Way of the Wicked(custom gestalt)

Game Master Diamondust

The Villains have survived the dangerous voyage north and now only the gates of Balentyne stand in their way.
Victory Points: 0


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I was actually thinking Quick Draw fits the dexterous weapon user better.


Im happy with that =^^=


Alias. Beads reporting


Statistics:
Male Half-elf Alchemist(reanimator//MindChemist) 2/Bloodrager(spelleater/untouchable) 1
N Medium Humanoid (Human)
Alternate Racial Traits: Dual minded
Init +0; Senses Perception +0
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DEFENSE
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AC: 18, touch 11, flat-footed 17(+6 armor, +1dex +1shield )`
HP: 26 (1d8+1d10+8)
Fort: +6, Ref: +4, Will: +6 +2 vs enchantments
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OFFENSE
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Speed 30 ft.

Melee
Falchion: +6
-Damage: 2d4+5

Power attack Falchion: +5
-Damage: 2d4+8

Raging mutagen power attack: +9
Damage: 2d4+11/14

Ranged
Bombs:+5
Damage: 1d4+5

Longbow: +3
Damage: 1d8+3
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STATISTICS
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Str 17, Dex 12, Con 16, Int 18, Wis 12, Cha 08
Base Atk +2; CMB +5; CMD 17
Traits: Murder, Accelerated Drinker
Drawbacks:
Feats: Free: Power attack, Weapon finesse, Deadly Aim, Point blank shot, Combat Expertise,
1- Iron will, Throw anything, Quick Draw, Brew Potion
Skills (20 points+4 background)
Stealth: 2
Perception: 2
Sleight of Hand: 1
Spellcraft:1
Disable Device: 1
Disguise: 1
Bluff: 1
Intimidate: 1
Acrobatics: 2
Sense Motive: 1
Swim: 1
Climb: 1
Know. Arcana: 1
Know. Nature: 1
Know. Planes: 1
Know. Engineering: 1
Know. Dungeoneering: 1
Know. Religion: 1
Know. Nobility: 1
Know. Local: 1
Appraise: 1
Craft(Alchemy): 2
ACP -3

*ACP applies to these skills

Languages Common, Elven, Infernal, Celestial, Draconic, Abyssal

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Extracts:/b]
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1st level, 9 known, 4/day
Targeted Bomb Admixture-1
Long Arms-1
Cure light wounds
Enlarge Person
Disguise Self-1
Crafter's Fortune
Comprehend Languages
Blend-1

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[b]SPECIAL ABILITIES

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Bloodrage: 8 rounds/day (+4str/con +2will)
Bloodline: Arcane

Alchemist Class Abilities:
Bombs: 6/day 1d4+4 base damage
Discoveries:
2- Mutagen (+4 to one physical stat, -2 to corresponding mental stat, +2NA bonus)

Perfect Recall

At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.

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GEAR/POSSESSIONS
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Arms and Armor: Falchion, Breastplate, Buckler, Composite Longbow (+3), 40 Arrows

Alchemical items: alchemist fire x7, acid flask x5, Smoke Pellet (smog) x5,

Misc Items: backpack, belt pouch, 200ft Silk rope, grappling hook,

Potions: Potion of CLW x4, Potion of Enlarge Person x4,

background:

1- background story.

Vinnick was born and raised in talingarde. Vinnick at the age of 15, was given a magic tutor, and for years he studied and trained but was never able to produce Even the simplest of cantrips. Indeed, his father, such was his disappointment, all but gave up on his son, calling him a disgrace and magically inept, for his father was himself, a fairly powerful wizard. That never sat well with vinnick. Being pitied by his mother, and seen as weak and useless by his father, he decided that he would make them respect him. He turned to alchemy for this. Magic, he never grasped, but science, science and mixtures was something that came easy to Vinnick.

Vinnick was fascinated with not only poisons and their effects on organic matter, but with the aspect of being able to forcefully change his own biology.

Finally, one day, after a couple years of study, he created a concoction that he believed, could do just that. He went to the city, and after much pestering, was allowed a public presentation. Alas, when he drank his mixture, It worked as well as he had hoped, he grew in size, his muscles bulged, his fingers became claw like, and his teeth sharpened. The crowd gasped in both awe, and terror. However it also affected him, in another way. His mental thoughts seemed slower, as if moving through water, and he was hungry. He looked at the people in the crowd, and saw meals. He killed about 4 people that day with his bare hands, and had drank the blood of them. And upon the mixtures affects wearing off, instead of being disgusted or horrified, Vinnick, was ecstatic. He had loved it, he had torn men apart with nothing but his hands, his mixture had proven more effective than he ever thought possible! The deaths were an unfortunate side effect, needed sacrifices on the road to progress and brighter days. But when he was found by the guard, they did not share those thoughts. He was tried for murder, and found guilty, indeed, he admitted the fact himself, he had relished in it while he had done it, the power had been so... thrilling. However, he was unsure of the affects it had on his mind. He needed more time, more testing, one day he sought to create something that could, if desired, be permanent, and one that perhaps did not slow his thoughts.

However, As the thought and promise of death loomed over him. He began to fear that. He wanted nothing more than to advance his studies and works. However, he thought, if it all ended with his death, what point to it was there? What meaning did it have if when he passed it all was for naught? No, he decided he would have to become immortal. To create meaning in his actions, to allow him to study and grow forever, to constantly improve himself, and possibly the world. Every so often, he is still chilled to the bone at the thought that, perhaps, even then all things are meaningless. He steels himself at these moments. For that thought, is perhaps the most terrifying of all.

(basically, I think I am going to play it as him raging only, or only mostly, during his mutagen uses)

Vinnick still has a base need for his work to be accepted, any outright rejections anger him. Especially if one uses religion or morals to mock and shame his studies.

Part 2 goals-

Vinnick feels that the people of Talingarde are being blinded by the royals, they can't see progress for what it is, and what it is worth. He will change this, and any that are to stupid, or that have fooled themselves into thinking it is wrong will be dealt with.

He seeks to perfect his science, to create a mixture so powerful, that he can become high unstoppable, and immortal. Immortality, after all, he can make so many advances in the world, for him to die would be, well, a tragedy, a loss the world cannot suffer.

Vinnick still hasn't gotten his father's respect yet... but he will.

Vinnick seeks a means of immortality, he fears death almost more than anything, but his drive to work on his goals drives him more than his fear hinders him.

3- secrets

Known to Vinnick, his father works for the government and is a follow of Mitra. He is a higher ranking officer in the kingdom.

Not known: His father is also a prominent part of the black market, filling his pockets in the lucrative trade therein

People Vinnick is tied to.

Arven veil, Tutor, vinnicks tutor is indeed, the one that gave the Lad alchemy books, and had even suggested practicing a tad less caution than the books called for.

Vinnicks father. A renowned mage of Talingarde, as well as of the Knights of Mitra. Sees his sun as a disgrace and a nuisance after being put under inspection for his sons crimes.

Alaria Rydell, a half elf woman that grew up with Vinnick. A year younger by birth, she had always had a crush on Vinnick and by the time they were in their twenties, it had blossomed to love. She admired his determination, drive, and his looks. She had joined the order and was training as a cleric, and when she heard of Vinnick's crime could not believe it. She had rushed to his cell, asking him for the truth, when he told her he had done it, and even enjoyed it. He told her his ideals, she was struck speechless, after that she ran from the prison, as he tried called her back. However, even now, she still loves him, and a thought gnaws at her mind "what if he is right.."

Mannerisms and quirks-

Vinnick has developed a certain aspect of thinking about things one way and had a hard time trying to see things from others veiwpoints.

he has a tick, that when he is concentrating on something he has a habit of tapping his right foot, or drumming his fingers.

When he talks about things that interest him he seems full of life, but when forced to discuss matters he feels either pointless, beneath him, or useless he becomes irritable, frustrated, and often aloof.

Vinnick believes that every book and tome is a well of knowledge until proven otherwise.

He views the moral Complications of life as roadblocks and nothing but obstacles in the way of progress. Obstacles that can, and should, be easily overcome.

Vinnick, while capable of lieing well often doesn't know when a lie is needed, or speaks bluntly before he really worries about it due to him thinking about something else.

Questionnaire:(stolen from another GM)

1.How does your character interact with the others within a group?

A- fairly well, as long as they don't mock or look down on his work, if they show interest he quickly Attempts to befriend them and then drown them in his ponderings and ideas.

2. What is your character's role in a group?

A- Depends, he can do everything decently,secondary front line melee, secondary ranged, secondary healing, secondary buffing. Leaning more towards "Hyde" ATM the though, but can go bomber if need be.

3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.

A- I designed him to be mostly "as you see me " but a good assumption would be that his often driven, childlike, almost playful nature hides the fact that he doesn't mind killing a person, or even enjoys the thrill and rush of it.

4. What are your character's goals, conscious and, perhaps, subconscious?
Immortality, knowledge of all things, power, for his work to be accepted (subconcious)

5. How easily does your character love? Have they been in love?

He still has child like tendencies, but when he makes time for it, is quite the hopeless romantic. He loved Alaria. He has also sworn to himself to not enjoy the physical "pleasures" with another unless he deems them worthy.

6. Is your character racist at all, either now or in their past?
Nope. He may make remarks, but those are centered around a curiosity of their reactions to his... tests.

7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?

He believes there is no good or evil, that morality is but a wall placed by those that wish to keep the status quo, he also beleives that his actions and research will make or break the world as a whole.

8. How is your character about material possessions?

Doesn't care really, but he knows that money makes things easier, especially when it comes to experimenting and studying. He also knows how powerful money can be, and so rarely passes the chance up for some "easy" money

9. What does your character perceive their major problems to be?
His major problem that he sees in himself is that he is not smart enough, he thinks he needs to be smarter, and to know more things, and he fears he may never do it. He also fears mortality

10. What does he perceive the solutions to those problems to be?

Study, experiment, travel, and experience.

