The way of the Wicked

Game Master HighonHolyWater

The criminals and fellow inmates have received help to escape by Cardinal Thorn. They have been trained into a group and given a small task as part of a larger plan to free Talinguarde from the grasp of Mitra.
Map of Talinguarde
Current Party Map

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Alright, most of the mechanics are now done for this lovely lady. Still need to handle skills and traits, but aside from that, it's just backstory time!


I decided I'm just going to go Wizard/Cleric even if I can't get Mystic Theurge levels.

Aritian “Macabre” Gestavah.
CN wizard/cleric 3

Aritian spent his early life training with a master of the arcane arts. Throughout his whole life Aritian was constantly told to be wary of the what comes after life, for his master saw no peace in death and he was always looking beyond. During his developmental years his master became increasingly unstable ranting constantly about the end. Aritian thought nothing of this as his master was acting the same as he always did, or at least how he appeared to be. As he continued his training his master started implemementing new training regimens that weren't as mental as what Aritian was used to. It soon became clear that his master was teaching him how to summon the power of a god. “Groetus will take all my child” he said when Aritian asked him about it. Eventually he decided to just go along with it, though as he trained he focused more about warding off the end rather than foreseeing it.

Though his master eventually died Aritian continues to study the herald of the end as well as his arcane discipline. He began to travel as well. Eventually though he ran out of money and as such rented out his spellcasting. Though he didn't particularly care for who his clients are. This of course led to him falling in with some unsavory sorts. Eventually he was working with a group of bandits and they got caught. Aritian was charged with banditry, theft and accessory to murder.

Aritian doesn't much care for who he works with as long as he gets coin. He also is quite insistent on asking about peoples wills and preferences for last rites

He's going to be an abjurer wizard/cleric of groetus with the madness and darkness domains.

I'll post his mechanics later once I see how many undead we might end up having in the party but his stats will be

STR 8 ->8
DEX 10 ->10
CON 12 ->12
INT 18 ->20
WIS 16 ->18
CHA 14 ->14

He is a human with the dual talented Racial trait

Is Blood Money banned or no?
And I'm not too familiar with the specific AP other than it's evil. Will there be time for crafting items?

In progress crunch.

Rosemary Thorn
Female moroi-born dhampir (svetocher) dread vampire antipaladin (lord of darkness) 3/sorcerer 3/gestalt 3 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 2 89)
CE Medium undead (humanoid, dhampir)
Init +6; Senses blindsight 20 ft., darkvision 120 ft., low-light vision, scent; Perception +12
Aura aura of obedience (DC 16)
AC 27, touch 12, flat-footed 25 (+6 armor, +2 Dex, +8 natural, +1 shield)
hp 48 (3d10+18); fast healing 5
Fort +14, Ref +11, Will +9; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities channel resistance +6, dread rejuvenation, negative energy affinity; DR 10/good, 10/silver; Immune cold, undead traits; Resist acid 10, electricity 10, sonic 10, undead resistance
Weaknesses weakness to positive energy
Speed 30 ft. (20 ft. in armor), climb 30 ft., fly 30 ft. (perfect)
Melee bastard sword +6 (1d10+6/19-20) or
blade boot +7 (1d4+4) or
slam +2 (1d4+2 plus energy drain)
Special Attacks blood drain (1d6 Con), children of the night, create spawn, dominate (30 feet, DC 15), energy drain (2 levels, DC 15), smite good
Spell-Like Abilities (CL 1st; concentration +6)
3/day—darkness, fog cloud, obscuring mist
1/day—deeper darkness
Antipaladin Spell-Like Abilities (CL 3rd; concentration +8)
At will—detect good
Sorcerer Spells Known (CL 3rd; concentration +8)
Str 18, Dex 14, Con —, Int 12, Wis 10, Cha 20
Base Atk +3; CMB +7 (+9 grapple); CMD 19 (21 vs. grapple)
Feats Alertness, Combat Reflexes, Eschew Materials, Improved Grapple, Improved Initiative, Lightning Reflexes
Skills Acrobatics -3 (-7 to jump), Bluff +21 (+31 to lie and any lie you tell cannot be detected via detect lies, zone of truth, or similar spells.), Climb +10, Diplomacy +7, Fly +11, Intimidate +5 (+9 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell), Perception +12, Sense Motive +12, Stealth +13; Racial Modifiers +10 Bluff, +2 Diplomacy, +10 Perception, +10 Sense Motive, +10 Stealth
Languages Common, Infernal
SQ aura of evil, change shape, cruelty (cruelty [sickened]), gaseous form, resist level drain, swarm shape, touch of corruption, uncanny climber, unholy resilience
Other Gear agile breastplate[APG], buckler, bastard sword, blade boot, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 979 gp
Special Abilities
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Obedience (1/day, DC 16) (Su) Demoralize living creature within 10 feet
Blindsight (20 feet) (Ex) Sense things and creatures without seeing them.
Blood Drain (1d6 Con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Change Shape (any animal, vermin or undead; polymorph) (Su) You can change your form.
Channel Resistance +6 +6 bonus to save vs. Channel Energy.
Children of the Night (3/day) (Su) Call forth aniamls, vermin, or undead as a standard action.
Climbing (30 feet) You have a Climb speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Su) Creatures drained by dread vampire rise as a vampire or dread vampire 24 hours after death.
Cruelty (Sickened, DC 16) (3 rds) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Dominate (30 feet, DC 15) (Su) Dominate foes as a standard action.
Dread Rejuvenation (Su) Dread vampires can only be permanently destroyed by a unique method for the vampire.
Energy Drain (2 levels, DC 15) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Flight (30 feet, Perfect) You can fly!
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Swarm Shape (Su) Assume the form of a swarm of animals, vermin or undead.
Touch of Corruption (1d6, 6/day) (Su) You can inflict 1d6 damage, 6/day
Uncanny Climber (Su) Climb as under the effects of spider climb.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undead Traits Undead have many immunities.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

@Thunderbeard: I've merely glanced at Variant Channeling so I know very little about it, but I'll look into it. Main reason I like the Warpriest is the fervor ability and his ability to pick fighter feats every 3 levels. Plus how the weapon damage increases.

But I'll definitely check that out. You've got me curious.

@Rosemary: Thanks! And I just checked out your spoiler. Dang that is a nasty build. I love me a good vampire template. I've always thought they were cool.

Rosemary wouldn't the level adjustment from dread vampire cancel out 3 levels from one side of your gestalt? to make it either sorcerer 3/dread vampire 3 or antipalidin 3/dread vampire 3?

@Javell: Google "hangover cleric," it's pretty hilarious (you could also do it with a Pally/anything, tbh).

@fearcypher: Pretty sure all party members are supposed to worship Asmodeus; Groetus is quiiite far from that philosophically and alignment-wise.

thunderbeard wrote:

@fearcypher: Pretty sure all party members are supposed to worship Asmodeus; Groetus is quiiite far from that philosophically and alignment-wise.

If that's the case I'll switch to a cleric of an ideal then, assuming DM will let me get the two specific domains I want, if not I'll change up my background/character a bit. I'm not totally familiar with the AP though I have heard that it's evil based and I really want to get in on that.

