
Corvynn |
@Gobo Horde
If I could use the elf FCB as a ghoul, I'd strongly consider a summoner, because you're right, the flavor works great! As for your other point, I think you're thinking of the spiritualist. They're an occult class that has their companion equivalent living in their head. I'd love to have an equivalent FCB for that as well, as that would work very, very well for my concept.
@The Faceless GM
Actually, is that something you'd consider? FCBs for ghouls?

Jereru |

Alright, this is the background for Airyss, Assassin Magus. She's able to sneak in and shocking-grasp-one-shot a distracted target, detect and disable traps and locks and provide some light arcane support. Oh, and she's a deadly hot dancer too!
Crunch about sunday, tomorrow I'm attending a wedding.

Kassii the Bloodscaled |

Kassii the Bloodscaled wrote:The character creation is level 8.So I guess you decided to do this one with a lower leveled group?
Would you be willing to let Shadow and I throw Kassi and Astreth back into the ring? I'd be willing to lower her back down to 1st.
<.<
>.>
Well that makes things easy then.
That's what I get for skimming.

The Faceless GM |

So I guess you decided to do this one with a lower leveled group?
Would you be willing to let Shadow and I throw Kassi and Astreth back into the ring? I'd be willing to lower her back down to 1st.
I would absolutely be willing to have you guys in the running. After things kind of stalled out really badly with the private game, I thought an open recruitment might liven things up and get a stronger group going.

The Faceless GM |

Hi again. This is all new to me. Is it kosher?
In theory. I've never actually used them before in any context though.

Albion, The Eye |

Albion, The Eye wrote:- So the above with 'Faceless Darkvision ruling' would probably be my best option. I would take it and run with it :DIf I was writing it up as a full feat, I think it would look like this:
Night Adapted (Animal Companion)
Your companion is trained to hunt at night or in the dark and has adapted to a lack of light.
Prerequisites: Animal Companion
Benefit: The animal companion gains the Darkvision ability with a range of 60 feet, allowing them to see perfectly in the dark within this range.
And what a great feat it is :D

Eskr Ruel Pentia |
@The Faceless GM
I think I've got everything completed for my character. One question, though, since it seems to be what some other people have done - do you prefer all the abilities and feats on the character sheet to have the descriptions as well? I avoided it because the sheet is already a little long, but I'll gladly throw them in if you prefer it that way.

![]() |

@The Faceless GM
I think I've got everything completed for my character. One question, though, since it seems to be what some other people have done - do you prefer all the abilities and feats on the character sheet to have the descriptions as well? I avoided it because the sheet is already a little long, but I'll gladly throw them in if you prefer it that way.
I was actually going to have the same question: Would you like me to elaborate and put Valiana's stat block in an alias, or at least a concise post before the deadline?
Also on the alias topic, there's really not enough half-orc ladies on the Paizo portraits section. A bit annoying.

The Faceless GM |

If you've had a chance to look over Kaelmourn's background, are there any more details you would like me to add? Or change?
I think the overall outline is fine, but it could use more detail. What caused things to come to a head and led to him parting ways with his family? What caused them to decide to let him go rather than oppose him? What sort of things has he done specifically? Perhaps describe a specific story of something he's done over the years that shows his behavior and skills.
I think I've got everything completed for my character. One question, though, since it seems to be what some other people have done - do you prefer all the abilities and feats on the character sheet to have the descriptions as well? I avoided it because the sheet is already a little long, but I'll gladly throw them in if you prefer it that way.
You don't have to add the descriptions, but I also don't mind if you do. Linking more obscure things can be helpful, even if you just attach a hyperlink to the name.
I was actually going to have the same question: Would you like me to elaborate and put Valiana's stat block in an alias, or at least a concise post before the deadline?
An alias makes it much easier to go over sheets and characters, so I would appreciate one.

leinathan |

Hey there, I'm here to dot!
This looks pretty interesting.
I'm currently thinking about a wandering wastrel/nomad. This character left home after his dark folk tribe got involved with some evil cultists closer to the surface and got wiped out by heroic adventurers. He's been wandering the Underdark alone or with temporary companions ever since, taking work where it comes and sleeping wherever he lays he head. Looking at a caligni martial/skilled character like a ranger, slayer, archaeologist bard or some multiclass combination.
Further development to come. I just wanted to drop a line.

Kaelmourn Vexidyre |

I think the overall outline is fine, but it could use more detail. What caused things to come to a head and led to him parting ways with his family? What caused them to decide to let him go rather than oppose him? What sort of things has he done specifically? Perhaps describe a specific story of something he's done over the years that shows his behavior and skills.
Understood. I'll work on expanding upon the details.