Going for a more melee oriented character, with decent close range ranged combat and plenty of skills/utility to boot. Can help cover several roles though won't particularly excel at any one save hulk smash once per day :p

I chose bloodrager because I feel it fits well with how I see his mutagen and its effects, I see it as not only changing him alchemically, but it also brings out his innate magical potential, which is why I chose arcane as my bloodrager bloodline and the archetypes I did. Mutagen form won't particularly be fond of magic and is highly resistant to it. I plan on going into the Mad Chemist prestige class and REALLY get a hyde/jekyl feel.

I'll be refining his crunch and background over time.


Why do you want to be a spell eater when untouchable doesn't let you have any spell slots to eat?


the fast healing fits my image of him better than DR, I like the idea of his skin healing quickly rather than being tough. IDK, just one of those things that I can match with the fluff.

I'm working on a smallish in character sample of him at his trial for his murders.


Here is my Cleric( Cardinal and Fiendish Vessel)/Anti-paladin(Dread Vanguard and Tyrant) Luskian

The name is pending and I need to fix up the fluff. All the crunch should be up to par. If you any questions Cardinal let me know.


Talia is complete.

Background:

1: Background elements
• Raised specifically to destroy the Church of Mitra
• Betrayed by an ally
Pic 1
Pic 2
• Eyes: Brown
Hair: Auburn
Skin: Pale, noticeably warm to the touch
Height: 5' 6"
Weight: 115 lbs.
Distinguishing marks: four nipples.

2: Goals
• She wants to pledge herself more fully to hell. Eventually she wants to be bound to a greater devil (cr 13+). Possibly even gain Devilbound (instead of a level)
• I will be going for the Elocater prestige class at 6th.
• Awesome Sith/Jedi action!

3: Secrets
• Known - an ancient writing "the red blade shall sever Mitra's hold upon this world." Prophecy or drivel? Her blade or another.
• Unknown - Lectus' betrayal did not gain him acceptance with the outside world. He regrets his betrayal, but he doesn't know if he can repent.

4: Three people
• Ally - Arronax - mentor, father figure
• Unknown - Lectus - Tiefling fighter, fellow cultist, betrayer
• Enemy - Kelior, grand knight of the Jedi order

5: Memories and quirks
• "If I am to be a tool of Hell, then I shall be the sharpest tool I can be."
• At nine, she performed her first murder. It was someone brought in from a distance and tied up. It was a celebration, a passage. She keeps a simple copper bracelet from the victim.
• Lectus was her first lover. They were instructed not to form attachments, but teenagers will be teenagers.

Talia was born to raise hell. Bred to destroy Mitra's church. She and her half-siblings were created to be powerful. Each was trained with different gifts. Through out their childhood, they moved around to avoid detection, part of their long-term plan. Talia's gifts were unexpected. They had to bring in a specialist in the mental arts, Arronax, to instruct her. Arronax was fallen from an order of mentalist knights working for Mitra. With time, they would form a dark mirror of this order to take down the church.

Their childhood was focused on learning to blend in. Most of them appeared to be human and were allowed to go out under close watch. Others had to wait for the bundles of clothes in winter to go out. Talia was lucky - four nipples and warm skin were the visible legacies of her heritage. She wasn't the most social, but training allowed her to blend better. As she learned her powers, she learned to use them to keep her thoughts off of her expression. She could also use that to guard other's minds - a useful talent.

As she learned the arts of sneaking and blending, her psionic talents also proved useful. Armor of magical force, a blade of thought, the ability to dodge a strike before her foe moved. An assassin that needed no tools. This made her useful and brought down attention for good and bad. She was punished twice for failure and praised twice for success. She became the zealot they hoped for.

It was also this attention that led to their downfall. One of her siblings, Lectus, was jealous. He had digitigrade legs with hooves, and a tail. He could only go out rarely - when it was cold enough to wear a voluminous cloak and when there was no rain or snow to show his tracks. Lectus had no special talent for magic or mentalism. His faith was not strong enough to call on divine power. He wasn't nimble enough to learn locks and traps. He was simply taught the sword. This was not enough for Lectus. He longed for more recognition. And he found it through Mitra's church. By betraying his blood, he became the risen fiend.

The holy warriors broke in at night. They rammed the door down while Talia was on guard. Battered by the ram and trampled by their boots, she had no chance to fight. She awoke in Branderscar already branded. Being found in a place of worship of Asmodeus was inherently heretical. Her only hope was that they didn't know what she could do. She would face the fire and join her brethren in death, but she would not go alone.


Alright, here is the crunch, the backstory, and the 10 minute background for Cassian. He also got Weapon Finesse for free so I grabbed Quick Draw as well. If that isn't okay, let me know and I'll happily get rid of it.

The Crunch:
Cassian Kellin-Barca
Male Human Swashbuckler 2/ Unchained Rogue 1 (Charlatan) [Gestalt Lvl. 2]
LE Medium Humanoid (Human)
Init: +4; Senses: Perception: +5

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Defense
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AC 20 FF 15TAC 15 (+4AC, +4 Dex, +1 Shield, +1 Dodge [ACP: -1])
HP 24
Fort +2 Ref +7 Will +1

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Offense
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Speed 30ft
Melee
. . unarmed strike +6 (1d3+1 nonlethal/x2)
. . mwk estoc +8 (2d4+1/18-20x2)
. . dagger +6 (1d4+1/19-20x2)
. . thorn bracer +6 (1d6+1/x2)
Ranged
. . dagger +6 (1d4+1/19-20x2)
. . hand crossbow +6 (1d4/19-20x2)

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Statistics
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Str 13 (+1) Dex 18 (+4) Con 14 (+2) Int 8 (-1) Wis 12 (+1) Cha 18 (+4)
Base Atk +2; CMB +6 CMD 16
Feats Weapon Finesse, EWP: Estoc, EWP: Thorn Bracer, Combat Expertise, Power Attack, Piranha Strike, Agile Maneuvers, Point Blank Shot, Dodge, Skill Focus: Bluff, WF: Estoc, Quick Draw
Skills Bluff +12 (2), Stealth +9 (2), Intimidate +8 (2), Diplomacy +8 (2), Sense Motive +6 (2), Disguise +8 (1) Perception +6 (2), Kn: Local +4 (2), Acrobatics +9 (2), Use Magic Device +8 (2), Sleight of Hand +9 (2), Linguistics +3 (1) Kn: Nobility +4 (2), Prof: Black Marketeer +6 (2)
Languages: Common, Elven
Traits: Sedition (+1 Bluff, +1 to Leadership total), Ambitious
SQ: Military Tradition (Estoc, Thorn Bracer), Skilled
Combat Gear: mwk estoc, thorn bracer, dagger x 2, hand crossbow, mwk chain shirt, mwk buckler
Mundane Gear: noble outfit, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, signet ring (House Barca), 3pp, 20gp, 10sp
Magical Gear: Potion of Cure Light Wounds x 3, Oil of Magic Weapon +1 x2

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Special Abilities
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Natural Born Liar: At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains several panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, if the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this if she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life: At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Background Info:
History:

Born in the major city of Daveryn and son to Lady Elia Kellin-Barca and Drusus Kellin-Barca, Cassian was raised being told of his family’s defeat at the hands of House Darius and the ascension of the current royal bloodline. During the reign of the mad king, noble members of House Darius made political movements against his family, taking lucrative contracts and securing their own wealth by taking more and more from the beaten bloodline. Cassian was raised in a decadent yet decrepit estate, his family richer than any commoner but poor in the eyes of their peers. They were the butt of jokes, the lowest of the elite, and it bred a sense of ambition and anger in the young man.

Years of court intrigue, backhanded politics, and soirees with the social elite taught Cassian how to have a sharp wit and a clever tongue. His education fell behind him though as he indulged in his wealth; women, drink, and illicit drugs. In his spare time, he learned from his father the long-lost art of the dueling. Their family’s weapon of choice, the estoc, was taught to the young man even though duels to the death had long since been outlawed. As Cassian grew older, his anger grew at his perceived “abuses” of House Darius. His parents tried to curtail his ambitions but Cassian would not be held back, as he focused on achieving what should be “his”.

Cassian searched for others that were distraught by their lack of advancement, joining together in a plot to overthrow the duke of their city. Unaware of his comrades’ “open recruitment”, the Inquisition could infiltrate their ranks and quickly seize Cassian and his co-conspirators. Attacked from all sides, Cassian fought as best as he could to fend them off but was beaten down and taken captive. For his crime, his family was stripped of all property and titles. The last he heard, his mother had committed suicide by poisoning and his father had disappeared. Those were his last bits of news before he was shackled like a common criminal and taken away to his execution at Brandenscar Prison

Personality:

Cassian is an arrogant, forceful man who believes that he has been robbed of his proper heritage, his family’s kingdom, his life. He is a simple man, not the smartest at all but he knows what people want to heal and he knows how to influence others to his own needs. He is no fool though and does not believe he can do it alone. He requires others to shore up his shortcomings and to protective flanks.

Confident, eager, and conniving, Cassian is loyal to those who benefit him and understands that he must remain useful to others as well. In combat, he is vicious and wicked, seeking out the weakest to slay and using unfair tactics to defeat the well-prepared. He is a man who believes he deserves the world and is willing to crush others under his feet whenever possible. The members of House Darius, however, shall suffer and those within his home city will suffer the most terrible of fates.

Appearance:

Tall and lithe, Cassian is not particularly strong at all but he is incredibly quick and graceful. His eyes are somewhat of a dull blue, his hair colored a dirty blonde that he usually keeps swept back. Trimmed but thick sideburns decorate his face, which help form a perfect, condescending look upon his visage. Despite his vicious nature, there is a presence that is difficult to not notice upon the man.