Could a template with a negative modifier be applied to add levels? i'm assuming not but I'm asking just in case it is allowed.

@Bane88 You actually get something like that from Thorn to help you out with disguises before you leave on the mission.

@Dragonofashandflame Yes, I forgot that. In this AP antipaladin isn't limited to CE.

@Rosemary Lord of Darkness was specifically made for this campaign and it is ok. You need 5th level before you can be a vampire though.

@Rednal I see divine guardian(bad idea though as it seems they are meant to guard a specific site) but not divine champion.

@Fearcypher After consideration, bloodmoney is banned. Crafting will be possible. You could take a negative template but this does not give extra levels. Also I did specify that worship of asmodeus isn't required, merely service. So as long as your character can follow orders coming from asmodeus he should be fine worshipping groetus. I don't think groetus cares too much what his worshippers do does he?

I think Divine Champion might've been in Pathways Magazine? They've got a big selection of additional templates. XD I can copy it for you if you're curious. Basically, it's a polymorph power - it only has benefits when the user is transformed, and for a relatively low number of rounds/day, the user basically changes into a different character (more defenses, different feat choices, maybe even different class levels - and with at least one distinct weakness to go with it).

Thematically, it's basically "I am Asmodeus' champion in Talingarde". Which is all the reason they would need to throw the character in jail and prepare to execute them. XD

DM HolyWater wrote:

@Fearcypher After consideration, bloodmoney is banned.

Ok that's why I asked first.

Also just to collect all my questions in one place.
Can I worship Groetus? If not, can I be a cleric of some form of Ideal that grants the madness and darkness domains? If not, what deities are allowed?

As I don't know the exacts of the AP will there be adequate time to craft?

Also if I got a template that has a CR reduction would that grant extra level?

And if I write up my character with Channel Positive/Negative Energy and it turns out most of the party is undead/not can I switch it to negative for free assuming I'm not restricted via diety(Only at the very start, not later of course)

And lastly Is it required to have an Evil Alignment or would Neutral alignments be allowed?

Sorry if I'm asking too many questions I just like to know explicitly what is and isn't allowed in a game.

Ok i'm curious.

@Fearcypher see my previous post which I edited. Most of the party will not be undead. So far there are a couple that will be vampires and one maybe ghost. But I haven't chosen anyone yet and won't choose an all undead party so choose your channeling as to what fits your character. Non-good alignments are allowed, characters that want to change talinguarde and follow orders from Asmodeus are allowed.

DM HolyWater wrote:

Ok i'm curious.

@Fearcypher see my previous post which I edited. Most of the party will not be undead. So far there are a couple that will be vampires and one maybe ghost. But I haven't chosen anyone yet and won't choose an all undead party so choose your channeling as to what fits your character. Non-good alignments are allowed, characters that want to change talinguarde and follow orders from Asmodeus are allowed.

Alright then. I'll finalize my stat write up and post it here then. If I do get picked I look forward to a fun game and a good story.

Divine Champion Creature:

Some creatures are not great themselves but serve as vessels for divine power, whether righteous or damnable. When such creatures transform into their avatar form (with the uttering of a magic word or phrase), they reveal themselves to be two separate beings, with different personalities. Otherwise they tend to be ordinary examples of their respective race, culture and ethnicity, though they can be juveniles or elders in their culture. The divine champion’s avatar appears to be struck by lightning, engulfed in flames, anointed by sacred light, shrouded in vile darkness, or glow with otherworldly energy. This avatar form tends to looks only slightly like the divine champion’s normal form, but is always larger and more awe-inspiring than the divine champion’s normal form.

Creating a Divine Champion Creature
“Divine Champion” is an acquired template that can be added to any creature with an Intelligence of 4 or higher (referred to hereafter as the base creature) that can speak a language.

A divine champion creature uses all the base creature’s statistics and special abilities except as noted here.

Special Note: A divine champion gains none of the modifications below except for the avatar form ability unless it is in its avatar form.

CR: +2

Size and Type: The avatar form increases the divine champion’s size by one category (with all the associated penalties and benefits) and changes its creature type to outsider (native)

Senses: The avatar form gains Darkvision 60 ft.

HD: The avatar form’s HD change to d12s. Once these hp are rolled, they cannot be rerolled.

Defenses/Qualities: In avatar form the divine champion gains: DR 5/special (see below, increase to 10 if the divine champion’s CR is 10 or higher, increase to 15 if the divine champion’s CR is 15 or higher); Immune ability drain, ability damage, disease, energy drain, poison, and polymorph; (any of these effects that have taken hold on the divine champion are suppressed while in avatar form); Resist 5 to four of the standard energy types (acid, cold, electricity, fire, or sonic); for every 4 HD it possesses, increase the existing resist by 5, but exchange for complete immunity rather than raising it to resist 25; Weakness vulnerability to special energy (the divine champion gains vulnerability to the energy type not selected, and damage dealt by this energy type cannot be regenerated by the divine champion creature)

Speed: In avatar form the divine champion creature gains the supernatural ability to fly at a speed of 30 feet with perfect maneuverability.

Special Abilities: A divine champion gains the special abilities described below.

Avatar Form (Su): Granted the imbued power of his patron, the divine champion can transform itself from its normal form into an avatar of divine might. Taking avatar form is an immediate action, but is always a spectacular affair; the divine champion appears to be struck by lightning, engulfed in flames, anointed by sacred light, shrouded in vile darkness, or glow with otherworldly energy. This automatically ruins any attempt at stealth and invisibility and grants a +20 circumstance bonus to the Perception checks to notice the divine champion. Changing to or from avatar form requires a command word to be spoken, so a gag or a silence effect can prevent it from occurring.

It is always in the prime of life, even if the champion is younger or older, and is obviously virile and powerful. The avatar displays an obvious magical nature, the exact details of which depend on the deity or ethos that created the avatar; the divine champion may crackle with an aura of electricity, or have eyes of flame and skin of steel, or any other mystic appearance. This counts as a polymorph effect, though the avatar’s appearance is always the same.

The avatar is almost like a separate character, with its own hit dice, hit points, base attack bonus, base saves, ability scores, hit points, feats, and skills as an outsider except its HD are d12s. Familiars, animal companions, and paladin mounts continue to serve the avatar as they would the champion, as do cohorts and followers gained from the Leadership feat (if both forms possess the feat). The base creature cannot use any of his normal feats or skills when in avatar form. All equipment carried by the base creature changes appearance slightly to match the avatar’s overall image and new size.

Damage the creature takes when in avatar form comes from the avatar’s hit points, rather than the base creature’s own hit points. Likewise, damage suffered while in normal form does not affect the avatar’s health. The hit point total for each form “freezes” when the creature switches forms, so that if the avatar is wounded, it will still be wounded the next time the base creature calls on it. If the avatar is reduced to negative hit points, the base creature immediately reverts to normal form (complete with whatever hit point total he had before changing).

The base creature and its avatar must each be healed (and raised or resurrected) separately, but the base creature can choose to mentally direct any healing spell or effect to which it is subject to heal its avatar rather than his normal self. If either form is subject to a healing effect that would heal more hit points than that form has suffered in damage, the leftover healing may be transferred to the other form.

