WotW Replacement Character (Inactive)

Game Master Merddyn


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We're looking for a replacement player for our Way of the Wicked game. We are still in the first book:

Where we are:
They just finished the nine lessons and are about to begin their three month training process.

We are specifically looking for an Arcane character. Preferably full Arcane caster and preferabbly someone who focuses a bit more on lying and sneaking.

Our current party consists of:
Halfling Rogue (Master of Disguise)
Tiefling Kineticest
Aasimar Oracle (Flames)
Human Bloodrager (Draconic)

You can find our campaign here and read up a bit if you'd like.

I don't have a definitive recruitment period for this, but I would like to move on as soon as possible, as the game is kind of on hold while we wait so that we can incorporate a new player now.

Character Creation:
•Focus/Foible method for your stat generation. This means choose one focus stat (18), one foible (8), then roll 1d10+7 for all others and set them in any order. If your stats fall below a 30 pt buy (the rest of our group rolled really high), then go ahead and build it up to that, though you can't drop anything below what the dice rolled.

•3rd level

•200 gp of equipment, no leftover gold. You will get some things on top of that once you're in the game.

•Health after first is rolled or half+1, your choice

•Races: Core, Featured or Uncommon. No alternate heritages. Please note that portions of this campaign require you to blend in, so some races will have a disadvantage there.

•Alignment: LE, NE, LN or N. LE preferred. The presumption is that you will be ready to agree to be part of an Asmodean group intent on overthrowing Talingarde. If you are not LE, please add a note to indicate how your alignment would work within this group

•Classes: All paizo. Unchained version of the Summoner Required. Antipaladin can be LE worshiper of Asmodeus. No 3PP (Again remember that full arcane caster is preferred).

•Background Skills are in effect

•We are using Feat Tax rules

•Two traits, one a campaign trait, which can be found in the campaign tab, you were not caught for your crime, though you were exposed. You can take a drawback for a third trait, but make sure it is played as such. In addition, let me know of an extra trait type bonus that you think would be good for your character.

•You need a background that matches what you built. For information on Talingarde, see the Campaign info tab.

I think that's it, but if I missed anything, feel free to ask.

The Exchange

Hmmm--I had made this character for a previous WotW game and didn't quite make the cut.

Leira Fenix, multiple-personality Psychic, for your consideration.

She seems to meet your group's needs. I'd need to level up, redo stats, make some purchases, and a few other adjustments if selected.

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16


Sounds interesting, thinking Sorcerer or Wizard. Would the wizard have his spell book back yet and any bonded item/familiar? If the Sorc has a tattoo familiar would he have it?

stat: 1d10 + 7 ⇒ (3) + 7 = 10
stat: 1d10 + 7 ⇒ (1) + 7 = 8
stat: 1d10 + 7 ⇒ (9) + 7 = 16
stat: 1d10 + 7 ⇒ (6) + 7 = 13


Welp, can't say I am not interested.

First thing I must disclose is i currently GM a WotW game that is ahead of yours. I have a somewhat poor memory and am changing some things for my own group but, i know having some knowledge e of the campaign can be a no no to other GMs. If so, please let me know and i will drop out of the running.

I will say that i can keep player knowledge and character knowledge separate.

Potential Stats: 1d10 + 7 ⇒ (6) + 7 = 13
Potential Stats: 1d10 + 7 ⇒ (5) + 7 = 12
Potential Stats: 1d10 + 7 ⇒ (7) + 7 = 14
Potential Stats: 1d10 + 7 ⇒ (10) + 7 = 17

18,17,14,13,12,8 sounds like a pretty good array. I will plot some things while I await a decision on if I can apply.


Dotting for interest, here are some rolls:

Stats:: 1d10 + 7 ⇒ (5) + 7 = 12
Stats:: 1d10 + 7 ⇒ (4) + 7 = 11
Stats:: 1d10 + 7 ⇒ (1) + 7 = 8
Stats:: 1d10 + 7 ⇒ (6) + 7 = 13

.... Ouch...

Probably would have to go for the 30 point build with those rolls.

Might try to go for a summoner.... maybe a magus.


@scottg0 wrote:

Sounds interesting, thinking Sorcerer or Wizard. Would the wizard have his spell book back yet and any bonded item/familiar? If the Sorc has a tattoo familiar would he have it?

Yes, you would start with all class equipment/familiars/etc.

Vitaliano da Riva wrote:

Welp, can't say I am not interested.

First thing I must disclose is i currently GM a WotW game that is ahead of yours. I have a somewhat poor memory and am changing some things for my own group but, i know having some knowledge e of the campaign can be a no no to other GMs. If so, please let me know and i will drop out of the running.

I will say that i can keep player knowledge and character knowledge separate.

This is not a problem at all. We've got at least one other that has done this before. As long as you keep it separate you'll be fine.

The Emerald Duke wrote:

Probably would have to go for the 30 point build with those rolls.

Might try to go for a summoner.... maybe a magus.

Just a note (not that it'll matter much with your low rolls, but I figured I'd address this now), you would start with the rolls you have and increase those to 30 point buy, no stats can go below what was rolled before racial adjustment.


GM Taliesin wrote:
The Emerald Duke wrote:

Probably would have to go for the 30 point build with those rolls.

Might try to go for a summoner.... maybe a magus.

Just a note (not that it'll matter much with your low rolls, but I figured I'd address this now), you would start with the rolls you have and increase those to 30 point buy, no stats can go below what was rolled before racial adjustment.

You had mentioned that in the character creation tab, so that was what I was planning on, but to be 100% clear on the method, let me say how I was planning on implementing this and get confirmation that I am correct.

So everyone starts with an 18 and an 8 (or one stat costing 17 points and one costing -2, for a net starting point of 15 points "bought"). Those are set in stone, no touching them further. You would then take what your rolls were as the final starting points to determine how many points you have left to purchase with (in my case, 8, 11, 12 and 13... or -2 points, 1 point, 2 points, and 3 points respectively). Adding the net total, that would mean I have 19 points spent so far, leaving 11 points left to raise the rolls higher as I chose (but not lower). After all that is done, adjust for racial modifications as appropriate.

Have I summed this process up correctly or did I miss/misinterpret a step along the way?

Oh, separate question: You mention no alternate racial heritages. For clarification, does this mean no alternate racial traits period or just no overarching sets of them? (As an example, if I went with a half elf, would this just mean that I couldn't take the set to make him/her a half drow or would it mean that I couldn't even swap the Sociable alternate trait for the standard Adaptability one?)


The Emerald Duke wrote:
GM Taliesin wrote:
The Emerald Duke wrote:

Probably would have to go for the 30 point build with those rolls.

Might try to go for a summoner.... maybe a magus.

Just a note (not that it'll matter much with your low rolls, but I figured I'd address this now), you would start with the rolls you have and increase those to 30 point buy, no stats can go below what was rolled before racial adjustment.

You had mentioned that in the character creation tab, so that was what I was planning on, but to be 100% clear on the method, let me say how I was planning on implementing this and get confirmation that I am correct.

So everyone starts with an 18 and an 8 (or one stat costing 17 points and one costing -2, for a net starting point of 15 points "bought"). Those are set in stone, no touching them further. You would then take what your rolls were as the final starting points to determine how many points you have left to purchase with (in my case, 8, 11, 12 and 13... or -2 points, 1 point, 2 points, and 3 points respectively). Adding the net total, that would mean I have 19 points spent so far, leaving 11 points left to raise the rolls higher as I chose (but not lower). After all that is done, adjust for racial modifications as appropriate.

Have I summed this process up correctly or did I miss/misinterpret a step along the way?

Correct. Thanks, I wasn't 100% sure I was clear enough above when I'd mentioned it, so figured it'd be best to be clear.

