Way of the Wicked Gestalt (Inactive)

Game Master XanaverForgedawn


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This is for the AP found here

Character Creation Rules:

Gestalt See here.
Any offical paizo classes, races, & archetypes are allowed, but no race builder. Use the unchained versions of classes.
1000 starting gold.
No magic items can be bought with starting gold except potions.
1 campaign trait & 2 other non-campaign traits.
Background skills are used. I recommend "Profession Black Market" because of the AP.
Choose up to 2 crimes. Your character can be wicked. (I'm sorry about that)

Allowed 3pp Content:

Anything from the Way of the Wicked books is allowed.
I'm also allowing the book In the Company of Dragons.


Oooh this would be the perfect chance to play a Gingerbread Witch... captured for eating their children haha.

Then for the other class.. hmmmm maybe a feral hunter...

Also, when you say one campaign trait, do we get any other traits, or just the single trait that must be a campaign trait?


Just changed it to say 1 campaign trait, & 2 other traits.


Witches are very fun


Won't our crime be our campaign trait? Or are there separate campaign traits?


Campaign traits are separate. I believe they can be found on the d20pfsrd


Okay, I found them in HeroLab, they just aren't conveniently grouped with the campaign traits for the other APs. So 1 campaign trait, up to two crimes, and two other traits? It's an All You Can Eat Buffet!


@ Forgedawn - Thanks for running Forgedawn! Quick question, are you going to be doing the extra skill ranks since we're evil like they say in the player's guide? No worries if not, we're already getting enough goodies. Just wanted to know before I finish up my submission.


We are doing gestalt, so I thought "Go all in"
The encounters will be scaled up though if I find you're too powerful.
The extra skill ranks are a yes. Anything in there goes.


Are these the campaign traits? If so, these are the crimes... otherwise you might have to link us to the campaign traits you are talking about...

Mine of coruse will be Consorting with Dark Powers (Witchcraft) haha.

Way of the Wicked Campaign Traits?


Are we using point buy or a particular rolling method for stats? I think the player's guide recommends the Focus / Foible approach.


Dotting over to the new thread.

I also have always thought the campaign traits were the crimes you were convicted of.


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You can do either 25 point buy, or 4d6, drop the lowest.

You get crimes, & a campaign trait from any offical paizo AP.


Reposting my alchemist/gunslinger (will eventually multiclass the second half to fighter) here. Though it sounds like I have more traits to pick. And I'll probably grab Prof(Black Market) because it sounds perfect for an aspiring drug lord.


How high a level does this AP go to?


aaaah okay

So, I'll get a character done up this weekend for submission, but I think I am going with a Gingerbread Witch/Feral Hunter. Crime is obviously witchcraft and i'll find another campaign trait that fits...


Toying around with a couple ideas. What's the deadline for submissions?


Dotting

HereBeMonsters wrote:
How high a level does this AP go to?

The AP goes to level 20.


Tagging my submission into the new thread. Looks like I forgot about a couple traits. I'll get those added.


Alrighty, I got my character all finished and created. I have made Cassian Kellin-Barca, a minor noble who tried to reach too much and was caught for his ambition. His family fortune lost, his name tarnished, and bound and sent for death, all that burns within his mind is the thought of revenge.

I decided to go Unchained Rogue/Swashbuckler and will be using the Charlatan archetype for Rogue and try to be the group's face and manipulator. He is quite capable of lying and deceiving others and has all the social skills covered. He is arrogant, confident, and willing to crush others under his boots. He is also wise enough to know he cannot succeed alone and is willing to work with others for mutual benefit.

For my campaign trait, I took Chelish Noble from the Hell's Vengeance campaign. It isn't on the SRD but the player's guide is free to download.

Here be his crunch, please let me know if anything seems of and if you have any questions.