When he is able to, Cassian dresses in the finest of clothing possible and exudes wealth whenever he can. He favors light armor, preferably chain shirts, and a buckler to defend himself. While he may use a hand crossbow and daggers, his favored weapon is the estoc. The long, heavy, piercing weapon seems almost impossible to wield but he uses it with graceful and powerful strikes.

10 Minute Background:
Concept & Background
1) Cassian is an aristocrat from a fallen off-shoot branch of House Barca who feels that he has had everything that should be his taken from him and he wants it -all- back…with interest.
2) While a bit simple and prone to indulgence, Cassian is an incredible liar and leader of men. Capable of spreading terrible rumors, convincing others of dangerous ideas, and other wickedness, it was impressive how many followers he was able to gather for his plot to overthrow the duke.
3) Cassian knows he isn’t the smartest tool in the shed and, while arrogant, is not arrogant to believe he can do it all on his own. He will listen to the words of his advisors and sages, at least until they disagree with his own selfish wants.
4) Cassian, while a scoundrel and a manipulator, does have a sense of noble’s honor. He will take nobility captive and ransom them preferably than execute them. They are better than the common people and do not deserve the same fates.
5) Cassian will eagerly accept any level of leadership and will conspire to ascend the ranks if he is able. If his superiors seem weak or their decisions lead to failure, he will not be subtle about replacing them and placing himself in their position.

Goals For The Character
1) I would love for Cassian to, at some point, partake in a gentleman’s duel. Whether he cheats or not in it, it should be for an important reason.
2) Cassian, if he had the chance to, would like to make those of House Darius that destroyed his family suffer in the worst way possible…or be forced to bend knee to him.
3) I’d like something neat to happen to him; either a wickedly evil love interest, a sentient magical item, something to make him stand out.

Secrets For The Character
1) Cassian, at one of the orgies and dens of illicit pleasure, came across a figure of great importance who should’ve not been at such a place, and recognized them. He has not had such a chance to use such leverage.
2) Cassian’s family, unknown to him, are not in large trouble and destitute. Unbeknownst to him, his family were actually loyal cultists dedicated to the Horseman of War and were more than happy to have their petulant child taken care of.

Relationships

1) Cutter is a thief and a scoundrel that used to be the Black Market connection for Cassian. Usually used for party favors and other decadent pleasures, Cutter could get him connection with dangerous poisons and other illegal wares.
2) Lady Caryn has the look of a proper, timid, Talingardian woman but in the privacy of her own home, indulges in her power just as badly as Cassian does. She is a study of some arcane knowledge and has connections with the social elite. Do not think her a common whore though, she more enjoys watching others in pain and showing off her superiority over them.
3) Captain Jonas Brightheart, a former conspirator with Cassian, now despises the man. While truthfully loyal, he was able to convince the paladin militants that he was undercover on his own initiative. This has cost him prestige and position, leaving him in a dead-end career. If he could be convinced to work with Cassian, the man is a master tactician.

Memories

1) Cassian remembers the first time his father taught him how to fight with the estoc. While he was covered with accurate cuts that first day, it was the first time that the two of them had ever bonded. The taste of blood in his mouth, the anger in his heart, his eagerness to prove to his father he could wield their family’s weapon, Cassian believes this is the first time he felt his ambition.
2) Cassian remembers, with fondness, the first time he was invited to a private entertainment at Lady Caryn’s home. The smells, the sights, the sounds, it all appears more surreal than anything. No night was ever better than that first night and the tangle of bodies he awoke with the next day.
3) Cassian remembers when the doors were kicked down and the military stormed their secret meeting place under the local tavern. The sound of battle, the fear, and the smug and hateful faces of the guard as they proclaimed his crimes and the punishments he’d suffer for his treasonous behavior. He will never forget how eagerly they took everything away from him and if he had his chance, he’d take it back and moreso.


I did go for the story feat of Gruesome Butcher. It fits in with being raised to focus of fitting in so that you can get close enough to kill your foes. She was involved in a raid that left her unconscious and helpless, and she has sworn to kill those in Mitra's Church.


Do we get a Story Feat for free? If so, I may be interested in picking up the Vengeance story feat and have it be against House Darius. I think it will need little modification to fit the story.


Gonna throw this guy in there: Morthos

Was in a game many moons ago that obviously died. I think we made it to Book 2 but it might have just been near the end of Book 1. But I can't remember; it's been too long.

The Background is above the dotted line while the mechanics part is below it. Above the line is the original mechanics from forever ago.


I'd like to resubmit the Doctor. I haven't played the first book, but I'd like to submit him anyway since I like the idea of him and there aren't many opportunities for evil characters. The fluff is all done, but I still need to re-do the crunch to match your guidelines. First and foremost, he's an alchemist. The other half will be gunslinger/lore warden fighter. He's going to be a healer/buffer with ranged damage.


Hello again Anon. =^^= lets see what this recruitment yields


Beads & Luskian You have 2 classes at level 2. 1 of them must be secondary and 1 level behind the main class. See custom gestalt rules again.

WarforgedMan You can choose a story feat, alter a story feat or create a new story feat if no existing one fits or is desirable. I will help make sure these custom feats are balanced. No one can have already completed their story feat yet. It will be a sort of side quest for your character to fulfil as the AP progresses. Also Quick Draw is the correct feat to take if your class was given weapon finesse freely before. One thing though, You seem to have too many feats chosen for level 2. Unless I'm missing something he should only have 1 feat for HD but you have Dodge & Weapon Focus(Estoc). I'm not sure how you are getting both. The rest of your feats are fine.

Talia Fireskin Adding the image links was a great touch. Gruesome Butcher is great. It will apply to the Church of Mitra organisation. This would include Priests, Paladins, Clerics, Evangelists, Inquisitors... but not to loyal church goers or worshippers, not that you need help killing pathetic commoners anyway.

Javell DeLeon Morthos is in the running. Just need you to complete the 10 mminute background section of question I put up.

ALL I have updated submission up to this post in the campaign tab. If you think I have missed something just let me know. Lots of interesting submission so far. I will also be doing maps on Roll20 where you will be able to move your own tokens so hopefully everyone is capable of using that service.


Sorry. Okay. Will do. So build will be:
Gestalt. 1/1
Single 2/1
?


Baen Bonelace
Male human investigator 1/gestalt 1/witch (gravewalker) 2 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
LE Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 15 (1d8+3)
Fort +1, Ref +5, Will +4; +1 trait vs. divine spells
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk obsidian dagger +4 (1d4-1/19-20) or
. . unarmed strike +3 (1d3-1 nonlethal)
Special Attacks hex (cauldron[APG])
Investigator Extracts Prepared (CL 1st; concentration +6)
. . 1st—endure elements, illusion of calm[UC] (DC 16), polypurpose panacea[UM]
Witch (Gravewalker) Spells Prepared (CL 2nd; concentration +7)
. . 1st—inflict light wounds (DC 18), summon monster 1, unlock flesh (DC 18), wizened appearance (DC 16)
. . 0 (at will)—detect magic, guidance, resistance, touch of fatigue (DC 17)
. . Patron Occult
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 12, Int 20, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 12
Feats Agile Maneuvers, Brew Potion, Combat Expertise, Greater Spell Focus (necromancy), Heighten Spell, Improved Counterspell, Point-Blank Shot, Skeleton Summoner[UM], Spell Focus (necromancy), Weapon Finesse
Traits desecration, magical flair
Skills Acrobatics +7, Bluff +6, Craft (alchemy) +14 (+15 to create alchemical items), Diplomacy +5, Disable Device +7, Disguise +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (religion) +10, Perception +7, Sense Motive +6, Spellcraft +10, Stealth +8, Use Magic Device +6
Languages Common, Draconic, Elder Thing, Infernal, Necril, Sylvan
SQ alchemy (alchemy crafting +1), aura of desecration, bonethrall, inspiration (5/day), trapfinding +1, witch's familiar
Other Gear mwk silken ceremonial armor[UC], crossbow bolts (20), mwk obsidian dagger, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 150 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Aura of Desecration (20 ft) (Su) At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura in
Bonethrall (DC 16) (Su) At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command u
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Skeleton Summoner (1/day) Summon skeletons instead of living creatures with summon monster
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


@Cardinal A. Thorn - Did you remember that I am human? That is where I think I get the extra feat for.

I think I will definitely be taking the Vengeance story feat and have it specifically against House Darius.


You traded in your bonus feat for the exotic weapon proficiencies though.


Oh, herp derp. This is what I get for being up so late. I'll trade out Dodge then and pick that up later, my apologies.

Is there any questions you have or are wondering about? I am really eager to get into a Way of the Wicked game and would like to meet any questions you may have. :)


Oh, I like that Gruesome Butcher feat. I feel like Damned is the better choice for my character, but given his crimes, that would definitely fit as well.