The Emerald Duke wrote:
Oh, separate question: You mention no alternate racial heritages. For clarification, does this mean no alternate racial traits period or just no overarching sets of them? (As an example, if I went with a half elf, would this just mean that I couldn't take the set to make him/her a half drow or would it mean that I couldn't even swap the Sociable alternate trait for the standard Adaptability one?)

Sorry, for this I'm specifically talking about heritages: ie Agathion blooded Aasimar, Demon Spawn Tiefling, etc. Alternate racial traits and racial subtypes are still available. The big difference here is that the alternate heritages give varying options to the ability scores. It's not game breaking or anything, but I once got an entire table full of Tieflings and Aasimar with alternate racial heritages. I wanted more variety than that, so I've just said no in this game.

Sczarni

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (2) + 7 = 9

Hmm..

Ratfolk wizard, possibly illusionist or necromancer. Focusing on weird and bizarre experimentation on humanoids, implanting magical tech into people/undead, and all around creepy stuff.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I have eagerly awaited being part of a Way of the Wicked.
18 - -17
1d10 + 7 ⇒ (10) + 7 = 17 - -13
1d10 + 7 ⇒ (7) + 7 = 14 - -5
1d10 + 7 ⇒ (4) + 7 = 11 - -1
1d10 + 7 ⇒ (1) + 7 = 8 - +2
8 - +2
..huh..quite even. A 32 pt buy it is.

Shess:

Elf Psychic 3
LE
Init +3; Senses Low-Light; Perception +5

DEFENSE
AC 12; Touch 12; Flat-Footed 10
HP 11;
Fort +0 ; Ref +4 ; Will +2

OFFENSE
Speed 30ft;

Spell-Like Abilities
Dream 1/1, Detect Thoughts 1/1

Spells Known
1st — (7) Sleep, Psychic Reading, Charm Person,
0th—Daze, Detect Magic, Telekinetic Projectile, Read Magic, Message

STATISTICS
Str 8, Dex 16, Con 9, Int 20, Wis 8, Cha 17
Base Atk +1; CMB +0

Feats
[1]Spell Focus (Enchantment), [3]Deceitful

Skills tot = ranks + class + ability + misc
Bluff +10 = 1 + 3 + 3 + 3
Diplomacy +8 = 1 + 3 + 3 + 1
Disguie +9 = 1 + 3 + 3 + 2
Intimidate +7 = 1 + 3 + 3
Knowledge (all) +9 = 1 + 3 + 5
Linguistics +9 = 1 + 3 + 5
Perception +5 = 1 + 3 - 1 + 2
Sense Motive +5 = 3 + 3 - 1
Spellcraft +9 = 1 + 3 + 5
Stealth +7 = 1 + 3 + 3

Languages
Common, Elven, +3 regional languages, Infernal, Celestial, Dwarven

SQ
Phrenic Pool (4), PA (Mind Touch), Dream Leech (Su), Oneiromancy (Su), PA (Overpowering Mind)

Traits
Sedition (campaign), Mediator (social)

Alternate racial Traits
Dreamspeaker, Keeper of Secrets, Fey thoughts (Stealth, Disguise)

Equipment
200gp

Psychic Class, Dream Discipline Abilities
Dream Leech(Su) DC 16 - While adjacent to a sleeping or unconscious creature, you can take a swift action to siphon that creature’s dreams, thereby learning new things about your own mind. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. Creatures that don’t dream are immune to this effect. If the subject fails the save, you gain a +4 bonus on your next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier, but no more than once per hour and no more than once per creature per day.

Oneiromancy(Su)] - As a standard action, you can tamper with the minds of sleeping creatures. You plant a subconscious thought in a sleeping creature’s mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature’s attitude or request a service from it. If you succeed, when the creature wakes it behaves in the way you dictated with the normal restrictions for the Diplomacy or Intimidate skill. The target of oneiromancy remains unaware of this manipulation, though if you fail your Diplomacy check the subject might have its starting attitude toward you negatively impacted, as normal. You must be adjacent to the sleeping creature to use this ability. Alternatively, you can use this ability as part of the casting of dream, minor dreamARG, or nightmare. In this case, the oneiromancy effect takes place when the spell is cast. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Creatures that don’t dream are immune to this effect.

Grand Lodge

Stat Roll: 1d10 + 7 ⇒ (10) + 7 = 17
Stat Roll: 1d10 + 7 ⇒ (5) + 7 = 12
Stat Roll: 1d10 + 7 ⇒ (10) + 7 = 17
Stat Roll: 1d10 + 7 ⇒ (6) + 7 = 13
Good numbers. I'm thinking an arcanist maybe.


OK, so going to raise my numbers to the following:

8 ---> 10
11 ---> 12
12 ---> 13
13 ---> 16

Will probably do an evil (probably lawful) aasimar arcanist, with the Blade Adapt archetype. Thinking he will have been accused of sedition.


Hmmm....
Well, I had a character in a WotW game that made it to the start of book 2, before the GM vanished. I could probably update his stats for this new game, as he was probably my favorite character for quite some time and I’d love to give him another go. Daidalos is an exploiter wizard, looking to go into Diabolist. Would the pre-errata version of Diabolist be available? I just hate the new version with every fiber of my being.


Dαedαlus wrote:

Daidalos is an exploiter wizard, looking to go into Diabolist. Would the pre-errata version of Diabolist be available? I just hate the new version with every fiber of my being.

I'm not familiar with the pre-errata version or the post-errata version yet. I've looked it over a little, but I'm still not sure yet. I will take a look at it and have an answer, hopefully before too long.


My submission is for a half-elven witch. She took the special patron "Infernal Contract" which seemed particularly appropriate for this campaign. Her role in combat will primarily be a debuffer. Out of combat she's got plenty of skills available and can prepare a variety of utility spells based on what the party needs.

Stat Rolls:

I used the preview option to see these earlier so I could do everything in one post.

Focus = Intelligence
Foible = Strength

1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (7) + 7 = 14

Results:
Str = 8 (-2)
Dex = 14 (+5)
Con = 14 (+5)
Wis = 10 (+0)
Int = 18 (+17)
Cha = 9 (-1)

Since that's only 24 points, I'll bump Charisma to 14 as well to get up to 30.

Statistics:

Taila Fierarus
Female Half-Elf Witch 3
LE Medium Humanoid (human, elf)
Init +8; Senses: Low-Light Vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex.)
HP 24 (3d6)
Fort +3, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Light Crossbow +3 (1d8+0, 19-20/x2)
Melee Dagger +3 (1d4-1, 19-20/x2)

--------------------
Other Statistics
--------------------
Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 14
Base Atk +1; CMB 0; CMD 12

Spells Known:

Spells(CL 3):

Cantrips (4/day):
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in a creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

Level 1 (4/day):
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Ear-Piercing Scream: Deal 1d6 sonic damage per two caster levels and daze target.
Enlarge Person: Humanoid creature doubles in size.
Ill Omen: Target rolls twice for checks and attacks and uses worst roll.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.
Vocal Alteration: Disguise target's voice.

Level 2 (2/day):
Glitterdust: Blinds creatures, outlines invisible things.
Vomit Swarm: Produces a spider swarm that fights for you.

