
GM Mowque |

The unthinkable has happened. House Thrune has fallen, but not by some treacherous lord or power-hungry Archduke. No, nearly the entire family that ruled Cheliax with an iron fist has simply...vanished. Overnight everyone from Her Infernal Majestrix, Queen Abrogail II to the most minor related courtiers and relatives. Why and where to no one can say, but most speak of devilish contracts unfulfilled and payments do. Whatever the reason, Cheliax has been thrown into turmoil. For over a century the House of Thrune has cemented their power as the keystone of the entire Empire, the one irreplaceable and necessary piece of the complex puzzle. With it gone, order has broken down and many seek to gain the Thrice-Damned Throne by whatever means required with most of the Archduchies aflame. The countless factions once kept in check by the throne have exploded in violence on the fruitful and productive provinces. From the streets of Kintargo to the cliff coats of Longmarch, all is war. Cheliax has become a place of blood and iron.
Welcome to the Recruitment for A Place of Blood and Iron, a PF1 Solo Game.
For a long time now I have wanted to run a game that is not concerned with preventing war (a laudable goal in most games, to be sure!) but more concerned with winning one. The ebb and flow of the conflict, both affecting my you and some of it outside your control. Desperate secret missions deep in enemy territory as well as diplomatic assignments to gain new allies. A slow rise in the ranks as you prove yourself worthy or a demotion for failure. The possibilities of changing sides and selling your skills to the highest bidder or following a faction with ideological interest. The sense of a big, fast-changing world around you, not always under your control yet shaped by your choices, all overlaid with the fog of war.
If that sounds of interest to you, read on!
-War: Yes, this means violence. Obviously assume the same PG-13 standards of the site (I’m not big into ‘shocking gore’ in any case) but people will get hurt, by your actions or inactions. If you want to always win and save the day (and the NPCs) this might not be the one for you.
-Starting small-ish: You won’t be starting as a major general or the lead of a faction. You will certainly have the chance to get there someday but the climb will not be an easy one. Don’t expect to have countless soldiers and resources under your command at first. You will be working under someone (who exactly, is up to you!)
-A shifting context: Winning a battle is not winning the war. Even if you succeed, the larger tides of war may go against your faction’s wishes. This is not to say your choice won’t matter (they will be the crux of the game) but don’t expect the results to be what you (or your high command) expect.
-Heavy Encounters: Most of your tasks will probably involve violence, so expect lots of encounters. That isn’t to say a cerebral character won’t do well (Nothing wrong with hiring/having some meatshields!) just keep the fact you’ll be in combat a fair deal, in mind.
-This game is not about what happened to the Thrunes. Yes it will come up and yes, it may be important but the thrust of the game is fighting a civil war in Cheliax, not solving the mystery of the family’s disappearance.
Note: This list is not exclusive, other factions are lurking out there. Also, other factions may arise during Gameplay based on your success/failures (and my own thoughts). It should be taken for granted that any given area of Cheliax at the moment is full of nobles fighting with each other to settle old scores or gain prominence.
Picking your faction is probably the biggest choice in this game! A game where you work for the militaristic and rigid General Imbrex is a very different one where you align yourself with the Aspis Consortium. Obviously, whatever faction you picked will get the main focus and attention in the Civil War, hence the rather short write-ups here.
House Jeggare: One of the richest families in Avistan, the Jeggare’s political tentacles spread throughout the Inner Sea. They are particularly powerful in Korvosa and during the current crisis have imported considerable mercenaries from that former Chelish colony, to defend their interests in the homeland. Pockets of support throughout Cheliax mostly trading cities as well as the Heartland.
Quinus Thrune: The only member of the Thrune family to escape their strange fate, he had been a minor actor before the crisis. Now, mostly on the strength of his name, he has declared himself Majestor Qunius and has seized control of the old capital of Egorian and some other regions of the Heartlands. His claim is generally considered spurious and the fact he remained when the rest of his bloodline went extinct has led to many rumors about his legitimacy.
Archheathen Kettermaul Charthagnion: The former mayor of Corentyn has now claimed the Archduchy of Longmarch, the long south coast of Cheliax. While his writ is still strongest around his home city, the former admiral has a reputation as a just and able administrator. Perhaps more imposing, he also has the full support of an entire Order of Hellknights, the Corentyn based Order of the Chain. Charthagnion has openly talked of removing diabolism from Cheliax, earning him many foes as well as allies.