The Crunch:
Cassian Kellin-Barca
Male Human Swashbuckler 2/ Unchained Rogue 1 (Charlatan) [Gestalt Lvl. 2]
LE Medium Humanoid (Human)
Init: +4; Senses: Perception: +5

--------------------
Defense
--------------------

AC 20 FF 15TAC 15 (+4AC, +4 Dex, +1 Shield [ACP: -1])
HP 24
Fort +2 Ref +7 Will +1

--------------------
Offense
--------------------

Speed 30ft
Melee
. . unarmed strike +6 (1d3+1 nonlethal/x2)
. . mwk estoc +8 (2d4+1/18-20x2)
. . dagger +6 (1d4+1/19-20x2)
. . thorn bracer +6 (1d6+1/x2)
Ranged
. . dagger +6 (1d4+1/19-20x2)
. . hand crossbow +6 (1d4/19-20x2)

--------------------
Statistics
--------------------

Str 13 (+1) Dex 18 (+4) Con 14 (+2) Int 8 (-1) Wis 12 (+1) Cha 18 (+4)
Base Atk +2; CMB +6 CMD 16
Feats Weapon Finesse, EWP: Estoc, EWP: Thorn Bracer, Combat Expertise, Power Attack, Piranha Strike, Agile Maneuvers, Point Blank Shot, Skill Focus: Bluff, WF: Estoc, Quick Draw, SF: Vengeance (House Darius)
Skills Bluff +12 (2), Stealth +9 (2), Intimidate +8 (2), Diplomacy +8 (2), Sense Motive +6 (2), Disguise +8 (1) Perception +6 (2), Kn: Local +4 (2), Acrobatics +9 (2), Use Magic Device +8 (2), Sleight of Hand +9 (2), Linguistics +3 (1) Kn: Nobility +4 (2), Prof: Black Marketeer +6 (2)
Languages: Common, Elven
Traits: Sedition (+1 Bluff, +1 to Leadership total), Ambitious
SQ: Military Tradition (Estoc, Thorn Bracer), Skilled
Combat Gear: mwk estoc, thorn bracer, dagger x 2, hand crossbow, mwk chain shirt, mwk buckler
Mundane Gear: noble outfit, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, signet ring (House Barca), 3pp, 20gp, 10sp
Magical Gear: Potion of Cure Light Wounds x 3, Oil of Magic Weapon +1 x2

--------------------
Special Abilities
--------------------

Natural Born Liar: At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains several panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, if the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this if she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life: At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level)

.

Background Info:
History:

Born in the major city of Daveryn and son to Lady Elia Kellin-Barca and Drusus Kellin-Barca, Cassian was raised being told of his family’s defeat at the hands of House Darius and the ascension of the current royal bloodline. During the reign of the mad king, noble members of House Darius made political movements against his family, taking lucrative contracts and securing their own wealth by taking more and more from the beaten bloodline. Cassian was raised in a decadent yet decrepit estate, his family richer than any commoner but poor in the eyes of their peers. They were the butt of jokes, the lowest of the elite, and it bred a sense of ambition and anger in the young man.

Years of court intrigue, backhanded politics, and soirees with the social elite taught Cassian how to have a sharp wit and a clever tongue. His education fell behind him though as he indulged in his wealth; women, drink, and illicit drugs. In his spare time, he learned from his father the long-lost art of the dueling. Their family’s weapon of choice, the estoc, was taught to the young man even though duels to the death had long since been outlawed. As Cassian grew older, his anger grew at his perceived “abuses” of House Darius. His parents tried to curtail his ambitions but Cassian would not be held back, as he focused on achieving what should be “his”.

Cassian searched for others that were distraught by their lack of advancement, joining together in a plot to overthrow the duke of their city. Unaware of his comrades’ “open recruitment”, the Inquisition could infiltrate their ranks and quickly seize Cassian and his co-conspirators. Attacked from all sides, Cassian fought as best as he could to fend them off but was beaten down and taken captive. For his crime, his family was stripped of all property and titles. The last he heard, his mother had committed suicide by poisoning and his father had disappeared. Those were his last bits of news before he was shackled like a common criminal and taken away to his execution at Brandenscar Prison

Personality:

Cassian is an arrogant, forceful man who believes that he has been robbed of his proper heritage, his family’s kingdom, his life. He is a simple man, not the smartest at all but he knows what people want to heal and he knows how to influence others to his own needs. He is no fool though and does not believe he can do it alone. He requires others to shore up his shortcomings and to protective flanks.

Confident, eager, and conniving, Cassian is loyal to those who benefit him and understands that he must remain useful to others as well. In combat, he is vicious and wicked, seeking out the weakest to slay and using unfair tactics to defeat the well-prepared. He is a man who believes he deserves the world and is willing to crush others under his feet whenever possible. The members of House Darius, however, shall suffer and those within his home city will suffer the most terrible of fates.

Appearance:

Tall and lithe, Cassian is not particularly strong at all but he is incredibly quick and graceful. His eyes are somewhat of a dull blue, his hair colored a dirty blonde that he usually keeps swept back. Trimmed but thick sideburns decorate his face, which help form a perfect, condescending look upon his visage. Despite his vicious nature, there is a presence that is difficult to not notice upon the man.

When he is able to, Cassian dresses in the finest of clothing possible and exudes wealth whenever he can. He favors light armor, preferably chain shirts, and a buckler to defend himself. While he may use a hand crossbow and daggers, his favored weapon is the estoc. The long, heavy, piercing weapon seems almost impossible to wield but he uses it with graceful and powerfulstrikes.

10 Minute Background:
Concept & Backgroun
1) Cassian is an aristocrat from a fallen off-shoot branch of House Barca who feels that he has had everything that should be his taken from him and he wants it -all- back…with interest.
2) While a bit simple and prone to indulgence, Cassian is an incredible liar and leader of men. Capable of spreading terrible rumors, convincing others of dangerous ideas, and other wickedness, it was impressive how many followers he was able to gather for his plot to overthrow the duke.
3) Cassian knows he isn’t the smartest tool in the shed and, while arrogant, is not arrogant to believe he can do it all on his own. He will listen to the words of his advisors and sages, at least until they disagree with his own selfish wants.
4) Cassian, while a scoundrel and a manipulator, does have a sense of noble’s honor. He will take nobility captive and ransom them preferably than execute them. They are better than the common people and do not deserve the same fates.
5) Cassian will eagerly accept any level of leadership and will conspire to ascend the ranks if he is able. If his superiors seem weak or their decisions lead to failure, he will not be subtle about replacing them and placing himself in their position.

Goals For The Character
1) I would love for Cassian to, at some point, partake in a gentleman’s duel. Whether he cheats or not in it, it should be for an important reason.
2) Cassian, if he had the chance to, would like to make those of House Darius that destroyed his family suffer in the worst way possible…or be forced to bend knee to him.
3) I’d like something neat to happen to him; either a wickedly evil love interest, a sentient magical item, something to make him stand out.

Secrets For The Character
1) Cassian, at one of the orgies and dens of illicit pleasure, came across a figure of great importance who should’ve not been at such a place, and recognized them. He has not had such a chance to use such leverage.
2) Cassian’s family, unknown to him, are not in large trouble and destitute. Unbeknownst to him, his family were actually loyal cultists dedicated to the Horseman of War and were more than happy to have their petulant child taken care of.

Relationships

1) Cutter is a thief and a scoundrel that used to be the Black Market connection for Cassian. Usually used for party favors and other decadent pleasures, Cutter could get him connection with dangerous poisons and other illegal wares.
2) Lady Caryn has the look of a proper, timid, Talingardian woman but in the privacy of her own home, indulges in her power just as badly as Cassian does. She is a study of some arcane knowledge and has connections with the social elite. Do not think her a common whore though, she more enjoys watching others in pain and showing off her superiority over them.
3) Captain Jonas Brightheart, a former conspirator with Cassian, now despises the man. While truthfully loyal, he was able to convince the paladin militants that he was undercover on his own initiative. This has cost him prestige and position, leaving him in a dead-end career. If he could be convinced to work with Cassian, the man is a master tactician.

Memories

1) Cassian remembers the first time his father taught him how to fight with the estoc. While he was covered with accurate cuts that first day, it was the first time that the two of them had ever bonded. The taste of blood in his mouth, the anger in his heart, his eagerness to prove to his father he could wield their family’s weapon, Cassian believes this is the first time he felt his ambition.
2) Cassian remembers, with fondness, the first time he was invited to a private entertainment at Lady Caryn’s home. The smells, the sights, the sounds, it all appears more surreal than anything. No night was ever better than that first night and the tangle of bodies he awoke with the next day.
3) Cassian remembers when the doors were kicked down and the military stormed their secret meeting place under the local tavern. The sound of battle, the fear, and the smug and hateful faces of the guard as they proclaimed his crimes and the punishments he’d suffer for his treasonous behavior. He will never forget how eagerly they took everything away from him and if he had his chance, he’d take it back and moreso.

Alright, this is Cassian all updated now. :D


@Cardinal: I will be updating my backstory with your model, picking my story feat. As far as secondary classes, I will switching up my character a bit. Anti-paladin will be the main and Cleric will be the secondary.

For the story feat, I think Apotheosis will be the one I'm taking, it's fitting I believe.

3d100 ⇒ (100, 13, 74) = 187
2d100 ⇒ (22, 19) = 41
Looks like I can swim.


What are the d100's for?


Opps, forgot to write that when the site crash. Tiefling variant ability chart, I wasn't sure if you'd okay it. If it's a nope I will quickly remove the ability.


If you're not sure about something always check. I am fine with the variant ability chart. Why so many dice though?


Sorry about that, I shouldn't of assumed. Won't happen again.
As for why so many, I want to blame it on a New years hangover. So, once again my bad. At this moment, I feel a little embarrassed.


Swim speed is ok if that's what you want. Your feet and hands will also be webbed(no mechanical effect). That would probably make one of these devils responsible. Not that your character would have this knowledge yet.


Sounds good to me, I will add that to his description.
Almost done updating him.


All finished and updated, I present Lucien Malvernus. I think it's a better name anyways.
Lucien Malvernus
let me know if there is anything I need to tweak.

Sczarni

Its too late in the night for character creation , but I always gotta ask, Master Summoner is an available choice? As long as its unchained? Razmirian Priest prestige class? Not that I would ever play an evil, false healer, of course not. Pyschic class alright?


Yea I'm pretty sure Master summoner is compatible with the Unchained Summoner so that would be ok. The false priest prestige class would be pretty interesting. Psychic paizo and psionic classes are allowed.