The Faceless GM |

@The Faceless GM
With Eskr done, I'll echo Kaelmourn's question. If you've had a chance to look over him at all, is there anything I should elaborate on, change, or remove?
I don't really see much problematic. Maybe it could use a little expansion on his behavior. How does he feel working for drow again after he got killed last time? What does he want out of life (or unlife I suppose)?

Vasz |

You know I guess it would make sense to actually POST my (mostly) completed submission to give some context. I've yet to nail down the specific event that got me noticed, but I have a feeling that at least SOME people will note the deaths of a few noble house members...
Let me know if I've missed anything or if you have any good questions to further develop the story, GM...

Kaelmourn Vexidyre |

Some changes.
A fit, agile warrior with dark, slate-coloured skin. Solid white eyes peer out of his shaved head over a thin smile. If he is showing his allegiance openly, Shax's holy symbol of a bloody white feather will be visible as a silver amulet around his neck. His characteristic weapon is a viciously edged falchion with a silver sheen.
Kaelmourn Vexidyre is a sadist more than a killer, though he certainly is also the latter. He is more calculating than one might suspect of a devoted follower of Shax. He has great strength of personality, and can often win over others who dislike or actively despise him. Or browbeat them into doing his bidding, if he doesn't just slay or rend them. He is not blind to the suffering of others, he knows that it is not him who is suffering and that is far more important.
What drives him? Powerlessness. Step by bloody step, he has changed from little better than a slave in his view, to a man with ever-growing power. Power over the fate of others, generally to darken it for his gratification and the glorification of his *chosen* lord.
- Where is your character from?
Kaelmourn Vexidyre was born in Zirnakaynin to the trading house. He showed remarkable devotion to the house's demon lord patron, Shax. Perhaps a little too much for his mother and sisters' tastes. He absorbed much knowledge of the Blood Marquis and began communing in private aiming to become a great servant of the demon lord, while on the face of it accepted his lot of mundane martial training.
- Why are they in Telderist?
One day, things came to a head. Kaelmourn had been quietly slipping out to make bloody offerings to Shax, with an aim to gain boons from the demon lord. This came to light when a lesser male cousin succeeded in following him and reporting back to the matriarch. Kaelmourn had a flash of insight, from Shax he believed, and fled the city.
It is debatable to the outside world whether Kaelmourn left his house, or was driven out. He will say the former, them the latter if they speak of him at all. There is something of an unspoken agreement that he will not interfere with them and they will not hunt him, which will last exactly as long as both parties find it convenient. Why this exists at all is because Kaelmourn has already proven to be incredibly difficult to defeat. Several assassins have already perished with Vexidyre coin on them.
Telderist, even with a Vexidyre presence, has proven a fine place for Kaelmourn to reside, as much as does in any one place.
- What have they done that might have attracted the Nightrunners' attention?
For several decades now, Kaelmourn has served Shax in many capacities, and thoroughly indulged his own dark impulses while doing so. He plays the long game, racking up a great tally of slain and tortured in Shax's name. And in doing so, he has earned a reputation as a capable warrior - and willing to entertain extreme danger.
One example of his exploits was during a trade dispute between two merchant houses, which escalated to bloodshed. Once hired by one side, he made a point of hunting down the members of the rival house. Day by day, they were deceived, snatched, or outright assaulted. No place was safe and mutilated corpses were found continually. Even when his employer was satisfied and paid the remainder of his contract, Kaelmourn continued his bloody escapades until not one member of the rival house remained. The last of the house died with the bloody feather symbol of Shax carved into her chest.

Korva Mappo |

Korva "Mappo" is the character I'd like to submit for this campaign. I love Investigators. The only game Im currently playing on here is as a Cleric and I miss having skills so I figure this is a good chance to play a skill monkey. I went with Cartographer and picked up a Favored Terrain to help him act as something of a guide/explorer of the Darklands. Since we're starting at a high level I essentially gave him a level of Inspired Blade via past training with a mercenary company to make him somewhat combat viable. But his main contribution would without a doubt be in the skills department.

Alias ad Tempus |

Here is Numa'Ess with a short backstory at the bottom of the profile. Description and personality to come, in due time!