Order of the Gate: This order of Hellknights was tasked with the role of summoning and dealing with fiends from the Great beyond, which much of the power of Cheliax once rested. Feared even by other Hellknights, the Order of the Gate was based in the remote mountains away from prying eyes. However, their leader Vicarius Giordano Torchia has recently assembled a strong force of Hellknights and devils and invaded the lowlands, seeking to impose an even stricter and more total form of diabolism on Cheliax.
General Imbrex: General Niceandro Imbrex, one of the highest ranked military commanders in Cheliax has long gone rogue and has been carving out his own power base. Regarded as one of the finest tacticians in the Empire, he has built a network of frotications and strongholds near Remesiana, south of the Whisperwood and has recently been engaging inr aids deep into the Heartlands. His forces make up the bulk of the old army that has remained independent of local forces, and is formidable, in the right hands.
Archduchy of Sirmium: Located in the far southeast of Cheliax, this Archduchy is the home to several rival factions currently working together in a bid to upset the kingdom. The first is House Henderthane, the nominal rulers of the Archduchy and famous arms dealers. Second the capital, Ostenso is home to the powerful and rapacious Aspis Consortium, which have their own plans and goals. Lastly, and most at odds with these other two, more international factions is the Order of Pyre, a Hellknight Order most concerned with destroying heresy or other radical thought (as well as ‘impure’ magic). Fantacial, they have had a poor time cooperating with the more cosmopolitan ways of the Aspis or the Henderthanes.
House Narikopolus: Rulers of the mountainous Archduchy Menador, which forms the backbone of Cheliax, they have retreated into their hilltop retreats and maintained a defensive posture so far, content to drill and train their legendary archers. However their capital of Kantaria is exposed in the low lands, despite being heavily fortified.
The Host of Freedom: One of the weakest major factions, the Host of Freedom is an unlikely collection of Androan Eagle Knights, Bellflower Operatives, Rahadoumi soldiers and other anti-Chelish groups. Seeing the disorder in the Infernal Empire as a chance to permanently remove this stain from the Inner Sea many outside groups have banded together to influence the on-going civil war. They have landed and taken Westcrown, as well as some immediate lands outside of it. While they have few allies inside Cheliax, they do provide a bold and stark contrast to the bickering diabolic warlords.
Levels: Starting level is 6, and you will level fairly regularly
Stats: 25 point buy, no stat can be lower than 8 before racial modifications.
Classes: All Pazio. Unchained for all classes.
Races: All Core races are allowed without restriction, along with tiefling and asaimars. Ask about others.
Alignment: Any alignment is permitted, but this is Cheliax. Depending on your faction some are better fits than others.
Traits: Two traits of your choice, which must come from sources other than Adventure Paths.
Hit Points: Hit points will be gained at each level equal to ½ class HD +1. You will receive maximum HP for first level.
Starting Gold: Standard WBL
Skills: We will be using the Background skills system. You will be on your own so use these extra skills wisely!
-A fully finished statblock (you can hold off on minor gear if you wish). An alias is not required but if you want to make one, it won't hurt your chances.
-Picking a faction, listed above. Your backstory should make it clear why you picked that one.
- I look forward to hearing about some diverse, and driven characters with strong motivations. Fighting in a war isn’t something done on a whim (for most). What drives your character?
-A feel for loyalty about your character. Are they the type to stick to their faction and work up the ranks, regarding loyalty as important? Or are they willing to sell their sword (or spell) to the highest bidder?
-A sentence or two on your views (hopes, wishes, doubts, thoughts) of a solo game would be very interesting.[/spoilers]
[spoiler=Optional Rules]
These are some optional rules this campaign will be using! Ask if you don’t know what these are or how to use them.
Background Skills
Automatic Bonus Progression
I am a librarian from PA (which is EST timezone). I have GM'd a number of PBP games and a few live games. I’ve had a great experience with PBP Solo games on this site (several have passed the three year mark). Many of my other players say they greatly enjoy the Solo games and my GM style. Please check out those games, if you want to see what one of these looks like!
I am big on communication both IC and OOC so expect lots of posts in both Discussion and Gameplay!
Ok, that is everything! A lot of information, I know, but it should help you apply with the best character possible and eliminate surprises. If you have any questions, comments and such, please ask below. I will be following this thread closely, and feedback should be swift.
Recruitment will close in two weeks, May 17th.