Any spell or ability affecting the creature also affects the avatar when it is taken (unless the avatar form is immune to it). The avatar is affected by spells that specifically target or affect native outsiders but the base creature is not (unless it is a native outsider). An anti-magic field suppresses the avatar form as long as the creature remains within, but the avatar form returns if the creature leaves the area.

The divine champion creature may take avatar form for a number of rounds per day equal to 4 + its avatar’s Constitution modifier +2 additional rounds for each HD it possesses. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a divine champion can be in avatar form per day. The total number of rounds of avatar form per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. At the end of this period, it reverts back to its normal form, and is fatigued for an amount of time equal to the length of time it held avatar form. The champion can also return to normal form voluntarily as an immediate action, which will naturally shorten the duration of its fatigue.

Avatar’s Companion (Su): When the divine champion changes to avatar form, it may choose to transform an animal companion to match its avatar form if the companion is within 30 feet of the divine champion at the time of transformation. The companion gains the divine champion’s DR, immune and resist defensive abilities and gains temporary hit points equal to its normal maximum hit points (effectively doubling its hit points). When the divine champion loses its avatar form, the animal companion loses these benefits.

Avatar Weapon (Su): The divine champion creature can cause one of its weapons to change shape along with him when it takes its avatar form. The weapon changes to any one other simple or martial weapon, but keeps all enchantments and is crafted from the same special materials (if possible). The divine champion creature chooses a weapon to be its avatar weapon by meditating on it for 8 hours and deciding what its alternate form will be; once chosen, the weapon can only transform to that single shape. The champion can meditate again to switch the ability to a different weapon or to change the alternate form to that of a different weapon.

If divine champion creature has at least 5 HD, this ability grants its chosen weapon (or natural weapon) a +1 enhancement bonus. For every three HD beyond 5, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20 HD. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any magical weapon properties. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the avatar form are determined when the form is taken and cannot be changed until the avatar form is taken again. The avatar form imparts no bonuses if the weapon is held by anyone other than the divine champion creature but resumes granting those bonuses if returned to the divine champion creature. These bonuses apply to only one end of a double weapon.

Domain: A divine champion creature can select one domain from among those belonging to its deity or ethos. It can select an alignment domain only if its alignment matches that domain. Each domain grants a number of domain powers, depending on the HD of the divine champion creature. It gains access to these powers only in its avatar form, a divine champion creature does not gain the bonus spells listed for each domain, nor does it gain bonus spell slots. The divine champion creature uses its HD as its effective cleric level when determining the power and effect of its domain power.

Explosive Transformation (Su): Choose one form of energy to which the avatar form has resist 10 or greater and does not have vulnerability. All other creatures within 5 feet of the divine champion when it assumes its avatar form take 1d6 points of damage from the chosen form of energy for every HD the base creature possesses. Creatures that are not grappling with the divine champion can make a Reflex save (DC 10 + 1/2 the divine champion’s HD + its Constitution modifier) for half damage.

Special Damage Reduction (Ex/Su): Choose a required type of weapon, alignment, and material type appropriate to oppose the divine champion (example: slashing, lawful good, obsidian weapon); only this exact type of weapon can be used to overcome the avatar form’s damage reduction. The divine champion creature takes half again as much (+50%) damage as normal from such weapons.

Abilities: Increase from the base creature as follows: upon taking the avatar form the divine champion gains 3 ability score points plus 1 additional ability score point for every HD it possesses (to a maximum of 23). Once these scores are assigned, they cannot be reassigned.

Feats: Upon taking the avatar form the divine champion selects all new feats and gains a bonus feat plus one for every 6 HD it possesses (to a maximum of 4 bonus feats). Once these feats are chosen, they cannot be changed.

Skills: Upon taking the avatar form, the divine champion loses all its current skill points and gains skill points based on its HD as an outsider and has the class skills of an outsider. Once these skills are assigned, they cannot be reassigned.

DM HolyWater wrote:

@Fearcypher After consideration, bloodmoney is banned. Crafting will be possible. You could take a negative template but this does not give extra levels. Also I did specify that worship of asmodeus isn't required, merely service. So as long as your character can follow orders coming from asmodeus he should be fine worshipping groetus. I don't think groetus cares too much what his worshippers do does he?

Right; I just mentioned because Groetus is CN, so his only allowed alignments would be CE, CG, CN or NN, making it pretty hard to follow Asmodeus and his LN plans.

@fearcypher, do you just want Groetus for his domains? Is that why you're asking about a cleric of ideals? Because worshipping Groetus involves mostly going mad, murdering only if it's without purpose, and trying to end the world through any means necessary, which are ideals that really don't gel at all with any of my (very limited) knowledge of this campaign.


Aritian "Macabre" Gestavah
CN Human Abjurer/Cleric of Groetus 3
Init 2; Senses ; Perception 11
AC 10; Touch 10; Flat-Footed 10
HP 27; Non-Lethal —
Fort 5 ; Ref 2 ; Will 8
Resist 5 force
Speed 30ft;
Spells Known/Prepared
W=wizard spell C=cleric spell D=domain spell.
2nd—Glitterdust(W), Protection From Arrows(W), Bull's Strength(C), Aid(C), Blindness/Deafness(C[D])
1st—Grease(W), Shield(W), Obscuring Mist(W), Disguise Self(W), Bless(C), Doom(C), Bane(C), Confusion, Lesser(C[D])
0th—Detect Magic(W), Light(W), Ghost Sound(W), Create Water(C), Detect Poison(C), Mending(C), Guidance(C)
Opposition schools are divination and enchantment.
Str 8, Dex 10, Con 12, Int 20, Wis 18, Cha 14
Base Atk +2; CMB 1
Feats blind fight, scribe scroll, Craft Wondrous Item, Brew Potion, Skill Focus(Spellcraft)
Skills Bluff 9, Craft: Weapons 9, Diplomacy 8, Knowledge Arcana 9, Knowledge Dungeoneering 9, Knowledge Engineering 9, Knowledge History 9, Knowledge Nobility 9, Knowledge Planes 9, Knowledge Religion 9, Perception 11, Sense Motive 10, Spellcraft 14, Use Magic Device 3
Languages common, infernal, abyssal, necral, elven, draconic.
SQ Arcane Bond(Item[mwk Quarterstaff]) (Ex/Sp), resistance (Ex), Protective Ward 8/day (Su), Channel Positive Energy 2d6 (Su), Touch of Darkness 7/day (Sp), Vision of Madness 7/day (Sp)
Gear Pearl of power 1st level, Travelers any tool, Trail Rations(10); Money 249 gp

Here are my stats

thunderbeard wrote:

@fearcypher, do you just want Groetus for his domains? Is that why you're asking about a cleric of ideals? Because worshipping Groetus involves mostly going mad, murdering only if it's without purpose, and trying to end the world through any means necessary, which are ideals that really don't gel at all with any of my (very limited) knowledge of this campaign.

I do enjoy the flavour of groetus. It's less of insane "Bring about the end" and more of "The end will come eventually, best live for the now." I do like the power of the domains as well, but I'm willing to pick up a different deity if it is absolutely required, though it would appear it is not.

When I make characters I tend to play against the assumed idea of certain classes/races. Unless it's a dwarf/elf.

fearcypher wrote:
I do enjoy the flavour of groetus. It's less of insane "Bring about the end" and more of "The end will come eventually, best live for the now."

