
The Faceless GM |
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The duergar are the undisputed masters of the realm of Nar-Voth. From their fortress citadels, they control the dark caves and long passages with fists of iron. Their empire runs on the backs of thousands upon thousands of slaves, every one of them taken from the caves of their domain, or even from the surface above, or traded for from one of the other races that holds dominion in their own region of the Darklands. Hundreds pass through the flesh pits every day, their fates now in the hands of their duergar masters...
Welcome to the recruitment for my Darklands focused campaign. As you've (hopefully) guessed, you begin in the slave pits of Hagegraf, the capitol of the duergar empire that controls much of the northern half of the Darklands. All races are equal in the slave pits, and anyone from a scheming drow to an ordinary halfling might find himself locked up together, now at the mercy of the duergar.
Character Creation
Starting Level: 6th
Stats: 20 point buy, 1-to-1. Nothing below an 8 once all is said and done please.
Races: All Paizo races are allowed except for dwarves (since the duergar torture them to death on sight). The more strange or out there a race is, the better backstory you'll need to justify the character's inclusion. Since this game is in the Darklands, caligni (see below), drow, duergar, fetchlings, and tieflings are all considered common races along with the core book races.
Classes: All Paizo classes are allowed (though the same rules for strange races apply to Gunslinger, Samurai, and Ninja). Unchained Barbarian, Rogue, and Summoner are required. Unchained Monk is highly recommended, but not required. I am willing to consider 3rd party material, so ask and I'll look things over. If I approve it, then you're good. Do not ask about psionics (such as Dreamscarred Press) or Path of War. I do not like psionics and will not allow them and I'm not familiar with the subsystems in Path of War and am not confident in GMing a game with them included.
Alignment: Anything is permitted. This is the Darklands. There's a lot of evil down here.
Skills: Standard, plus the Background Skills from Unchained.
Traits: Two, campaign traits from other campaigns are allowed as long as they make sense for your character.
Wealth: 10,000 gp. Note that as freshly caught slaves you don't have most of your equipment to start, but you will recover it.
Hit Points: Max at 1st level, 1/2+1 for all levels after.
Fighters gain Combat Stamina for free at 1st level.
Variant Multiclassing is allowed.
Wound Thresholds will be used.
Since several interesting races are a bit... less playable than others, I've re-designed them a bit to make them more interesting player options. Both of these races are open to players.
Ability Scores: Caligni are quick and resilient, but generations of isolation and oppression have made them slow to pick up new ideas. They gain +2 Dexterity, +2 Constitution and -2 Intelligence.
Type: Caligni are humanoids with the Dark Folk subtype.
Size: Caligni are medium creatures and stand between 5’6” and 6’0” tall, roughly the same as the average human.
Base Speed: Caligni have a base speed of 30 feet.
Languages: Caligni begin play speaking Dark Folk. Caligni with high Intelligence scores can choose from the following: Aklo, Dwarven, Elven, Terran, and Undercommon.
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Feat and Skill Racial Traits
Skilled: Caligni have a +2 racial bonus to Stealth and Survival checks.
Bonus Feat: Caligni select one extra feat at 1st level.
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Magical Racial Traits
Death Throes: When a caligni is slain, its body combusts in a flash of searing light. All creatures within a 5-foot burst must succeed at a Fortitude save (DC = 10 + 1/2 the caligni’s Hit Dice + the caligni’s Constitution bonus) or be dazzled for 1d4 rounds. The corpse left behind is one-third the caligni’s size, withered and unrecognizable. However, raise dead and other such magic still function as normal.
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Sense Racial Traits
Darkvision: Caligni can see perfectly in the dark up to 120 feet.
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Weakness Racial Traits
Light Sensitivity: Caligni are dazzled in areas of bright light.
Alternate Racial Traits
Caller-kin: Caligni descended from the powerful dark callers have some innate knowledge of the arcane. They gain a +2 racial bonus to Knowledge (Arcana) and Spellcraft checks. This replaces skilled.
Dancer-kin: Caligni descended from the enigmatic dark dancers are unnaturally limber and talented. They gain a +2 racial bonus to Acrobatics and one Perform check of their choice. This replaces skilled.
Empath-kin: Caligni descended from the mysterious dark empaths are abnormally adept at reading people and manipulating them. They gain a +2 racial bonus to Bluff and Sense Motive checks. The replaces skilled.
Ability Scores: Munavri are quick in both body and thought, but they lack physical prowess. They gain +2 Dexterity, +2 Intelligence, and -2 Strength
Type: Munavri are humanoids with the Munavri subtype.
Size: Munavri are medium creatures and stand around or just above 6’0” tall, a bit taller than average humans.
Base Speed: Munavir have a base speed of 30 feet.
Languages: Munavri begin play speaking Munavri. Munavri with high Intelligence scores can choose from the following: Aboleth, Aklo, Aquan, Dark Folk, Draconic, Terran, and Undercommon
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Defense Racial Traits
Spell Resistance: Munavri possess spell resistance equal to 8 + their total class level.
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Magical Racial Traits
Spell-like Abilities: Munavri can cast message as a spell-like ability at-will. When a munavri reaches 3rd level in any combination of classes, he gains object reading as a spell-like ability usable once per day. When a munavri reaches 9th level in any combination of classes, he gains telepathic bond as a spell-like ability usable once per day. When a munavri reaches 15th level in any combination of classes, he may make his telepathic bond permanent, but he may not use his telepathic bond spell-like ability again unless he breaks his previous bond. A munavri’s caster level is equal to his total hit dice for all of these abilities.
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Sense Racial Traits
Darkvision: Munavri can see perfectly in the dark up to 120 feet.
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Weakness Racial Traits
Light Blindness: Abrupt exposure to bright light blinds munavri for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Fluff
I'm looking at backstory more than I will be mechanics. It doesn't need to be a novel, but a few decently sized paragraphs explaining where your character came from and how he/she ended up in the hands of duergar slavers is the absolute minimum that I'll be accepting. A nice description of their general personality and appearance is also expected. Also, I would like to know what your character's goals are, what they want to achieve in life. It provides some interesting options for plot developments.
Other Details
Recruitment will be open until midnight on July 25th.
I will be recruiting 6 players.
Please integrate your crunch and fluff to the best of your ability. I enjoy a character who's skills and traits are reflective of their backstory far more than one who picked his abilities because they're the most mechanically optimal.