The Crunch:
Cassian Kellin-Barca
Male Human Swashbuckler 1/ Unchained Rogue 1 (Charlatan) [Gestalt]
LE Medium Humanoid (Human)
Init: +6; Senses: Perception: +5

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

AC FF TAC (+4AC, +4 Dex, +1 Shield [ACP: -1])
HP 12
Fort +2 Ref +6 Will +1

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

Speed 30ft
Melee
. . unarmed strike +5 (1d3 nonlethal/x2)
. . mwk estoc +6 (2d4/18-20x2)
. . dagger +5 (1d4/19-20x2)
. . thorn bracer +5 (1d6/x2)
Ranged
. . dagger +5 (1d4/19-20x2)
. . hand crossbow +5 (1d4/19-20x2)

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

Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 8 (-1) Wis 12 (+1) Cha 16 (+3)
Base Atk +1; CMB +1 CMD 15
Feats Weapon Finesse, EWP: Estoc, EWP: Thorn Bracer, Combat Expertise
Skills Bluff +8 (1), Stealth +8 (1), Intimidate +7 (1), Diplomacy +7 (1), Sense Motive +5 (1), Perception +5 (1), Kn: Local +3 (1), Acrobatics +8 (1), Use Magic Device +7 (1), Sleight of Hand +8 (1), Linguistics +3 (1) Kn: Nobility +4 (1), Prof: Black Marketeer +5
Languages: Common, Elven
Traits: Sedition (+1 Bluff, +1 to Leadership total), Murder (+1 Damage while Flanking), Ambitious, Reactionary, Talingardian Noble (Chelish Noble)
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), 8pp, 20gp, 10sp
Magical Gear: Potion of Cure Light Wounds x 2, 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.

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 can form a perfect, condescending look upon them. 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.

I'll make an alias for him if I'm selected :)


Ok I am debating with myself, I want a flexible caster who can handle situations fairly well. So I might go Exploiter Wizard//Slayer


dot


Okay, looking over all the Paizo campaign traits, they're for specific campaigns so I'm a bit confused as to how any of them would apply to us... especially since the crimes ARE campaign traits... ?


Here's Lysander again. Just your friendly neighborhood pyromaniacal Ifrit Pyrokineticist/Fighter. Added the extra traits and skill points. Changed to Arson and Heresy for his crimes, since he did torch a Mitran cathedral due to his worship of another deity.


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@Ruby. Don't think about it too hard. I picked Into Enemy Territory just to represent my switching sides from good to evil and threw the flavour text mostly out the window.

And I'm all done and ready here.


DM Forgedawn wrote:


In the Company of Dragons

I have this book, and before I do anything with it, is everything in the book allowed? Allowing the Taninim race, and the Draconic Exemplar paragon class?


10min background for Vinnick:

1- background story.

Vinnick was born and raised in talingarde, out of the norm for elves, his parents worked as merchants. Vinnick at the age of 15, was given a magic tutor, and for 10 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, so 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 the 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.

While he enjoys the power his "mutagen" gives him, he prefers to normally stay in the form he was born in.. for now. Until he can discover a way to keep it from clouding his mind and raising a bloodthirst in him. (basically, I think I am going to play it as him raging only, or only mostly, during his mutagen uses)
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. However his father is also part of the black market, filling his pockets in the lucrative trade therein

Not known to Vinnick, the tutor that taught Vinnick was the one that had started him on his path, he had seen the potential of the lad, however, just who this tutor really was, no one is sure. Perhaps someone that will seek to make use of Vinnicks abilities... (Except the DM)

People Vinnick is tied to.

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.

Vinnick 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.

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

Study, experiment, travel, and experience.


Dotting here too =^^=. I know im "Suppose" to dot here. :P

Sovereign Court

I'm from the original thread and I'm still working out the details for my Katsune Unchained Rogue (Katsune Trickster)/Bard (Dervish Dancer).


Dot


Question for the GM, if i do reach full vampire with the feat chain, may i take the nosferatu vampire template? Since i am a nosferatu dhampir =^^=

All i need to do now is to make a back story with the 10min template


Dotting for fun and profit.


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From the ordinal thread, here is Rosa Luminess
Race: Android
Classes:
1:Ninja - nanoshade [L1]
2:Investigator- Psychic-Detective [L1]
LE
CRIME: Mass Murder.


Godfrey the Fallen wrote:

@Ruby. Don't think about it too hard. I picked Into Enemy Territory just to represent my switching sides from good to evil and threw the flavour text mostly out the window.

And I'm all done and ready here.

Ah okay, yeah... then maybe Resurrected from Mummy's Mask... They already executed her once and she vowed revenge in classic burn the witch style... and now she's back. Sooo they gotta make sure to do it right this time and do other holy stuff to make sure she doesn't return again...

Race: Changeling (Ash Hag)
Classes: Witch (Gingerbread) / Hunter (Feral)
NE
Crime: Witchcraft


Re-posting Tomasz for this thread.