Groetus has no formal religion or church, with many of his faithful being made up of lone madmen prophesying the end of everything, or megalomaniacs bent on bringing about the end of creation to please their god.

Information is typically gleamed from scribblings by the mad, often upon asylum walls or in the blood of a murdered victim.
The worshipers of Groetus celebrate few holidays, seeing such frivolity as pointless and meaningless in the greater plans of their deity.

Dude's a real downer...

Nice. I love games like gestalt or templates. But first I have a few base questions.
Also note, everyone, he did say only 1 template.
1: what happened? I haven't actually been able to play this game past Grumblejack, so I don't really know what happens after we leave the prison. Can you give us a very quick synopsis of what happens between getting caught, escape, and where we will be starting? (Like that contract for example)
2: wealth. We have escaped by now, do we have any wealth to start with or are we effectively nude?

Now, as for me :) I have a few ideas that I am thinking of and that I have to choose from.
My first idea is the Wizard Supreme, named Midioto. Midiotos goal is the pursuit of magic in all its forms and his calous and almost cruel methods landed him in prison. Now that he is free he does not hold a grudge or seek vengeance but they have sooo much magic just asking me to take it and these guys are willing to help me do just that.
Basically a Voldmort in the making :)
Human Wizard for sure, undecided on the other side or templates.

Second idea is an old one reincarnated. To start with, he has the Poisonous Creature template (+1), and as such is basically a walking calamity. In his previous campaign he had a set of Manacles with a continuous Delay Poison cast on them.
That meant that as long as he wore them he was not innately dangerous to those around him (and also couldn't use his hands), but if he needed/wanted to he could remove them and immediately become toxic again.
He also had to wear long sleeved clothes to hide the manacles, and occasionally had issue with accepting things from people.
He would be a Monk 2 (so he can fight with his hands tied) and either rogue 3 or Alchemist 3, focusing on Unarmed strikes/Poison.
But I have to ask you, would it be alright to have a set of Manacles of Neutralize Poison from my starting wealth?

The next idea was to try and do something with the Invisible Template, ala Invisible Man.
Or create an earth based Dwarf with the Earth Infused template. Also make him a party crafter :)

I dunno, I will think about it a lot more, currently liking Mr. Poison the most and Voldmort next :)

@Rednal Damn. That thing looks scary as hell. I might have to use that at some point too. Avatar of Mitra vs Avatar of Asmodeus or something.

@Gobo Horde You escaped and got to Thorn who keeps you hidden for several months and trains you. You signed the contract and are about to head off on his mission. You have had plenty of time to get to know the other party members and equip and prepare yourselves. Wealth is half the standard per level because we are using ABP (as is stated in the first post). I think the poisonous creature template may cause problems. Something like manacles of neutralize poison would be 56,000gp using custom items as a guide. Even comparing with a similar item like the Periapt of Proof against Poison which costs 27,000gp would be way too expensive for level 3. Might be best to try one of your other ideas.

OK. I will then think of something else :) Or flesh out Voldmort more.
What is this contract thing? I think it has something to do with keeping us from killing one another and I imagine it has something to do with asmodeus but beyond that I dont know.

Will keep looking :)

If I have to be fifth level for vampire(dread vampire is what I am) then would I just stop leveling up one side of my gestalt or retroactively reverse levels to accommodate the template.

basically do I have to wait until 8th level for a cr 3 template making me AP 8//Sorcerer 5 Dread vampire 3


at fifth would I go from AP 4/ Sorcerer 4 to AP 5// Sorcer 2/ Dread vampire.

Easiest way i can think of is turning vampire drains levels. So you're 5//5 then die, then rise as a 5//2 vampire.

Would you allow the Variant Tiefling ability table? Obviously some should not be available to be picked, or you could require a roll in this thread.

Dotting for interest. I am going to work on an elven bard (archaeologist)/wizard (evoker).

Rolling in the thread is fine.

Dotting. Very intrigued, but not sure if I should gestalt up a Dragon Sorc I've been using on and off for a few years now that keeps finding her way into games that fizzle out, or to whip up something different entirely.

Out of curiosity, how do you stand on the vampire feat chain listed in the fifth book, as far as using it to take the Vampire template without level adjustment, and also just in general what sort of material is on the table as far as books to raid for the good stuff?

First post outlines what is allowed. Certain templates (Suzerain, Shadow-Traced, Mighty, Instrument of the Gods) are not allowed also. Those vampire feats aren't being used in this game. I would expect people to roleplay the gradual(or fast) acquirement of their template in game, but this will not be shown mechanically until the template is given.

Not having the vamp feats is good to know, but for usable books, I was actually asking less for the outline's explanations as far as classes/races, and more about stuff like feats and equipment. There's more than a few good things in assorted recent Companion books, and I don't know if they're all on the table or if I should stick to the core book and the assorted Ultimate (X) books.

If it's paizo and it's online (PFSRD, D20PFSRD...) then it's fine.

tiefling variant abilities: 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.

Oooh, that sounds fun!

Ok so I have decided that I am going to go with Voldmort :)
He will be a human Wizard/Mindchemist.
As for his Wizard school I am thinking of Necromancy, not because it would be particularly powerful but rather because it would be a good fit for an evil Wizard to focus on (less raise dead, more energy drain and bad touch stuff). Or I could go universalist as I kinda want to be the master of all magic :/
That and with Scribe Scroll and Brew Potion he will be capable of crafting plenty of things.
His crime will be Forgery, at one point he ran out of funds for his research so as a solution he forged a grant from a lesser noble. It worked and Midioto was able to keep researching for a while longer but eventually that ran out. So Midioto tried it again.
It kept working and allowing Midioto to continue his research and so he was content. However one day he overreached and got caught forging some significant documents which led to a search of his place. There they discovered his inhumane lab.

Normally when I create a Gestalt character I go for a versatile build however Voldmort is kinda magic, magic and more magic :/
So I will be building a Wizard/Alchemist intent on wresting the secrets of the universe and taking them by force, and writing down the secrets of his power in massive tomes.

I've slightly changed my plans and am now looking at a character that plays Druid on one half of the gestalt.

To help with him functioning in a group of Asmodeus worshipper and motivate him to help him I'm looking at having him worship either an Archdevil or an Infernal Duke.

The archdevil would be Barbatos. The plus here is that Barbatos himself is very close to Asmodeus. The downside is that the focus of this character would be more on a return to nature, be a brutal, dog-eat-dog version where the strong rule ruthlessly over the weak. Then again, the setting of this brutal world does not need to be natural at all.

The other option is Kalma. He's a servitor of Barbatos and as such not as close to Asmodeus. On the other hand a druid devoted to him would be more amiable to urban society. He would focus on vermin and on decay, his favorite haunts being graveyards and landfills.

Neither of them would really have an issue with the undead. The Barbatos worshipper sees undeath simply as another way to become strong and the Kalma worshipper would sees them just as desperate attempts to escape the end and no different from any other survival urge.

I'm not quite sure which of the would work better with the campaign and a prospective party based on what people have submitted thus far.