Helix Missionary |

Oh man. Lawful Neutral paladins?
Sir, at first you had my curiosity. Now, you have my attention.
The first thought your setup gave me was paladin. The second thought was someone Lawful Neutral, probably associated with the Hellknights. But now you've given me the chance to combine those two into a concept I've always wanted to play out.
I'll be back with a character.

GM Mowque |

Oh man. Lawful Neutral paladins?
Sir, at first you had my curiosity. Now, you have my attention.
The first thought your setup gave me was paladin. The second thought was someone Lawful Neutral, probably associated with the Hellknights. But now you've given me the chance to combine those two into a concept I've always wanted to play out.
I'll be back with a character.
Excellent, looking forward to seeing what you come up with.

CampinCarl9127 |

Hmm, color me curious. One of my favorite characters may be a perfect fit for this sort of game. Meet Nareth I'grada. Ignore his statblock for now, but his background is fleshed out and may be exactly what you're looking for. Let me know your thoughts and if Nareth might be the kind of character you would enjoy running through this, because I certainly think this would be the perfect sort of adventure for him.
Also, because I know these questions will eventually be asked by somebody:
1) Are drawbacks allowed?
2) How are you doing variant heritages for aasimars and tieflings? (shouldn't impact me, Nareth will remain a human, but others may be curious)

GM Mowque |

1. You can have as many drawbacks as you want, you just won't get anything for them.
2. Talk it over with the player in question and see what they have in mind.
As for Nareth....
Very interesting. The character is certainly the right type, although I can't comment much more without seeing who else submits.

CampinCarl9127 |

1. You can have as many drawbacks as you want, you just won't get anything for them.
Hah!
2. Talk it over with the player in question and see what they have in mind.
Fair enough, I suppose in this setting inter-party balance isn't much of an issue.
As for Nareth....
Very interesting. The character is certainly the right type, although I can't comment much more without seeing who else submits.
Understood. When/if we are further into the recruitment process and you have more thoughts, please don't hesitate to share with me. For now I will leave him as is and worry about the crunch later, because I'm sure for this kind of game the fluff is much more important.

Thadeo Narikopolus |

Here's my first draft for Thadeo Narikopolus. I fell in love with Kantaria when I ran The Wrath of Thrune for my home game, and really wanted to get to know the ruling family who is conveniently absent during the events of the AP. I'm mostly happy with the build; the spells and equipment aren't done, and I may switch around feats and arcana.
Characterization and history are still being fleshed out, but the recent stuff is going to be heavily influenced by how the fallout from Hell's Rebels & Hell's Vengeance is being implemented. As I mentioned previously, I am mostly familiar with the AP events and I'm good with the general practice of assuming that the protagonists of those stories (The Silver Raven's and the Bound Agents of Thrune) were generally successful in their endeavors. I'm very curious how you plan to interpret this. How are you planning to incorporate AP events? Do you have a timeline in mind or is some of it still in the air?
Thadeo's caretaker, a physician and Kantarian native named Lydia, doted on him for most of his young life. When he reached the age of ten, a suspicion began to circulate that Lydia was perhaps not acting in Thadeo's best interest at heart. Suspicions were largely confirmed when Lydia disappeared overnight, and Thadeo began to recover.
