Talin-Garde's Demise

Game Master Jing the Bandit

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Well, they say it's good to be bad.

4d6 - 3 ⇒ (3, 5, 6, 6) - 3 = 17
4d6 - 1 ⇒ (6, 1, 4, 6) - 1 = 16
4d6 - 1 ⇒ (4, 4, 1, 3) - 1 = 11
4d6 - 2 ⇒ (5, 6, 5, 2) - 2 = 16
4d6 - 1 ⇒ (3, 2, 1, 5) - 1 = 10
4d6 - 2 ⇒ (2, 5, 4, 2) - 2 = 11
4d6 - 3 ⇒ (3, 5, 4, 6) - 3 = 15

...And it is. Really good.

Jing the Evil GM:
I have a character nearly ready to go, but I just had a few questions before I finish everything up.

I'm​ planning to go with an unchained summoner and for the freebie I was looking at the Devil Binder archetype. Would I be allowed to ignore the Infernal Binding feature of that archetype since it sort of penalizes the eidolon's ability to be effective in melee, or is that the sort of thing I'd have to keep?

Also, since I like to plan a little ahead, would you allow us to take prestige classes when we get to that point? I've always wanted to play a diabolist.


This is one of those, I'm really really sorry to say you'd have to keep. Summoners are very difficult to balance and the archetype purely changes the Eidolon and not the summoner. I feel like while it hampers the Eidolon during the early stages, once it gets the Hellknight smite abilities, it really ramps up.

I really wanna let it slide as it's a perfect archetype for this campaign but I'm afraid I'm gonna have to say you'd have to keep that portion. While I'm trying to make sure you guys are powerful enough to be capable, I also don't wanna tip the tides to make this easy. I'm really sorry >.<

As far as Prestige Classes, I don't see why not. They are legal in PFS so...yea. As far as that particular one. I think we'd have to possibly do some in game shenanigans that can backfire for you but...Yea, I don't see it being impossible.

This isn't so much a worry yet but as a re-affirmation as I myself have been guilty of this in the past. Please, remember that as the GM I too am looking to have a good time. So please don't make things like Grapple monsters that hold the Boss still and unable to do anything while the rest of the part just walks up and guts em.

It is true that it is Evil....but it will make me cry (Ok maybe not really, but still there will be some sadness). I am in fact a very fresh GM so I've not had too much experience adjusting/rebuilding encounters to keep things exciting, dangerous, and fun. So the game is partially on you to make sure it stays fun and exciting.

Oh don't worry, we'll be sure to do nothing but torment you until you're screaming, desperate to get away, convinced that all hope and goodness is lost from this world!


But in a fun way! I don't know if this helps, but I've played an Arcanist before, and while it can be strong, I usually try to make sure I don't have any nova opportunities, sticking to more crowd control, as not to overdo things like that.

Oh, and this is goofygeek's submission! If you couldn't tell from the 15pt buy equivalent stats lol.

Behzar was a student in the local famed magical academy. Despite showing promise as a youth, when they tried to have him conform to proper magic use, he struggled greatly, as he kept trying to do magic his own way. Of course, was picked on for his size and seeming lack of arcane abilities, as well as his overall frailness. He hid in the library where, after a particularly rough night, he found a secret room filled with books about how to break the rules of magic and exploit them.

He spent countless days sneaking off here, learning these darker arts, these terrible secrets. Though he only scratched the surface. Of course, once it was discovered he was doing so, they kicked him out and sent the books elsewhere. This made him... angry. He went and burned the place to the ground, as well as a few other high end locations like the homes of those who moved the books around until he was finally captured, hacing barely escaped the last fire he'd set, parts of one of his arm charred completely, earning him the nickname Bezhar the Blackened, or simply Behzar the Black.

Everyone just assumed he's crazy and snapped, though he really just wants to find more of those books, learn darker rituals, reach true power. And still on the loose is the one professor who got away-the one that burned him. Since his capture, he's quickly studied the place and is thoroughly convinced he could escape his cell with ease... but he's not going anywhere without his spellbook. Seems like the time to lay low, find some other inmates he likes, and stage a great escape!

I am only going to make your life hell when it comes to skill checks. I'll have some use in combat, but nothing super-fancy.

4d6 ⇒ (2, 4, 5, 5) = 16-2=14
4d6 ⇒ (5, 4, 4, 4) = 17-4=13
4d6 ⇒ (3, 1, 5, 6) = 15-1=14
4d6 ⇒ (3, 4, 2, 6) = 15-2=13
4d6 ⇒ (6, 1, 4, 2) = 13-1=12
4d6 ⇒ (1, 5, 3, 1) = 10 Dropped
4d6 ⇒ (4, 3, 4, 3) = 14-3=11

Argh, dice. Why! That said, I might still be able to do something with these stats. I would like to make an Eldritch Poisoner alchemist with VMC Rogue. A sort of mad scientist/evil actupuncturist, he got caught lacing his herbal treatments and therapies with subtstances that caused delicious, wonderful pain.