Beads:

Beads
Male ratfolk gunslinger (gulch gunner, pistolero) 2/rogue (unchained) 1/gestalt 1 (Pathfinder RPG Advanced Race Guide 152, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Combat 9, 51, Pathfinder Unchained 20)
NE Small humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 21, touch 18, flat-footed 14 (+3 armor, +5 Dex, +2 dodge, +1 size)
hp 25 (1d10+5)
Fort +4, Ref +7, Will +2
Defensive Abilities nimble +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d3+3/19-20) or
. . mwk tailblade +6 (1d2+3)
Ranged mwk pistol +8 (1d6+3/×4)
Special Attacks deeds (flash and shock, gunslinger's dodge, quick clear, up close and deadly +1d6), grit (4), sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 14, Wis 15, Cha 8
Base Atk +1; CMB +3; CMD 18
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Grit[UC], Gunsmithing[UC], Inerrant Justice, Piranha Strike, Point-Blank Shot, Quick Draw, Rapid Reload, Weapon Finesse
Traits murder, unblemished barrel
Skills Acrobatics +9 (+5 to jump), Appraise +6, Bluff -1 (-5 to affect animals), Climb +5, Craft (alchemy) +10, Craft (weapons) +10, Diplomacy -1 (-5 to affect animals), Disable Device +10, Disguise -1 (-5 to affect animals), Escape Artist +9, Intimidate -1 (-5 to affect animals), Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Linguistics +6, Perception +8, Sense Motive +6, Stealth +13, Survival +6, Swim +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Aklo, Boggard, Common, Goblin
SQ cornered fury, gunsmith, trapfinding +1, unnatural
Combat Gear reagent, black powder (10), reagent, black powder (10); Other Gear mwk studded leather, bullet[UC] (40), dagger, mwk pistol[UC], mwk tailblade[ARG], paper cartridge[UC] (20), alchemy crafting kit[APG], bandolier[UE], belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork artisan's tools, masterwork backpack[APG], powder horn[UC], powder horn[UC], sewing needle, signal whistle, thieves' tools, 2 gp, 1 sp, 6 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
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.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inerrant Justice (1/day) Maximum weapon die for dam when hit unaware foe.
Nimble +1 +1 (Ex) +1 AC while wearing light or no armor.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.

Hope this looks better


I would like to submit Barnabas as candidate. Going for Antipaladin/Oracle. Crunch and Fluff are in the profile.

I have previously played the first act of this AP on the boards.

Let me know if you have any questions.

Sczarni

Thinking of creating a My Little Razmir. Is Harbringer, from Path of War on the table? And the archetype, the Crimson Countess? Because I love the Master Summoner, but the Path of War classes are just too appetizing. Pretty sure I'll submit a Wizard/Harbringer to bring out some terrible scenes.


Just want to quickly ask, do we get all the bonuses from our "2nd class" except class abilities?


Dot


Would Spheres of Power be allowed for characters? (3rd Party but the rules are listed in that link)


Beads You've got it now. It's basically the same as normal gestalt. You still get all the features from both classes but one class is 1 level behind. Not sure how I can make it any simpler. Just need your backstory now.

Crayfish Hora I'm not super familiar with the path of war classes so I will be looking at your build closely but go ahead and show me your idea.

Tenro Yes I can allow spheres of power. I will have to look closely at your character and do a bit more reading of that wiki but since it's all online and I already understand the basics of it I'm ok with that as long as you're ok with playing with spheres in a game likely alongside a standard pathfinder caster.


Okay, need to edit it a bit again. The sheet. Skill points etc from rogue :P

I did give a 10min background i believe.

Sczarni

Spheres of power! There's some wonderfully weird stuff in there. I mean, I've played standard pathfinder casters to death by now and haven't played around with other systems too much (besides Path of War, but Path of War isn't for spell casters). I need a 3rd level spell to get into the prestige class that I want, even though it's a terrible, terrible prestige class. But I know how to do that, and it's thematic.

I'm working on my character's back story right now.


Thank you for your consideration.

Questions regarding your rules changes and how they interact with Spheres of Power:

1.) Crafting: Does "won't net an increase in wealth" equate to "Craft costs equal full market value, not half"?
2.) Free Feat: Do you consider "Extra ______" Feats to be non-combat? Or did you simply mean that the Free Feat may not be an actual [Combat] feat?
3a.) Spontaneous Magic: 1 bonus spell known per level: In Spheres of Power, I believe this would equate to an additional talent/sphere per level, as talents and spheres encompass what magical abilities are known. Do you agree, or do you have something else in mind?
3b.) Spontaneous Magic: Access next level spell 1 level earlier for full casters: If my lower half of the gestalt is a full caster (essentially full CL -1), does that still apply, or is that only if the higher half of the gestalt is a full caster? My tentative idea is that, at minimum, I will have full caster level with Telekinesis no matter which side of my gestalt is the full side, and the other side of my gestalt will be a bona-fide full caster.


Pathfinder Adventure Path Subscriber

O-ho-kay, this has my attention. I've been through Branderscar in three different games now, each game falling apart one way or another shortly after our escape. I should point out I've gotten a little ways into the next section as well, though I don't believe I've ever completed it.

Anyway, in two of those games, I've played versions of this here character. Hereby submitting (once again) one part con man, one part ladies' man, and one part black-hearted backstabbing...uh, man:

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Sholano Gale, Silver-Tongued Scoundrel

Trickster, con man, and all-around identity shapeshifter. No one knows whose side he's on, really, but almost everyone is pretty sure it's theirs. You might not trust him, but damn if you don't want to keep listening. As for his role in the party - he's a face man. If you need to be talking with someone, for pretty much any reason, he'd be ready, willing, and probably already doing it. He loves to ingratiate himself with basically everyone, regardless of whether he intends to murder them later or not.

At the moment, I haven't tailored him to your game mechanically yet (custom gestalt, wow), but I can't imagine that'll take me long to get done - although, as a note, some of the mechanics in his profile right now are from Legendary Rogues, which I would encourage you to take a look at if possible (it's from the good folks at Legendary Games, and has a lot of really reasonable options for rogues), but no worries if that's not a thing, I'll just switch back to Unchained. In the meantime, the basic idea is still there in the numbers: in combat, nothing too special (Feint-based rogue), but in utility, especially social skills (especially Bluff), he's your man.
[EDIT: After some tooling around, his gestalt class is absolutely going to be Swashbuckler, with the Daring Infiltrator archetype. It's perfect.]

I also have several of your story questions answered there in the profile, but let me get a bit more specific here and fill out a few things.

Concept Elements:
There's a full background and description in the profile, but let me cherrypick a few things out to get you a nutshell.
1) Once-Noble: In his early days, Sholano was a bastard son of a noble house, and got used to the finer things. He gravitates towards a lavish lifestyle like a duck to a pond.
2) Ruling Schoool: While still in his family's good graces, Sholano absolutely dominated his schoolmates through a vicious combination of slanderous truths and clever rumor. One day, however, he went too far, and got himself into much more serious trouble.
3) Knowing Too Much: Once on the streets, he learned quick that his old tactics wouldn't work out here in the real world, and instead set himself up as an information broker. After a while, though, he started to think that this tactic wasn't going to get him back into the lap of luxury the way he wanted, so he went out to sow some even wilder oats in the wide world.
4) The Pretender: Out in the world, Sholano built a new identity for himself, a reputation built around a shadowy figure, until it all came tumbling down again and landed him in Branderscar. He still believes in the tactic, though, even if he's starting from scratch. He goes by different names whenever possible (the nature of the contract with Thorn means that the party and the Cardinal know his true identity, but even there he's not happy about it) and almost reflexively disguises himself.
5) ...Thy Name is Sholano: Pretty as hell and incredibly aware of it, Sholano is the soul of vanity. While he disguises himself every which way, he almost never downplays his looks; everyone responds better to a handsome man.

Goals:
1) Several Eyes for an Eye: Sholano really wants to see both the Mitran church and his family pay for what he sees as their unjust treatment of him. The church and the rest of the Talingarde ruling body is absolutely his primary target, as they've brought his grand plans tumbling down not just once, but three times, but along the way he would absolutely love to see his human family get some comeuppance along the way for kicking him out into the cold.
2) The Spider's Web: I'd very much like to see Sholano become an honest-to-badness spymaster. It's something nearly every iteration of this character (there have been several, good and bad) would excel at, and he's never really gotten the chance to do it. It would entertain the heck out of me to see him pulling strings on a larger scale than the personal.

Secrets:
Secrets is a bit of trickier category for Sholano. Interestingly, while he is an incredibly secretive person by nature, most of his plans have been laid bare by getting fully caught in his latest scheme and thrown into Branderscar. After that, the Cardinal's contract more or less forces him to be honest about his true identity with his fellow Bound, laying bare more of himself than he's revealed to anyone since his childhood some thirty years ago. Here's a couple of ideas, though:

1) He probably hasn't been fully honest with his new mates about the vast swath of smaller crime he's pulled across most of the continent. In every other village or town he's ever visited over the last two decades of travel, you can almost certainly find someone he's swindled or set up to take a fall, and even with his usual precautions, it's the sort of thing that is almost bound to cause at least minor trouble if any real travel happens. While he certainly wouldn't lie about that to his compatriots, he also definitely isn't going to bring it up of his own volition.

2) During Sholano's long exile, his younger half-sister, Errinel Gale, has joined the ranks of the Mitran Church. One of the only members of the family who didn't treat Sholano like a burden that had to be borne until they found an excuse to throw him aside, the knowledge that she's become a part of that self-righteous organization will probably throw Sholano into some pretty serious confusion about how to proceed. He would probably work to find some way to turn her from the "Light", or at least spare her from the worst of the coming conflagration.