Though he wouldn't quite grow to be as fierce a warrior as his older brothers, Thadeo eventually completed his training under the Sword Knights of Valor's Fastness and joined the Fourth Medevian Crusades. It was in Mendev where Thadeo's talents of arcana and statecraft paid off handsomely. The scion of House Narikopolus could masterfully navigate the interplay between the various military and religious institutions vying for power, and was well on his way to earning a general's rank when events would call him home to Cheliax.
When Iomedaens left and right abandoned their posts to join Alexeara Cansellarion's call to action, Thadeo received a calling of a different sort. The old empire would undergo it's first test under the reign of the Majestrix Abrogail II, and he would see the Narikopolus name grow in prominence and power. Receiving a proper discharge took months, but Thadeo reunited with his family in Egorian and took a commission to free Westcrown from occupation.
Though his first actions as a Chelish military leader were minor, the weight of the Narikopolus name would set the stage for his tactical experience to shine. He rose quickly in the ranks, but when a commission as general grew close once again, the Majestrix and the rest of House Thrune suddenly vanished!
Race: Human
Alignment: Lawful Neutral
Class: Magus (Eldrich Archer) 6
Abilities: Str 12 (+1), Dex 14 (+2), Con 11 (+0), Int 18 (+4), Wis 12 (+1), Cha 14 (+2)
HP: 20 (6d8+0+1d8)
[b]AC: 16 (+0 armor, +2 dex, +1 size)
Initiative: +2 (+2 Dex, +0 trait)
Speed: 30' (light armor)
Saving Throws: +5+0 Fortitude / +2+2 Reflex / +5+1 Will
BAB: +4
Weapons: composite longbow +7 (1d8+3/x3)
Race Traits
Human characters gain a +2 racial bonus to one ability score (INT) of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Background Traits
Influence (social)
Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Theoretical Magician (magic)
You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
Special Abilities
Favored class bonus: Add +1/4 point to the magus’ arcane pool
Skills
The Magus's class skills are: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)
An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill. This ability modifies the magus’s class skills.
Skill Points at each Level: 2 + Int modifier.
Skills: Diplomacy (Cha) +11, Intimidate (Cha) +11, Knowledge (arcana) (Int) +14, Knowledge (history) (Int) +14, Knowledge (nobility) (Int) +14, Perception (Wis) +10, Sense Motive (Wis) +13, Spellcraft (Int) +15
Skills: Diplomacy (Cha) +6r +2s +3c, Intimidate (Cha) +6r +2s +3c, Knowledge (arcana) (Int) +6r +4s +3c +1t, Knowledge (history) (Int) +6r +4s +3c +1t, Knowledge (nobility) (Int) +6r +4s +3c +1t, Perception (Wis) +6r +1s +3c, Sense Motive (Wis) +6r +4s +3c, Spellcraft (Int) +3r +4s +3c +2t
Languages: Common, Infernal, Celestial
Feats
Noble Scion (House Narikopolus of Cheliax) (L1)
Whenever you use a composite Strength bow of your Strength bonus or lower, you deal +2 points of damage with it.
Point-Blank Shot (HB)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (L3)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weapon Focus (longbow) (L5)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Intensified Spell (5MB)
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.
Spells
Magus Spells:
0:
1:
Magus Spells per Day:
1: 1+/day
Magus Special Abilities
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Eldrich Archer Arcane Pool (Su): An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool.
Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Ranged Spell Combat (Ex):[/b] Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Ranged Spellstrike (Su): At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike.
Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
(3) Familiar (Ex): The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.
(6) Spell Shield (Su): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Josh.Ingle |