The Faceless GM |

@drbuzzard: 1 to 1 point buy means that the cost of buying up to the next point doesn't increase. So it's 4 points to 14, 6 points to 16, etc. You still start at 10 as usual. And I forgot the mention this, but nothing below an 8.
@Cezir: I'm alright with that class. Another thing I forgot. No 3rd party races, but 3rd party classes and feats are possible, but will have to be approved. Note to everyone: I will not approve most things from Path of War since I'm not familiar with the subsystems in those books and I will absolutely not approve any psionics (such as Dreamscarred Press).

Azten |

Why don't caligni keep see in darkness like all the other Dark Folk?
Thinking about a tiefling slayer. If I need to take Fiendish Heritage to get an alternate tiefling, let me know. I'll roll anyway, just in case. 1d10 ⇒ 5 Devil-Spawn(+2 Con, +2 Wis, –2 Cha). Pyrotechnics doesn't interest me much, so if I can I'd like to roll for a different ability too.
1d100 ⇒ 76 You can hold your breath for 3 rounds longer than normal.
1d100 ⇒ 64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
1d100 ⇒ 32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits. Picking this one.

Tavarokk |

Sounds interesting, I'll apply bar critical lack of time.
Although it'd have probably been more atmospheric if we started with 0 wealth and had to procure local equipment. Knowing that somewhere behind the next door a full and perfectly matched set of gear may be patiently waiting for the player to pick up strains 'desperate slave breakout' mood a bit.

The Faceless GM |

Why don't caligni keep see in darkness like all the other Dark Folk?
Primarily a balancing issue. By adding a human bonus feat, they gain a lot of flexibility. Since they're supposed to be a throwback to before the dark folk were fully modified by the owb, I felt that it made sense to decrease them from see in darkness to just having superior darkvision. I'm thinking that allowing anyone who wants to play one to take a feat to gain see in darkness would work.
Thinking about a tiefling slayer. If I need to take Fiendish Heritage to get an alternate tiefling, let me know. I'll roll anyway, just in case. 1d10 ⇒ 5 Devil-Spawn(+2 Con, +2 Wis, –2 Cha). Pyrotechnics doesn't interest me much, so if I can I'd like to roll for a different ability too.
You don't need to take the feat or roll. You can just pick whichever heritage you like. That being said, I would rather not have people rolling on the alternate traits chart.
Although it'd have probably been more atmospheric if we started with 0 wealth and had to procure local equipment. Knowing that somewhere behind the next door a full and perfectly matched set of gear may be patiently waiting for the player to pick up strains 'desperate slave breakout' mood a bit.
Well, I figured that anyone in the Darklands (either a surface explorer or a resident) would be decently equipped for their level, otherwise they'd probably be dead by now. And it seemed strange for the duergar to simply dispose of useful equipment.
Then again, I never said anything about a slave breakout either.

Azten |

Would a Skin-Changer ranger be allowed?
The biggest issue I can see is the fact without Wild Shape they can't use wild armor or shields, making them glass cannons while shapeshifted.

Tavarokk |

Well, I figured that anyone in the Darklands (either a surface explorer or a resident) would be decently equipped for their level, otherwise they'd probably be dead by now. And it seemed strange for the duergar to simply dispose of useful equipment.Then again, I never said anything about a slave breakout either.
I was thinking more along the lines of slavers looting the prisoners and selling off their stuff. Although it's possible that the gear is a package deal with its former owner. Especially if regaining agency involves any degree of cooperation.
The biggest issue I can see is the fact without Wild Shape they can't use wild armor or shields, making them glass cannons while shapeshifted.
Bracers of armor? Many DMs rule that as a wondrous item that generates a permanent magical effect (force armor), they keep functioning when fused into the new form.