Friends/Enemies:

1) The Wily Old Man: Sholano's last big scheme was dashed to bits by the wealthy Talingardian merchant (and secret mage) Arthur Treblefast (for more details on their last encounter and the story of his capture to Branderscar, check the spoiler at the bottom of this post labeled Caught!). If Treblefast learns of Sholano's return to Talingarde, he'd gleefully assist in foiling the charming thief's plans once again, offering his considerable resources to the Mitran efforts.

2) The Holy Sister: As mentioned above, Sholano's fully human half-sister Errinel has enrolled in the ranks of the Mitran Church. Her presence there could be a great help or a great hindrance, depending on how susceptible she is to her brother's considerable powers of persuasion.

3) The Blustering Gales: While Sholano may have had a decent relationship with his half-sister, his half-brothers were another question entirely. He may have been the eldest, but their human blood not only gave them legitimacy, it caused them to grow faster and larger than their half-elven brother. Each of the three brothers looked down on Sholano with the contempt only slighted nobility can bring to bear, and the sentiment was returned with all the pure fury of a mistreated child. Their parents have passed on in the last thirty years, but all three are now influential men in their own right.
Threll, the soldier, learned well the lessons of their hard-nosed father and has risen to become an officer in the guard, through discipline and the strength of his arm.
Berik, the merchant, was instead taught at his mother's knee the intricacies of trade, and now wields their family's purse-strings with a fencer's grace.
Keris, the eldest son, is now titular head of the family, with social connections and influence enough to be a true power in the island nation's politics.
All three would be mortified to learn of the return of their family's disgraced bastard, and would do whatever was necessary to remove the stain on their 'good' name from the world.

4) The Gatekeeper: An associate of Sholano's from his days on the streets almost twenty years ago, Sylvia Quick is a stone-cold vicious b@&~*. When last they met, Sylvia was a cutpurse of no small talent, despite being a girl of only twelve, and with Sholano's help as a shill and pickpocket, they parted many a fool from his money. Not quite Sholano's match at planning or chicanery, she was a damn sight faster with her hands, and one of the only people he's ever met who could match him wit for wit in a conversation, they had a long-standing friendly rivalry. Today, she's a cat burglar for hire in her mid thirties, and would almost certainly be deeply amused to hear that her old 'playmate' was back in town.

Quirks:
There are a bunch of these in the profile; here they are again for ease's sake.
Almost Religious: While not exactly a worshiper, Sholano has a healthy admiration for Besmara, the Pirate Queen. A whole religion dedicated to taking what you want when you want it? Now that's a good con. He also has some respect for Asmodeus, whose deals are the stuff of legend, although he is a bit too willing to ignore the law to be entirely in the Archfiend's good graces.

Sucker for a Pretty Face: Sholano has a bit of a sweet tooth when it comes to women. He rarely has trouble walking away with his pick, although he has a particular weakness for a difficult catch, which has gotten him in more trouble than he'd care to admit.

A Dish Best Served Cold: Convinced that violence is only necessary when you've already screwed up the bigger game, Sholano rarely pulls a blade on his enemies. After all, there's almost always something that can cause more pain than a simple stabbing, and Sholano excels at getting close to his enemy and proving that the most dangerous foe is the one you trust to watch your back.

What a Tangled Web We Weave: There is a long line of people behind Sholano that know him by a different name. Blessed with a quick mind and a good eye for faces, he can usually catch it in time, but every so often, someone pops up that he doesn't recognize - which usually leads to a hasty exit!

Life of the Party: Sholano has long believed in the old axiom about flies caught with honey. To that end, he goes to great lengths to become friends with nearly everyone he meets, entertaining them with a ready story and swift banter. He naturally gravitates towards taverns and the like, as they are fantastic places to build up both a base of contacts and an easy alibi.

And finally, a little story, just as a little sample of how I write and how Sholano is. This here is the tale of how he managed to finally get caught and shipped off to Branderscar where he belongs.

Caught!:
Sholano couldn't believe it. His plans were swiftly falling apart, no matter how which way he turned, and the son of a b%&*@ was going to ruin him. A bead of sweat rolled down his forehead as he contemplated what he could do next, searching desperately for a way out. In a last minute flash of insight, he saw his route of escape and like lightning he made his move.

"It won't be that easy to catch me!" he exulted, reaching across the ornate chess set to slip a dark pawn in the way of his king. He grinned easily and crossed his arms, settling back into the high-backed plush chair. The gray-bearded man across the table frowned slightly, studying the board.

"Perhaps not," Arthur Treblefast said quietly, looking sharply up at the younger man. "But then, you have proven yourself remarkably slippery."

You have no idea, old man.

Sholano kept the casual grin on his face, gesturing towards the board. "That is why you're funding my expedition, isn't it? You've seen my references - I've found my way out of most sticky situations, and this next one won't be any different." He leaned forward slightly. "Speaking of which, we are still set to begin tomorrow, aren't we? No rush, of course, but if I could gain access to the traveling funds before tonight, I could begin my preparations."

Easy, easy...it's taken this long to get here, you can wait a little longer. Wait - what the hell was that?!

There was a faint clang of metal on metal from the hallway, and Sholano's pointed ears twitched under their wax masking. He glanced surreptitiously towards the study's double doors as Treblefast pushed back his chair.

"Oh, your journey will begin shortly, have no fear of that," Treblefast said, getting to his feet. The doors burst open, and Sholano sprang to his feet as the rich merchant continued. "But perhaps not to where you'd envisioned."

Sholano swore and dashed towards the window. It was a two story drop from this far up, but if he remembered correctly, there was an awning he could bounce off and maybe get away without some broken bones. Either way, better that than suffer Talingarde's loving Mitran justice. To his horror, though, the window slammed shut and barred seemingly of its own volition. He spun to look back and saw Treblefast standing with his hand upraised, a faint glow around his fingers.

Sholano came to a dead halt, his features going blank as several guardsmen filed into the room. "Wizard, hm?" he asked in a calm, almost conversational tone.

"I dabble." Treblefast replied in kind, the gloating arrogance in his voice matched by the smirk on his face. "A simple divination told me of your dishonesty two days ago, and then it was only the work of a quick inquiry to the Guard to figure out your intentions. You were going to take the money and disappear, yes?"

"Something like that," Sholano said, holding out his wrists for the guards to clap manacles on. "I'll have to watch closer for magic next time."

The guards began to lead him from the room, shoving him forward needlessly. As they passed Treblefast, the merchant held up a hand, halting them for just a moment. "I rather doubt there will be a next time...Master Gale."

Sholano's eyes flew open wide and his head whipped towards the wizard, his bored expression giving way to something very close to panic.

Holy hell - they know my real name?!

The old man smiled viciously at seeing the expression on Sholano's face. "Yes, that's right - you're not going to some simple little holding cell this time, my slippery little friend; not after all you've done." He reached out a hand and placed a finger on the chessboard's black king, tipping it over. Checkmate. "You'll be going to Branderscar."

--------------------------------------------

Whoo, that was a bit wordier than I intended to be today. There's my pitch! I'll get started on converting the crunch over to your game's standards today, but I figured I'd get the fluff out of the way first. Any questions?

Sczarni

My Little Razmir Story Elements:

Step 1:
Personality Profile, The Visonary

Personality Blurb: My Little Razmir has a love that lives inside of him alone, the love of a goddess. He feels his heart burn for her will to be done, but shows that man alone are gods in having enough control to stifle it. Love and control are both power, and power is everything. He would throw away his house, his family, and all his friends for a deeper understanding of love, and thus, power. He is a very serious man, with no interest in frivolities and is willingly open to question anything. Because in questions, one's understanding grows, and it is that self-growth that appeals to him so very much. But he's also an honest man, the truth is his own little weapon, used to sort out who is and who isn't a man.

Physical Description: It was until recently that anyone saw My Little Razmir's (Name Pending) face. He is a scruffy, unshaven man with wild brown hair and the coldest set of blue eyes. When he was captured, he wore a large, yellow cloth cocoon around his head with one large hole in the front and a few blood splotches along the sides. With a brown half-cape with yellow and brown dangles tied around his chest, a makeshift tunic that was more of the yellow cloth wound around his neck and pecks, but left the midsection bare, this strange man stood at a fairly tall height and was eye catching due to his bright yellow cloth. There was a waist cloth, also made of the yellow cloth, that had its own cape that hung behind but left the front open. He even wore yellow wrapped boots that left his toes bare. The last bit of his outfit was his yellow cloth gloves that left the fingers bare and covered his lower arm. His clothes have never been washed.

When armed, he wields a shotel without a sheath. To hide the fact that he has murdered and thus, is a murderer, irks him to no end. A shotel is a murderer's weapon and has no other use, and though it is of a fine craft, the blade is becoming rusty with stained blood.

Concept Overview: Diogenes meets Lautrec of Carim meets Marach Galthena and later becomes My Little Razmir mixed with I'm really a good guy, but I'm an evil, evil man and The King in Yellow.

Important Life Events:
My Little Razmir started his life as a war orphan of a prestigious, war-wizard family. His family was most likely killed (directly or indirectly) by the man who adopted him, the War-Baron Galtana.

War-Baron Galtana collected war-orphans that may have had magical talents and turned them into his conditioned magical weapons. My Little Razmir was a special kid, so the baron told him. He could kill a man in full plate, over time, with small knicks and cuts without lifting a finger. The baron learned this by locking a child loving knight and My Little Razmir in the same room for quite some time. Best way for magical talent to show itself is by violence, he believed.

My Little Razmir goes to War for Baron Galtana. Baron Galtana was a fat, greedy man that wanted as much power and land and men under his command than anyone. So he sent his child war-wizards (who nobody expected) into enemy territory to soften the enemy for his army.