Jhaelwyn |

Lessah here with the skeleton of my (hopefully) upcoming application to this game - Jhaelwyn the Monster Hunter!
I have some small questions I'd hope to get answered -
1) I'm reusing an old alias from another similar-ish character. I hope that's not a problem!
2) How do you feel about poisons in general? With automatic bonus progression we have a bit more money to splunge on things but they are still slow as heck to craft going by raw. Perhaps a glance at the unchained crafting rules wont hurt - or some of the other fixes floating around on the web?

Gobo Horde |

You know, after thinking about those ideas above there Corvynn, I started looking into some of the different classes with that theme in mind (hur dur) and I found something really neat that I want to make for my submission!
I found the Twinned Summoner archetype and the Shared Evolution evolution which is giving me some really fun ideas!
The basic jist of him; he is a Goblin, a very lucky one! He has been in so many unfortunate and sticky situations, beaten and bruised, and a dozen or more people have sworn that they witnessed him dying at some point or other.
Yet every time it happens, he somehow walks away unscathed, even after 2 dozen people just watched him get beheaded...
He also swears he has a twin, but no one believes him... >_>
So here are some of the things I realized that I can do. I basically have 2 characters who look identical (actually one is exactly mirrored to the other, with left and right swapped), but one is "my" character while the other appears and disappears from out of nowhere, and seems to torment me, yet is strangely devoted and protective of me. If my character gets into trouble, his twin is often there to bail him out, aiding him in all sorts of ways, covering for him, providing distractions and even outright offering up his life just for the sake of his brother. There have been countless times where I managed to escape by abandoning my twin to certain doom, only to have him waltz around the next corner with an insult aimed at my face. How he got there, and where he goes every time he disappears into thin air, I have no frakken clue :S
There are also many instances where a friendly hand from his twin has been instrumental in providing aid to me in a difficult situation.
Conversely, my twin is also a douche and a royal pain in my neck :( Why is it that seemingly despite all the different races or differences that older brothers always pick on and torment their younger brothers? Whether it is with smartass remarks, putdowns or pranks, my twin just seems to have it in for me :,(
(This means I get to make as many smartass reamarks and pull as many pranks as I want without fear of offending someone or it turning into PvP. I just have to do them to myself! ^_^ )
Also, his name will be a semordnilap of mine, once I decide on one >:) basically if my name is "Boorgub" then his will be "Bugroob" or something like that :)
Crunchwise,
I will be a Goblin Summoner with the Twinned Summoner archetype. Note that a Goblin has a -2 to Charisma and the Summoner is an almost pure Charisma focused class, so I do have that handicap to overcome, and my spells will be weaker :(
A key evolution that my twin will take is Shared Evolution, which lets him grant me a single 1 or 2 point evolution that he has by touching me, so he will have a toolbox of cheaper evolutions with the intent of passing them off to me as needed :) Things like Skilled, Climb or resistances, ect.
Need a scapegoat? Hes your man >:) Need a sacrifice? Just offer up my twin and let him die >:D Meanwhile I will watch from the sidelines and just slink away....
He can also make a very good scout. If I give him one half of the kinsight Goggles then I can even see everything he can see from somewhere very save ;)
And again, no fear of him dying >_>
My twin also gets any Teamwork feats that I possess myself, so I intend to read through those and look for something that might be useful.

Gobo Horde |

In a seperate post so its easier to see.
Question: Would you allow me to take the half-elfs FCB for the summoner despite me being a Goblin? It reduces the time needed to summon my twin. If not, then I guess I could just take Fire Immunity for my twin :/ its not nearly as interesting tho, especially compared to the ability to summon my twin in 2 rounds, then dismiss him as a standard and the hijinks I could get up to with that :( (Maybe as a feat equivalent? Kinda like Racial Heritage?)
Second question. How does ABP work with an Eidolon (or animal companion)?
Both get the effect? Only the player gets the effect? Something else?
Final question for anyone. I thought that there was an item or spell that removed the distance restriction for the eidolon but I cannot remember what it was :/
Anyone remember what it was?

The Faceless GM |

@Jhaelwyn: To your first question, it's no trouble at all. To your second, I'll have to look into it. I honestly don't use crafting rules too heavily, but I'm sure we can work out something to make it less horrifically time consuming.
@ Gobo Horde: Sounds like a strange, but workable concept. Especially for a goblin who might be a little weird. For you questions:
1) Honestly, sure. It's such a useful ability and it deals with one of the hard parts of being a summoner: keeping your eidolon up.
2) You can apply the effects to either yourself or your companion as you wish. Consider them a second piece of armor or weapon to use. This means that you can apply a +1/+1 to yourself and your eidolon at the same time for example.
3) The Chess has gotcha covered.