Feats:

Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Alertness: [Bonus feat when familiar is within reach] You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

Blasphemy (Campaign): You gain a +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Umbral Unmasking (Drawback): You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Skills:

9 skill ranks per level (2 class, 5 Int, 2 Background)

Disable Device [1]: +3
Escape Artist [1]: +3
Handle Animal (background) [1]: 3
Knowledge Arcana [1]: +9
Knowledge Dungeoneering [1]: +6
Knowledge Geography (background) [1]: +6
Knowledge History (background) [2]: +10
Knowledge Local [1]: +6
Knowledge Nature [1]: +9
Knowledge Nobility (background) [1]: +6
Knowledge Planes [1]: +9
Knowledge Religion [1]: +11
Perception [3]: +11 (+9 if familiar is not nearby)
Sense Motive [1]: +3 (+1 if familiar is not nearby)
Sleight of Hand (background) [1]: 3
Spellcraft [3]: +11
Stealth [3]: +5
Use Magic Device [3]: +8

Class Features:

Witch
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Witch’s Familiar: Greensting Scorpion, stats in section below

Patron (Infernal Contract):
Bonus Hex: Misfortune
Drawback: Each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6.
Theme (Trickery):
Bonus Spells: 2nd—animate rope, 4th—mirror image, 6th—major image, 8th—lesser planar ally, 10th—mirage arcana, 12th—planar ally, 14th—reverse gravity, 16th—greater planar ally, 18th—time stop.

Hexes Known:
Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Favored Class Bonuses:
Level 1: +1 hp
Level 2: +1 hp
Level 3: +1 1st level spell (half-elf FCB)

Racial Traits:

Half-Elf
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Arcane Training (Alternate Racial Trait): Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Dual Minded (Alternate Racial Trait): The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Languages Known:

Common, Abyssal, Celestial, Draconic, Elven, Infernal, Sylvan

Equipment:

Combat Gear:
Light Crossbow: 35gp
Crossbow Bolts (10): 1gp
Dagger: 4gp
Silken Ceremonial Armor: 30gp

Other Gear:
Witch’s Kit: 21gp
Familiar’s Satchel: 25gp
Scroll Box: 5gp
Scroll of Comprehend Languages: 25gp
Scroll of Detect Secret Doors: 25gp
Parchment (10 sheets): 2gp
Silk Rope: 10gp
Grappling Arrow: 1gp
Mirror: 10gp
Crowbar: 2gp
Shovel: 2gp
Explorer’s Outfit: Free
Traveler’s Outfit (x2): 2gp

The witch’s kit contains: a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Familiar Statistics:

Greensting Scorpion
N Tiny vermin
Init +3; Senses: Darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
HP 11 (half master HP)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +1; CMD 7 (19 vs. trip)

Feats: Weapon Finesse
Skills: Climb +7, Perception +7, Stealth +18
--------------------
Special Abilities
--------------------
Familiar:
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Poison:
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Alertness:
While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link:
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion:
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).

Store Spells:
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells:
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Character Background:

Taila was born as the result of a short-lived union between her human mother and an elven man she never met. Half-elves were rare in Talingarde, and almost unheard-of in the small village where they lived. Though there was no widespread prejudice against her race, children will be children, and when faced with someone “other” they often become cruel. Rejected by her peers, Taila took refuge in her studies. She had heard of how wizards could shape the world to their will. She wanted that power for herself.

Convinced that she would be the greatest wizard that ever lived, Taila obsessed over every book on magic she could find. While other children played together in the village streets, she hid inside, reading and learning and knowing. But no matter how hard she tried, no matter how much she studied, she still couldn’t cast a single cantrip.

By the time she reached adulthood she had admitted the truth to herself. The door to magic was barred to her. She had no talent for the arcane arts, and no amount of studying would ever change that. However, she refused to let that stop her. If she had no natural talent for magic, then she would find someone who would give it to her.

Taila left her village behind without a backward glance, seeking larger libraries that might have the information she sought. Moving from town to town she read every tale she could find regarding the fallen cult of Asmodeus. Several of them spoke of how dangerous the cultists had been before being brought down by the might of Mitra, how much mystical power they’d had. None of them had the information she sought; how to gain that power herself.

It was while reading one of those tales that she caught a glimpse of a small scorpion. She grabbed her dagger to kill it, but as soon as she looked closer she froze. It looked like a normal scorpion, yet...there was something about the way it moved. As if in a trance she extended her hand, and the scorpion scurried up to her shoulder. It was pleased with her. She knew that as surely as she knew her own name. Asmodeus was pleased with her.

He would give her the power she’d always craved.

There was a price, of course. When dealing with fiends there is always a price. Taila’s was two-fold: her own blood shed in Admodeus’ name every morning, and a shadow that when observed closely could reveal her for the monster she was. New to both her powers and her curse, Taila did a poor job of hiding them. It wasn’t long before Knights of the Alerion were after her. ”Blasphemer!” they screamed.

Blasphemy? To worship the only one to ever answer her prayers? No, the only true blasphemy was the existence of the Church of Mitra, self-righteous in its arrogance, trying to keep people from learning of Asmodeus’ power as she had. It had to be destroyed.

In Asmodeus’ name.


OK, so still working out the crunchy bits, but here is what I plan on submitting: Brice LeVaughn, Blade Adapt Arcanist.

The following is on the profile already, but posting it here too for ease of reading.

Should have the crunch done by tonight or tomorrow morning (latest).

Backstory questions:

"Who are you, in your own words?"

"Who am I? Have you been living under a rock your whole life you measly plebeian?" <SIGH> "Very well, allow me to educate you. I am Brice LeVaughn. That is pronounced 'Lay-VAAWN', mind you. Not Leevaygen, not LaVogan. I have the 'fortune' of being the third son of Duke LeVaughn, hells take the man and keep him warm."

"Tell us about your family and your upbringing."

"Ah, curious about the lifestyles of your betters, are you? Fine, I will give you a brief prospectus of the family LeVaughn. Baron LeVaughn, my father, is the 'justly' appointed magistrate of Varyston. He has had two wives, three sons, two daughters, and enough wealth to keep the poor unwashed masses of the settlement fed and clothed in the harder years."

"Fun fact: I was the first born son of the second wife. His first wife died in childbirth delivering my second older brother. Well, 'half brothers', if you want to be technical. My older sister was his second wife's firstborn... and my younger sister is the youngest of the lot of us."

"I suppose that being the fourth child meant that my father really didn't know what to do with me. His first born was set to take over the estate and title, his second born was keen on joining those fools in the clergy. Things became even more complicated when it became apparent that I had... gifts... that did not align with martial or clerical natures. Arcane magic being somewhat suspect, it was hard to learn anything at all on how to harness them. Hells know that every so-called 'tutor' the man hired for me seemed employed with the sole goal of 'curing' me of these powers and inclinations. Still, I tried my best to be a good son to the man and play the fool at his parties, pass out offerings to the masses on holidays, and pretend that everything was perfect in Talonguard like the church and crown teaches."

"Well... that is, until my older sister was burned for 'witchcraft' by my father's own hands. Poor girl must have had some of the latent gifts that I do, but both stronger and weaker. They lay dormant much longer than mine did, and none suspected that the graceful young slip of a girl was anything more than a potential match for tying estates together. When she suddenly and violently manifested fire from her hands when her suitor got a little too... touchy... to say that the whole household was shocked would be an understatement."

"I cannot help but think that had she instinctively cast any other spell she might have been OK. The Baron loved her most of my mother's children, after all. Not as much as his first two sons, mind you, but still more than his youngest daughter or his 'problem-child' son. The fact it was fire, though... and in a public place... and against the heir of another prominent household... well, there was, to quote him, 'Nothing left to do but to try her for witchcraft.' He said it was for the sake of 'her soul' but I know the truth. He did it to protect his own status and reputation. For that his 'beloved little angel' burned at the stake within the week."

"Tell me about what happened recently. What have you been doing in the aftermath of your sister's burning?"

"Now THAT is a question worth answering. First, I started studying all that I could about magic. It wasn't easy, but I managed to hide a little of it by practicing swordsmanship. Little did my fool of a brother know that the sword I had commissioned was anything more than just a well made blade. Through it I was able to channel some of the energies coursing through my veins... and it has begun to respond of late... but that is a different question."