My Little Razmir invades a Holy City. There is power in faith, and Baron Galtana knew that controlling a Holy City would bring him much of everything.

My Little Razmir finds a Goddess's Love. He was older now, but not by much, when he found a stray building with a statue nearby. It was a decrepit building in the city that was soon to fall to Baron Galtana, in that it was unkempt unlike the beautiful marble and good wood buildings around him. He admired the statue, but the figure's face was crumbling, so he couldn't pick out whom it represented. But he was drawn to enter the temple. Inside, there were drapes over all of the windows and a fur rug covered the altar. The floor was made of a much older wood and it creaked. Looking around for what seemed to be hours, he found a trapdoor to the cellar and descended.

Passing the jarred food and empty bottles, My Little Razmir was eyeing the strange, dusty chests that lined the walls. He found that same statue, except this time, holding out a short, half-cape made of brown cloth. He eyed the statue for a bit, then took the cape and put it on over his commoner robes.

My Little Razmir's heart burns. Opening the chests along the walls revealed nothing but yellow cloths, which were very bright and not worth anything. So he became upset at the statue, yelling at it, "Why stock your cellar with useless cloth, if it's not worth the effort to collect it!" That was then the moment that he received the goddess's love, causing him to drop to his knees and clutch at his chest. He swore, all the terrible words that the soldiers had taught him, and he slowly stood. He just stared at the statue in hatred, but slowly relaxed. He knew what to do with all the yellow cloths now...He collected them and burnt the temple down, starting a large scale fire in the middle of the city, as was his instructions.

My Little Razmir visits the tailor, who now resided outside of the burning city. Baron Galtana's men attacked the city while its eyes were focused inward on the temple fire and My Little Razmir escaped carrying bundles of yellow cloth. Fortune favored him that day, as the tailor also escaped when he was tipped off by his cloth smuggling associate. My Little Razmir gave him all the gold the Baron paid him for him to create a specific outfit.

Probably the only friend he has ever made, just by how long he spoke about the cloth and saving the Tailor's business. They stayed up all night, watching the city burn down, talking about cloth. The Tailor found this to be a tragic, but thankfully not fatal incident, but My Little Razmir knew this was the beginning of something wonderful.

My Little Razmir and Baron Galtana's men are attacked by the forces of good. Talingarde, being the source of good that it is, couldn't stand by and let Baron Galtana and his child war wizards have their evil way. So they gathered their armies and declared war, officially. Baron Galtana was pissed and hung their messenger outside his castle walls in response. He ordered My Little Razmir and mercenaries hired from all over to meet this force. The valiant paladins and clerics of their sun god clashed with My Little Razmir and the mercenaries, shocked that the enemy force had a dragon on hand. But good had triumphed over My Little Razmir, knocking him out of his dragon transformation. They captured him and sent him to Branderscar.

Whether or not Baron Galtana still fights with Talingarde is unknown to him.

Goals:

My Little Razmir wishes to lift himself into godhood by convincing others that he is divine. He has to gather followers, establish his church, and farm his followers' love for him. Talingarde's hostile attitude towards other religions is a big problem for him though. They must be dealt with.

As a Player, I would love to see a Razmirian Priest in action. Those false heals are going to give someone so much hope, and when the time comes, take it away. Having suffered through others believing that a cleric's only use (cleric is my favorite class) is a heal-bot, I am forever scarred. Woe is me...so I'll heal them. And they'll regret it! Evil laughter Also, I have to try convince others that My Little Razmir is totally a good guy, some divine angel, and The King in Yellow at the same time. That's my real goal.

Step 3.

Secrets:

My Little Razmir's known secret: His work is arcane, it's magic, not some kind of divinity. With a world so full of magic this and magic that, every wizard is a guy you pay to make shiny swords for you. They're happy to work, as there's so many of them that are unemployed, most likely. But present it in just the right way, and speak words that the others want to hear...

Unknown secret: He has a younger sibling, a sister, that Baron Galtana has kept hidden from him. For the same reason that you don't take too many slaves that share the same language onto a vessel, the Baron didn't want to risk two war-wizards, who had a strong bond most likely, messsing things up for him. He captured My Little Razmir's sister much earlier than him and he has no clear memories of her existence. But My Little Razmir feels as if something is missing. She doesn't share his dark heart and is quite different from My Little Razmir, but they're family. And love is powerful. She has a much smaller divinity complex; she knows she's above humans and this allows her to forgive the lesser beings for what they do. They can't help it, of course.

Step 4.

Tailor Tom: A middle aged tailor who's home has now burnt down. His business travels to and fro between the lands, as all his cloths and equipment survived the fire. He wears fine clothes, as he was recently made a very successful man. He owes his recent success to My Little Razmir's fat stack of gold, and gold speaks to his heart. He has a fine pointed goatee and parades himself in fake-gold lined tunics and pants. Green is his favorite color. He was a criminal in his past life, but gave up his petty pick-pocketing ring for an honest life as a tailor (once he figured out how much people pay for clothes on the daily). Tailor Tom isn't his real name.

Baron Galtana: A war hero of a larger continent, Baron Galtana is a portly fellow who dresses in red and gold, the colors of war. His castle is more of a fortress than a leisurely palace, and is built upon a hill with a mote and everything. He commands his own standing army and has lots of gold to purchase the mercenaries of his homeland. His warmongering also produces orphans and some are very gifted. Which he cultures and makes them his weapons of war. He is warm towards them, until they cross him, which then they have to be put down. My Little Razmir was taken from him, but he has more weapons available to him. So far, My Little Razmir hasn't crossed him, so he is warm towards him. Warmer if he comes back into his weapon stash.

Priest Wieslow Krol: Few were more fervent in their faith than Wieslow Krol. He spent hours repenting, whip in hand, for his sins against Mitra, his everlasting sun. He was a well renowned healer, his powers incredible, but his want to destroy everything that is evil keeps him from becoming a high priest. His heart is filled with a different kind of darkness: the over zealous will to do good at any costs. He frequented Branderscar, willing to pray for others (which rarely anyone accepted, as he had a reputation for wanting to destroy every terrible person and no one wanted to be alone with him) and heal them during reprimanding whippings. He took note of My Little Razmir's proclaimed "acts of God" and though he couldn't prove it, he knew in his good aligned heart, that somehow, someway, My Little Razmir was a blasphemer. Probably because Priest Krol called him a blasphemer and tried to smite him down, but the guards intervened.

Step 5.

My Little Razmir's first meeting with Priest Krol. Just after his processing, My Little Razmir had supplied his name as simply Razmir and was stripped of his yellow cloth by the guards. They spun and spun him around, slowly unwinding all the stained, yellow cloth from his head. Once he was rid of his clothes, they took him to shower, because he stunk to high heaven, having not bathed since donning the clothes. They took him to the branding chamber then, and that was when he laid his arm along the table and looked up to see Priest Krol enter the room. The way My Little Razmir stared at the man, it was if he could see through him, see into him. When asked if he would like his pain soothed from the burning, My Little Razmir refused, staring unflinchingly at Priest Krol, "You may be able to heal my wound on this mortal body, but you can never heal me." His words stung in Priest Krol's mind and Krol -hated- My Little Razmir after that day.

My Little Razmir's faith healing. It took him quite some time to convince the guards to allow him to provide the inmates his faith healing services, but he was always such a good prisoner. One day, they let him pray with another inmate (under heavy supervision, of course). And he had just touched the man and whispered quietly, changing that man, before the other guards, into an angelic being. This shocked everyone in the room, even the inmate. The local paladin checked the man's alignment and picked up on the man's good aura, "By Mitra.." My Little Razmir knew his cue "Now it resides within you. It fades, but is a part of you. I have forgiven your sins." The inmate cried, the guards cried, but My Little Razmir just stared.

My Little Razmir's last meeting with Priest Krol. A few weeks before My Little Razmir was broken out of the prison, he requested an audience with the priest to confess his sins and to be prayed for. Priest Krol took him up on the meeting and showed up with his holy text and robes and was let into the prison. They met in a small room, watched by guards through a window. My Little Razmir had grown a scruffy beard since he was incarcerated and they sat down across from each other. Razmir's hands were cuffed, for safety reasons, but he looked so calm. "Before we start, I would like to ask of you something, priest." Priest Krol agreed, "Certainly. What is on your mind?" "I would like your love." Priest Krol paused, "My love?" "Yes, I would like your love." "Of course, you have my love, as do all Mitra's children." "No, I would like your love." "I...only have an interest in woman, I'm sor--" "I know how much you love Mitra. But I want all of it." Priest Krol frowned, "Trade my love for Mitra for a mortal alone? Are you mad? I would never!"

My Little Razmir leaned forward, his hands off to the side so the guards could see them, "Then I will remove you from this prison. You will never be able to step foot in it again and all these souls will eventually love me like you never could." Priest Krol snorted, "You speak of madness. You are but a mortal man." My Little Razmir whispered something. "What was that? Speak up." My Little Razmir speaks louder, "I am a God. Ask Mitra, they know it to be true." Priest Krol slammed his book onto the desk, "I didn't come here to listen to your blasphemy!" Then it escalated, Razmir yelling "I am a God! Ask Mitra! I am a God!" They yelled back and forth until Priest Krol grabbed at My Little Razmir and started punching the holy love into his face. The guards had to break into the room and intervene.

Priest Krol was reported to the church for attacking an unarmed prisoner who didn't fight back. He was reassigned and lost that position to another priest and banned from the prison grounds.