Better rolls than I had lol


Drop a 14 for a 16, it's not much but that's what the dice gave me

Okay, this is the crunch for Wanderer82's submission. I think I settled on the inquisitor, but am now spinning the concept to merge with the ranger/piracy background. Hoping to get the Fluff, which is currently as swirling cloud of insanity in my brain, typed up and down sometime tomorrow. As for now, a bit of sleep.

Also, I marked any bonuses (archetypes, feats, skills, traits) gained as part of the campaign with a **.

The drawback was just from the another game I applied to with this character. I just wanted to make sure before I adjust the character even more. I will have an updated background soon with some adjustments to the character if needed.

It's a little long winded and silly, but I can't really edit as much as I'd like to on the phone. Thankfully, however, I get my new charger tomorrow.

Also I'll be changing her resistance to cold resistance because of her backstory and her ice devil heritage.

Carys grew up weak and alone, her dreams her only welcome company. In the winter, she would warm herself imagining, imagining what it would be like to be wrapped up entirely by a snake, or what if the whole world was a fireplace? These were delightful and strange possibilities to her, but when she shared them with adults, they invariably found them frightening and queer. They would beat her even worse when she indulged her creativity, for it always manifested in these ways.

Her dreams were always like that. Fire or snakes. The dead and the living, signing away their souls. Men with goat legs and two penises speaking sermons at grand pulpits, or giant blue insects carrying spears. These last always reminded her of herself. Her with her cold-to-the-touch chitinous blue skin and her large, orb-like black eyes and her single large horn on the left side of her head.

She knew she wasn't like her family. That was why they beat her, not the dreams. Her brothers had bad dreams some times and they didn't get the belt. It was her that her mother and father hated. Not her quirks or bad habits such as her eager and insistent questioning about the "bad guys" in myth and legend, but her.

Somehow her presence was hurting the family. That's what they told her when they threw her away, at least. She didn't understand it, she was only eight years old. What could she do, in the cold and unwelcoming land of Talingrad?

Having had a respect for the "right and proper authorities" beaten into her, she never stole or theived or broke the law in any way while she lived out on the streets. It was her dreams that brought her to safety.

Near death from the cold and half starved, she found her salvation. Having bonded so intensely wifh the idea of warmth being brought to her by a big snake, entirely wrapped about her, she awoke one morning to find exactly that. It didn't stop her from moving, nor did anyone else appear to notice it. But it smiled at her and kept her warm. Sometimes it even spoke.

Carys was starting to come to grips with the snake (whom she had named CZJ, pronounced cizzej or Catherine Zeta Jones) being just her imaginary friend when it asked her a peculiar and hair raising question. It asked her if she wished to sign her life away to ensure that she would never die until it would serve her maker.

She signed it immediately, using blood from the tip of her finger in lieu of ink.

Things became simpler from then on. She was adopted by a bishop and allowed to stay in the church, where she studied religion and law and discovered the god responsible for saving her: Asmodeus.

Secretly dedicating her life to Him, she pledged her service to a realtor and contract lawyer, asking that he would take her as apprentice while she served as one of his clerks.

A cold and bitter man, she found pleasure and joy in the twenty years she spent at his side. She learned much by watching, learned that mercy was something better not given or shown until it benefitted you, for example.

Every day was the same routine, one that she thrived in. In the harsh winters, the other clerks would beg for a handful of coals to stoke the fires, but their master, Marley, would refuse it, and they would be left to their chattering and shivering, but she was never cold anymore. All she had to do was pretend, remember, and Cizzej would wrap around her.

It was bliss. Bliss right up til the day Marley died and the firm was taken up by one of his partners and she herself was forgotten about. The man ran a tighter ship and fired her during a round of layoffs, near the winter solstice.

Now 45, she began her own office as a contract lawyer and notary, but complaints that she stamped her forms with a five pointed star became an investigation of her life, and a discovery of her worship not of Mitra, the state god, but of Asmodeus, Prince of Darkness.

She was publicly shamed and humiliated as they brought her out of her home, and then into the depths of Branderscar Prison.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Human Rogue (unchained)[*Discretion Specialist*](Waylayer) 1
Init +5;
Senses Darkvision 60ft;
Perception +3

AC 14; Touch 14; Flat-Footed 10
Fort +2 ; Ref +4 ; Will -1
CMD 15

Speed 30ft;