I just realised that we have 20+ expressions of interest here already. 5x more than I am going to be able to accept. It's going to be difficult enough to decide between those. So I have decided to close new applications. If you have already posted we've still got the 2 weeks from my first post to get them in fully so don't fret.

No new applicants after this post.

*starts setting up the machine for the Voight-Kampff test and then realizes he said applicants*

Okay, here we go...

Astin was not born, he was crafted through alchemy and ritual and the divine power of Asmodeus the First. His father Neriffas began with a fetus that was the bastard child of a duke. He infused it with the blood of a devil, the glands of a quickling fey, and the fungus inside a rock that fell from the heavens.

The result was a warrior who needed no weapon, growing to maturity quickly and devoted to the cause. Once the concept was proved, the cult could begin growing an army to destroy Talingarde and overthrow the church.

But the spies of the church are many and they destroyed this group, burning them out of their home. Astin survived because of the devil-blood in his veins. He walked free from the fire and was taken down by the forces outside.

His only regret was not serving Asmodeus better, and his wish was granted. He will not waste his second chance.


Unnamed Hero
Male quickling devil-spawn tiefling chaokineticist 3 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 10)
LE Medium outsider (native)
Hero Points 3
Init +8; Senses darkvision 60 ft.; Perception +13
AC 25, touch 19, flat-footed 16 (+4 armor, +4 Dex, +5 dodge, +1 natural, +1 shield)
hp 39 (3d8+15); fast healing 1
Fort +8, Ref +8, Will +6 (+2 vs. emotion effects)
Defensive Abilities fortification 10%; Immune fire; Resist acid 5, cold 5, electricity 5, negative energy 4
Weaknesses aging vulnerability
Speed 120 ft.
Melee dagger +6 (1d4-1/19-20)
Special Attacks kinetic blast, quickling casting, rapid actions
Kineticist Wild Talents Known
. . Defense—emptiness
. . Infusions—extended range, kinetic blade
. . Blasts—gravity blast (2d6+8)
. . Utility—basic chaokinesis, no breath
Str 8, Dex 18, Con 18, Int 12, Wis 16, Cha 8
Base Atk +2.25; CMB +1; CMD 20
Feats Combat Expertise, Deadly Aim, Dodge, Fiendskin, Fiendskin, Mask Of Virtue, Mobility, Power Attack, Quick Draw, Soulless Gaze, Spring Attack, Weapon Finesse
Traits second skin, born to the sea, bruising intellect, high treason
Skills Acrobatics +20 (+56 to jump), Climb +2, Diplomacy +1, Escape Artist +9, Intimidate +11, Perception +13, Profession (sailor) +8, Sense Motive +5, Stealth +10, Swim +6; Racial Modifiers +10 Acrobatics, +2 Diplomacy, +4 Perception, +2 Sense Motive
Languages Common, Elven, Infernal
SQ basic chaokinesis, burn (1 point/round, max 7), elemental overflow +1, emptiness, gather power, hero points, no breath, prehensile tail, rapid aging
Other Gear mwk chain shirt, mwk buckler, dagger, boots of the cat[UE], belt pouch, blanket[APG], masterwork backpack[APG], trail rations (5), waterskin, 38 gp
Special Abilities
Aging Vulnerability (Ex) A quickling takes 50% more damage from aging effects, including the number of years aged.
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Emptiness (Su) +2 to Will saves vs. emotion effects.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative Energy (4) You have the specified Energy Resistance against Negative Energy attacks.
Extended Range Kinetic blast has range of 120ft.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fortification 10% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gravity Blast (Sp) Level 1; Burn 0
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fire You are immune to fire damage.
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mask of Virtue Your alignment is concealed.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quickling Casting (Ex) Spells and spell-like abilities cast with reduced time and either a switch or attack action.
Rapid Actions (Ex) Have one extra atack or move action a round.
Rapid Aging (Ex) A quickling ages 4 years for every 1 year that passes.
Soulless Gaze Otherworldy dread infuses your gaze.
Spring Attack You can move - attack - move when attacking with a melee weapon.

In the process of readying my character, just checking in on a rule matter to see where you stand on using the Edlritch Heritage feat in combination with Wildblooded Bloodlines.

Normal rules don't allow it but i do. Which one are you going for?

Not sure yet, trying to juggle around a few ideas. Considering Fey to tie vaguely into certain other elements of what I'm cooking around, but then I caught eye of the Sylvan variant and that's hard to turn down.

I bring you Glade Wolf. He did work for the Black Market, but I decided his main crime was slave trading, since that is illegal, and that would be a black market thing to do. He has other minor crimes against him too involving black market, but his since his main crime is slave trading, that is his trait.

Nidoran's character app here. Got a bit carried away in writing things up. With someone else going for Antipaladin/Sorcerer, I decided to reclaim an alias from a game where the GM chose a party and poofed before starting the game off. Presenting Luna Aurial, Bard//Rogue/Magus, She Of Long-Winded Background.

"Everything I did, all the doors I opened for them... I was a success story pulling herself up from under the crown's boot heel, and I thought that I was really respected for everything I did to make our lives better. I always believed that I really meant something to them, until they sold me out. That's when I realized I was an idiot. That it didn't matter what good I had done for them; I was just a fall girl. A silly performer. A whore. Everything I did, I did for them, and that was my biggest mistake. I was low enough that they had no problem with giving me up to save their own hides. But this time, I won't make that same mistake. I want power, and I want to make sure that people fear me. And only then, when they hear my name ring out one more time, and it's spoken with the deepest fear they've ever heard another person speak with, will I come back for them, and show them that they should never have underestimated me."

The day that Luna Aurial forgot the name she'd been born with was the happiest day of her life, and she wished that one day that the memories of what she had lived through under that name would pass as well, but she still bore the scars that served as constant reminders of those trying days. She never knew her birth father, simply one of her mother's many "clients", a name lost to time but just as likely to be nobility as to be a drunkard. The mystery never bothered her; he wouldn't have cared about her anyway, perhaps a married man with his own happy family that would have no place for her, and there proved significantly more pressing matters for her to deal with.

They grew up poor, and even when her mother's clients paid her like they were supposed to, things were stretched thinly. Luna learned at a distressingly young age how to pick pockets, her unseeming demeanour and nimble fingers proving a troublesome combination. Survival was the most important thing in the world, and so pilfering the coin purse of anybody who wasn't her seemed fair game. There was no room for mercy or compassion when you lived in the dirt, the squalor of the city's slums neatly tucked away where people could pretend they didn't exist, always complaining about the poor, the thieves struggling to make ends meet, but even most righteous man didn't care about solving the problem where their coin purse was concerned.

She was just making sure they remained charitable, devout worshipers of Mitra.

Things only worsened when her "father" came into the picture. The horrible drunkard wasn't her real father, but he insisted she call him that, even though he had little care for Luna, taking her in solely as an attachment to the woman he didn't love, who he treated as the live-in whore she was when he wasn't beating her and her daughter outright. Luna sought to hone her skills on the streets more and more as she tried to stay as far away from the abusive monster as possible, for fear that as she came of age his eyes would stray and he would soon turn his grubby grasp onto her as well. She learned to sing on street corners for pocket change, a welcome addition to the way she rummaged for more change through the pockets of those not quite so appreciating of her talents. She drew the eyes of criminals who saw her as a helpful tool; she would be the distraction, someone to keep a mark's focus with her sweet voice and her charismatic nature. Soon enough, she was always in a position to own possessions of her own, although she kept them hidden from her step-father.