My Little Razmir Crunch:

Razmir
Male aasimar thaumaturge 2/ Harbringer (Crimson Countess)1
LE Medium humanoid
Init +5; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (2d8+2+2 for favored class)
Fort +4, Ref +5, Will +3 (+1 vs. divine spells)
Acid, Cold, Electric Resist: 5
-1 to Attack rolls for Claimed targets /# of claimed targets. Max 4.
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Offense
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Speed 30 ft.
Mwk Shotel +7 (1d8+3/20 x3)
Bite +6 (1d6+3) Dragon Transformation Only
2 Claws +6 (1d4+3) Dragon Transformation Only

Special Attacks Breath Weapon: 1d8/2 caster levels, 1d4 rounds wait, 60 ft line or 30ft cone. Cold, Fire, Electric, or Acid damage. DC 16 reflex save for half. Only during dragon transformation.
Dark Claim: 1d4 untyped damage to claimed targets /round
--------------------
Statistics
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Str 16, Dex 16, Con 13, Int 18, Wis 12 (10+2 racial), Cha 10 (8+2 racial)
Base Atk +1; CMB +4; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Heighten Spell, Spell Focus (Alteration), Enemy Cult, Point-Blank Shot, Weapon Finesse, Improved Counterspell, Exotic Weapon Profiecency (Shotel), Dark Authority
Traits:Magical Knack, Heresy

Skills: Acrobatics +8, Autohypnosis +6, Climb +7, Swim +4, Knowledge Arcana +9, Spellcraft +9, Diplomacy +7, Perception +5, Knowledge Religion +9, Use Magic Device +5, Bluff +5
Background Skills: Knowledge History +9, Knowledge Nobility +9

Languages: Draconic, Dwarven, Sylven, Gnome, Common

SQ Alteration Sphere + Shapeshift, Blank Form, Draconic Form, Celestial Form, Daylight 1/day, Inherent Divinity Casting Tradition, Easy Focus, Verbal Casting, Emotion Casting, Spell point pool 8/day, Detect Good 2/day

Combat Gear: Chain mail
--------------------
Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Thaumaturge Abilities:

A thaumaturge may combine spheres and talents to create magical effects. A thaumaturge is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Intelligence is chosen.

Spell Pool

A thaumaturge gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A thaumaturge gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Thaumaturge.

Forbidden Lore

Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.

Invocations

Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.

A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it isn't the Thaumaturge's turn.

Meditation

At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.

Lingering Pain

At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).

Lingering Blessing

At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.

Shapeshift

As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size
category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.

You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Celestial Transformation

You may grant the form of a celestial outsider with your shapeshift. The target gains a head, 2 legs and 2 arms with hands that can manipulate objects as a human’s can, and a 30 ft. move speed. The target gains a +2 natural armor bonus which increases by 1 per 5 caster levels, darkvision 60 ft., resistance to acid, cold, and electricity equal to half your caster level (minimum 1), and radiate an aura of good as a cleric of a level equal to your caster level.

You may also grant the following traits to your forms:

Resist Elements: The target gains elemental resistance to acid, cold, and electricity equal to your half your caster level (minimum 1).
Celestial Skin: The target gains DR 2/evil. This improves by 1 per 5 caster levels.

Dragon Transformation

You may grant the form of a dragon with your shapeshift. The target gains a head, 4 legs with all the benefits of being a quadruped, a 40 ft move speed and a tail. The target gains a +2 natural armor bonus which increases by 1 per 5 caster levels, Darkvision 60 ft, a bite attack (Primary, 1d6, 1d4 small) and a breath weapon. This breath weapon is either a 60 ft line or a 30 ft cone, and deals either fire, electricity, acid, or cold damage as chosen at the time it is gained. The breath weapon deals 1d8 damage per 2 caster levels, and allows a Reflex save for half damage. The target must wait at least 1d4 rounds between uses of their breath weapon. A target may only possess one breath weapon at a time.

In addition, you may grant the following traits to your forms:

A breath weapon, as that given by the dragon base form.
Double the size of a breath weapon (must possess a breath weapon to gain this trait).

Inherent Divinity (divine)

For some, the source of divine power does not come from without, but from within. With nothing more than a word and their will, they can impose their desires on the world.

Drawbacks: Verbal Casting, Emotional Casting

Boons: Easy Focus

Note: Every creature with inherent divinity expressed their divinity in a unique fashion, often associated with whatever domains they or their parent is associated with. A caster with this tradition can select and gain up to 2 sphere-specific drawbacks of their choice.

Easy Focus

When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Harbinger Abilities:

Maneuvers

Maneuvers: A harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Riven Hourglass, Scarlet Throne, Shattered Mirror, and Veiled Moon.

Once the harbinger knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by harbingers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A harbinger’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The harbinger learns additional maneuvers at higher levels, as indicated on Table: Harbinger. A harbinger must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the harbinger can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the harbinger need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A harbinger’s initiation modifier is Intelligence.

Maneuvers Readied: A harbinger can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A harbinger must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow, or otherwise communing with her negative side for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The harbinger does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her darker urges, she can change her readied maneuvers.

A harbinger begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

In order for the harbinger to recover maneuvers, she must tap into her sorcerous malice by activating her dark claim class feature; the harbinger recovers a single expended maneuver whenever she Claims a creature, and she recovers a number of expended maneuvers equal to her harbinger initiation modifier (minimum 2) whenever a creature she has Claimed is reduced to 0 or less hit points. Alternately, the harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.

Stances Known: A harbinger begins her career with knowledge of one stance from any discipline open to harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the harbinger does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a harbinger cannot learn a new stance at higher levels in place of one she already knows.

Dark Claim (Su)

Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.

In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.

Accursed Will (Ex)

A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.

Crimson Claim (Su)
Starting at 1st level, a crimson countess deals 1d4 damage to each creature Claimed by her at the start of each of her turns. This damage increases to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and 5d4 at 18th level.

This ability replaces ill tidings.

Stances:

Aura of Misfortune
Discipline: Cursed Razor (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You project an area of ill fortune. While you maintain this stance, all opponents within close range (25 feet + 5 feet per 2 initiator levels) take a –2 penalty on saving throws.

Maneuvers Known:

Disturbing Blow

Discipline: Veiled Moon (Strike) [mind-affecting]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Special

DESCRIPTION

By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb its next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes.

Breaking Glass Strike
Discipline: Shattered Mirror (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

Your vicious strike flares with shards of mirror-bright color that dazzle and dizzy your victim. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become dazed for one round. Regardless of whether or not the target succeeds at its save, it also becomes dazzled for a number of rounds equal to your initiation modifier.

Sands of Time Approach
Discipline: Riven Hourglass (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

By wrapping a bit of quintessence around your weapon in the form of a glittering aura, you are capable of striking a foe and burning through the time that he has left. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or become fatigued for 1d4 rounds.

Blade of Breaking

Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

A Scarlet Throne disciple knows that sometimes to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it or knock it from their grasp. The disciple may make a disarm or sunder attempt with a +4 competence bonus against his foe's weapon without provoking attacks of opportunity.

Stutter Strike
Discipline: Cursed Razor (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
DESCRIPTION

With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.

Maneuvers Readied:
Disturbing Blow
Breaking Glass Strike
Blade of Breaking

All the words; I'm so sorry. Also, the Spheres of Power bonuses per level is also interesting to me. I love magical talents, I really do!


Doomed Hero here with my submission.

Rose is a character I played in three other WotW games, none of which made it farther than 5th level.

Her concept requires a little GM approval (she's the Cardinal's daughter).

If you're fine with that background, I'll get to work on her mechanically. I'm planning on building her as an Antipaladin / Vigilante. She's never been Gestalt before so I took all the mechanics back to basics for a full rebuild. You'll still get the gist of what she'll look like by glancing over her alias.


Lady Rose wrote:

Doomed Hero here with my submission.

Rose is a character I played in three other WotW games, none of which made it farther than 5th level.

Her concept requires a little GM approval (she's the Cardinal's daughter).

Hah; hello again, Rose. Let's see if we can get into a little more trouble than that first game we played, shall we? I'd hate to disappoint your father a second time.


Tenro 1 Things still cost 1/2, 1/3(whatever is normal for that item's crafting cost). I more meant that doing it as a way to double your effective wealth I won't allow and will reduce 'future treasure found' to compensate. 2 I simply meant feats listed in the combat category. Extra Bombs, say, would be a general feat and ok to choose. 3a I don't think 1 spell known is equal to 1 talent. For now I will allow 1 bonus talent per 2 class levels. 3b It still applies to all your classes. This makes sorcerers and oracles have 2nd level spells(and so on) available at the same time as wizards and clerics(but does not affect bards/inquisitors/etc.). Hope that makes sense.

Viscount K Have to get you to go Paizo unchained rogue. I have no access to legendary games' classes sorry.

Lady Rose I'm all into interesting and creative backgrounds. She wasn't even in prison but that's fine since we're not playing the escape. You're in the running.


Cardinal A. Thorn wrote:
Lady Rose I'm all into interesting and creative backgrounds. She wasn't even in prison but that's fine since we're not playing the escape. You're in the running.

I altered her background so that she wasn't in the prison. I kinda like the idea of her being largely "untested."

I'll get to work on her mechanics.


Sounds good, though I hope you might rethink the "one talent =/= one spell known" stance, in time, considering how few talents characters get versus the diversity of known spells even among spontaneous casters.

That said, not a huge deal at all, and thank you for your responses. I'll get a character put together as quickly as I can.

The generic idea is an entertainer, marked wrongly as having consorted with fiends, who took revenge by desecrating a church in such a way that definitely hurt his case against having consorted with fiends. The general gist, in combat, is that he is a dagger-flinger with some magical tricks up his sleeve.


Cardinal A. Thorn wrote:

Viscount K Have to get you to go Paizo unchained rogue. I have no access to legendary games' classes sorry.

No problem at all. It was basically just an alternate to trapfinding and some different options for my rogue talents; easy to switch back, if sad. I'll be taking up the Rake archetype in its place.

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