Str 13, Dex 18, Con 15, Int 15, Wis 8, Cha 15
Base Atk +0; CMB +1

Weapon Finesse, Two-Weapon Fighting, Skill Focus (Intimidate), Bloody Mess, Persuasive

total ranks = 12+2 background (labeled with *)
Skill Name total = Ranks + Class + Ability + Misc
Acrobatics +8 = 1 + 3 + 4 + 0
Bluff +7 = 1 + 3 + 2 + 1
Climb +5 = 1 + 3 + 1 + 0
Diplomacy +9 = 1 + 3 + 2 + 3
Disable Device +5 = 1 + 3 + 1 + 0
Escape Artist +8 = 1 + 3 + 4 + 0
Intimidate +13 = 1 + 3 + 2 + 7
Knowledge (Local) +6 = 1 + 3 + 2 + 0
*Linguistics +6 = 1 + 3 + 2 + 0
Perception +3 = 1 + 3 - 1 + 0
*Sleight Of Hand +8 = 1 + 3 + 4 + 0
Stealth +8 = 1 + 3 + 4 + 0
Swim +5 = 1 + 3 + 1 + 0
Survival +3 = 1 + 3 - 1 + 0


Bloody Minded, Murder

Sneak Attack (1d6), Finesse Training, Staggering Reflexes (walayer), Fast Talker(discretion specialist)

Alternate Racial

Backstory (abridged):
Pestis grew up in a meager home in north Talingrade. One day he looted a dagger from a dead body and his entire body sang with excitement. He soon began using it on local animals. The blood. The blood. It was glorious! Needless to say, he proceeded to move beyond animals to some homeless. After that he just kept killing higher and higher on the social ladder. The streak of nickname "Pestis" ended when he killed a captain of the guard inside his office. As it so happened, he almost got away but the captain's assistant had stayed later than usual and caught him as he was fleeing. With a well placed bolt to the left calf, he was soon caught.

Whoops! Forgot to add skills. Done. Also tweaked alignment. He's all for planning, and likes to think of himself a mastermind, but his goals and methods are hardly something one could assign to a character considered Lawful

Alright ladies and Gentlemen. As of tomorrow morning I will be out of my home and working a convention for the weekend. I may be able to dip on and look at the forums but it will not be likely and will not be a priority for me at that time.

I apologize about that, however I will return on the 7th to answer all questions. If you are interested in playing as stated before, please roll your stats in your first post (Including Dots, or Interested). So long as you've rolled stats, I will still answer your questions and consider you for the running for this campaign upon my return.

We'll still have a week to work over backstory and other things so good luck, have fun, and I look forward to seeing what I'll see when I return!

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Hi Jing, this is eriktd, and I've finished building out my character submission. Meet Nibs, a roguish ratfolk summoner set to be executed just for trying to gain power by murdering a bunch of other ratfolk in a grisly occult ritual.

All of his information is on his profile page, but here's his background and description to whet your evil appetite. :)

Nibs was caught performing a vile ceremony in a room beneath a holy shrine, defiling it; he had captured eight others of his race and knotted their tails together before ritually killing them as part of a spell to bind a strange otherworldly being known as the Rat King. This evil outsider burst forth from the fresh corpses compelled to serve the novice summoner, and unfortunately for Nibs the authorities arrived immediately afterward.

Life was not easy for Nibs, it should be said; ratfolk are among the lowest of the lower classes in Matharyn, and perhaps he would have received mercy if he had been born a human or an elf or even a halfling. Instead, Nibs was cast out of his brood because he refused to serve the patriarch, a low-stakes crime boss called Feyling who required his extended family to steal for their living. Without his largess and exiled to the surface streets, Nibs had to beg and scrounge to survive, completely on his own in the world.

Always outside society looking in, Nibs grew obsessed with arcane magic and would often sit in the tunnels beneath the grand library listening to the wizards and sorcerers practicing their spells. Magic seemed to him the answer to all of his problems: he wouldn't have to work or serve, and he could punish those who had wronged him. He began sneaking into the library and stealing books, which he read voraciously. He learned about devils and other outsiders and how they can be bound by occult rituals, and he knew he had found his calling.

The Rat King lives inside all ratfolk, or so the legends told. Nibs plotted his ceremonial summoning very carefully, to ensure that the spirit would be forced to serve him and not the other way around. And yes, the creature that emerged looked exactly like him in every detail, except for brief afterimages when it moved, almost as if many identical copies of itself were overlapping the same space.

If he were to somehow escape imprisonment and execution, Nibs dreams of running his own underground empire. Perhaps summoning the spirit of the Rat King has inflamed these desires, but it gives him joy to picture driving Feyling and his henchmen from their burrows and alleys near the Matharyn docks, and setting up a gang of ratfolk loyal to him instead. Perhaps he is even thinking too small; he could imagine one day setting up and leading a criminal organization that spans all of Talingarde. With his servant's help, he might someday become the literal Rat King, and bring his subjects to the better life that they have been denied for too long.

Nibs (and his eidolon when manifested) appears more or less like an ordinary ratfolk. His fur is dark and his eyes are black, and he wears clothing like other humanoids. His voice is rough and whispery, with a slightly lower-class accent. He is generally not very clean, and looks especially dirty after being imprisoned in Branderscar. Both he and his eidolon have a glowing rune on their foreheads.