Her worst fears came true just a day short of her seventeenth birthday, when he came drunk into her room and demanded that she start doing what she was born to do. That it ran in the family, and he could probably start making some good coin off of them; he only needed one of them at a time, after all. Her mother's cries and pleas did very little to dissuade the stumbling drunkard, who decided to 'reason' with her too hard, hands around her neck wringing the last breath of life away, and he didn't even care about what he had done, tossing her body off to the side as he advanced upon her daughter.

When Luna screamed, it was more than a scream, and the first concrete proof the girl had ever held that she had some manner of innate magical talent in her. The wall of sound sent him reeling, and without hesitation, she grabbed the knife from under her pillow and sank it into his chest. She always took whatever she had to do to survive, and on that night, it meant taking a life for the first time.

That was the night she came Luna Aurial, a self-made woman with her own chosen name, free from the surname of a man she hated, slapped onto hers with the unhappy marriage of her mother. She was free now, and took her belongings with her as she left her old life behind, a single kiss to her mother's forehead the last act of a girl who no longer existed.

Falling in full time with the criminal friends she'd made on the streets, Luna decided she was done surviving; she was going to thrive. The only people who had anything in the world were the ones willing to take, or the ones born to those who did, and it was about time she made a good life for herself. Performing in taverns wasn't great money, and neither was picking pockets, at least not in the parts of the city she was dressed well enough to get into without drawing attention, but a strong push with those she could find willing to join her quickly changed that. She became more prolific, now an adult woman with a beauty that could further manipulate and deceive. Every copper piece she stole was channeled into a life of luxury and extravagance, even if it involved opening certain doors with her body. Men--and sometimes women--willing to be entertained for a night, occupied while her friends snuck in and robbed them blind during a night of passion. She wore the clothes of somebody with money and worthy of respect, but beneath the ladylike exterior lay a dagger just waiting for the opportunity to sink into somebody's heart. Never again would she wear rags.

She wore many masks; the performer, the consort, the damsel. Each of them proved profitable, each one swelling the coin purse of her and the gang she had fallen in with. They were all low, common thugs. Glorified grunts. But she was something better; a beautiful, deathly deceptive woman with a magical talent that grew and proved even greater an asset. A thief who could guarantee her swift escape, turn invisible for a moment, and scream a wall of solid, crushing sound was to be somebody so valuable, so vital to their operation, that she believed that she had truly found her place in the world. She'd pulled these lowlife scum up from the dirt and helped them achieve heights of thievery and pilfering that they could only have dreamt of. In truth, they were using her, each and every one of them seeing her as a very convenient ally who they could ride the coattails of as they became so much more than slum pickpockets. She could pick the expensive, secure locks of the rich, use her spell and her sword in tandem with her inspiring voice to ensure any turf war went their way, and opened metaphorical doors that gave them access to fortunes. They encouraged her to better herself, to study combat in a variety of weapons, expand her many talents, and even develop her innate magical ability, only for the greater returns they hoped it would bring. It was in that belief that she mattered, that Luna found her downfall.

The job they'd settled on that fateful night was the most ambitious one yet. The son of a merchant family that had come into tragedy a few months earlier, an heir suddenly in possession of more money than he could have ever fathomed, and word of his extravagant purchases and decadence were spreading quickly throughout the city. At dinner, he was charmed by a sweet girl in a blue dressed that sparkled like her eyes did, even if he hadn't seen her before. She said sweet things to him across the table and then whispered lurid, enticing things into his ear. But upon returning to his home, she found not a house full of expensive art, but a house full of the city watch. She had been set up, and none of her fellow thieves were within miles of the heir's mansion. They hadn't been too smart about where they were spending their money and in what quantities, which led to the watch finding some of them, and rather than lie convincingly--which it seemed only Luna could do--they made a deal. They set Luna up, pinned all of the group's major crimes solely on her, and were allowed to return to their previous positions of only robbing the poor and unimportant.

Betrayed and outnumbered, Luna had little choice but to surrender, arrested on multiple counts of extortion, fraud, and in particular eight counts of high theft. She had been sold out thoroughly, mentally going down the list and realizing that they had squealed like pigs and spilled every major job they'd ever done, down to . Even one of those charges would have been enough for a life of work in the salt mines, but the long list and very important people that she had angered left word of perhaps death by hanging for the severity and scope of what she had done. She was stripped out of her sparkling blue dress and shoved into rags once more. For her crime of trying to better her life and escape the oppressive poverty that would have otherwise doomed her to a life of prostituting herself to the city's poorest and likely ending up in the exact same position of her mother, she was sentenced to a life's imprisonment and hard labour, proving that there was no freedom to better one's life. She was born poor, and she would die even poorer.

Luna 'Now':
"I'll kill them one day, but... They weren't really the problem, were they? No, it was always Talingarde. The city that let its poor live in squalor and abuse. The city that forced me to turn to a life of crime to even pretend I had the life that I wanted. The city full of people claiming to be righteous and kind worshipers of a good god while they clutch their coin purses even tighter and hope that the divine doesn't take away all of their comfort and their security. That's all they really care about. Praying to keep their fortunes, keep their nice houses and their happy families. They're selfish, and any care they show to the people under them is only as much as they feel they have to to keep their god happy. It's empty, it's fake, and when I get the chance, I'm going to burn it all to the ground. Say what you will about the Prince of Hell, but at least he's honest about what he wants."

The life she led didn't leave much room for faith, and without any other religion to even consider, her hatred toward the Mitrans was directed more at the "goodness" that they lived by than anything religious. But being given a second chance at the life she wanted wasn't something she could turn down, being freed from a fate of mining salt in exchange for her service to Asmodeus. The Cardinal's goals intersected with hers well enough that she gladly gave herself in service to his cause, accepting his work and the teachings she was given in hopes of proving herself this time to be someone invaluable to the cause.

She knew on some level that she couldn't fully trust him. He was someone in a position of power, pulling the lower up and forcing them to help him, much the same way her 'crew' had with her. For her companions, trust remained to be seen. But she wouldn't make the same mistakes again. She would be smarter this time, and keep careful until she truly felt she had a reason to think otherwise. She wouldn't be taken down this time, and would better herself for as long as she could, amassing enough power and honing her talents until even if she was sold out, she would be able to come out the other side still a free woman.

En route to the home where the Cardinal waited, she happened upon a beast she simply could not shake. A cat with whom she felt something strange, something binding and undeniable. Whatever it was, she insisted the creature come with her, and began to hone with it a relationship. Perhaps the first one she had with a creature that she could truly trust. She named the feline Lethe, a name owing to Luna's desire to forget, to escape what her past had been. But this time, she would not run, she would not change her name and try to push away every memory of what had happened; she would meet it head on, and forge herself a new future within the raging flames of her burning enemies.