"After I had better control over my abilities, I began to seek out others who had reason to be... dissatisfied with Mitrian justice. Loved ones of family members taken to the mines. Mothers of children burned for magic they could not control. Sons of fathers slain for daring to want to make their families a little richer. Banding them into a tiny cabal, I set them to work undermining my father's rule in the city. Minor setbacks caused here, delays caused there... all semi-explainable, but all toward the end of getting my father deposed. After that, just a matter of seeing my eldest brother off to an early grave through a suitable 'accident' and the city would be mine. With it, control of the salt mines... and all those souls condemned within them, just begging for another chance."

"It would have worked. It SHOULD have worked! If it was not for those idiots deciding to escalate matters... make 'a statement' that could in no way be passed off as an accident or negligence." <SIGH> "That is what you get for working with the common folk, I suppose. No appreciation for long term planning. As it was, I barely had time to flee before the guards locked down the manor."


I just want to let you all know this will still be going on, but there was a death in the family tonight. I will not be around to monitor this thread for a bit.

Silver Crusade

dotting. I'm thinking alchemist. I have one already made.

Also, my condolences and well wishes, take care of yourself.


1 person marked this as a favorite.

Sorry to hear, GM Tal.

I've actually been lurking on your thread - I've enjoyed the game so far. I'm working on a necromancer. Crunch and Fluff to follow shortly.


The GM has asked the current players (which includes me) to keep an eye on this thread while they are away. Just FYI. We will answer questions as best we can!

One thing I just remembered about our game is that we started it off with a brief discussion on boundaries. I'd imagine we would revisit this conversation with the addition of a new player, but if anyone is curious to know what the current boundaries for our evil game are, please look at the relevant posts on the first page of our discussion thread.

Glad you are enjoying our game Mellowgoth! :D

Grand Lodge

Is the Gunslinger class out of the question?

roll: 1d10 + 7 ⇒ (9) + 7 = 16
roll: 1d10 + 7 ⇒ (3) + 7 = 10
roll: 1d10 + 7 ⇒ (4) + 7 = 11
roll: 1d10 + 7 ⇒ (3) + 7 = 10

That puts me at 21 pt buy, so I have 9 pts to spend, I am going to make a changeling gun slinger


1 person marked this as a favorite.

Sneaky full arcane √

To date, has the campaign been more about intrigue? Or has it been battle-heavy? Long story short, would a utility caster work, or does the group need something that hits a little harder?


Raltus wrote:
Is the Gunslinger class out of the question?

While not out of the question, the group is specifically looking for an arcane caster type. You'll probably have a better shot with a character that fills the role we're looking for.


Brice is just about ready now... just sorting out his gear. I know the GM is currently dealing with his IRL loss (condolences, by the way), but I would appreciate any feedback folks would be willing to provide.


Alias ad Tempus wrote:

Sneaky full arcane √

To date, has the campaign been more about intrigue? Or has it been battle-heavy? Long story short, would a utility caster work, or does the group need something that hits a little harder?

So far it's been a bit of both, some trickery and deception with some straight up brawling as well.


.... and.... done! Brice is (to the best of my knowledge) ready to submit.

So one thing I want to call attention to is the item total value. The limit was 200 but astute readers will note mine is a bit higher. The reason for that is a few items that the class gets for free off the bat (namely the MWK sword, the spellbook, and the baseline 10g outfit). Even though they weren't purchased from the starting gold I like to keep an account of what I have and what it costs, hence the overall total seeming to be higher. The purchased items all come to 200 GP even.

Here is a link to his page again (so you don't have to scroll up or sift through my alias page): Brice LeVaughn

As I said I definitely welcome any feedback. I think I did well given my low rolls, but if anyone notices something I am overlooking I would appreciate the assist.

Now if you will excuse me, I have some thread reading to do.


Here is my entry. I went with a Sorcerer that has a silver tongue.

Liv:

Oliver "Liv" Twisted
Male half-elf (human-raised) sorcerer (crossblooded) 3 (Pathfinder RPG Ultimate Magic 69)
NE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (3d6)
Fort +1, Ref +2, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . cold iron dagger +2 (1d4/19-20)
Ranged cold iron javelin +2 (1d6) or
. . cold iron javelin +2 (1d6)
Special Attacks progenitor's sting
Spell-Like Abilities (CL 3rd; concentration +8)
. . 3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—infernal healing[ISWG], magic missile, thorn javelin[ACG]
. . 0 (at will)—detect magic, detect poison, read magic, scrivener's chant
. . Bloodline Rakshasa, Scorpion
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 16, Wis 10, Cha 20
Base Atk +1; CMB +2; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Power Attack, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits forgery, suspicious
Skills Appraise +9, Bluff +13, Disguise +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +5, Linguistics +10, Profession (courtesan) +4, Profession (scribe) +4, Sense Motive +8, Spellcraft +9, Use Magic Device +11; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Abyssal, Common, Dwarven, Elven, Infernal, Undercommon
SQ bloodline arcana (poison use), elf blood, finesse weapon attack attribute, silver tongue
Other Gear mwk silken ceremonial armor[UC], cold iron dagger, cold iron dagger, cold iron javelin, cold iron javelin, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Scorpion (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Progenitor's Sting (8/day) (Sp) Apply poison to your weapon or that of an ally within 30 ft.
Progenitor's Sting Poison (DC 16) (Sp) Poison—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when used]; cure 1 save
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Future trait nice to have is Diplomacy made as a class skill with a bonus to it.

http://wayofthewicked.wikidot.com/
http://wayofthewicked.wikidot.com/players-guide

Background:

Oliver was born in the Savage North region of Talingarde from the rape of his human mother by a vile ice elf during a raid on her village. His mother lacking the magic and the money to get rid of the child, bore it but always resented the reminder he represented. Thus his childhood was not a particularly nice one and he learned at a young age to lie and cheat to get the things he needed to survive, like food.

As Oliver grew up into his teens, his Mother saw the same good looks in him that haunted her nightmares and she no longer wanted to see his face again and be reminded of that horrible night. She soon found a buyer looking for pretty boys and sold him to a brothel in The Cambrian Ports region, never to see him again. Of course the paperwork didn’t say “slave” but the apprenticeship was all but slavery in name. Oliver led a miserable existence and was sold each night to man and woman alike for their pleasure. Over the years of servitude, the madame of the house taught him how to be a courtesan and how to tell the Johns and Janes what they wanted to hear. Thus he became adept at telling some very convincing lies. Some would say he took telling a lie to supernatural lengths as if he had a silver tongue. As he got older, he began to manifest some other magical abilities obviously inherited from his paternal lineage.

As Oliver became a young man, the offers to purchase his affections for the night became less and less. Gone were the nights the Mitra priests buying his affection so they could play Priest and Pole Bearer. It wasn’t until much later that he understood that it was probably supposed to be pallbearer and not supposed to be playing with their poles. But he was so very young at the time and grew to hate the church and priests alike. So he was put to use in other ways at the brothel to earn his keep. He realized he would have to make money another way as everyone gets older and uglier. He eventually was in charge of balancing the books and making sure people got paid. He had to learn how to scribe letters and sales contracts which he took to immediately. But what he also found was that he could make up receipts and add extra charges to contracts and nobody noticed or totally believed him when he explained why the fraudulent charges were there. Thus he was hiding away some money for his future life when he left his so called apprenticeship. His downfall and eventual arrest was due to a forged document that was detected that resulted in more than a few deaths and he was sent off to do time in Branderscar Prison.


So yeah, this is the only campaign I am actively applying for... so took a few minutes to see who all else has applied and who has just dotted for interest so far. (Note: I am glad I hit refresh before posting this... @scottg0 goes from interested to applied column!)

Not saying that I will keep updating this (unless I feel like it) but if nothing else it will give a good snapshot to what all has been floated so far.