Left to his own devices, Nibs is calculating and quiet. Around other creatures-- particularly those who are bigger and stronger than he is-- he is obsequious and servile, though he hates this instinct in himself. He loves magical things: scrolls, wands, wondrous trinkets of all sorts. He thinks of himself as a great and powerful magic-user and enjoys things that encourage this charade. He also likes rats in general, and he devotes hours to caring for them and training them. He is afraid of cats and other creatures that typically prey on rodents, partly for himself and partly on behalf of his many pets.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I could also make a cleric if that is a lacking area.

EDIT: Actually, I've got a great idea for an Asmodean cleric.
EDIT 2: So...I'mma stick with the rogue because the cleric idea was, kinda broken. Starting out, human cleric, getting 4 feats and choosing all four damnation feats seems silly.

Jing the Evil GM:
No worries! I can live with it.

Presenting Senara Davorim, a human Unchained Blood Summoner/Devil Binder, and her Eidolon (and possibly older brother), Kaellan Davorim. Crunch, descriptions and backstory (reader discretion is advised) are in the profiles. All freebies have been marked with an asterisk (*).

Everything should be accounted for but please let me know if I've overlooked anything. =)

Liberty's Edge

I came back to the boards to join a couple games, see if I really had the spark to do PBP again, but I told myself "easy! Pace yourself this time!
Only join a couple games at a time!"

So much for moderation. Oh well, in for a copper...

4d6 ⇒ (5, 6, 6, 2) = 19 17
4d6 ⇒ (4, 2, 4, 1) = 11 10
4d6 ⇒ (4, 5, 2, 4) = 15 13
4d6 ⇒ (5, 1, 1, 1) = 8 7--dropped
4d6 ⇒ (6, 3, 5, 4) = 18 15
4d6 ⇒ (2, 4, 2, 1) = 9 8
4d6 ⇒ (5, 1, 1, 6) = 13 12

Wow, okay...hmmm. Lemme do some reading and see what pops to mind.

Liberty's Edge

So, a concept is emerging. Question: If I wanted a "free" crossblooded sorcerer archetype, everything else notwithstanding, how would you handle that, GM?

Hi GM Jing! Chess here with my submission. Please feel free to let me know if you need more information or if I need to change anything. Cheers

Here is my submission. I'm having internet troubles right now, but I'll get his backstory posted probably on Monday.

Duke Bernerd Baynard IV:

LE Human Rogue 1

STR 10
DEX 17
CON 14
INT 18
WIS 15
CHA 13

HP 9
AC 13 (10 base +3 dex)

REF +6

Speed 30'

Skills: Acrobatics r1 +7, Bluff r1 +5, Climb r1 +4, Disable Device r1 +7, Diplomacy r1 +5, Disguise r1 +5, Escape Artist r1 +7, Intimidate r1 +5, Perception r1 +7, Sleight of Hand r1 +7, Stealth r1 +7, Swimr1 +4, UMD r1 +5

*Background: Craft (Alchemy) r1 +11, Knowledge (Engineering) r1 +8, Linguistics r1 +8

Feats: Point Blank Shot, Precise Shot, Quick Draw, Skill Focus (Craft: Alchemy), Weapon Finesse

Traits: High Treason (+1 to Will Saves), Reactionary (+2 to Initiative), Eyes and Ears of the City (+1 to Perception)

Languages: Common, Elven, Dwarven, Undercommon, Abyssal, Infernal

Equipment: TBD

XD I just realized I forgot to substract the lowest value from my dice rolls.

Whelp, there goes my chance to apply for this game - knocked out by the dice before I could submit anything.

4d6 ⇒ (1, 2, 3, 1) = 7= 6
4d6 ⇒ (6, 3, 3, 5) = 17= 14
4d6 ⇒ (4, 4, 4, 2) = 14= 12
4d6 ⇒ (2, 6, 2, 3) = 13= 11
4d6 ⇒ (6, 4, 1, 4) = 15= 14
4d6 ⇒ (4, 5, 1, 5) = 15= 14
4d6 ⇒ (6, 2, 1, 4) = 13= 12

Hrmmmmmmm... I do have a Dhampir Blood Sorceror that is still kicking its (evil) way around... Might be a fun exploration. His theme? "Nomnomnomnom".

Before Adjustments:
STR 11 DEX 12(+2) CON 12(-2) INT 14 WIS 14 CHA 14(+2)

4d6 - 1 ⇒ (2, 6, 5, 1) - 1 = 13
4d6 - 1 ⇒ (2, 1, 5, 4) - 1 = 11
4d6 - 3 ⇒ (3, 6, 5, 5) - 3 = 16
4d6 - 1 ⇒ (2, 1, 3, 3) - 1 = 8
4d6 - 2 ⇒ (3, 2, 6, 6) - 2 = 15
4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 2 ⇒ (2, 6, 6, 4) - 2 = 16
Those are some WOW rolls :P
Could do just about whatever with that.
My first idea is to go with a Charlatan URogue black merchant. He is all about the moneh and it got him in deep trouble. Calculated Bribe trait, Black Market Connections talent and Rumormonger talent gives me lots of ways to interact with the world through the first few levels.
He wouldn't be particularly strong in combat however (offset by those stats).