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Character Creation
Starting Level: 6th
Stats: 20 point buy, 1-to-1. Nothing below an 8 once all is said and done please.
Races: All Paizo races are allowed except for dwarves (since the duergar torture them to death on sight). The more strange or out there a race is, the better backstory you'll need to justify the character's inclusion. Since this game is in the Darklands, caligni (see below), drow, duergar, fetchlings, and tieflings are all considered common races along with the core book races.
Classes: All Paizo classes are allowed (though the same rules for strange races apply to Gunslinger, Samurai, and Ninja).
Ohh, can be evil... Then I wanna do ninja/Assassin since I don't often get to be evil and kill someone to get into assassins.

derpdidruid |

TheOrcnextdoor |
Names: Arrak Felhand, the Iron Orc, The Green Bladesman, the Noble Killer.
Race: Half-Orc
Class: Cleric (crusader) (Strength(Ferocity) domain)
Alignment: CN
Alternate Racials: sacred tattoos
FCB: +1 skill point
Traits: Fates Favoured, Armor Expert
Ability scores
Str: 20
Dex: 12
Con: 16
Int: 10
Wis: 16
Cha: 08
Defense:
HP: 50
AC: 22 T: 12 FF: 21
CMD: +21
Saves:
Fort: +11 (5base+3con+1magic+2luck)
Ref: +6 (2base+1dex+1magic+2luck)
Will: +11 (5base+3wis+1magic+2luck)
Offense:
Movement: 20ft
BaB: 4
Falchion: +12 (with power attack)
Damage: 2d4+15 (18-20x2) S
Morning star: +10 (with power attack)
Damage: 1d8+14 (x3) B/P
Feats:
1- Heavy armor proficiency, Extra Channel
3- Power attack
5- Weapon focus Falchion, Furious Focus
Skills: 3/level (2Class+1FCB) 18
Know. Religion: 2
Climb: 1
Swim: 1
Perception: 5
Diplomacy: 2
Intimidate: 2
Sense Motive: 3
Spellcraft: 2
Stealth: 3
Know. Planes: 2
Survival: 1
Craft: Weapons: 2
Craft Armor: 2
Gear:
Arms and Armor: +1 full plate, +1 Falchion
-Iron morning star
Magic items: Cloak of Resistance +1, Ring of Protection +1,
Scrolls:
Spells:
Spells per day: 1st:4+1, 2nd:4+1, 3rd:3+1
Domain spells: 1st—enlarge person, 2nd—bull's strength, 3rd—Rage, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.
1st level:
Enlarge person -1
Divine favor-2
Sun metal-1
Unassigned-1
2nd level:
Bull's strength-1
Blood boil-1
Weapon of Awe-1
Background:
Arrak Felhand is a half-orc from a now extinct orc tribe. He grew up as a warrior within the tribe trained by the older warriors for raids. Arrak however, never took to slaughter of weaklings or helpless. He relished the battle, the thrill of the rush of adrenaline and the satisfaction of besting a worthy foe. Honorable, even among the races of men Arrak has sworn to never kill something without giving it a fighting chance, or something he deems too unworthy for his blade. For his constant seeking of Greater Battles and strive for perfection of the blade and art the God Gorum blesses Arrak with a portion of his strength. This allows Arrak to best even greater foes, and then heal himself and continue onward on his quest for battle.
One day, Arrak became fed up with his tribes idea of a fight, raiding small farm houses, maybe a caravan, nothing that ever presented any real challenge. He turned on the small raiding party he was with after a small duel with a human warrior working as a caravan guard. They traded blow for blow equally and neither ever gained an advantage. A draw, something Arrak hasn't experienced yet. Out of both respect towards the human, and disgust at the weakness of his tribesman he struck down the orcs in the raiding band and offered to join the caravan as a sign of respect. His offer was eventually accepted after he used the healing gifts of Gorum to heal the injured guards. To this day one of the few people Arrak regards with Respect, and might even call friend is that man.
Eventually, Arrak, and a small band of like-minded warriors would venture to the badlands both to better their combat prowess and in search of more battles. It also helped they had been sent their to search for some ancient mine shaft. They never found it however as a large orc tribe descended on them while they had made camp. One by one the warriors fell after laying low many an orc, save Arrak, who stood on a small boulder singing a hymn to Gorum, however even the powers Gorum had bestowed to Arrak would run dry, and after what seemed like hours of endless combat the Orc chieftain confronted an exhausted and bloody Arrak. In a final clash, Arrak was knocked unconscious and captured. However not before landing a powerful blow to the chieftain, leaving a terrible scar on the cheiftans cheek and almost blinding his eye. Arrak was sold to duergar slave masters for coin and healing of the orc cheiftans eye, however the scar remained... that course of events seemed to long ago, but even know Arrak renewed a vow every day to seek vengance on that chieftain. And when that day comes, he would break him several times over for the humiliation of becoming a slave.
Personality:
Arrak is a warrior first and foremost. He seeks combat to test and prove his skill of arms and strength. While he has a savage side due to his upbringing by Orcs, what time he spent among the other races helped to reinforce the, more honorable, if not kinder, side of Arrak. When he meets an opponent he deems worthy in battle he doesn't seek to kill them. Though he loses little sleep over it if he does. He was often known for sparing warriors he thought proved strong in hopes they one day may return to give him a greater challenge. He detests slaughter, finding it more akin to savaergy of a weak minded and weak bodied person attempting to feel powerful more than out of care to the people being slaughtered themselves. He also has little time for the weak. While he doesn't harm them, he also pays them little heed and wouldn't particular help someone unless it benefited him in some way, though on rare occasions he has aided people without promise of reward, particularly when he knows he will have to face a powerful opponent in doing so. He is cold and his expression is often that of steel, unless he gets more than a few drinks in him. He then becomes rather friendly, though many a night has ended in a good brawl that way as, to Arrak, the best way to get to know someone is a good fight. Plus, it's fun.
Here is my idea for a battle cleric. I wanted to ask you how likely Orcs selling a "kin traitor" to the duergar is. Or how likely a small group of warriors attempting to brave the catacombs of the underdark would be?
The reason why I'm trying to decide if Arrak would have been eventually sold into slavery after the Caravan was overrun by a much larger orc raiding band, or if he would have joined a group to brave the underdark in search of even greater battles. I'm leaning towards the later but was just curious as to your thoughts.