Submissions:
Leira Fenix (Human Psychic)
Shess (Elf Psychic)
Talia Fierarus (Half-Elf Witch)
Brice LeVaughn (Aasimar Arcanist)
Oliver "Liv" Twisted (Half-Elf Sorcerer)

Interest:
Vitaliano da Riva (Undeclared)
Psionichamster (Ratfolk Wizard)
Dax Thura (Arcanist)
Daedalus (Daidalos the Wizard/Diabolist)
Rorek55 (Alchemist)
Mellowgoth (Necromancer)
Raltus (Gunslinger?)
Alias ad Tempus (Sneaking Full Arcane)

So by my math that is 5 submissions and 8 other dots to date. Did I miss/misrepresent anyone?


This is Daedalus' submission, pre-conversion. As may be noted, I need to change race, level, stats, gear, allow for feat taxes, etc. Basically, I have a lot of work ahead of me, and I hopefully will get the time to do so (Finals are approaching for me, though, so I might not make it in time).


Bellindara, a work in progress.:

1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (3) + 7 = 10

That gets me to 29. Adding one more.


Hmm... I think I might have something for this. No promises, but I'll see if I can work something out.

Stats: 1d10 + 7 ⇒ (9) + 7 = 16
Stats: 1d10 + 7 ⇒ (1) + 7 = 8
Stats: 1d10 + 7 ⇒ (8) + 7 = 15
Stats: 1d10 + 7 ⇒ (6) + 7 = 13

Ew... Two eights, and combined with that free 18 and the two higher rolls I'm over 30 so I can't even knock one up to 10.


Josh.Ingle wrote:

Hmm... I think I might have something for this. No promises, but I'll see if I can work something out.

[Dice=Stats]1d10+7
[Dice=Stats]1d10+7
[Dice=Stats]1d10+7
[Dice=Stats]1d10+7

Ew... Two eights, and combined with that free 18 and the two higher rolls I'm over 30 so I can't even knock one up to 10.

I understand that. I hit that problem as well. Ended up using one of my racial increases to bring at least one of the eights to ten. But with such high rolls, I didn't really need the racial increase elsewhere.

BTW; I am also one of Taliesin's players. I'm the Oracle.


Hey folks,
In his absence, GM Taliesin has asked his current players in the game to keep an eye on this thread, as well as set a closing date if it looked like we had a sufficient selection available.
With 5 submitted applications and 9 other interested people, we have decided to set the submission closing deadline for this Saturday at 11:59 PM, PST.
While there's likely some leeway for final number crunching until the GM returns; please have your characters submitted by that time.

Thanks to everyone for their interest, and we look forward to your final submissions.


Heverly wrote:


I understand that. I hit that problem as well. Ended up using one of my racial increases to bring at least one of the eights to ten. But with such high rolls, I didn't really need the racial increase elsewhere.

BTW; I am also one of Taliesin's players. I'm the Oracle.

I had a bit of the opposite, I ended up with a 26 point buy equivalent after my rolls, at the time I was rolling up as a Skald, but when swapped over to the bloodrager the rolled 10, and 11 became more of an issue.

I think I was able to balance things out pretty well using the + 2 racial bonus, but I fully understand how some lower rolls can be frustrating.

(I'm the Bloodrager in the game.)


Im thinking a sanguine dhampir sorceror, though will have to wait till i get home to build the character, will post full character then, but here are the stat rolls

ability: 1d10 + 7 ⇒ (6) + 7 = 13
ability: 1d10 + 7 ⇒ (3) + 7 = 10
ability: 1d10 + 7 ⇒ (1) + 7 = 8
ability: 1d10 + 7 ⇒ (8) + 7 = 15


Okay, going to try and roll.

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (2) + 7 = 9

....Well. Ummmm..... That's 26 points, with not much flexibility. That could be interesting.


Going back over the explanation from Duke I think I misunderstood the 30 point buy and don't touch the foible. So corrected to match the description. Less wise, but aren't most criminals.

Looking forward to you all making your choice.

Liv:

Oliver "Liv" Twisted
Male half-elf (human-raised) sorcerer (crossblooded) 3 (Pathfinder RPG Ultimate Magic 69)
NE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception -1
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (3d6)
Fort +1, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . cold iron dagger +2 (1d4/19-20)
Ranged cold iron javelin +2 (1d6) or
. . cold iron javelin +2 (1d6)
Special Attacks progenitor's sting
Spell-Like Abilities (CL 3rd; concentration +8)
. . 3/day—dancing lights
Sorcerer (Crossblooded) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—infernal healing[ISWG], magic missile, thorn javelin[ACG]
. . 0 (at will)—detect magic, detect poison, read magic, scrivener's chant
. . Bloodline Rakshasa, Scorpion
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 16, Wis 8, Cha 20
Base Atk +1; CMB +2; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Eschew Materials, Power Attack, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits forgery, suspicious
Skills Appraise +9, Bluff +13, Disguise +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +5, Linguistics +10, Profession (courtesan) +3, Profession (scribe) +3, Sense Motive +7, Spellcraft +9, Use Magic Device +11; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Abyssal, Common, Dwarven, Elven, Infernal, Undercommon
SQ bloodline arcana (poison use), elf blood, finesse weapon attack attribute, silver tongue
Other Gear mwk silken ceremonial armor[UC], cold iron dagger, cold iron dagger, cold iron javelin, cold iron javelin, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Scorpion (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Progenitor's Sting (8/day) (Sp) Apply poison to your weapon or that of an ally within 30 ft.
Progenitor's Sting Poison (DC 16) (Sp) Poison—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when used]; cure 1 save
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Future trait nice to have is Diplomacy made as a class skill with a bonus to it.

http://wayofthewicked.wikidot.com/
http://wayofthewicked.wikidot.com/players-guide

Background:

Oliver was born in the Savage North region of Talingarde from the rape of his human mother by a vile ice elf during a raid on her village. His mother lacking the magic and the money to get rid of the child, bore it but always resented the reminder he represented. Thus his childhood was not a particularly nice one and he learned at a young age to lie and cheat to get the things he needed to survive, like food.

As Oliver grew up into his teens, his Mother saw the same good looks in him that haunted her nightmares and she no longer wanted to see his face again and be reminded of that horrible night. She soon found a buyer looking for pretty boys and sold him to a brothel in The Cambrian Ports region, never to see him again. Of course the paperwork didn’t say “slave” but the apprenticeship was all but slavery in name. Oliver led a miserable existence and was sold each night to man and woman alike for their pleasure. Over the years of servitude, the madame of the house taught him how to be a courtesan and how to tell the Johns and Janes what they wanted to hear. Thus he became adept at telling some very convincing lies. Some would say he took telling a lie to supernatural lengths as if he had a silver tongue. As he got older, he began to manifest some other magical abilities obviously inherited from his paternal lineage.

As Oliver became a young man, the offers to purchase his affections for the night became less and less. Gone were the nights the Mitra priests buying his affection so they could play Priest and Pole Bearer. It wasn’t until much later that he understood that it was probably supposed to be pallbearer and not supposed to be playing with their poles. But he was so very young at the time and grew to hate the church and priests alike. So he was put to use in other ways at the brothel to earn his keep. He realized he would have to make money another way as everyone gets older and uglier. He eventually was in charge of balancing the books and making sure people got paid. He had to learn how to scribe letters and sales contracts which he took to immediately. But what he also found was that he could make up receipts and add extra charges to contracts and nobody noticed or totally believed him when he explained why the fraudulent charges were there. Thus he was hiding away some money for his future life when he left his so called apprenticeship. His downfall and eventual arrest was due to a forged document that was detected that resulted in more than a few deaths and he was sent off to do time in Branderscar Prison.