Otherwise I was also thinking of trying to create a rabblerouser Monk as the dual-Archetypes thing could be a lot of fun :)
I dunno, I am going to have to read up some more and get an idea of some synergies that are out there :)



rolls: 4d6 - 4 ⇒ (4, 6, 6, 5) - 4 = 17
rolls: 4d6 - 1 ⇒ (2, 5, 1, 3) - 1 = 10
rolls: 4d6 - 1 ⇒ (4, 4, 5, 1) - 1 = 13
rolls: 4d6 - 1 ⇒ (6, 1, 6, 6) - 1 = 18
rolls: 4d6 - 1 ⇒ (6, 1, 2, 6) - 1 = 14
rolls: 4d6 - 3 ⇒ (4, 3, 6, 6) - 3 = 16
rolls: 4d6 - 2 ⇒ (2, 3, 3, 4) - 2 = 10

Now... thinking...

Okay, planning on a changeling bloodrager with witch as a VMC, the witch part just cause I like the idea more than mechanical benefit.

Hope you are enjoying your conference.

I've been kinda enamored with the Weretouched Shifter as of late... seems like a good opportunity to create a werewolf or maybe even a weretiger!

Let's see if the rolls agree...

Roll: 4d6 - 1 ⇒ (4, 1, 5, 6) - 1 = 15
Roll: 4d6 - 1 ⇒ (1, 1, 4, 3) - 1 = 8
Roll: 4d6 - 1 ⇒ (1, 2, 4, 3) - 1 = 9
Roll: 4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
Roll: 4d6 - 1 ⇒ (1, 4, 4, 1) - 1 = 9
Roll: 4d6 - 1 ⇒ (1, 1, 5, 4) - 1 = 10
Roll: 4d6 - 1 ⇒ (3, 3, 1, 6) - 1 = 12

Well that's... certainly min-maxed! Gonna have to toss out that 8... leaves me a 18, 15, 12, 10, 9, and 9... doable, just tricky...
Seems like the Ranger VMC would be a good choice for this.

4d6 ⇒ (6, 4, 6, 3) = 19 - 3 = 16
4d6 ⇒ (5, 2, 4, 2) = 13 - 2 = 11 Dropped
4d6 ⇒ (6, 1, 1, 5) = 13 - 1 = 12
4d6 ⇒ (3, 5, 3, 4) = 15 - 3 = 12
4d6 ⇒ (3, 3, 6, 2) = 14 - 2 = 12
4d6 ⇒ (1, 5, 4, 4) = 14 - 1 = 13
4d6 ⇒ (4, 4, 4, 4) = 16 - 4 = 12

Hmm, would have liked at least one more stat above 13, but I'm definitely happy with that. I'm thinking either an inquisitor of Asmodeus or maybe a skald. I'll have a think and decide which I'd prefer, but right now I'm leaning towards inquisitor.

Definitely interested!

4d6 ⇒ (4, 4, 5, 1) = 14
4d6 ⇒ (4, 5, 2, 3) = 14
4d6 ⇒ (1, 2, 1, 2) = 6
4d6 ⇒ (6, 3, 1, 3) = 13
4d6 ⇒ (4, 2, 1, 5) = 12
4d6 ⇒ (5, 3, 4, 5) = 17
4d6 ⇒ (6, 4, 5, 1) = 16

So, 14, 14, 13, 12, 17, and 16... not too bad of an array! It should work no matter what I choose to play.

I'll create a list of applicants and their characters, hyperlinking those who already have aliases and/or character sheets ready. I will update it every so often to make things easier for the GM to browse and for new applicants to see what types of concepts have already been floated in the thread. I am deliberately leaving out those who have mentioned more than one idea, but have not narrowed down to a single idea. If I missed anyone or worse, made an error, then please let me know so I can make the necessary revisions.