War: Yes, this means violence. Obviously assume the same PG-13 standards of the site (I’m not big into ‘shocking gore’ in any case) but people will get hurt, by your actions or inactions. If you want to always win and save the day (and the NPCs) this might not be the one for you.
:D
A shifting context: Winning a battle is not winning the war. Even if you succeed, the larger tides of war may go against your faction’s wishes. This is not to say your choice won’t matter (they will be the crux of the game) but don’t expect the results to be what you (or your high command) expect.
:D
The Host of Freedom
:D
I am very flexible about alignments and classes, so feel free to experiment with LN paladins or LG barbarians.
As a rough idea that I can flesh out after I know it's not doomed from the start, how do you feel about a CG Virtuous Bravo of Cayden Cailean?
Also, any plans for Kintargo? My second idea is a Silver Raven, but I don't know how you'd feel about that one either.

Hawksw0rd |

Well, I might have lost most of my night, but I have Belath, Warrior Slave (Tyrant in Hiding) to present. The Fluff needs a bit of fine tuning, but the rough shape is there.
LE
Init +1; Senses Darkvision; Perception +5
Defense
AC 23; Touch 12; Flat-Footed 21
HP 53; Wounds —; Non-Lethal —
Fort +12 ; Ref +8 ; Will +10
DR —; Immune Disease, can spread; Resist Acid/Cold/Electric 5; SR —
Offense
Speed 30; With Armor 20;
Melee +10/5 +1 Bastard Sword (1d10 +5, x19-20); S;
Melee +8/3 Power Attack (1d10 +11, x19-20); S;
Melee +9 Touch of Corruption-9 (3d6, ); ; DC=18
Melee Channel Negative Energy (3d6, ); ; DC=18
Spells Known/Prepared
Statistics
Str 17, Dex 12, Con 14, Int 10, Wis 10, Cha 20
Base Atk +6/1; CMB +9
Feats Gray Maiden Initiate, Power Attack, Furious Focus
Skills acrobatics +1, appraise 0, bluff +12, climb +4, craft 0, diplomacy +12, disable Device -, disguise +5, escape Artist +1, fly -, handle Animal +14, heal 0, intimidate +9, knowledge Arcana -, knowledge Dungeoneering -, knowledge Engineering -, knowledge Geography -, knowledge History -, knowledge Local -, knowledge Nature -, knowledge Nobility +6, knowledge Planes -, knowledge Religion -, linguistics -, perception +5, perform +5, profession 0, ride +1, sense Motive +4, sleight Of Hand -, spellcraft -, stealth +1, survival 0, swim +3, use Magic Device +6; Conditional Modifiers 12 skill points
Languages Common, Celestial
SQ Beacon of Evil (Su), Aura of Evil (Ex), Detect Good (Sp), Smite Good (Su), Unholy Resilience (Su), Touch of Corruption (Su), Aura of Cowardice (Su), Plague Bearer (Ex), Cruelty (Su), Channel Negative Energy (Su), Celestial Resistance (Racial), Skilled (Racial), Spell Like Power (Racial), Darkvision (Racial), Shaken (Cruelty), Staggered (Cruelty)
Gear Cloak: Cloak of Resistance + 1, Ring: Ring of Protection, Headband: Headband of Alluring Charisma, +1 Bastard Sword; Money 2,465 gp
-Born in Korvosa, Belath had the dual misfortune of being born an Aasimar and gifted in the art of war, marking her at an early age for indoctrination into the Gray Maidens. It'd had seemed fate had a change of heart with the death of the queen coming shortly into her conditioning, signaling freedom. However, instead of the sweet taste of freedom, Belath soon found herself clad in chains once more, this time sold out by her fellows. Eventually, she ended up sold to the ruling family as an exotic pet. In the process of corrupting her as a favored pastime, the Thrunes accidentally converted her to the Whore Queens faith. As her vile and cruel nature grew, so did her unholy power. Entertained by this walking contradiction of a devil in angel flesh, they trained her to be a loyal retainer of war, to be loaned to any family member in need of a strong arm and a disarming face. In the wake of the disappearance of the ruling family, Quinus was quick to recover the family pet to consolidate his power base.
-Belath has loyalty to none but herself, seeking power. However, she is well aware of her station, and has hidden her ambition under the facade of a broken girl seeking to please her master. This civil war has present the perfect opportunity for her to gain a loyal following, and usurp power. Belath fully plans to be on the winning side, which every side that ends up being.
-I'm unfamiliar with solo games, but the idea sounds intriguing. I have some fears for lack of bases being covered due to a single PC, but the narrative focus on a single character has me greatly intrigued.

Mythicman19 |

Late dot but this is absolutely amazing. I have a couple ideas that I think are very cool. I’m gonna start working on this right away, I have one question though.
It’s a little bit of a pipe dream but I’ve always wanted to see if I can do it and a solo game is the best chance. With the drake companion seeming so cool but so very underwhelming, DM help seems like it’s needed. But I think the idea of a lesser dragon growing to become weapon and symbol just seems so very cool.
I’m going to work on ideas that don’t include the drake but am willing to rework it if you agree just because it’s so cool if it gets the green light.

GM Mowque |

I am certainly willing to consider it, but honestly I've never been a big fan of animal companions and such. For some reason, while it sounds good on paper, it never seems to translate well in my games. Might be me though, and just bad luck. I'd never had a jelly doughnut until I had one either, know what I mean?

Mythicman19 |

That is fair, animal companions are a hit or miss kind of thing. It’s fine figured I’d ask at least. My idea that I came up with other than the drake character is about half way done. It’s a arcane bloodrager with a familiar, the familiar is a creature that helped him unlock his power and is his guide helping him as he carves out his own empire in this civil war.
Only question is how do skill ranks work for familiars, do they get they’re own skill ranks?