Sczarni

Here's my ratfolk wizard, Krakt

Spoiler:
Krakt
Male Ratfolk Universalist 3
NE Small Humanoid (Ratfolk)
Init: +4; Senses Darkvision 60’; Perception +9
Languages:Common, Aklo, Draconic, Dwarven, Goblin, Infernal, Necril, Orc, Undercommon

DEFENSE:
AC 15 Touch 15 Flat-Footed 11 (Dex +1,Size +4)
HP: 17 (3d6+3)
Fort +2 Ref +5 Will +5

OFFENSE:
Speed:20
Melee: dagger -1 (1d3-2 19-20/x2)
Ranged: crossbow +6 (1d6 19-20/x2) Range 80 Ammo 10

STATISTICS:
Str 6 Dex18 Con 13 Int 20 Wis 12 Cha 10
Base Atk 1; CMB -2 ; CMD 12
SQ: Arcane Bond (amulet), Favored Class: Wizard (Skills), Metacharge (+2 Spellcraft to craft items with metamagic feats), Swarming
Feats: Scribe Scroll (B), Extend Spell, Arcane Builder (Wondrous Item), Craft Wondrous Item (B)
Traits Crime: Slave Trading, Seeker, Dangerously Curious
Drawback: Power Hungry (-2 Will vs charm/compulsion if promised power or wealth)
Skills Appraise +11, Craft (Alchemy) +13, Knowledge (Arcana) +11, Knowledge (Engineering) +11, Knowledge (Local) +11, Knowledge (Religion) +11, Linguistics +11, Perception +9, Spellcraft +11, Stealth +11, Use Magic Device +9
Ratfolk Boost: +4 Handle Animal when dealing with rodents
Gear: Spellbook, spell component pouch, Dagger, Light Crossbow, 10 bolts, Spell Component Pouch, Scroll Case, Waterskin, Backpack, Rations (5 days),, 50’ Silk Rope (120gp)

Spells Prepared (Caster Level 3 // Concentration +8 // Ranged Touch +6)
Save DC = 14 + Spell Level
0th: detect magic, disrupt undead, message
1st: shield, grease, silent image, burning hands
2nd: glitterdust, invisibility

Spellbook:
Cantrips: All
1st: color spray, mage armor, shield, vanish, silent image, burning hands, magic missile, enlarge person, ray of enfeeblement, grease, magic weapon,
2nd: glitterdust, invisibility, command undead, spider climb

Background
Krakt was always interested in the acquisition of power, whether through trickery, theft, violence, or magical research. He has extremely little concern for most other people, ratfolk included. They are mostly tools and marks, for him to use as he can to acquire more power. He was exiled from his warren for the interest in bizarre magical/humanoid experimentation and the risks involved. He supported himself as a slave-trader, merchant, and occasional adventuring mage, although he usually prefers to sneak away and allow others to do the real fighting.

Description: Kraktl is very typical of most ratfolk, standing around 3’ tall and weighing just under 50 pounds. He wears loose, multilayered robes and tries to remain in the background and shadows whenever possible. His backpack is covered in small vials, strapped down components, hooks and rings of corroded metal, with a well-worn and scarred crossbow in easy access. His only other weapon is a curved-bladed dagger, worn tucked into his belt opposite his cased spellbook.


Let's give it a shot.

1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (6) + 7 = 13

Which I think would be about a 22 point buy, including the 18 and 8. I can work with that.

I was also considering a necromancer of some sort, probably a wizard. I'll give it some thought.


Bellindara's numbers:

Bellindara Aeru

Human necromancer 3
LE Medium humanoid (human)
Init +0; Senses Perception +3

Defense

AC 10, touch 10, flat-footed 10
hp 14 (3d6)
Fort +1, Ref +1, Will +5

Offense

Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
8/day—grave touch (1 round)
Necromancer Spells Prepared (CL 3rd; concentration +8)
Opposition Schools Conjuration, Transmutation

Statistics

Str 8, Dex 10, Con 11, Int 20, Wis 14, Cha 15

Base Atk +1; CMB +0; CMD 10

Feats Combat Casting, Scribe Scroll, Skeleton Summoner[UM], Spell Focus (necromancy), Turn Undead

Traits grave robbery, liar’s tongue

Skills
Bluff +9,
Diplomacy +5,
Disable Device +1,
Heal +3,
Knowledge (arcana) +11,
Knowledge (dungeoneering) +9,
Knowledge (local) +10,
Knowledge (nature) +9,
Knowledge (planes) +9,
Knowledge (religion) +11,
Perception +3,
Sense Motive +3,
Spellcraft +11,
Stealth +3

Background Skills
Knowledge (geography) +10,
Knowledge (history) +10,
Knowledge (nobility) +10,

Languages Common, Draconic, Elven, Necril, Norspik, Old Talirean (dead Language)

Gear candlerod[UE], oil (2); blunted bolts (10), crossbow bolts (10), dagger, light crossbow, arcane bond ring, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mug/tankard, scroll box[UE], silk rope (50 ft.), spellbook, sunrod (2), tindertwig (3), wizard starting spellbook, 5 sp, 5 cp

Special Abilities

Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Grave Touch (1 round, 8/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
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.
Turn Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat.

Background to follow soon.


Wow, nothing like the deadline being put out to get folks into gear crafting wise. For those of you following along at home, here is where we are:

Submissions:
Leira Fenix (Human Psychic)
Shess (Elf Psychic)
Talia Fierarus (Half-Elf Witch)
Brice LeVaughn (Aasimar Arcanist)
Oliver "Liv" Twisted (Half-Elf Sorcerer)
Daidalos Icarum (Aasimar* Wizard)
Krakt (Ratfolk Wizard)
Bellindara Aeru (Human Necromancer)

Interest:
Vitaliano da Riva (Undeclared)
Dax Thura (Arcanist)
Rorek55 (Alchemist)
Raltus (Gunslinger?)
Alias ad Tempus (Sneaking Full Arcane)
Razarak (Dhampir Sorcerer)
Josh.Ingle (Undeclared)
Redac (Necromancer/Wizard)

That puts folks with completed (or mostly completed) applications at 8, and 8 other dots for interest. Competition for this slot is really heating up! Hope that I make the cut, but there are some really nice characters I am going head to head against... good luck all.


Heres my submission:

character sheet:

Kalamar
Male dhampir sorcerer (wildblooded) 3 (Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 70)
LE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 20 (3d6+6)
Fort +2, Ref +5, Will +2; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; DR 5/lethal; Resist cold 5, undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +1 (1d4/19-20) or
. . quarterstaff +1 (1d6)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks the blood is the life
Spell-Like Abilities (CL 1st; concentration +6)
. . 3/day—detect undead
Sorcerer (Wildblooded) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—chill touch (DC 16), mage armor, magic missile, sleep (DC 16)
. . 0 (at will)—acid splash, detect magic, ray of frost, read magic, touch of fatigue (DC 15)
. . Bloodline Sanguine
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 20
Base Atk +1; CMB +1; CMD 16
Feats Blood Drinker[ARG], Dodge, Eschew Materials
Traits Desecration, deep cover
Skills Appraise +6, Bluff +12, Disguise +9, Handle Animal +6, Intimidate +9, Knowledge (nobility) +1, Linguistics +1, Perception +1, Stealth +6; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Draconic
SQ resist level drain
Other Gear cold iron dagger, crossbow bolts (30), light crossbow, quarterstaff, barbed vest[APG], spell component pouch, light horse (combat trained), bedroll, bit and bridle, blanket, feed (per day), feed (per day), hemp rope (50 ft.), riding saddle, saddlebags, small tent, trail rations, trail rations, waterskin
--------------------
Special Abilities
--------------------
Blood Drinker (Human) +1 CON checks and saves and 5 temp hp per 3 levels after drinking blood of chosen creature.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sanguine Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
The Blood Is the Life (8/day) At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must h
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

And my background:

background:
Being born a Dhampir isnt easy anywhere... much less a city who reveres a god of the sun. Everyone who reveres the day, fears, or at least has an aversion to those creatures that call the night home. Being sired by a vampire has made life hard for Kalamar, and he's had to hide his true lineage from everyone. Having grown up without parents pushed him to the streets, where he learned how to hide who he was, and made him a quick talker whenever he got in trouble trying to stay alive. He has come to hate the society that branded him from birth as a monstrosity and the religion that cheers them on. Having had enough of the "shining lord" that he attacked one of their priests and tried to drink his blood, thusly being condemed to death by being burnt at the stake.