Corvynn |
@Gobo Horde
Fun character idea! I had a similar idea once - an alchemist who seemed to always escape from the most hopeless situations. The thing was, he never actually escaped - he just woke up back in his lab in a clone body. That was less interesting than yours, though, since you actually have your "twin" available on the spot.
If we both make it into the party, it could be interesting to see how my phantom and your eidolon interact!

leinathan |

Further development on my idea:
I'm looking at a strength-based caligni slayer (ankou's shadow) 6/shadowdancer 2, utilizing Circling Mongoose and Canny Tumble to apply sneak attack damage even when alone, and a variety of shadow-based abilities to stay alive and unnoticed in the caverns of Sekamina.
This character was born in Nar-Voth, to a small dark folk tribe. This dark folk tribe got involved with a surface cult, and both the cult and the tribe were annihilated when a group of surface heroes brought down the hammer. My character would have lived a life of oppressive expectations and annoying stares due to her caligni birth, and lost no tears over the destruction of her degenerate tribe. She surrendered to the heroes, and after gathering whatever was left in her village, she set out to become a solo nomad.
She's been wandering for years, alone in the caves of the Darklands. She takes jobs where she can, as either a courier or a bodyguard or a ruin delver. Just recently she would have found Telderist, and moved in. She likes Telderist. She can basically do whatever she wants there. Since living in Telderist, she would have fallen in with the Black-Tooth Clan because she goes to the kinds of bars that they frequent, and she would have gained the notice of the Nightrunners' Guild after successfully completing what was basically a suicide mission solo after her comrades had all died.
Any questions for me while I flesh this out?

Vraal |

Ok, here's an alias for Vraal, serpentfolk occultist arcanist. I still need to set him up with gear and spells. His background is unconventional, and I still have to figure out why he's in Telderist. Presumably, seeking knowledge--rumored portals beneath the Dying Sea, and in the meantime, he can bide his time in town as an arcane researcher.
Vraal, Second Clutch of Ka-Zess, appears. He is a tall serpentfolk rather jauntily dressed in black and white that reveals a preference for Nethys, God of Magic, with mottled brown, tan, and white coloration and eyes that are more inquisitive and less fearsome than the average ascendant serpentfolk.
Vraal: ”Hello, stranger! Would you be interested in sharing knowledge?”
Cultist of Lamashtu: ”Why, yes, yes, of course.”
Pathfinder Society Member: ”Die, inbred fiend!”
Magaambyan Arcanist: ”Come, let us speak of the Outer Planes.”
Drow Librarian: ”Ah…yes. Right this way.” attempts to swindle Vraal at a later date
Vraal to cultist: ”Ah! I find these transmutations of your ‘Mother of Gnolls’ quite intriguing.”
Vraal to Pathfinder: ”Pity.” summons a horde of elementals to crush Pathfinder to a fine paste
Vraal to fellow Arcanist: ”Yes! I am bursting with questions like after an epic meal! How can the proteans have a hierarchy if they are utterly chaotic? Why are these axiomites so selfish? It isn’t logical.”
Vraal: ”Disappointing. I do so dislike it when one seeks to hoard knowledge.” summons several giant scorpions to sting the drow to death
Vraal (turns to camera) I slew my broodparents as well! They kept carrying on about Ydersius. Boring. The serpentfolk are an atrophied race. I am an atavism, but the future is in exploration. Hybridization. Apotheosis. I’m happy to say that the remaining members of the True Race (ha!) in Sverenagati are either a bunch of mindless idiots who will no doubt die off or other ‘mighty’ fellows whom I’ve ensured will sleep for another millennium or so. I doubly locked their shells.
Magaambyan Arcanist: ”There’s a rumor that the Arcanotheign is in Deep Tolguth. Interested?”
Vraal: ”By the Nine Hells, yes! I’ve considered picking up a little pterosaur as a familiar. Now, tell me the difference between dinosaurs in the Expanse and in Deep Tolguth…”
Friends or Allies
Tueumuna, Magaambyan Arcanist. A classic seeker of knowledge, this human has been to the Darklands several times, although mainly in the Garund area.
Goralae, Abbess of Lamashtu - Goralae was a drow—Vraal thinks. She’s more of a blob concealed in magical darkness that is nigh impenetrable now. Occasionally a tentacle appears. They have fascinating discussions about mixing breeds of creatures together…from a safe distance, of course. Vraal always makes sure to bring food. Goralae claims she can introduce Vraal to a medusa, something he finds quite fascinating.
Enemies
Chezaa, Second Clutch of Ka-Zess - turns out that Vraal wasn’t able to kill all of his broodmates. Chezaa, his sister, is still alive. She is an esoteric magus and has formed a small, lethal group of martial monks and magi.