Applicants and Character Submissions:
-The Lobster- Carys Bighorn: LE Hellspawn Tiefling Asmodean Apologist/Fiendish Vessel Cleric of Asmodeus

-The Frightmare- Vriskella: LE Female Rakshasa-Spawn Tiefling Arcane Duelist/Dervish Dancer Bard

-Artemis P.- (unknown racce) Unchained Rogue

-TheUnthinker- (unknown race) Gingerbread Witch

-Vrog Skyreaver- Duke Bernard Baynard IV: LE Male Human Rogue

-eriktd- Nibs the Wicked: LE Male Ratfolk Broodmaster/Twinned Summoner Summoner

-Jovich- Szordin Arkenheld: NE Male Drow Arcane Crafter Universalist Wizard Variant-Multiclassed with Summoner

-Tavarokk- (unknown race) Arsonist Fire Sorceror

-goofygeek- Behzar the Black: LE/CE (Listed as each in a different area of the alias) Male Halfling School Savant Arcanist

-TheAndyman- (unknown race) Eldritch Poisoner Alchemist with Variant-Multiclass Rogue

-Wanderer82- Gareth Felbranche: LE Male Half-Orc Infiltrator/Sanctified Slayer Inquisitor of Asmodeus

-Saashaa- Pestis: NE Male Human Discretion Specialist/Waylayer Unchained Rogue

-KatGrey- Senara Devorim: LE Female Human Blood Summoner/Devil Binder Unchained Summoner

-Me'mori- Dhampir Blood Sorceror

-John Gs- Changeling Bloodrager with Variant-Multiclass Witch

-CaptainFord- (unknown race) Weretouched Shifter with Variant-Multiclass Ranger

I'll work on a character soon.

Pachyderm, you missed my application.

4d6drop: 4d6 - 1 ⇒ (5, 1, 4, 5) - 1 = 14
4d6drop: 4d6 - 1 ⇒ (2, 1, 3, 3) - 1 = 8
4d6drop: 4d6 - 4 ⇒ (4, 5, 6, 5) - 4 = 16
4d6drop: 4d6 - 2 ⇒ (2, 2, 5, 3) - 2 = 10
4d6drop: 4d6 - 2 ⇒ (3, 5, 2, 4) - 2 = 12
4d6drop: 4d6 - 1 ⇒ (5, 1, 3, 6) - 1 = 14
4d6drop: 4d6 ⇒ (3, 1, 4, 1) = 9 drop

Maybe a cleric

Rocabarraigh wrote:

4d6 - 3 = 16

4d6 - 2 = 11 Dropped
4d6 - 1 = 12
4d6 - 3 = 12
4d6 - 2 = 12
4d6 - 1 = 13
4d6 - 4 = 12

Hmm, would have liked at least one more stat above 13, but I'm definitely happy with that. I'm thinking either an inquisitor of Asmodeus or maybe a skald. I'll have a think and decide which I'd prefer, but right now I'm leaning towards inquisitor.

I'll change my submission to an oni-spawn tiefling hunter/inquisitor multiclass.

Shadow Lodge

Oh this is a tough one

I’ve been wanting to play WotW for a while (I’ve only once managed to get out of the prison, and we didn’t get much farther

But your unique design rules strike me as fun
It’s hard to decide between one of three different builds, probably nagaji race regardless of class
One oracle, one fighter and one alchemist

Funny enough, the alchemist idea is definitely using the free archetype, the oracle is definitely using the VMC but I haven’t decided on the fighter

If only it was regular gestalt, then I would narrow it down to two builds (fighter/alchemist or oracle/antipaladin)

So without further adu
4d6 ⇒ (1, 3, 3, 1) = 8
4d6 ⇒ (5, 3, 6, 1) = 15
4d6 ⇒ (1, 3, 5, 6) = 15
4d6 ⇒ (2, 6, 6, 2) = 16
4d6 ⇒ (4, 6, 1, 1) = 12
4d6 ⇒ (6, 5, 6, 5) = 22
4d6 ⇒ (5, 4, 5, 3) = 17

So 14 14 14 11 17 14

With the racial adjustment for Nagaji and “The Bitten" feat.... ok that eliminates alchemist (yes I could play one but I’m looking for things to help me choose)

16 or 19 str, 14 dex 9 con, 12 int, 14 wis 16 or 19 charisma (choosing charisma as my high stat if I choose oracle, and choosing str if I go fighter)
Pretty decent stats

I think I will build both of these options, and pick depending on what everyone else is building (I feel like we need at least one necromancer for a classic evil party, but if we don’t my fighter could make for a decent Dr Jekyl/Mr Hyde or just a backhanded poison using cheater

Silver Crusade

4d6 - 1 ⇒ (5, 1, 4, 4) - 1 = 13
4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15
4d6 - 1 ⇒ (2, 2, 1, 3) - 1 = 7
4d6 - 1 ⇒ (2, 1, 5, 1) - 1 = 8
4d6 - 1 ⇒ (1, 3, 2, 4) - 1 = 9
4d6 - 1 ⇒ (3, 1, 3, 1) - 1 = 7
4d6 - 2 ⇒ (3, 5, 6, 2) - 2 = 14


I’ve got a charismatic barbarian orc character I’d like to revisit, but those numbers though

Rocabarraigh wrote:
Rocabarraigh wrote:

4d6 - 3 = 16

4d6 - 2 = 11 Dropped
4d6 - 1 = 12
4d6 - 3 = 12
4d6 - 2 = 12
4d6 - 1 = 13
4d6 - 4 = 12

Hmm, would have liked at least one more stat above 13, but I'm definitely happy with that. I'm thinking either an inquisitor of Asmodeus or maybe a skald. I'll have a think and decide which I'd prefer, but right now I'm leaning towards inquisitor.