Tomasz Zaporozhti
Human Teisatsu Vigilante / Daring Champion Cavalier 1
Portrait

"First of all, what is it really all about? What is it you object to? You want to abolish Government?"

"To abolish God!" said Gregory, opening the eyes of a fanatic. "We do not only want to upset a few despotisms and police regulations; that sort of anarchism does exist, but it is a mere branch of the Nonconformists. We dig deeper and we blow you higher. We wish to deny all those arbitrary distinctions of vice and virtue, honour and treachery, upon which mere rebels base themselves. The silly sentimentalists of the French Revolution talked of the Rights of Man! We hate Rights as we hate Wrongs. We have abolished Right and Wrong."
-- The Man Who Was Thursday

Fluff:

--------------------
Appearance:
--------------------

Standing at just under six feet tall, Tomasz moves like a man running out of time. His steps are quick, and his eyes are almost feverish. His voice echoes with the thunder of a trained orator, and he paces endlessly in his cell. When out to speak he dresses in worker's cloth smudged with soot and less-savory substances; when out to act he dresses in finely-made leather and a bandanna to hide his features.

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Personality:
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Tomasz is a petty fanatic, a selfish revolutionary, an anarchist and a hypocrite. Above all else, though, he is his own man - he would rather slit his own throat than genuflect and thinks that society should do the same. In his quieter moments he can usually be found reading books of collected speaches or sermons, though those periods of stillness never last long.

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Background:
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Born almost twenty-two years ago in the slums of Talingarde to a copper-piece whore, Tomasz's childhood was filled with thoughts of family. According to his mother, he was descended from one of the lesser noble houses that House Darius had trampled in their rush for the throne - his first fights were with the other bastards who mocked the idea, and he grew up with a searing resentment for House Darius and, by extension, Mitrans in general. When his mother died of the wasting illness he managed to con his way into an apprenticeship at a book-binders, and while working there taught himself how to read. And write. And publish, under the pseudonym "The Common Man". He wrote pamphlet after pamphlet railing against House Darius and distributed them across the city, finding sympathetic ears in other men of ill repute. Together, they made plans for revolution. Then, in the middle of the day, the Knights of Alerion struck. They raided the safehouse and killed most of the guards, wresting the identities of the conspirators from the minds of the others. Tomasz was captured, bleeding badly and frothing with rage, and taken to Branderscar to await execution.


Crunch::

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Traits:
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High Treason: +1 to Will Saves
Irrepressible: Cha instead of Wis to Will Saves vs. Charm and Compulsion Effects
Conspiracy Hunter: +1 to Stealth Checks
Bastard: +1 to Sense Motive

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Skills:
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Acrobatics +8, Bluff +6, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +8, Intimidate +6, Knowledge (Local) +6, Perform (Oratory) +6, Sense Motive +7, Sleight of Hand +8, Stealth +9

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Defenses:
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HP: 12
AC: 18, Touch: 14, Flat-footed: 14
Fort: +4 Ref +6 Will: +5
CMD: 16

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Offenses:
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Initiative: +4, Speed: 30ft
BAB: +1, CMB: +1
Melee:
Masterwork Shortsword: +7 (1d6 + 1, 19-20/x2)
Ranged:
Shortbow: +5 (1d6, 20/x3, 60ft)
Ammunition: 50

--------------------
Feats:
--------------------

Weapon Finesse, Iron Will, Weapon Focus (Shortsword), Outflank, Street Smarts

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Talents:
--------------------

Social Talents:
-- Intreague Feat (Street Smarts)

Vigilante Talents:

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Class Abilities:
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Cavalier:
Challenge: Once per day as a swift action, the cavalier chooses one target in sight. The cavalier's attacks deal the cavalier's level in extra damage, and the cavalier takes a -2 penalty to AC vs. everything but the target of his challenge. The challenge ends when the target is dead or combat ends.
Order: Order of the Cockatrice
-- Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target.
-- +2 to the DC of Intimidate attemps against the Cavalier
Tactician: Once per day as a standard action, the cavalier may grant a teamwork feat to two allies who can see and hear him. They have access to this feat for three rounds.

Vigilante:
Hidden Strike: The stalker vigilante deals an additional 1d8 damage against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s.
Dual Identity: The vigilante has two identities which he may switch between in one minute. If a creature attempts to scry either identity while the vigilante is in the other, and the creature is not aware that both are the same person, the attempt returns no information.
Seamless Guise: For the purposes of concealing his other identity, the vigilante gains a +20 disguise bonus to appear as his current identity.