The Faceless GM |

There are several orc tribes that still live in the Darklands that consider any orcs who have moved to the surface to be weak and contemptible. They would happily sell a half-orc from the surface into slavery or use them as a slave themselves.
That being said, both ideas work fine, so it's your call.

TheOrcnextdoor |
Updated my submission with a personality description. Oh.. I may do both, have him be roaming the parklands/underdark then be captured by orcs and duergar slavers.
Ok, added in how he came to be in his predicament, let me know if you think something needs to be changed to fit better with your/the lore of the setting.

derpdidruid |

Coming at you with a constable Deugar, order of the hammer. Good at taking prisoners and getting info out of them quickly.
This Sounds like a good campaign to come back to after a long unwanted absence. Hope you'll consider me.
Forgot to mention that there's a brief synopsis of his appearance, traits and back story. I also haven't chosen traits yet.

chuffster |

The campaign looks like a lot of fun. Here's my entry.
Brianus, Human Investigator
When House Rogarvia disappeared and House Surtova ascended to the throne, Brianus was investigating reports of organized crime in Port Ice. He uncovered tantalizing clues suggesting involvement by a noble family. Before he could follow up on them he was arrested by agents of House Surtova on charges of sedition and treason. Thrown in to the deepest dungeons beneath New Stetven, he promptly escaped and made his way to the River Kingdoms.
If you have a problem, if no one else can help, and if you can find him, he's the man to hire.
Brianus was approached by a new client with a highly sympathetic tale of woe. He noticed nothing out of the ordinary as he approached their meeting until he was set upon by a crowd of men in dark cloaks. It soon became clear from their fighting skills that this was no ordinary gang of cutthroats. Brianus managed to cut off one man's cloak, revealing the sigil of House Surtova, but was soon overwhelmed by his other assailants.
He woke up to pitch darkness.
Male human (Taldan) investigator (empiricist) 6
LN Medium humanoid (human)
Init +5; Senses Perception +15
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 45 (6d8+12)
Fort +3, Ref +9, Will +6 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee mwk cold iron sword cane +7 (1d6+2)
Ranged +1 composite shortbow +10 (1d6+3/×3)
Special Attacks studied combat (+3, 5 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +11)
. . 2nd—ablative barrier[UC], alchemical allocation[APG], darkvision, lesser restoration
. . 1st—anticipate peril[UM] (DC 16), cure light wounds, cure light wounds, cure light wounds, heightened awareness[ACG], true strike
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Statistics
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Str 15, Dex 18, Con 12, Int 20, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot, Ranged Study[ACG], Weapon Focus (shortbow)
Traits patient optimist, student of philosophy
Skills Acrobatics +7, Appraise +9, Bluff +11 (+17 to lie (as a result of using Int instead of Cha)), Climb +5, Diplomacy +11 (+6 bonus to gather information, +6 bonus to persuade others, +2 bonus to influence hostile or unfriendly creatures), Disable Device +18, Disguise +3, Escape Artist +7, Heal +5, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +15, Sense Motive +15, Sleight of Hand +7, Spellcraft +14, Stealth +12, Use Magic Device +14; Racial Modifiers ceaseless observation
Languages Common, Dwarven, Elven, Goblin, Orc, Undercommon
SQ alchemy (alchemy crafting +6), inspiration (8/day), investigator talents (expanded inspiration[ACG], quick study[ACG]), keen recollection, silver tongued, trapfinding +3
Combat Gear weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +1 chain shirt, +1 composite shortbow (+2 Str), arrows (40), blunt arrows[APG] (20), mwk cold iron sword cane[APG], cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked mulberry pentacle ioun stone, headband of vast intelligence +2, masterwork backpack[APG], masterwork thieves' tools, 56 gp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Study (Ex) Use studied combat as a swift action.
Ranged Study (Shortbow) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Studied Combat (+3, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects.