Kalamar's appearance is that of a elves, but without the pointy ears or elven eyes. He is very pale, seeming almost translucent in the daylight, but is rarely caught in the sun. Kalamar is tall and slender, and just watching him you can tell an unatural grace influences his movements. His piercing blue eyes appear to be looking into your soul, and if you were to catch him smiling, you would notice his teeth are pointed, almost to the point of fangs, but not quite. He has an almost unearthly charm, and handsomness, this hasnt stopped many from damning him. The persecution has caused him to shun most relationships and as such he has a quiet demeanor.


BELLINDARA AERU

A story of thwarted ambition and lost family:

So many sentenced to die at Branderscar were anathema to their families, rejected disappointments, dashers of the family aspirations. Not Bellindara. She was the culmination of them. At least she was meant to be. When she was arrested as a grave robber, and discovered to be a necromancer, it seemed she would not fulfil the dark hopes of generations of her line. But the intervention of Cardinal Thorne has put the dark ambitions of the Aeru family back into play.

Her family was well off – a cadet line of from a minor noble, now no higher than landed gentry, but still holding comfortable lands and wealth. Just south of the Caer Bryr (She could see the west-marching mountains of its southern border from her northern window…), the modest estate looked out over the sea to the west, and a vast swath of very old settled land to the east, dotted with ruins and, more importantly, graveyards.

Her family had been practicing the dark art of necromancy for generations, the ultimate goal being for a member of the family to rise to Lichdom. Bellindara's tutelage began in her cradle, dead voices whispering blasphemous secrets to her in her sleep. Bellindara’s mother was close to the families goal – so very close. But, as she was securing the last component for the ritual, Bellindara was unaware that she was observed – and the Church was swiftly alerted.

The Inquisitors and the Knights of Alerion raided the estate in the midst of a hideous necromantic ritual. Moments after her mother had committed ritual suicide with a knife that had been being prepared for nearly three hundred years, armored men crashed through the door, and holy swords began hacking done family servants, living and dead. Without her mother’s arcane might, it was all over quickly. They dragged a screaming Bellindara away from the ritual she was desperately trying to complete, the one that would see her mother live eternally. Instead, she just died. Like any other plain old mortal. Such was not to be her fate…but it was.

The new that it would be Bellindara’s as well was hardly surprising. In sullen, numbed silence she rode in the back of the inquisitor’s wagon to Branderscar, wishing only to revenge herself on the self-righteous, short-sighted Mitrans who were content with mere mortal death and whatever afterlife the gods saw fit.

She was less than ten leagues from her final destination when flame blossomed in the night, and the sweet, sweet screams of the guards and priests filled the air. It seemed that not all of the old traces of forgotten gods had been swept away by the purges. Asmodeus might have use for her talents. Her family had never been devout (even when the visiting foreign priestesses of Urgathoa became positively evangelical…), but if the Lord of the Nine Hells could offer her the power and opportunity for vengeance, she would become his devoted servant. And in the downfall of Talingarde, the were sure to be casualties. So many fine corpses for the choosing…


Bellindara:

Bellindara is a precocious 19 years old at the time of her capture. Standing slim and straight, but not very tall, not quite three inches over five feet, her erect carriage often makes her seem taller. Her dark brown hair is worn cropped close, with the barest hint of a curl a the nape of her neck. Her skin tone carries a bit of the olive tone of the south, and her wide eyes are the light brown of the Caer Bryr tribesmen. Should the sun ever shine in them, flecks of green and gold might be seen. She is rarely the first to speak, but when she does, her voice is a rich alto, deeper than what most would expect from her small frame. Her expression tends to detached curiosity or muted, private amusement. In quiet moments, she occasionally cocks her head, as if trying to catch a voice on the very edge of her hearing.

Bellindara Aeru
Human necromancer 3
LE Medium humanoid (human)
Init +0; Senses Perception +3

Defense

AC 10, touch 10, flat-footed 10
hp 14 (3d6)
Fort +1, Ref +1, Will +5

Offense

Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
8/day—grave touch (1 round)
Necromancer Spells Prepared (CL 3rd; concentration +8)
Opposition Schools Conjuration, Transmutation

Statistics

Str 8, Dex 10, Con 11, Int 20, Wis 14, Cha 15

Base Atk +1; CMB +0; CMD 10

Feats Combat Casting, Scribe Scroll, Skeleton Summoner[UM], Spell Focus (necromancy), Turn Undead

Traits grave robbery, liar’s tongue

Skills
Bluff +9,
Diplomacy +5,
Disable Device +1,
Heal +3,
Knowledge (arcana) +11,
Knowledge (dungeoneering) +9,
Knowledge (local) +10,
Knowledge (nature) +9,
Knowledge (planes) +9,
Knowledge (religion) +11,
Perception +3,
Sense Motive +3,
Spellcraft +11,
Stealth +3

Background Skills
Knowledge (geography) +10,
Knowledge (history) +10,
Knowledge (nobility) +10,

Languages Common, Draconic, Elven, Necril, Norspik, Old Talirean (dead Language)

Gear candlerod[UE], oil (2); blunted bolts (10), crossbow bolts (10), dagger, light crossbow, arcane bond ring, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mug/tankard, scroll box[UE], silk rope (50 ft.), spellbook, sunrod (2), tindertwig (3), wizard starting spellbook, 5 sp, 5 cp

Special Abilities

Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Grave Touch (1 round, 8/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
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.
Turn Undead (DC 13) (Su) Receive Command Undead or Turn Undead as a bonus feat.

Silver Crusade

I can repost my updated original application, who was intended as an arcane trickster, and sounds more or less exactly as what you're looking for:

Evan Cordant:

Background and crime

They said Evan was cursed since birth.

Born a member of Talingarde's somewhat higher society in a time of peace, life should have been relatively easy. There was just one major problem: he was born with a holy symbol of Asmodeus on the back of his right hand. In ages past, this might not have been as much of an issue. But now, following the inquisitorial purges of king Mercadian IV, much had changed. In this age, knowledge of the mark would surely have meant the end of him, if not of the house altogether.

Perhaps both options were the same in the end, as the house had no heirs other than Evan. Thus, they couldn't afford to lose him. Perhaps his mother, his father, or both were infertile and had struck a deal with whatever diety could provide an offspring. Perhaps less noble rival families in the horsetrading business had made even made them so, resorting to poisons, magic or 'jousting accidents below the belt' to achieve such a feat, indirectly removing the Cordants as competitors in the long run. Or perhaps there was something darker at work, and what was happening now was simply a result of a curse or deal made long ago. At least the boy didn't appear evil, when his mother used magic to check for it, nor did he apear much different from an ordinary human.

Evan himself doesn't know the truth and neither his parents nor the servants speak of it. Cutting off the skin beneath the symbol didn't work, as it simply grew back. So him simply accepted he'd have to hide this and make the best of it. As a member of a fairly well-off horse-breeding family, he learned the basics of animal handling and numerous other topics from the tutors he had access to. He even learned archery and basic melee skills from an old Ranger tutor, to better defend himself if the need ever arised. But all throughout it all, it felt... wrong, and empty. As if this wasn't truly his place, or fate.
Perhaps he'd have had an uneventful life after reaching maturity, settling down with a servant girl named Lauren he once dated, before his family found out and broke off this engagement, hoping for a better match.