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Equipment:
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Masterwork Studded Leather Armor, Rogue's Kit


Would you be allowing Wyrwood in the game? An Quasi-Evil construct might be fun to play.


I agree a constructed killer would be fun to play, because that's what my PC is. A Thing of no emotion or feeling just cold hard logic. A Killer dedicated to its craft.

As posted on the original recruitment thread

Image here

THEME: A cold hard ruthless and uncaring killer. Highly skilled Ninja infiltrator who thinks only for her "Craft". She lacks any form of empathy for organics in her logical alien constructed mind.

Rosa Lumiess back story:

Killers are not hard to find, there is always the thug or evil cult type who will kill for god or coin. But a real professional, One who takes pride in the craft is a little harder, The Assassin, Who will for coin kill a man, his wife, his children even. But then beyond that are the few, the very few with the wit and skill to not just kill and take life, but also distroy that whole life, pulling down the bricks that make it one by one. Such a killer is far harder to find.

Rosa is one such, made and programmed to be a true killer of things, a true destroyer of things. She plans, plots and works out not just to take a life, but also how to destroy everything that individual stood for. Her craft is that of the despoiler, the destroyer, the vengeful agent who comes and pulls your whole life apart. She can and does take great care in planning the downfall of her target. Cold hard logical and great care. for instance...

The honest merchant who crossed the wrong group. For him, stolen good planted in his ware house, then even more at his home. All found bybthe law and then him locked away, his wife temped in to prostitution, son found dead from drink. All planed and worked out.

Or the pilgrim Inn, so fat from faithful coin. Why tainted food, a few dead, then a string of bad luck. Soon on pilgrim goes to the accused inn and the doors close for good.

The rich man, whose eye on power upset someone above, A night of drink, a night of love with an inner wench, a love child, news comes out and shame. Shame, he takes his own life, with and that of his family, so sad. But all again by Rosa's hand.

Then her last contract, the one that had coursed her so much trouble.

Bring down two noble houses, two houses seeking to be linked by marriage. Hard yes, because her employer, a would have been the bride form another noble house, wanted to do more than brake up a love match with a simple sandal. She wanted the two noble houses to fall and fall hard.

Rosa was more than willing to oblige. The execution of the contract was complicated, her plan was simple and elegant. She would use the wedding itself, both families in one place. The wedding was held in an old wood chapel at night. The right amount of black powder change, the wrong amount of stocked holy oil in the cellar. The two door guards drugged with free wedding food. Exits spiked and locked. So simple once completed.

She has sat some way away and watched the fire storm. The few that came out on fire where saved, but by the time the local militia had the fire out. It was all far too late for the happy couple and all but a few of the wedding goers.

It was only after she had discovered that her employer, a rash and stupid girl child with more coin than spine, had succumbed to guilt on hearing of her x-lovers demise. She had confessed all. Used as bait on the night of payment, Rosa, after some struggle was captured.

There was a court case, but Rosa had not really been paying much attention, she had spent her time plotting ways to get away, but it seems when to kill some 130 people form noble stock, one is very well guarded.

Now Rosa is waiting termination, her mind working to find a means to get out and away, there is no hope but Rosa never feels hope, nor fear or happiness. Feelings are for organics and Rosa is not organic, she feels nothing but cold hard logic.


Dotting in from the other thread with Kevlar again. Should I choose Murder or Heresy for my second crime...?

Also, are we still required to spend all 1000 gp without any leftover?


@GM
sent you a pm. Input welcome =^^=


How could I resist playing a tannim? Especially an evil tannim!


Interested.

How long is recruitment going to be open?


4d6 - 5 ⇒ (5, 5, 5, 6) - 5 = 16
4d6 - 1 ⇒ (6, 1, 5, 4) - 1 = 15
4d6 - 2 ⇒ (2, 3, 5, 4) - 2 = 12
4d6 - 1 ⇒ (6, 4, 1, 4) - 1 = 14
4d6 - 1 ⇒ (1, 1, 6, 1) - 1 = 8
4d6 - 1 ⇒ (6, 1, 5, 2) - 1 = 13

25 point buy :) lol


Rolling:
4d6 ⇒ (5, 4, 5, 5) = 194d6 ⇒ (6, 4, 2, 6) = 184d6 ⇒ (6, 5, 5, 5) = 214d6 ⇒ (2, 1, 5, 4) = 124d6 ⇒ (4, 1, 6, 5) = 164d6 ⇒ (1, 5, 3, 1) = 10

15, 16, 16, 11, 15, 9.