I'll change my submission to an oni-spawn tiefling hunter/inquisitor multiclass.

That did not work as well as I'd imagined, so it's back to the drawing board.

I think I'll create an antipaladin

Insinuator is probably too strong as a free archetype?
So it'll be a dread vanguard.

Alright, I have returned from my merrymaking and am gonna answer everything that came up question wise while I was gone. Possibly tomorrow I will look at crunch, but for now I'm focusing more at seeing all the backstory and other details of your character. I know all pathfinder players can make a competent character crunch wise!


The only thing that would change would be dropping the drawbacks.

Eh, bit of a short end of the stick eh? Change a 14 to a 16.

Change your 7 to a 15 but otherwise...ouch?


I think it would be a bit too strong. Thank you for being honest on it, most archetypes just change like 2 to 5 things...this one would literally change every single thing they originally get...which would mean you'd get A LOT from the free archetype and I think that'd be a bit too much of an unbalance from the rest of the players. Thank you for being understanding.

Alright. All that now done.....I'm calling it on any new people plopping down rolls for stats. You guys have roughly another week to start working on all those lovely details for me and I'll begin perusing them when I can. (Part of me is tempted to not read any of them till the night of the deadline just to not start getting any front-runners or prejudice early.)

I almost have my background adjusted. I will have it up on the character in a couple of days.

Shadow Lodge

So very glad to have made it in on time

Question regarding VMC if you use VMC Magus and don’t have spellcasting, can you exchange spellstrike for another magus arcana.
Also, if someone chooses to take the free archetype can they still choose to VMC normally? Spending the feats and such
Question regarding background skills: would Artistry be the proper skill for a cook?

Shadow Lodge

Nagaji venom blade/opportunist (free archetype) fighter statblock
Drack Vakarin

crunch draft 1:

Drack Vakarin LE Nagaji fighter 1
HP 10 (1d10-1(con)+1 FCB

19 str
14 dex
9 con
12 int
14 wis
16 cha
longsword (once we find one) To Hit +5 Damage 1d8+4
Spit venom +3 (touch) Damage 1d6 (acid) + fort save DC 15 vs entangle and blind

AC 13 (until we find some armor)
1st level viscous venom
Fighter spit venom, improved dirty trick
Bonus (non combat) The Bitten
Bonus (the bitten) alertness
Bonus (combat) virulent venom

Defender of the society
Potent Concoctions

4+1 (int)+2(background)+1 (trait)+1(bonus)

Slight of hand +6
Bluff +7
Perception +10
Intimidate +7
Sense motive +8

Craft (alchemy) +5
Artistry (cooking) +7

(Bonus) diplomacy +7

(Trait) Profession (Soldier) +6
Handle animal +5 (no ranks)


For as long as Drak could remember he was a poor fighter, but one with dreams of being more. As a child, the Nagaji would brawl among the other children in the slums and more often than not he won, either by leveraging his prodigious natural strength or by cheating at every opportunity. No sucker punch was left unconsidered. No minor advantage was left unsized. Upon the conclusion of these childhood games of roughhousing he would always declare that one of these days he’d move out of these slums and make a name for himself, strike it rich, because he was a snake with aspirations.

As an adult without much money to his name but more powerful muscles than he had seen in any but the strongest humans he signed up to be a soldier for mitra for a term or two, get a few coins and get out. With his natural charm he managed to get a job as the cook for his platoon whenever he wasn’t needed to fight on the frontline. Dack actually enjoyed the life of a soldier, but never really took it seriously, always telling his fellow soldiers that one of these days he’d cash in and go buy a restaurant or something. Usually this was said just after cheating at cards to swindle his bunkmates out of their hard earned coin, but he was serious about his goals. He was even serious enough to occasionally abandon his post to try to pull off some kind of money making scheme. Usually he managed to either avoid getting caught or was able to talk his way into either not getting in trouble or to mitigate the trouble he did get into.

That all changed when on one of his money making schemes he encountered a small coven of vampires. Vampires who wanted information for gold. Information.... and an unlocked door. The deal was sealed with Drack having a portion of his blood drained. The next night, tired from having his blood drained, was found asleep at his guard post while the base was infiltrated by the vampires who killed the commander of the base.

When the investigation was concluded he was found guilty of several counts of theft and abandoning his post.
Sentenced to the prison from which none return alive
... until now

other notes:

This was actually really fun to build
I kinda wanted to make something that’s not something that’s one of the usual “right” ways to play a fighter, because they are so boring
Just the same thing each round, run up and hit something with a stick
So I chose to spec into things that fighters aren’t generally good at, and then try to optimize what I come up with.