But then he saw the princess. She was on a tour through the country, learning of her people for when it was her time to rule. Her voice was enchanting, her speech inspiring, and her beauty divine. Evan knew what he felt for her was stronger than anything he'd had experienced so far, and now he truly wanted something: her.

He knew it wouldn't be easy, but he couldn't resist. Day in, day out he practiced the songs of the great bards, trying to compose a ballad or plea that would give him a chance of earning her favor, but failed. He then tried to sturdy arcane matters harder in hopes to become a court Wizard, aiding the court in that way. But as he read and studied, he knew that either of those alone would not be enough. After all, even if he succeeded at making the princess like him, he simply lacked the peerage. Being part of merely a well-off family would not be enough to become part of the royals. He would be up against every son of the noble families competing for the same hand, and many would offer much more tangible benefits than he could. He'd either need to become extremely wealthy or a hero of some kind, broadly liked and supported by the people.

The second option was out. He knew that, at some point, he’d be exposed as marked by Asmodeus and then probably killed without even as much as a trial. The safer option was to build a fortune from a distance.

So he studied, looking for loopholes in the law concerning trade, contracts that could legally be exploited in some way for his gain. In this, he became increasingly successful, constantly and legally growing hif family’s fortune at the cost of some others who to grasp contract implications. When it became obvious he was skilled in this, his parents gave him the power needed to act on his plans. So long as it didn’t damage their family in some way and gained them more wealth, they agreed.

Once, he tricked two of his largest competitors into signing an agreement that indirectly forbade them to trade with the knights of Alerion and the local farmers respectively, leading to a large increase of his own sales. While his fortune steadily increased, such moderate successes were too slow. He knew that the princess was already 20 and would be married before long.

He devised a plan for the play that would be his undoing. The idea was solid enough. He would use all his obtained wealth to hire men that would approach the farmers of multiple provinces and offer them a larger sum of money for the grain than they normally received. Afterwards, he would resell it to the normal grain traders, who would otherwise be unable to meet their contracts. It was a then completely legal move, as far as he could tell. He would use this money to further invest into trade companies and swiftly work further towards his fortune.

However, the knights of Alerion, having no real love for this businessman, arrested him when this became clear. To make things worse, it was then that they discovered the mark of Asmodeus, lord of silver tongues and law. After being thoroughly abused, and in his opinion, denied a fair trial, the court ruled that this was a form of market manipulation that was dangerous to the general public, and the law was then amended to account for these cases going forward. His actions were condemned as grand fraud, and the sentence was swift: a life forever in the salt mines.

Now, what Evan wants above all is revenge. In his mind, he had beaten the system and had been *that close* to achieving his goal, when the rules were changed on him at the last moment. Why? Because the moral call that what he did was ‘evil’ gave them free reign to ignore their own laws and do as they see fit.

…though, some part of him still cannot let go of the idea of having the princess as a wife, one way or another.

party role and personality:

Evan is meant to be a stealthy, preferably ranged damage dealer in combats with a large amount of skillpoints to help the skills where is it needed. The rogue/wizard arcane trickster should be very capable of sneaky stuff as well as act as an assassin in later levels. The higher intelligence of the arcane trickster also fits the fraud backstory well, I think.

Evan is currently a bitter near-human (tiefling). Normally, he is a more pragmatic and reasoning-based person who prefers to craft plans and let others do the actual dirty/dangerous work.

Regarding asmodeus, Evan never really thought of himself as ‘evil’ but currently does hate at least the knights (the ones that arrested him especially) and the court system (whom he views as biased and hypocritical), so he is probably much more willing to go along with any plans the diety might have. He still doesn’t know why he was marked and for what purpose. I’m sure there are a lot of NPC’s in the published modules who could be knights who arrested Evan or the judge who condemned him, but if not I can make up names for them to be inserted somewhere, of course.

Evan’s flaw is that he, despite everything, is still smitten with the princess and will try to court her and make her his, even if it should clearly be a bad idea. He also has some ties to his parents or former love interest that could be used against him.

Regarding his parents, I intentionally left open how 'evil' they themselves are and their views towards the fraud crime that eventually got their son captured, as if they supported him in that or not. Maybe this can fit in with the established adventure, somewhere.

Build:

Rolled stats were: 18, 17, 14, 14, 13, 8 (see previous posts in original recruitment thread).

Evan, LN tiefling rogue 1, wizard 2 (Intended to go arcane trickster build)

Stats: 8 str, 19 dex, 14 con, 20 int, 13 wis, 12 cha. (basic tiefling template, potentially smite good alternative race trait instead of darkness 1x/day)

Feat: precise shot, accomplished sneak attacker (level 3)

traits: Clever wordplay (bluff), campagin crime trait (grand fraud)

Skills: knowledge skills/spellcraft, bluff and diplomacy, perception and dex-skills as needed. Profession Barrister (knowledge: law?) or handle animal/profession: horse breeder as a fluff/background skill.

Edit: Maybe I'm reading over it, but are we required to do *that thing* again to finish the application as per your instructions in the original recruitment thread? You know, to show you read the rules?


Probably will be the last time I will do this for this thread, as the deadline was tonight at 2359 PST (0259 EST tomorrow morning).

Submissions:
Leira Fenix (Human Psychic)
Shess (Elf Psychic)
Talia Fierarus (Half-Elf Witch)
Brice LeVaughn (Aasimar Arcanist)
Oliver "Liv" Twisted (Half-Elf Sorcerer)
Daidalos Icarum (Aasimar* Wizard)
Krakt (Ratfolk Wizard)
Bellindara Aeru (Human Necromancer)
Kalamar (Dhampir Sorcerer)
Evan Cordant (Tiefling Rogue1/Wizard2 -> Arcane Trickster, eventually)

*The race here listed is technically an invalid form of Aasimar, but the sheet looks to be in the process of updating. Assuming will eventually be an Aasimar (normal) but you would have to ask Daedalus to verify that.

Interest:
Vitaliano da Riva (Undeclared)
Dax Thura (Arcanist)
Rorek55 (Alchemist)
Raltus (Gunslinger?)
Alias ad Tempus (Sneaking Full Arcane)
Josh.Ingle (Undeclared)
Redac (Necromancer/Wizard)

Current applications: 10; Current dots: 7.


I'm just going to have to drop out of the running, I think. It doesn't look like I'll have time to finish the stats in time.

Good luck to everyone else!

Scarab Sages

Pathfinder Starfinder Society Subscriber

How does us joining at level 3 interact with our traits having put us at brandscar?


Saashaa wrote:
How does us joining at level 3 interact with our traits having put us at brandscar?

From the original post by the DM:

GM Taliesin wrote:


•Two traits, one a campaign trait, which can be found in the campaign tab, you were not caught for your crime, though you were exposed. You can take a drawback for a third trait, but make sure it is played as such. In addition, let me know of an extra trait type bonus that you think would be good for your character.

Bolded the relevant text... basically, you were exposed for your crime by someone, but not caught by the law. You might roll it such that you were on the run from said law, but since you didn't get imprisoned you didn't go to Branderscar.


The Emerald Duke wrote:
Saashaa wrote:
How does us joining at level 3 interact with our traits having put us at brandscar?

From the original post by the DM:

GM Taliesin wrote:


•Two traits, one a campaign trait, which can be found in the campaign tab, you were not caught for your crime, though you were exposed. You can take a drawback for a third trait, but make sure it is played as such. In addition, let me know of an extra trait type bonus that you think would be good for your character.
Bolded the relevant text... basically, you were exposed for your crime by someone, but not caught by the law. You might roll it such that you were on the run from said law, but since you didn't get imprisoned you didn't go to Branderscar.

While I'm sure that GM has an idea of how the selected character will be fit in to the group, I'd think that you can't go wrong with the "exposed and on the run before falling in with other criminals" theme for now.

May be a bit cliche, but it fits kind of well here.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Thank you for that.

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