I think that might be a winner.


Auspex
A Wyrwood Unchained Monk//Wizard

If Kung Fu Genius had been allowed I would use that but since its likely not I went with Spell Mastery

Working on the Background.


Dotting. Will take the 25 point buy.


I'm almost done the crunch, just to clarify. It's one crime trait, one campaign trait and two other traits correct?


I thought the crime trait WAS the campaign trait?

Here's my character, a Nagaji named Cobalt Scaleborn, an unchained monk (scaled fist)/mesmerist (mindwyrm mesmer), obviously themed around a draconic style. He's themed off a blue dragon, who was his master/mentor until she was recently slain.

Cobalt Scaleborn:

Cobalt Scaleborn
Male nagaji mesmerist (mindwyrm mesmer) 1/unchained monk 1/gestalt 1 (Pathfinder Player Companion: Legacy of Dragons 13, 14, Pathfinder RPG Bestiary 4 199, Pathfinder RPG Occult Adventures 38, Pathfinder Unchained 14)
LE Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 16, flat-footed 15 (+4 Cha, +2 Dex, +1 natural)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2; +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. mind-affecting effects and poison
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Offense
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Speed 30 ft.
Melee unarmed strike +4/+4 (1d6+3)
Ranged obsidian shuriken +3/+3 (1d2+3)
Special Attacks flurry of blows (unchained), hypnotic stare (-2), mesmerist tricks 5/day (), stunning fist (1/day, DC 14)
Mesmerist (Mindwyrm Mesmer) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—murderous command[UM] (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), mage hand, prestidigitation
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 11, Cha 18
Base Atk +1; CMB +4; CMD 20
Feats Draconic Heritage (chromatic), Dragon Style[UC], Improved Unarmed Strike, Stunning Fist
Traits attempted murder, blood of dragons, vandal
Skills Acrobatics +6, Escape Artist +6, Intimidate +11, Knowledge (arcana) +4, Perception +7, Profession (Black Market) +4, Sleight of Hand +6, Stealth +6; Racial Modifiers +2 Perception
Languages Common, Nagaji
SQ innate coercion +1, phantasmagoric breath, resistant, serpent's sense
Combat Gear oil of mage armor (3), oil of magic fang (3), potion of cure light wounds (4); Other Gear obsidian shuriken (50), 495 gp
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Special Abilities
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Draconic Heritage (chromatic, Electricity, 7/day) As a swift action, melee attacks with hands deal +1d6 dam of chosen energy for 1 rd.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Innate Coercion +1 Never take penalties to intimidate for being smaller than target.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Phantasmagoric Breath (1d6 Fire damage, 4/day, DC 14) (Su) As a standard action, deal psychosomatic elemental dam in 30 ft cone or 60 ft line (Will neg).
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Threatening Mien (Su) When subject moves adj to enemy, foe take -4 to att vs. anyone other than subject for duration
--------------------
This Nagaji's scales scintillate between midnight through to neon blue, depending on how the light falls on him. His eyes glitter golden, and somehow staring at his reptilian face, there is a very draconic impression in his gaze.

A disciple of the once great blue dragon Vorumthurax, Cobalt studied everything he could at the dragon's talons, serving as an agent of hers. When he was performing a simple but time-consuming task for her, Vorumthurax was assaulted by Mitran forces and against all odds, she was slain. When he returned, he discovered her demise and the looting of her hoard, and went into a rage.

He followed the trail of the forces, finding them several nights later deep in civilized territory. He broke into the room of the commander of those forces and attempted to take his head. Cobalt was not successful, and he was dragged to prison with only the satisfaction of knowing that the scars he inflicted on that leader of men would not heal... nicely.


He is allowing for two crime traits, a campaign trait from another AP, and two other traits. If I am wrong, I'm sure I will be struck down. :D


Hmm interesting.

I have an Anti-Paladin/Mesmerist, that's been rolling around in my head.


Since a question about In the Company of Dragons was asked, I figured I would answer it. EVERYTHING in it is allowed, even the feats.

And WarforgedMan, you're correct.

To everybody who is still confused, you can have up to 2 crimes, & a campaign trait from any offical Paizo AP.

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