Kiora Atua |

For your consideration:
Miriel ("Miri") of House Misraria
Female drow witch (sea witch) 8 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 114, Pathfinder RPG Ultimate Magic 85)
CE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Perception +8
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 13 (+1 deflection, +1 Dex, +1 enhancement, +1 natural)
hp 50 (8d6+16)
Fort +5, Ref +5, Will +10
SR 14
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +4 (1d4/19-20) or
. . whip -1 (1d3-1 nonlethal)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks hexes (charm[APG], evil eye[APG], flight[APG], slumber[APG], water lung[UM])
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—charm person (DC 16), dancing lights, darkness, faerie fire
Witch Spell-Like Abilities (CL 8th; concentration +12)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch (Sea Witch) Spells Prepared (CL 8th; concentration +12)
. . 4th—black tentacles, crushing despair (DC 20), lesser geas (DC 20)
. . 3rd—dispel magic, fly, suggestion (DC 19), empty slot
. . 2nd—enthrall (DC 18), false life, hold person (DC 18), empty slot
. . 1st—charm person (DC 17), ill omen[APG], mage armor, sleep (DC 17), empty slot
. . 0 (at will)—dancing lights, detect magic, message, read magic
. . Patron Water
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12, Int 18, Wis 15, Cha 16
Base Atk +4; CMB +3; CMD 15
Feats Alertness, Combat Casting, Deceitful, Extra Hex[APG], Spell Focus (enchantment)
Traits charming, extremely fashionable, house scion, oppressive expectations
Skills Appraise +6, Bluff +13 (+14 vs. characters who could be attracted to you), Craft (alchemy) +8, Craft (calligraphy) +6, Craft (poison) +12, Diplomacy +15 (+16 vs. characters who could be attracted to you), Disguise +5, Fly +11, Intimidate +3, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (nobility) +12, Knowledge (planes) +8, Perception +8, Sense Motive +4, Spellcraft +15, Stealth +1, Survival +5, Swim +11, Use Magic Device +8
Languages Abyssal, Aquan, Common, Elven, Sakvroth, Undercommon
SQ know direction, oppressive expectations, poison use, sea creature empathy, voice in the darkness, witch's familiar (blue-ringed octopus named Caramia)
Combat Gear feather token (whip), pearl of power (1st level), scroll of arcane sight, scroll of cure serious wounds, scroll of enlarge person, scroll of greater false life, scroll of pain strike, scroll of summon monster iii, wand of cure light wounds, drow poison, tanglefoot bag; Other Gear dagger, whip, handy haversack, flint and steel, hip flask[UE], journal[UE], noble's outfit, signet ring, tattoo holy symbol of Nocticula[UE], trail rations (4), engagement ring (worth 200 gp), 110 gp
--------------------
Special Abilities
--------------------
Charm +2 (4 rounds, DC 18) (Su) Improve attitude of humanoid or animal in 30 ft. by 2 step(s).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (7 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Swim Checks You gain the Alertness feat while your familiar is within arm's reach.
Know Direction (Sp) So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell like ability.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sea Creature Empathy +11 (Ex) Improve the attitude of a sea animal, as if using Diplomacy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (8 rounds, DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Caramia
Blue-ringed octopus (Pathfinder RPG Ultimate Magic)
N Tiny magical beast (animal, aquatic)
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size)
hp 25 (1d8)
Fort +2, Ref +7, Will +7
Defensive Abilities improved evasion, ink cloud
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.; jet 60 ft.
Melee bite +11 (1d2-1 plus poison), tentacle +9 (grab)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, poison
--------------------
Statistics
--------------------
Str 8, Dex 21, Con 10, Int 9, Wis 13, Cha 3
Base Atk +4; CMB +7 (+11 grapple); CMD 16 (can't be tripped)
Feats Multiattack, Weapon Finesse
[b]Skills Appraise +1, Bluff +4, Diplomacy +4, Escape Artist +15, Fly +19, Perception +6, Spellcraft +7, Stealth +25, Survival +4, Swim +21, Use Magic Device -2; Racial Modifiers +10 Escape Artist, +8 Stealth
Languages speak with animal (same kind only), speak with master
SQ amphibious, empathic link
Other Gear necklace of air adaptation
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Grab: Tentacle (Tiny) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ink Cloud (5 ft. radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (60 ft.) Move in a straight line at 60, with no attacks of opportunity.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite - Injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of Its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (30 feet) You have a Swim speed.
Free: 1 -Touch of the Sea, 2 - Gust of Wind, 3 - Water Breathing, 4 - Control Water
Chosen: 0 - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Grasp, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue 1 - Charm Person, Command, Cure Light Wounds, Ill Omen, Mage Armor, Ray of Enfeeblement, Reveal Secrets, Sleep 2 - Augury, Blindness/Deafness, Cure Moderate Wounds, Enthrall, False Life, Hold Person 3 - Dispel Magic, Fly, Ray of Exhaustion, Suggestion 4 - Black Tentacles, Crushing Despair, Lesser Geas
