on chart.

Tulay Miller |
@ GM Phntm888 i am playing a variant of the Damphier that gives the stat of +2 Int and +2 Dex and removes from -2 Wis. the Variant is :Vetala-Born (Ajibachana) this variant is found in the Blood of the Night Rule Book.
as for the back ground i will make the appropriate adjustments when i can today is going to be busy as will tomorrow (too many doctors appointments all at once '~') hopefully will have them adjusted and ready to post tonight.

SkaTalon |

For your approval: Cerrin Valo and the Razer
One night, he was quietly summoned to the young masters chambers. At the foot of the young masters bed was the house maid Cerrin had loved. Covered in blood. Dead. After wiping blood from his hands and boasting about how this one put up a fight, the arrogant young lord instructed Cerrin to take care of the body and clean up this mess. The sight of his dashed beloved drove Cerrin to the brink of insanity. He lunged at his employer in a murderous rage, intent on killing him. The young lord called out for help, and when the guards came, they saw the dead girl and murderous servant attacking a noble. Cerrin was dragged away screaming.
When it came to trial for attempted murder, the housemaids murder was pinned on him as well. The noble house covered up the scandal, paid off who it needed to, and willfully believed whatever testimony given by the young noble who, I should add, got off scot-free. Whatever passed for justice in Talingarde had failed Cerrin. He's been rotting in Branderscar ever since.
But while Cerrin Valo was rotting, something wicked was growing. The mind does terrible things to itself when faced with the horrors and injustice that overwhelmed Cerrin. In order to cope, a new presence infected his mind, whose only goal was to to tear down the system, demolish the nobility and level their society to the ground: The Razer
Cerrin and the Razer spent their days imprisoned replaying the events of that night, the following trial and admittance to Branderscar. they had acted too rashly, to passionately. If they had studied the situation, and proceeded carefully, they could have gotten their revenge in its own time. They've been planning, plotting, and preparing. The only way to beat a corrupt system is to out play them at their own wicked games. These entitled nobles think they can do anything to anyone with no recourse. Their time is up.
They've all got to go, every last one of them.
Mechaincally: a Human Serial Killer Vigilante VMC Cavalier (Order of Vengeance) with the Attempted Murder Campaign trait. In combat their focus will be as a secondary combatant, demoralization, and seeking creative solutions to problems(Until they get death attacks at 6th). Out of combat they will act as party face, with high charisma and social skills.
Feedback appreciated. Full character sheet available upon request.

Darkness Rising |

OK, background and description are completed for Rigel Quicklingfay, good-time girl, barrister to the rich and pampered, and servant of Asmodeus.
Crunch will be completed in the next day or so.

Seth86 |

Crunch for Mic'Mac the Rat
Mic'Mac
Ratfolk alchemist (plague bringer) 1/witch* (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 153, Pathfinder RPG Bestiary 3 231)
NE Small humanoid (ratfolk)
Hero Points 0
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +1
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Offense
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Speed 20 ft.
Ranged bomb +6 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14), swarming
Alchemist (Plague Bringer) Extracts Prepared (CL 1st; concentration +5)
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Statistics
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Str 12, Dex 18, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Brew Potion, Precise Shot, Throw Anything
Traits bandit (river kingdoms), consorting with the dark powers (witchcraft), deep cover
Skills Acrobatics +4 (+0 to jump), Craft (alchemy) +10 (+11 to create alchemical items), Disable Device +6, Disguise +2, Heal +5, Knowledge (arcana) +9, Knowledge (nature) +8, Knowledge (planes) +9, Perception +7, Profession (herbalist) +5, Spellcraft +8, Stealth +13, Survival +5; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Common
SQ alchemy (alchemy crafting +1), hero points, patron (plague[APG]), plague vial
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Plague Vial (DC 14) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

GM Phntm888 |

Vetala-Born (Ajibachana)
Source Blood of the Night pg. 21
With skin like faded brass, ajibachanas reveal their undead taint through their unnatural agility and childlike trains of thought.
Ancestry Vetala
Ability Modifiers +2 Dex, +2 Wis, –2 Int
Alternate Skill Modifiers Escape Artist, Use Magic Device
Alternate Spell-Like Ability Ajibachanas gain comprehend languages as a spell-like ability.
Alternate Weakness Ajibachanas take a –1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
Looks like the Vetala-Born is +2 Dex and Wis, with an Int penalty. The Jiang-Shi-Born (Ru-Shi) has the +2 Dex and Int, with the Wis penalty.
Jiang-Shi Born (Ru-Shi)
Source Blood of the Night pg. 20
Ru-shis possess an unsettling, graceless bearing, as well as a fierce determination to accomplish their mysterious goals.
Ancestry Jiang-shi
Ability Modifiers +2 Dex, +2 Int, –2 Wis
Alternate Skill Modifiers Acrobatics, Knowledge (engineering)
Alternate Spell-Like Ability Ru-shis gain erase as a spell-like ability.
Alternate Weakness Ru-shis take a –1 penalty on saves against sonic effects and spells.
Both are fine, just make sure you have everything calculated correctly for the correct variant heritage.
I'll look over the revised stat block once you've done so. I copied these listings off of Archives of Nethys.
At the start of the game, you've only just arrived in Branderscar - you haven't been there that long. If you move his slow mental descent into madness to before he arrived in Branderscar, the timeline will fit better.
The full character sheet is required for your submission to be complete, so please post that as soon as possible. If you could, please combine the backstory and character sheet into one post.
@ST Shadow: Feel free! The Talingarde one is everything copied from the first book of the AP. I just used the information about Branderscar presented in the book to write the other one.
Backstory looks good for the most part. I'd like you to be more definitely guilty, although the "I don't remember what happened" aspect is quite intriguing.
Two questions:
1) Does her family know of her fate?
2) Where are her siblings currently located? Still in the Heartlands, or have they gone elsewhere?
Looking forward to going over the crunchy bits.
Stats look good. Starting the game you do not have the components on hand to create bombs, but depending on the route of your escape, you may have the opportunity to acquire them. Please mark which skills are background skills (I'm guessing Craft (alchemy) and Profession (herbalist)) for my note-keeping purposes. For the Bandit and Deep Cover traits, please note which skills you are choosing for class skills, and make sure the class skill bonus is correctly applied in your stat block for all your skills.
Looking forward to seeing the backstory.