Red Heat |
Phew. This both took longer and turned far more lengthy than intended, but here is Narsus Novox, LE human Wizard 5/Diabolist 1 for your consideration. I know it wasn't required or anything, but I added a vignette as a writing sample/early look at the feel of the character.
Narsus Novox
Male Human Wizard 5 (conjurer)/Diabolist 1
30 Years of Age
LE Medium Humanoid [human]
Init +2; Senses Perception +11
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 deflection)
HP 34/34 (6d6 + 1 Con mod x6 + 2 FC)
Fort +3, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Weapon: rod, +1 attack, 1d6-1 damage, 20/x2
--------------------
Statistics
--------------------
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 22 (+6), Wis 12 (+1), Cha 14 (+2)
Base Atk +2; CMB +1; CMD 13
Feats: Empower Spell, Maleficium, Mask of Virtue, Scribe Scroll, Spell Focus (conjuration), Spell Penetration
Traits: Seeker (+1 Perception, class skill), Talented (+1 Perform [dance], class skill)
Skills - (54 points, Skilled included; armor penalties not included):
Bluff +10 [5 points + 3 class + 2 Cha]
Diplomacy +10
Intimidate +10
Perception +11 [6 points + 1 trait + 3 class + 1 Wis]
Know (arcana) +15
Know (dungeoneering) +10 [1 FC point + 3 class + 6 Int]
Know (engineering) +15
Know (nature) +10 [1 FC point + 3 class + 6 Int]
Know (planes) +15
Know (religion) +12 [3 points + 3 class + 6 Int]
Sense Motive +10
Spellcraft +15
Perform (dance) +7 [1 FC point + 1 trait + 3 class + 2 Cha]
Skills - background: Know (history) +15, Know (nobility) +15
Languages: Common (Taldane), Azlanti, Celestial, Draconic, Infernal
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Wealth
--------------------
Adventuring Gear: handy haversack [5 lb]
Coin: 11000 gp
Other:
Magic gear: lesser rod of extend metamagic [5 lb]
--------------------
Special Abilities
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Class: Arcane Bond (bonded object [ring]); Arcane School (teleportation); opposed schools (necromancy & enchantment); Damned; imp companion; Infernal Charisma
Racial: Bonus Feat; Skilled (extra skill point)
--------------------
Spells known
--------------------
9 1st lv spells
4 2nd lv spells
2 3rd lv spells
--------------------
Spells prepared
--------------------
0th: Detect Magic, Light, Prestidigitation, Read Magic
1st (5/day): Mage Armor, Grease
2nd (5/day): Create Pit, Invisibility
3rd (3/day): Fireball, Summon Monster 3
--------------------
Spell-like and supernatural abilities
--------------------
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell.
"I understand you’re apprehensive. You’ve heard the stories - someone like you, someone like me, and a stack of paper that turns out to be a bear trap in disguise. I won’t tell you those stories are all lies, but then no one writes an opera about a deal gone right. Partnerships like these are never as complicated as what you’ve heard from poets and anxious priests. You want what you want, I want what I want, and just so everything’s tidy, we write it all out. What could be more aboveboard than that?"
The man that was not a man smiled over the desk, teeth glinting in the firelight. If it was meant as a reassuring gesture, it didn't work; fangs tend not to inspire confidence.
"But you’re worried, I know. So here’s the contract. Read it over. Be clear, be certain, and when you’re ready, make your mark. Take all the time you need. I’m happy to wait."
On the other side of the table, the young man, looking not-at-all worried, took the pages of the contract and began to read. And the creature was left to wait. And wait. And wait.
This hadn't actually been the devil's intent. Despite its words, despite its immortality, the fiend was not overly fond of waiting. Certainly not for a mortal. That was beneath it. This was not the first pact it had drafted, nor was this the first soul who had heard the practiced spiel earlier, but the victims (no, the beneficiaries) typically either signed within minutes or adjourned for days of nervous scrutinizing. This man... just wordlessly sat there reading. Leaving the devil to wait. For what had now been hours. It was actually a bit awkward.
"Put another log in the fireplace, if you would," the young man suddenly said, his words civil but his tone commanding. "My eyes are not as accustomed to darkness as your own."
He then licked a finger and slowly turned another leaf. At no point did he look up.
Oh. The devil's mouth curled in a small but genuine smile. Oh, was this really happening? Forcing the fiend to wait for him, the silence, the awkwardness, and now ordering him to freshen the fire - was this a power play? Was this insignificant human, in the midst of making a literal deal with a devil, trying to assert dominance? Oh, this was adorable.
"Of course," the devil simpered, fire roaring back to life at a flick of its hand. "You'll have to forgive me. The cost of privilege - It is so easy to forget that not all of us are blessed with Hell's glory. Not yet, that is," it added with a meaningful glance to the contract.
"'Glory' is a funny word to use about the multiverse's answer to a literal hole in the ground," came the swift reply, referring to the stacked layers of the infernal realm from which it got its byname, the Pit.