Description and Personality:
Between her long red hair, her piercing green eyes, her attractive facial structure, and the general air about her, there is a lot that draws attention with Luna walks into a room. Whenever she can help it, she wears the nicest clothes available, even if she has to use some magical means to glamer her clothes into looking nicer than they truly are. Whether through appearance or general charisma, she tries to draw the eye, and as a result makes sure that she looks as exquisite as one must. After a long time spent in squalor, hygiene and grooming have both become very important to the bard, and no matter the circumstances, she will make sure that her hair is brushed and tended to before going anywhere. The thought of being seen in any other way is unthinkable. That said, as a versatile liar and someone who will gladly play any part for the cause at hand, she will gladly adapt her clothes to a situation, and if need be, reluctantly make herself seem a little less well kept, if the money is worth it. The only thing greater than her vanity is, after all, her greed.

The ease with which lying comes to Luna makes her a difficult person to read. Masks and facades and leave doubt about who the real her is. Sharp-witted and often impolite, she has no shortage of words or things to say, perpetually putting herself out there; at least, whatever the situation calls for her to be. Constantly lying leaves her unsure herself, but a genuinely talkative young woman who wants a comfortable life seems like it is certainly close to the reality she's buried away under so many lies and performances. Almost effortlessly, she can slip from the over-the-top performer playing foppish and and florid to the silent, mindful criminal who takes great time to be stealthy and efficient about what she's about to do. This chaos prevents her from ever truly having to show someone who she is, or even face it herself.

But what does come out is a woman who hides something grave and serious beneath her frequent smiles and her playful banter. A deadly woman who takes her craft and her desire for what she wants very seriously, and she's just as likely to flash her thigh as to flash steel when a situation calls for it, armed to the teeth at all times. The streets turned her into someone who knows exactly how to defend herself, whether it be with her rapier wit or her rapier itself. An assortment of weapons, several deviously hidden, allow her to be deceptive dangerous for someone of her build, which she plays up; another layer of deception. She's no sadist and usually takes no joy in murder, her kills swift so that she can move on. If murder is what she needs to do then she'll do it without remorse, but she has no bloodthirst for its own sake. Beneath all of that still is a girl who has moved from one place to another, yet to find somewhere in the world where she wouldn't be hurt. She wears her youth sardonically, hardened by the cruelties of the world, but deep in there somewhere is someone more willing to embrace true, non-material happiness than she would like to admit.

Her alliance with Thorn is entirely incidental, but there is enough common ground for her to gladly throw herself into the work expected of her. She blames Talingarde for the horrible conditions that led to the harsh life she led, from the town guards assigned to her area who simply didn't care about the poor, and who considered her mother simply a whore who deserved whatever she had coming to her, to the faithful elite who claimed themselves benevolent and kind as they amassed larger and larger fortunes. Going from high theft to high treason, Luna is reborn a revolutionary, now believing she knows who her "real" enemy is, and aiming her gaze much higher than it has ever been before. She'll tear them all down, not necessarily to build a more benevolent society atop it, but to make sure that those who survive the rebellion will be cast from their towers and made to be the ones living in rags. That said, she does possess a distorted sense of justice, especially for the poor and the abused. Perhaps she will spread the fortunes they steal from into bettering the darker corners of the city. The poor are no longer guiltless targets, and as selfish as she is, the defense of abused women and children is much more important to her than it ever was.

She wants power. Not the throne, which she sees as more of a restriction than a freedom, beholden suddenly to an entire land and to its governance on such a scale that she could never truly live. She simply wants riches, perhaps a cozy position high up within the new kingdom where she may use her power to ensure her name has power and meaning. Her new name. The name she made for herself and whose deeds were forged with her own hands. If the current system doesn't allow someone to claw their way up on society through their own power, artificially keeping down any who would even conceive of it, then she would simply have to be an integral part of the new system.

And then, there is the matter of her old "friends". She understands now that they were using her, that she was at the time a foolish and naive seventeen year-old taken in by people who were less than her. Even if they were the true cause of this, and with her stepfather dead the people she hated most, she wants them to die last. Wants them to hear that there had been a break-in at Branderscar, to plant that seed of doubt. To let these plans take their natural course in hope that as their cause grows bolder and more rebellious, as they take Talingarde, the word on the street of one of the people behind it comes back to them. She wants them to live in long fear, simmering in their terror that she would come for revenge, because she will truly, sadistically savour those kills, and she wants them to be ripe with horror when she comes around. When she has power well beyond their wildest dreams and they can truly realize just how much they have f@*@ed up by wronging her.

As guided as she is by the darker motivations of greed and revenge, she possesses a distorted sense of justice. There are those whom she has little problem with stealing from or hurting, up to even outright killing if need be, but being locked up has given her something resembling a conscience in certain areas. Reborn as a revolutionary, she suddenly sees now who her "real" enemy is, and has a newfound care for the poor, the downtrodden, and the abused. Going from high theft to high treason, she seeks to change her life for more than just herself, and perhaps once she's had her fill of the rich and powerfuls' reclaimed fortunes, she will see about dealing with the slums in a way that involves less fire than the rest of the city.

Character sheet:

Luna Aurial - Bard 3//Magus (Eldritch Scion) 2/Unchained Rogue 1
Neutral Evil Medium Humanoid (Human)
Init +9; Perception +5
AC 16, touch 13, flatfooted 13 ( +3 Dex +3 Armor)
HP 27 (3d8 + 3 Con)
Fort +4, Ref +8, Will +3; +4 against bardic performance, sonic, and language-dependent effects
Speed 30 ft.
Masterwork Rapier +6 (1d6+3) 18-20/x2, P
Longsword +5 (1d8+3) 19-20/x2, S
Heavy mace +5 (1d8+3) x2
Sap +5 (1d6+3) x2, Nonlethal B
Dagger +5 (1d4+3) 19-20/x2, P/S
Composite Longbow +5 (1d8+3) x3, P/B
Special Attacks: Sneak Attack +1d6
Spells Known
Bard Spells:
1st level, 4/day, DC 15: Ear-Piercing Scream, Expeditious Retreat, Grease, Vanish
0th level, DC 14: Dancing Lights, Detect Magic, Mage Hand, Message, Read Magic, Prestidigitation,