Karsha |

DBH here.
LIANA CRAY
Female Tiefling (Oni-Spawn) Brawler 5 / Rogue 1, NE Medium outsider (native, oni-spawn)
Init +7; Senses Darkvision (60 ft.), Perception +9,
DEFENSE AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, )
hp 51 (5d10)+(1d8)+12, Fort +6, Ref +9, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Defensive Abilities AC Bonus,
Resistances Cold 5, Electricity 5, Fire 5,
OFFENSE Speed 30 ft.
Melee unarmed strike +9 (1d8+5)
Melee dagger (alchemical silver) +8 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +8 (1d4+2/19-20)
Melee dagger (cold iron) +8 (1d4+3/19-20)
Ranged dagger (cold iron/thrown) +8 (1d4+3/19-20)
Special Attacks Brawler's Flurry, Brawler's Strike, Close Weapon Mastery, Knockout, Sneak Attack 1d6,
Spell-Like Abilities: alter self ( DC , 1/day)
STATISTICS Str 17, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +5; CMB +8 (+9 disarm); CMD 22 (23 vs. disarm)
Feats Blind-Fight, Hamatulatsu, Improved Initiative, Improved Unarmed Strike, Weapon Finesse, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)
Skills Acrobatics +12, Appraise +7, Artistry +2, Bluff +4, Climb +8, Craft (Untrained) +2, Disable Device +13, Disguise +6, Escape Artist +8, Fly +3, Intimidate +8, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Linguistics(Undercommon) +6, Perception +9, Perception (Trapfinding) +10, Ride +3, Sense Motive +7, Sleight of Hand +7, Stealth +10, Swim +8,
Languages Common, Draconic, Dwarven, Infernal, Undercommon
SQ Bonus Feats, Brawler's Cunning, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Finesse Training, Martial Flexibility, Martial Training, Oni-Spawn Spell-Like Ability, Trapfinding, Weapon and Armor Proficiency,
Possessions gloves of reconnaissance; mithral shirt +1; outfit (traveler's); barbed vest; thieves' tools (masterwork); smoked goggles; Handy Haversack [ Potion of Cure Light Wounds (x2); Rope, Spider Silk (50 ft.); Grappling Hook, Common; Hammer; Iron Spike (x6); Crowbar; Grooming Kit; Shovel; Soap (per lb.); Survival Kit (Masterwork); Blanket (Winter); Bedroll; Waterproof Bag; Coffee Pot; Honey (Jar); Oldlaw Whiskey (Bottle) (x2); ]; Waterproof Bag [ Coffee (Cup) (x22); Powdered Milk; ]; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); Dagger (Cold Iron); ]; Belt Pouch [ String (50 feet); Whetstone; Wire Saw (Adamantine); ];
SPECIAL ABILITIES
AC Bonus (Ex) When wearing light or no armor and not using a shield, a brawler adds 1 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus.
Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's f lurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.
Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.
Close Weapon Mastery (Ex) When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. This must be declared before the attack roll is made. When wielding a close weapon, you may treat its base damage as 1d6 (you may apply any effects that increase your unarmed damage dice).
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Disarm
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Infernal
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 15) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.
Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to disarm combat maneuvers.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 5. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
Oni-Spawn Skilled Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.
Oni-Spawn Spell-Like Ability Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Sneak Attack (Ex)
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
Growing up on the streets of Oppara Liana never knew who her parents were? As she grew up her fiendish blood became more and more obvious, making it clear just why some family had discarded a child so cruelly.
Like so many street children Liana fell into one of the gangs of near feral children running wild in the slums and alleys. She grew tall and strong, learning how to hurt people for her own gain.
Thug, Enforcer, legbreaker, Liana has been called all these and more with good reason. Her intimidating looks mask her intelligence, Liana likes to be underestimated. After all a brutal thug certainly can't be the thief who silently and skillfully stole a wealthy merchant's takings.
She isn't sure who she offended enough to end up in the slave pens of Hagegraf? She does tend to enjoy it a little too much when sent to collect debts, or deliver warnings.
All she knows is her attackers were masked, and wanted her alive to suffer. She fought hard and brutally as always, but succumbed to a rain of club and sap blows. Waking up a day later already shackled and being delivered to a Duergar trader waiting close to the surface for a consignment of surface slaves. It was clear that this was a regular exchange, so whoever did this to Liana has deep and dark contacts!
Liana is a cold and ruthless pragmatist. She hasn't given the Duergar any trouble, waiting and watching for a chance to escape. She's also been keeping a careful eye out for others who might be useful in any escape. She can work with others quite well, being intelligent enough to control herself and work to a goal, tolerating others as long as it takes.
Any questions or changes needed, just let me know.