Miriel is a noble drow born to House Misraria, though she is relatively young at a mere 127 years old. Born in Telderist, for much of her life Miriel eschewed traditional drow culture, preferring to spend most of her time in her family's lavish sea-side home, attuning herself with the rhythm of the undersea tides. She always felt at home near the water, even from a young age, and it was there she met Carmia, her octopus familiar, sent to her by an unknown deep sea patron. Carmia mysteriously taught her witchcraft, and her newfound power only served to increase her worth to House Misraria. Though Miriel doesn't fully understand this entity, she both enjoys and trusts the power invested into her.
Miriel caught the attention of higher ranking patrons of her house and for some time served as an administrator in the Nightrunner's Guild. While serving in the Guild was an honor, Miriel is far from combat-trained, so her family felt it was best to keep her behind a desk in the relative safety of Telderist. But then one day her ethereal beauty and magical skills caught the eye of a matron of House Azrinae, and so her mother agreed that she would be wed to Kaelmourn, a drow noble close to her age of their house to solidify a political alliance being tested between the two houses.... while providing important intel for her family, of course. Kaelmourn, for his part, is completely enamoured of Miriel... but Miriel doesn't feel the same way. For one, Kaelmourn intends to move them to Zirnakaynin, a drow city far away from her beloved sea. For two, he's simply hideous, boorish and moronic to top it all off. The pair are engaged to be wed in nine months, and for the first time in her life, Miriel has found a problem that she cannot bat her eyes and sweet talk her way out of.
Desperate to delay the inevitable, Miriel decided to step down from her administrative duties to perform some actual fieldwork for the Nightrunner's Guild. She informed her mother it would be a good learning experience for her... but in reality she's just trying to gain some extra time in Telderist... and as much time as possible away from the arms of her "amour". She's toying with her options - perhaps she could try to assume a new identity and melt into the city, or run away, or even make an attempt on Kaelmourn's life. But whatever she ends up doing, she's resolved to never marry him. No matter what it takes.
--
Appearance:
Miri has solid white eyes, dark skin the color of obsidian, and long, white hair that she keeps in braids, with aquamarine streaks dyed throughout. Caramia, her blue ringed octopus familiar, spends most of her time attached to the back of her head, where she functions as an incredibly unusual, but strangely beautiful, living hairpiece. Her octopus has a strange blue gemstone between its eyes, which appears to protect it from shriveling up outside of the water. Miriel is enchantingly beautiful, which she plays on to charm and seduce those around her. She wears a tan skirt below a white chemise, and a tight-fitting yellow corset with black ties. Her long, brown boots bear multiple straps with brass buckles designed to accentuate her long legs, and she wears a distinctive bracer on her left forearm that resembles fronds of intertwined seaweed. On one hand is the signet ring of house Misraria, on the other, the incredibly ornate engagement ring she received from Kaelmourn. On her right thigh is a large tattoo of the unholy symbol of Nocticula, whose cult she has been a member of since adolescence. On her left thigh is a simple dagger, on her waist is a whip, though it is more for the use of punishing unruly slaves than for actual battle. Miri stands 6'0" tall and weighs a mere 124 lbs, giving her a willowy figure.
---
Personality
Miri has a mercurial mood and playful sense of humor. She can be equally passionate and vengeful, or mischievous and light-hearted, depending on the circumstances and how slighted or flattered she feels. She enjoys luring others into lowering their guard, often convincing even the most ill-intentioned enemies to side with her point of view or to cater to her whims. She's also extremely arrogant, having been raised in an influential noble house. Though she is inexperienced in fieldwork for the Nightrunner's Guild, she tends to pretend she is more experienced than she actually is - bravado to hide her own insecurity about leaving her pampered life for the first time.
Miri also holds a deep reverence for a variety of demon lords - all invariably female, like many drow noblewomen she is a tad misandrist - though Nocticula is her primary patron of worship. As a result she is extremely superstitious and sensitive to portents and divine influence.
---
Party Role
Miri is intended to function as a face - though she is more inclined to use magic to seduce others to complying with the party's whims and desires than completely through skill checks. Beyond that, she's a utility caster capable of filling a variety of niches, though she specializes in enchantment.
Alignment wise Miri is CE not because she is some sort of raving psychopath - but rather because she has no use for compassion, and is cruelly unforgiving of her enemies. She is chaotic because she is ruled by her passions and whims, and cares little of the social structures around her. She would not be hostile towards any good-aligned party members, provided she finds them useful.