Magus Spells:
1st level, 3/day, DC 15: Corrosive Touch, Burning Hands, Snowball
0th level, DC 14: Acid Splash, Know Direction, Ghost Sound, Ray of Frost, Spark,
Str 16 (14+2), Dex 16, Con 12, Int 10, Wis 8, Cha 18
Base Attack +2; CMB 5; CMD 18
Feats: Boon Companion, Eldritch Heritage (Sylvan), Eschew Materials, Improved Initiative, Skill Focus (Knowledge (Nature)),
Traits: High Theft, Strike First, Fencer, Beast Bond
Favoured Class: Bard (3 skill points)
Acrobatics +7 (3 Dex + 1 rank + 3 class)
Climb +7 (+3 Str + 1 rank + 3 class)
Diplomacy: +10 (4 Cha + 3 ranks + 3 class)
Disable Device: +10 (3 Dex + 3 ranks + 3 class + 1 Rogue)
Disguise: +10 (4 Cha + 3 ranks + 3 class)
Escape Artist: +7 (3 Dex + 1 rank + 3 class)
Handle Animal: +8 (4 Cha + 1 ranks + 3 class)
Knowledge (Arcana) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Dungeoneering) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Engineering) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Geography) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (History) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Local) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Nature) +9 (1 Int + 1 rank + 3 class + 1 Bard + 3 feat)
Knowledge (Nobility) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Planes) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Knowledge (Religion) +6 (1 Int + 1 rank + 3 class + 1 Bard)
Intimidate: +8 (4 Cha + 1 ranks + 3 class)
Perception: +5 (-1 Wis + 3 ranks + 3 class) (+6 to spot traps)
Perform (Sing): +10 (4 Cha + 3 ranks + 3 class)
Sleight of Hand: +7 (3 Dex + 1 rank + 3 class)
Spellcraft: +5 (1 Int + 1 rank + 3 class)
Stealth: +9 (3 Dex + 3 ranks + 3 class)
Survival: +0 (-1 Wis + 1 rank)
Languages: Common
Equipment: Mwk Studded Leather Armour, Mwk Rapier, Longsword, Sap, Heavy Mace, Composite Longbow (+3), 40 Arrows, 20 Blunt Arrows, 2 Spring-Loaded Wrist Sheaths, 2 Daggers (hidden in Wrist Sheaths), Thieves' Ring, Traveler's Outfit, 5 Smokesticks, 3 Thunderstones, Masterwork Backpack, Glass Cutter, 10 pieces of Glue Peper, 10 pieces of Chalk, 2 sticks of Charcoal, Ink, Inkpen, 7 sheets of paper, Crowbar, Flint and Steel, Signal Whistle, 50 feet of hemp rope
Current encumberance: 79 1/2 lbs
Money: 3 sp
Carrying capacity: >86, 87-173, 174-260
-Class Abilities-
Bardic Performance 12 rounds/day. Countersong, Distraction, Fascinate, Inspire Courage +1, Inspire Competence +2
Versatile Performance: Sing (Bluff, Sense Motive)
Well Versed

Bloodline: Arcane
Disruptive Bloodrage: +2 to DC to cast spells defensively when in a square threatened by Luna.
Eldritch Pool: 5 points/day
Spell Combat

Trapfinding +1
Sneak Attack +1d6
Finesse Training

General character plan:
At the moment, no intention of going for any templates. She'll be two more levels into Rogue before leveling through Arcane Trickster, getting some more Magus spellcasting levels in the process, while on the Bard side remaining in that class throughout. Then, probably sticking strictly Rogue from once she's out of AT onward.

In the event you do decide that Eldritch Heritage with Sylvan Bloodline is a bit excessive, I'm holding off on whipping up a sheet for the animal until we find out if she's accepted and that combination is explicitly given the green light.

There is no way that having an animal companion (even boosted with boon companion it's still level -1) is going to break a gestalt game, sylvan is totally fine.

Hmm, maybe I WILL just go for Hellfire instead... keep it nice and simple. XD Some kind of Hellfire Kineticist could be pretty cool.

Is that a different template?


(...I GM a lot and love templates, so I've collected them. XD)

Hellfire Creature:

Our Dark God of Fire (Asmodeus) and the lords of hell sometimes grant their champions special powers or seek to corrupt a hated foe, infusing them with the essence of damnation’s inferno. These fell powers grant this gift only rarely, since its strength can remain in a bloodline for many generations. In fact, hellfire creatures occasionally become races unto themselves. Some sages argue hellfire dragons owe their origins to hellfire-infused red dragons. Hellfire creatures may have bodies enshrouded by fire and have red or orange skin, hair, or scales while some forms of hellfire radiate a bright blue, sickly green, deep red or even black flame.

Creating a Hellfire Creature

"Hellfire" is an acquired template that can be added to any creature. A hellfire creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +2

Alignment: Changes to Lawful Evil.

Defenses/Qualities: Immune Fire SR 12 + hellfire creature’s CR

Hell’s Purity: Reduce alignment-based damage by an amount equal to the base creature’s hit dice.

Hellfire Body (Ex): Hellfire creatures’ bodies gain some of the qualities of elementals. Each time a hellfire creature is exposed to a bleed, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.

Special Abilities: A hellfire creature retains all the special abilities of the base creature, plus the special abilities as described below:

Breath Weapon (Su): A hellfire creature can breathe a 30-foot-long cone of hellfire once every 1d4 rounds. Every creature in the area must succeed on a Reflex saving throw (DC 10 + 1/2 the base creature’s HD + its Constitution modifier) or take 1d6 points of hellfire damage per 2 hit dice the fire-infused creature possesses (minimum 1d6 points). A successful Reflex save halves this hellfire damage.

Damnation’s Burn (Ex): A hellfire creature deals +2d6 hellfire damage in addition to the normal damage it deals on a successful hit in melee. Those affected by the damnation’s burn ability must also succeed on a Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or catch fire (though this is hellfire, not normal fire), taking 2d6 points of hellfire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full round action. Dropping and rolling on the ground grants a +2 bonus on this save. Creatures that hit a hellfire creature or a burning creature with natural weapons or unarmed attacks take 2d6 points of hellfire damage and must make a Will save (same DC) to avoid catching on fire (again this is hellfire, not normal fire).

Gaze of Damnation (Su): The gaze attack of a hellfire creature can cause pain and damage to any non-lawful-evil living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer wracking pains that inflict a circumstance penalty on attack rolls, skill checks and ability checks equal to the hellfire creature’s Charisma bonus (minimum -1), and also suffer 2d6 points of hellfire damage each round for 1 round per CR of the hellfire creature. The flames can be put out as per damnation’s burn but the penalty due to wracking pains remains for the duration.

Hellfire Substitution (Su): A hellfire creature can modify any spell, magic item, or effect with an energy descriptor to use hellfire instead as a free action. The effect's descriptor changes to evil, fire, and lawful—for example, a cone of cold composed of hellfire energy is an evocation [evil, lawful, fire] spell.

Abilities: Irrelevant to this game, but +4 or +2 to most.

Skills: Hellfire creatures gain a +8 racial bonus on Intimidate and Knowledge (religion) checks; both of these skills are always considered class skills for hellfire creatures.

Half the damage dealt by hellfire is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks. Any creature killed by hellfire damage must make a Will saving throw (DC 10 +1/2 the creature’s CR + the creature’s Charisma modifier); failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. A non-lawful-evil spellcaster attempting to bring the character back from the dead must make a caster level check (DC equal to 10 plus the slain creature’s CR) to succeed; failure means the spellcaster cannot try again for 1 day.

Yea I think they're great too and will surely be using that other divine template at some point.

Nice and easy template there but woah. Straight to hell do not pass go do not collect $200. That's alot of souls that would be sent to hell by playing this. Mitra might take exception to that if all his paladins keep being condemned, look out. Haha just saying.

...My character might be smart enough to avoid using it on Paladins. XD After all, the point is to NOT draw too much attention at times.

(Or we could remove it, or make it optional. That particular power isn't very important anyway.)


Here is my submission, the hobgoblin Azzygg Reekspittle- deserted soldier turned Warpriest of Malacoda.

Fighter/Warpriest Gestalt.

Alright cool, in that case if Luna gets picked, I'll change around her money situation a little to pick up some animal-related items and food. It's nothing drastic as far as really effecting what's in the application there goes.

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