drbuzzard |

Terius the rebel
Terius
Terius grew up among the Dark Folk community in Deepmarket (under Goku). As a Caligni, he was in a sort of limbo among his people. Not part of the underclass that the Dark Creepers inhabit, but neither part of the ruling class of the Dark Stalkers. He found himself mostly rejected by his people. However Dark Folk, whatever their stripe are not overly loved outside the people either. Thus he did what he could to fit in, becoming a warrior. Usually his people are more focused on the stealthy pursuits as assassins and thieves, but Terius decided to stand out and focus purely on combat. He excelled in this in fact, being of significant worth to his clan when violence became necessary.
However this did not really increase his social standing. Valued, but secretly despised for being different both in aptitude and race, he never much fit in. On one solo patrol into deep caverns to scout out a route for an assault on a rival clan, he stumbled on a cache of ancient history tomes which documented how his people came to be. He learned of ancient Azlanti roots which by his reckoning seemed closer to his Caligni strain than the ruling Dark Stalkers who ruled his people.
With this fresh learning he went back to his people and began to push for a greater share of power for himself. He even managed to convince a few of the creepers to see things his way. Dark Folk are generally a fairly chaotic lot, but the Dark Stalkers still do not permit challenges to their authority, and the rules of his clan put aside their normal squabbles and came down hard on Terius and his rebels. The creeper followers were all put to the knife, while Terius was sold into slavery as an example.
Terius has not taken well to slavery, doing the minimum required to escape the lash, and all the time plotting escape and revenge on the Dark Stalkers who subjected him to this fate.
Caligni fighter 6
N Medium humanoid (dark folk)
Init +4; Senses darkvision 120 ft.; Perception +10
Defense
AC 25, touch 15, flat-footed 20 (+8 armor, +4 Dex, +1 dodge, +2 shield)
hp 52 (6d10+12)
Fort +8, Ref +7, Will +3 (+2 vs. fear)
Weaknesses light sensitivity
Offense
Speed 30 ft. (20 ft. in armor)
Melee adamantine starknife +12/+7 (1d4+6/×3)
Special Attacks weapon training (thrown +1)
Statistics
Str 16, Dex 19, Con 14, Int 14, Wis 10, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Combat Stamina, Dodge, Point-Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Startoss Style, Weapon Focus (starknife), Weapon Specialization (starknife)
Traits historian of the rebellion, seeker
Skills Acrobatics +0 (-4 to jump), Climb +6, Handle Animal +5, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +8, Knowledge (history) +5, Perception +10, Profession (trapper) +7, Stealth +12, Survival +11, Swim +3
Languages Dark Folk, Dwarven, Elven, Undercommon
SQ armor training 1, dodge, point-blank shot, precise shot, weapon focus, weapon specialization
Combat Gear potion of cure light wounds (3), acid (4), oil (4); Other Gear +1 tatami-do armorUC, +1 buckler, adamantine starknife, cloak of resistance +1, handy haversack, climber's kit, grappling hook, hammer, piton (8), silk rope (100 ft.), 314 gp
Special Abilities
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Darkvision (120 feet) You can see in the dark (black and white only).
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Startoss Style +2 (Any Thrown Weapon, Starknife) Gain bonus dmg to thrown weapons.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Thrown) +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

Seth86 |

Here is Zartana, my Pain Taster Drow
Zartana
Female drow fighter (unbreakable) 2/pain taster 1/rogue (unchained) 3 (Pathfinder Campaign Setting: Occult Mysteries, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Combat 49, Pathfinder Unchained 20)
NE Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +10
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 57 (6 HD; 3d8+3d10+20)
Fort +10, Ref +5, Will +4 (+1 vs. mind-affecting effects); +2 vs. enchantments, +4 circumstance bonus vs. pain
Defensive Abilities danger sense +1, evasion, unflinching +1; Immune sleep; SR 12
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee +1 whip +10 (1d3+15 nonlethal/lethal)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 20, Dex 14, Con 17, Int 10, Wis 12, Cha 13
Base Atk +5; CMB +8; CMD 22
Feats Diehard, Endurance, Great Fortitude, Iron Will, Nimble Moves, Power Attack, Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Traits prehensile whip, warrior of old, whip specialist
Skills Acrobatics +9, Disable Device +8, Heal +9, Intimidate +9 (+11 while in dim light or darker), Linguistics +4, Perception +10, Stealth +14 (+16 while in dim light or darker), Survival +7; Racial Modifiers +2 Perception
Languages Elven, Sakvroth, Undercommon
SQ cruelty, darklands stalker, disciple of pain ability (disciple of vigor), favored terrain (underground +2), masochism, poison use, rogue talent (terrain mastery), trapfinding +1, voice in the darkness
Other Gear +1 shadow mithral chain shirt, +1 whip, 1 gp
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Special Abilities
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Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Disciple of Vigor +2 enhancement bonus to Strength.
Drow Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Masochism 1 (Ex) +4 save vs. pain. Swift act, 2 dam to self: +1 morale bonus to hit/+2 to dam for 1 rd.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (12) You have Spell Resistance.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Voice in the Darkness +2 Intimidate and Stealth when in dim light or darker.
Whip Mastery Using a whip does not provoke attacks of opportunity