Gobo Horde |

Sweet! Thanks!
Ya, Corvynn I think he should be rather fun to play with, and I fully expect to be able to pry sympathy from even the most hard-hearted player or GM considering all the crap that the older brother will have to endure for his younger sibling by the time the campaign is done :/
Another thing I found out that I can take; Betrayal feats! They are teamwork feats so I will be able to share them with both brothers and they will let me do all sorts of fun things >:)
If I am about to fall off a cliff, I can grab good ol bro's hand and save myself by wrenching him off the cliff! >:D
Or, if I am about to get smashed in melee, he can dive inbetween the blow, taking it to the face and I get off scott free!!
The only problem is that I am rather limited on my feats :,(
With Resilient Eidolon, Extra Evolution and any Teamwork/Betrayal feats I might take, I won't have much left :/
I am going to have to be stingy :,(

A. Drallidur |
1 person marked this as a favorite. |

Behold, the story of the scion of a fallen house, and his rise to power and wealth! A daring captain who will lead his followers and crew in wild adventures throughout the Dying Sea!
“Unfortunately, brother,” Aramondis says, “this is not your story.” With a swift crack of an oar to the back of the head and a firm boot to the back, the former captain of the keelboat formerly known as the Nightess Son fell into the black waters with an unceremonious sploosh. “He always did sound better in his own head,” the former first mate of the ship says. “Hard to port, bring us around Tormhul! It is time to find a new buyer for this silly pot!”
“Aye, cap’n,” the surly duergar says as he turns to the rest of the crew. “Any of ye lot have a problem?" the grey skinned dwarf grunts at the rest of the crew. “No Sir!” they respond quickly. “All's well then!” the new first mate responds.
Looking out as the lights of the port swing off to their right, Aramondis turns back once more to his companion, “Oh, and do have someone bring up some drinks, we must toast to Valdyr’s new path in life, and to our new ship! Hmm, but what should we call it?” He thinks for a moment seriously on the subject before cracking into a smile and then finally bursting into laughter. “Of course! We should name it in his honor! Henceforth we shall sail upon My Brother’s Wake. Drinks! Celebration! We shall all be rich when we return to Telderist!" Cheers went up from the crew, crying out the vessel’s name in celebration as it receded into the dark waters away from the tiny port they’d been approaching.
Clearly Valdyr had gone to much effort when working with House Vexidyre to arrange a meeting in such a far-off location out of sight of the spies of House Azrinae. Whatever was contained within the vessel must have been of great strategic value for the house to have offered him nobility through marriage. The fact that Valdyr had not been open about who was buying the vessel, and the remoteness of the location had attracted the attention of both himself and Tormhul. Together they had been able to effectively spy on his brother until they received the information needed. He did admire his brother for having the audacity to attempt to regain noble status with such a trade, however cutting the rest of the crew out of the deal was simply unforgivable, especially since he had been caught doing it.
In the weeks afterwards, Aramondis successfully led the crew to unload the item onto the black market in yet another remote port, as selling in Telderist would have attracted the attention of House Vexidyre. Instead, he had posed as his twin brother during the deal, rumors of which would likely find their way back to Vexidyre and them off Aramondis. With his brother dead, they would likely never get the answers they desired, and would continue thinking that Valdyr was merely one step ahead of them.
“Almost too good to be true,” he says with a laugh as they disembark into Telderist. The ship had been retrofitted, repaired and repainted with the proceeds from their purchase. As the new captain, he himself had received the lion’s share, nearly 16000 gold pieces worth after all was said and done—though of course the others on the crew had made out well enough to ensure their continued service and loyalty. From there he made a point of quickly making connections in the Nightrunner’s Guild and gaining an apprenticeship. It afforded their ship with ‘legitimate’ work to cover for any other recreational activities they might be involved with, and provided them with some modicum of protection due to working under the auspices of House Misraria, something that they would need were Vexidre or Azrinae ever to find out the truth of what happened to Valdyr and his package.
His parents attempted to use trickery and subterfuge to unseat house Azrinae from their position as Abraxas's favored and failed, leading to the death of all but Aramondis and his brother Valdyr. In the aftermath, the two disappeared onto the first boat they could find, changed their names and did everything they could to erase their former identities, even going to the trouble of finding bodies close enough to their own to fake their deaths. After all, it would hardly do to have House Azrinae continually seeking to kill them.