The devil's smile turned upside down. This really was happening. This little pissant was really trying to get a rise out of his immortal benefactor. And what was even worse was that it was actually working, the fiend had to admit as it felt its temper rising. The sheer impudence of this lowly human to a ineffable immortal beyond his feeble understanding... No, no matter. Just due would come to this fool soon enough, when he signed the papers and forfeited his soul to Hell. Yes, there was no reason to get angry.
"You've misspelled 'soul'."
The flame in the fireplace suddenly roared.
"Excuse me?"
"Here. 'Animakah'. What with Infernal featuring gendered nouns and myself being male, 'animakah' should read 'animarah'. Sloppy."
"... While '-rah' does indeed signify masculinity, the '-kah' suffix is gender neutral. It's usage here is perfectly justified."
"True enough. And yet it indicates that parts of this contract are adapted from a standardized template, rather than being written specifically for myself. Comes off as quite unprofessional. Sloppy."
The fiend didn't know what was more galling. A devil being lectured on the grammar of its own native language by a puny human, or the fact that the young man was correct. Say what you will about Hell, it had an efficient bureaucracy - the average contract for the average soul wasn't written from scratch. No time for that when you're conquering the multiverse. Hell is a busy place. But perhaps, the fiend thought, this wasn't the average soul after all.
"I don't know what game you're playing at, human," the devil said, spitting out the last two syllables as if they were undercooked chicken, "but you should know that the clemency offered to you as a client of Hell can be withdrawn whenever I see fit. If you have no intention of signing that pact, if you are willfully wasting my time, then I will..."
"Will what? Demand restitution in blood? Drag my soul to Hell by force? How very terrifying. Good then that I have every intention of signing."
Which was exactly what he did. The young man unceremoniously dumped the stack onto the desk and then wrote his name over the dotted line with a little flourish: 'Narsus Novox'.
"I've always been a fast reader. Finished going through the thing ten minutes ago."
"... Why..." the bewildered devil started before being interrupted.
"Because I wanted to watch you squirm. There's no greater pleasure than toying with you pompous, pretentious pan-dimensional pencil pushers. Especially when you, as per the stipulations of the contract, now cannot touch me. Killing me for my soul would go against the word, and I rather think the spirit, of the agreement."
It was true. A devil could of course not simply kill a mortal for the very soul it had already bartered to Hell; it was one of the most basic conditions of any infernal contract. But for a mortal to use such a contract to shield itself from a devil's wrath - that was a new one.
"Impetuous half-ape. I will..." the fiend snarled as it realized the true disdain its client held for it.
"You'll do nothing! You cannot do anything because you are as bound to your pathetic little rules as the rest of your wretched kind. Devils... pah! And even if you weren't, you'd wouldn't harm a hair on my head for fear of voiding the pact. Can't have that, can we? Can't return to Hell empty-handed, oh no no no. No, what happens now is that you're going to pull up your stockings and hop off to that literal hellhole you call home. There you'll tell your superior to tell his superior to tell his superior that Narsus Novox has signed his contract. What a catch, eh? Novox the prodigy. Novox the genius. The smartest man in Cheliax. That'll be a real feather in your cap. Perhaps if you just add a little arse-tonguing as your boss reads over the papers, you'll earn a promotion in a few hundred years. But then I understand your eyes are accustomed to dark pits."
The contract went flying as the desk exploded into a thousand splinters. The man that was not a man had risen from his seat and shed his guise. Now the devil appeared as it truly was, a despoiler of worlds. Claws like daggers, wings of midnight, and eyes burning with an infinity of pain. The sight alone was an affront to everything good and decent.
Fortunate then, that Narsus Novox was neither good nor decent.
"You don't frighten me, fiend," he said as he rose to his feet. "What do I have to fear from you? Yours is a race of scheming bureaucrats laboring under the delusion that white-collar politicking will win you the multiverse. I am a Chelaxian, proud member of the most glorious nation Golarion has ever seen. I hail from generations of conquerors, artists and scholars, all of which has finally resulted in me, the greatest mind Cheliax, nay, the world, has ever seen! I am human! I am flesh and blood, with a free will I exert to bend the realm to my desire, whereas you are merely an amalgam of pain and pettiness shaped into a parody of man, slave to your nature. What do I have to fear from you?"
"Your soul is mine," the devil countered.
Narsus smiled. "Read the fine print. My soul is only consigned to Hell should I meet a violent end. And I haven't met anyone to call my match yet. Golarion hasn't seen a man like me since Aroden himself. No-one is going to kill me, my soul will never be anyone's but my own, and I just bought Hell's services for absolutely nothing. You lose. I win. Now pick up that paper and get the hell out of my world."