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I'm looking at a Drow ninja/assassin with the alternate race trait of Ancestral Grudge which gives +1 attack to dwarves and Elves (except Drow). Replaces poison use, which I get as Drow, Ninja, Assassin ... figured I didn't need it 3x.
His own dad an assassin when he was killed on a job in the Duegar 'hood. He felt a hatred for the Duegar. His own family line of assassins weren't made much better. For the task given him to join the clan of his father ... to prove his fealty ... to kill someone ... it was his own mother. Though it sickened him, he did it. As it was the way of the clan. That gave him his hatred for Duegar as they have been at war for years. He was sent to kill the slave boss. He keeps replaying over and over in his mind how he was caught. Suddenly surrounded as he was about to do the deed. The only thing he can think of that his clan turned on him. Perhaps he had failed the test and because he killed his mother they didn't trust him. To be so cold and heartless.
Let me know if you need more. Yeah, I know...needs a name. He hasn't told me yet.

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here is everything for vex...
Spells: A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner's spell list is different from that presented in the Advanced Player's Guide.) He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1–4: Summoner. In addition, he gains bonus spells per day if he has a high Charisma score.
A summoner's selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on the table below. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on the table below are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.
A summoner doesn't need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on the table below. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Bite and claw attacks: 1d3+str for bite, 1d4+1/2str for claws
swim speed, has a 30ft swim speed and a +8 to swim from the speed.
hold breath: can hold breath for rounds equal to 2xCon
Melphis
Sub-type=Protean
Size Medium;
Speed 20 ft., climb 20 ft.;
AC:20=10+2 natural armor+4 armor+4 dex
Saves Fort 1, Ref 4, Will 4;
Attack bite (1d6+2), tail slap (1d6+3);
Ability Scores; Str 14, Dex 18, Con 13, Int 7, Wis 10, Cha 11
skills(rank/abillity/other): Bluff (Cha),8/0/0 Craft (Int),0 Fly (Dex),8/4/0 Intimidate (Cha),8/0/0 Knowledge (planes) (Int),0 Perception (Wis),8/0/0 Sense Motive (Wis),0 and Stealth (Dex),8/4/0
evolution pool:5+1
At 1st level, protean eidolons gain the resistance (acid) evolution as well as the grab evolution, tied to an attack type of the summoner's choice. Whenever the summoner changes the protean eidolon's evolutions, he can also change the attack type for grab.
At 4th level, protean eidolons gain electricity resistance 10 and sonic resistance 10.
Evolutions:
Base: Resistance(Acid), Grab(bite), tail, bite, tail slap, climb speed 20ft,
bought:Poison(2 points)(DC=13, 1d4 Str, 4rounds), swallow whole(3 points), Reach on bite(1 point)
Craft (alchemy) (Int),7/0/0
Fly (Dex),2/2/0
Handle Animal (Cha),0/3/0
Knowledge (all) (Int),0/0/0
Linguistics (Int),0/0/0
Profession (Wis),0/0/0
Ride (Dex),3/2/0
Spellcraft (Int),0/0/0
Use Magic Device (Cha),6/3/0
Feats
summoner's call
arcane strike
extra evolution
Loyalty across Lifetimes: You and your eidolon share a link that seems to span multiple lifetimes. Your eidolon treats its Constitution score as if it were 2 points higher for the purposes of determining when its negative hit point total sends it back to its home plane. In addition, your eidolon gains a +1 trait bonus on Will saves against enchantment spells and effects.
1-(5/day)-corrosive touch, mage armor, enlarge person, lesser rejuvenate Eidolon
2-(4/day)- Time Shudder, alter self, bull's strength, ghost wolf,
GP:85
summoner's kit(a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), +1 obsidian longspear, +1 robes, ring of spell knowledge I(identify), metamagic rod of elemental spell(acid), cap of light, boots of the cat, heavy load belt
Vex was content with self, he was proud owner of his territory. then foul duergar come and attack Vex, they knock him asleep! Vex swears he kill the duergar... swears it...
Vex was raised in the Darklands his entire life. He's been down here a total of 20 years, and has only ever met one other person his entire time, his mother. his mother was selfish, and left Vex only the scraps of her kills. Vex, who was all alone in his own little world, had only his Eidolon to help him. although he didn't know it (and is still only vaguely aware) Melphis is a Malevolent protean spirit. She gave Vex the idea to kill his mother, and take over the territory she owned. he was 16 when he did it, and he didn't have full control of his powers. he gradually became better as he used spells for hunting and fighting.
then one day duergar attacked ad took him prisoner, leading up to where he is now...