The result is a poison using party face/skill monkey fighter who will later on be able to use a different attack each round of combat if he wants to (poison spit, blood drain, sword, bombs, dirty tricks)
This ensures 1) there’s never a foe Immune to all the tactics he has 2) combat remains just as fun as roleplaying and never grows stale 3) he has plenty of out of combat utility with his party face skills and crafting and whatnot
I’ve also wanted to use this archetype (venom blade) ever since I got the book it’s in so that’s nice

~yawns~ Sorry lads and lasses just woke up. Hazzah, only a couple of answers today.

Alright, ugh. Super sleepy. Alright did a little research, I'm gonna say no to exchanging Spellstrike for another thing. Fighter + VMC Magus is pretty potent period, giving you even more flexibility within it....I just don't see not twisting things further. (Besides, free weapon attack to spellstrike, Fighter's bread and butter is to stab things!)

Next, Profession Cook. I have had this issue before and thought about it seriously. The Profession cook will cover, all aspects of cooking. That means, Butchering and Cook is combined, I tempted to say Baker as well...just because Bakers and Chefs have heavy overlap, but a Baker is more of an Alchemist and a Chef is more of a Wizard if you will so I won't.

You will still need to rely on someone with Profession Trapper, and Profession Herbalism to get you the ingredients. And if you want the Hides to be useful, then a high Survival or Profession Tanner is needed as well but for the purposes of getting the meat from the body, Profession Cook is my choice.

Shadow Lodge

Good to know
I am now 5% worse at cooking but that’s fine
It’s a background skill anyway

Spellstrike doesn’t give an extra attack, but I found a way to not make it useless anyway by having first taken pool strike!

Hello Jing, I still need to write up my build notes, specifying the extra bits you wanted pointed out, but other than that, I am done... and have to post it to keep myself from redoing her AGAIN... and again... and

Ella the bloodraging changeling

Most important part is that it was fun, so thanks either way it goes. Good luck.

Shadow Lodge

Oh neat, someone other than myself building a full BAB melee character, and a high charisma one to boot
Heh we both have 19 str and 16 cha
But one’s a con artist who doesn’t know when to quit and the other’s a witch with anger issues

Reading over your application If I don’t get in and you do, I will be happy to have had a chance to read up on your character.

I’ve yet to play a bloodrager and rarely have I had one in the same party as me
It should be fun, especially given the classic villain archetypes you fill

Shadow Lodge

Ooooh Vriskella’s character also looks fun

That's the lovely thing about pathfinder, right. Even being derivatives of the classic fighter, we can still be completely different.

Build notes finshed.

Yeah, Vriskella feels like she'll be fun to play, both in roleplay and mechanically. Speaking of, Jing, have you felt out yet how you want to rule on the archetype mix?

@Frightmare Submit back up crunch (IE submit both types of crunch). If I end up going lower players and pick you then I'll allow it but if I go with a larger party, then I'll want something else to possibly keep you in contention?

Is that a fair deal?

Shadow Lodge

crunch draft 2:

Drack Vakarin LE Nagaji fighter 1
HP 10 (1d10-1(con)+1 FCB
19 str
14 dex
9 con
12 int
14 wis
16 cha
longsword (once we find one) To Hit +5 Damage 1d8+4
Spit venom +3 (touch) Damage 1d6 (acid) + fort save DC 15 vs entangle and blind

AC 13 (until we find some armor)
1st level viscous venom
Fighter spit venom, improved dirty trick
Bonus (non combat) The Bitten
Bonus (the bitten) alertness
Bonus (combat) virulent venom

Defender of the society
Potent Concoctions

4+1 (int)+2(background)+1 (trait)+1(bonus)

Disable device +6
Bluff +7
Perception +10
Intimidate +7
Sense motive +8

Craft (alchemy) +5
Profession (cook) +6

(Bonus) diplomacy +7

(Trait) Profession (Soldier) +6
Handle animal +5 (no ranks)

Build notes:

My plans are to play a jack of all trades fighter with intimidation via curmudgeon smash with whatever weapon I happen to pick up, using poison to level the playing field and playing a bit of iron casting with the item mastery feats at around level 5 because that sounds fun.

Depending on party composition I will probably take actual VMC with feat spending and everything, taking either Rogue or Magus, depending on party composition, even without VMC I would be fine as the trap finder and will be maxing out disable device and perception

At first level I can dismantle Vriskella fairly easily to an element, so would it be acceptable, if you took her in a larger party, to tack Dervish Dancer onto vanilla Bard rather than Arcane Duelist? Lore-wise she feels built more around the dancer element, Arcane Duelist was just furthering those abilities, so that change would have no story impact and have little change to the level 1 sheet. That would be my backup crunch, and it would be maybe a minute or so change some skill bonuses around from what's currently there so I could do it on the notice of "You're in, we start tonight" when I make the alias.

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