The two worked their way up through the ranks on the keelboat eventually known as "Nightless Son", and once they had become the captain's trusted and loyal enforcers, promptly demoted him to fish food. As the 'elder' brother, something Aramondis had never quite agreed with, Valdyr took control of the ship and the two continued their escapades until the recent unfortunate falling out between the siblings.
Unlike his brother, Aramondis has always been closely tied to the Dying Sea and has harbored no desire to return to the life of nobility. As a child he fell into the waters--with some help from Valdyr--and nearly drowned. It was there beneath the waves that some form of water spirit approached him and offered him a deal: If he vowed to return and consign his body and soul to the Dying Sea in a century, he would be granted the opportunity to save himself. Quickly accepting the deal, he found himself able to breathe and move effortlessly beneath the waves of the sea. Needless to say, his brother was quite disappointed when Aramondis surfaced completely unscathed. Since then he has been attended by a wave that aids him in his travels, though he dismisses it when entering places where leaving a trail of water might be considered reason to remove his head. He also is capable of drawing upon it to batter his foes with blasts of water and to quench fires.
Headgear digression aside, he favors high boots, also of the finest leather, and a tight, turquoise fitted doublet enhanced with magic to protect his personal belongings should he wind up in the drink himself. Note: this happens frequently His fine cloak rounds out his appearance, adding just the right dash of flair and granting him the magic necessary to both maintain his appearance and abscond with ill-gotten gains rightfully earned payments for his services.
Apart from his attire, Aramondis is unique in that he is almost always attended by a small wave of water, especially when out on his boat. The water that follows him around seems to spirit him along effortlessly, speeding his every movement.
Aramondis is a Drow Cavalier(Daring Champion) 6/Hydrokineticist (Aquakineticist, Overwhelming Soul) 2
He leans heavily on swashbuckling tropes, and functions as a face/skill monkey/front-line fighter with the ability to use aquatic environments to their fullest. His primary skills are Bluff, Intimidate, Perception and Stealth. He makes a strong showing in Profession(Sailor) and Appraise, both skills necessary for keeping the profits flowing and his crew happy. He dabbles in several other skills, especially those that fit his role as swashbuckler and captain.
As part of his kit, I have purchased both a keelboat and used Leadership to provide the crew. I will provide a separate background document for his cohort when I get a chance, but here’s a brief description in the meantime:
Tormhul is a Duergar Druid (Elemental Ally) 6 who uses his elementals to support their endeavors (Earth for hauling cargo and protecting any passengers they have been paid to escort, water for scouting the sea and helping to propel the boat, air for scouting and spying, and fire for providing a flame source as well as for protection). He is an outlier for a Duergar, revering the elements as a source of chaos, creation and destruction. This reverence led him to favor Aramondis, who had been blessed by the Dying Sea, over his brother from the very start. He has training both as a sailor and a shipwright, and makes use of his druidic magic to ensure their success and effect repairs as needed.
@The Faceless GM: A couple questions:
1) I'm making use of Leadership and purchasing a Keelboat to have a fully crewed sailing ship. Is this appropriate? I can rework the background/story of either of them are not acceptable.
Also they allow that any feat that gives an animal companion evolution points grants them to the Elementals. I assume this implies that Evolved Companion could be taken if so desired. If so, does the feat apply to a single eidolon, or does each one get a point?

The Faceless GM |

@ The Tick in the Barrel: My usual rule is, try to post daily, but rarely enforce it very heavily. Post when you feel your character should act and things will usually be okay. The one exception is while in combat. To keep things moving, I bot people after 24 hours.
@ A. Drallidur: 1) I'm fine with Leadership as long as no one tries to abuse it for cheese. I know you well enough to know that's not going to happen, so no worries.
2) I would say that they do still gain a 1 point evolution. It seems like a very minor rules glitch that they forgot that the Elemental archetype gives you an extra free floating point. I would also say that taking Evolved Companion affects all of them. Otherwise it would be a little silly.