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Skarut
Male Tiefling Unchained Monk 6
LE Medium outsider (native)
Init: +7; Senses: Perception +12; darkvision 60’
Speed: 50, Languages: Common, Infernal, Undercommon, Aklo, Orc, Draconic, Terran, Abyssal, Goblin
Defense
AC 17 (+3 Dex, +3 Wis, +1 Monk) Touch 17 FF 10
HP 64 (6d10+24)
Fort +9 Ref +9 Will +6 [+2 vs Enchantment]
Resist: Cold, Fire, Electricity 5
Immune: disease (incl supernatural & magical disease)
Offense
Melee: Unarmed Strike +11/+6 (1d8+4 20/x2) or Flurry of Blows +11/+11/+6 Power Attack -2/+4
Natural: Bite +10 (1d6+4)
Ranged: Javelin +9 (1d6+3 range 30)
BAB 6/1 CMB +10 (+12 Disarm) CMD 23
Statistics
Abilities: Str 16 Dex 16 Con 14 Int 12 Wis 16 Cha 8
SA: Stunning Fist (6/day, DC 16, Stun 1 rd or Fatigued), Defensive Spin (When Flurrying, +4 AC vs target of flurry if attack hits for 1 rd)
Ki pool: 6/day; Powers: Feather Balance (1 pt, treat balance checks as Nat-20 for 1 min), High Jump (treat jumps as always running, 1 pt to gain +20 Acrobatics to jump for 1 rd)
SQ: Favored Class (Monk), Infernal Maw, Prehensile Tail, Evasion, Fast Movement, Still Mind, Purity of Body
Feats: Catch Off GuardB, Weapon Focus (Unarmed Strike), Deflect ArrowsB, Power Attack, Improved Initiative, Improved DisarmB
Traits: Bruising Intellect, Dockside Brawler
Skills: Acrobatics +12, Bluff +1, Climb +8, Escape Artist +7, Intimidate +10, Perception +12, Perform (oratory) +8, Sense Motive +5, Stealth +14, Linguistics +10
Combat Gear: potion of mage armor (4), potion CLW (2), potion of shield of faith (2), alchemist’s fire (2), acid (2), thunderstone
Equipment: brass knuckles, amulet of mighty fists +1, cloak of resistance +1, feather step slippers, climber’s kit, backpack, belt pouch, blanket, 50’ rope, soap, torches (10), trail rations (5 days), waterskin, harrow deck
Coin 322gp
Description: Skarut is what some might call a “typical” tiefling. Hailing from Infernal stock somewhere in his heritage, his skin is a dark red color, while his hair is thick, wiry, and black. Small pointed horns protrude from his brow, over bushy eyebrows and bright orange eyes. His mouth holds sharp fangs, and the long canines protrude over his lips disconcertingly when he smiles. Well muscled and defined, his body is criss-crossed with a road map of scars of every variety.
From the waist down, Skarut’s body resembles a devil more than a human. His legs curve like a goat or stag, with clawed feet. Thick hair covers his thighs, save where even more scars stand out, white ridges heavily contrasting with the black hairs. He typically wears little, tattered rags and a woolen cloak for the most part. The most alien part of his body must be his long, powerful tail. Whipping and curving constantly, it gives his profile a truly infernal appearance.
Personality: Skarut relishes combat, the thrill of danger and potential for violence fills him with joy like nothing else in the world. That probably comes from his long history of fighting as a gladiatorial slave. He sees himself as a pure warrior, sent from Hell to this world to learn how to fight, kill, and destroy. He desires to become as powerful as possible, knowing that when he does eventually die on this plane, a place in Hell is assured him. Knowing very little about how that cosmology actually works, he works to perfect his martial skills in the belief that they will transfer to his new properly Infernal form.
In his “off time” he speaks with any and everyone around, trying to learn their languages and stories. He feels if he knows the history of those he fights, his victory becomes all the greater. Before and after his fights, he recites his saga of combat, adding a few stanzas with every battle survived. If he were to deliver the whole saga, it would take quite some time, indeed.
Background: Skarut was born approximately 25 years ago to a poor Chelaxian family in Egorian, who were both distressed and elated to find their newest child born a tiefling. They promptly sold the infant into the hands of a slave trader who specialized in their kind. Thus began a fast, brutal, and effective childhood for young Skarut. Near-starved, beaten regularly, and treated with cruelty and indifference, he hardened early on. He became a perfect candidate for the fighting pits as soon as he grew to a proper size, having learned to use his fists, feet, and teeth on fellow slaves in the master’s household.
Skarut only fought a few times in the Chelish pits, often used as a “tame devil” due to his appearance and propensity for over-the-top violence. He started moving up the ladder of the fights, until one night he simply vanished, along with about 10 other gladiatorial slaves. No-one on the surface knew what happened, despite much searching and investigation, and several free Egorians met a nasty fate due to the disappearance of such valuable chattel. The “escape” was anything but, as the whole lot was captured in the dark by a team of Duergar slave-takers. The dark dwarves had learned of the gladiatorial slaves and utilized a nearby shaft from Sekamina to gain access. Slipping drugs and soporifics into their food, they took the prize bodies from the holding pens and brought them below; figuring rightly that the surface dwellers had fed and bred these slaves better than they would. Now a slave to Duergar, but still a gladiator, Skarut has adjusted well to the underground life, and looks for even greater challenges to test his mettle against.