Novox had expected a great many responses to his audaciousness. Fury. Humiliation. And victory for himself, of course. What he did not expect was laughter. The fiend started laughing - a slow, booming, genuine laughter. And he learned the same thing all mortals, few in number, who have ever heard authentic laughter from a devil learn: genuine mirth from a being who lives and breathes evil is a terrifying thing.
"You really are everything I expected and more, you ridiculous little man..." the devil smiled. "We know, Narsus Novox. Hell knows where your conceit, your ambition, will lead you. We've run the numbers and men like you... you never die in your beds at eighty."
Smoke began to emit from the fiend and its features shifted into flame.
"A pleasure doing business with you, Mr Novox. I look forward to seeing you again."
With a flash of fire the devil disappeared. The last thing Narsus saw of it was its wicked smile. Narsus Novox had never admitted to a mistake in his life. He wasn't about to now. But he couldn't help but wonder.
They say great things may come from humble beginnings. Born to a half-rate tanner in the outskirts of Egorian, Narsus Novox's beginnings were truly humble. And today, he does indeed consider himself great.
Growing up under the leaky roof of a father whose only fondness in life was drink and physical abuse was not easy. That young Novox's mother was only too happy to see some of the beatings that would otherwise have gone to her instead directed towards her son did not make things easier. And yet, amidst all this squalor, what was truly intolerable to the child was the view. From the foul-smelling slum one could still see the splendor of Egorian, the nation's capital. The architecture, the wealth, the sophistication and culture - it was one thing to be born humble, but it was quite another to have greatness so near, seemingly mocking you in your poverty.
And yet, while the boy was destitute by any measure, he did possess one thing of immeasurable value. Nature, in her capriciousness, had gifted young Narsus with a fiendish intelligence, the sort that saw him 'discovering' the principles of geometry, such as interior angles of a triangle always adding up to the sum of two right angles, at the age of eight. He did so by observing a pelt scraper. Narsus Novox was, unbeknownst to his abusive parents, a child genius.
The child's developing mind took a sudden lurch forward one day whilst lying on the dirt floor of their shaky shack, recovering from a particularly bad blow from his father. It was then that Narsus looked out a broken window. There it was, Egorian in all its splendor, looking positively transcendental compared to his own misery. Except suddenly, whether it be because of the stroke to his head or merely the splintered glass's strange distortion, it was as if he saw it with new eyes. The spires of the capital were not mocking the poor boy with their beauty; they were trying to inspire him. They called to him, sang of the possibility of a better life, of greatness, of all things that could be his if he just dared grasp them. Egorian was the wealth he needed, the grandeur he missed, and even the identity he yearned for - a national identity. Cheliax itself, to be Chelaxian with everything this entailed, was his birthright, but circumstances had denied him everything that should rightfully have been his.
Two weeks later a ten-year old Narsus took the first tentative step towards his destiny, as he set fire to his rickety birth home, parents still inside. It was all perfectly logical. Young Novox had learned that upon death, the state could claim any leftover holdings if there were no other beneficiaries. While the elder Novox's dinky tannery was practically worthless, the land it stood on was not; land never lost value. But given Narsus's young age, the state could only claim the land if it also took responsibility for the unfortunate orphan. And so Narsus found himself in an Asmodean orphanage sponsored by the crown. This was all according to plan. In the slum his life would never amount to anything. Here, however, he would receive an education and with it the opportunity to succeed. He finally had a shot at greatness.
Given an environment where his natural intellect could flourish, Novox excelled at his studies, even earning a rare scholarship to enter higher education. Cheliax might not be known for charity, but the devil-worshipers respected results and everywhere he went the young man was soon recognized as the impoverished orphaned prodigy, a fairy-tale story of a swan born in a pond of ducks. Garnering the attention of a senior diabolist, Novox accepted the position as his apprentice and over the next several years became known as a rising star within the craft of devil-binding. An accomplished wizard with an affable and noble bearing, no-one doubted that the young man would go far.
The disappearance of House Thrune cast doubt on the future of the nation and everyone in it, however. Or at least so one would think. Outwardly Narsus Novox is every bit as concerned about the coming civil war as any other citizen. But in truth the ruling family's exit has instead pushed his plans forward some thirty-odd years. Novox is not concerned; he has never been more excited! With his innate genius and many accomplishments, Narsus has grown an ego roughly the size of the nation itself and has quietly been plotting to take power in Cheliax since he was a teenager. A crown? Pah! No, the man does not particularly want to take the throne unless he has to - Novox is egomaniacal to the point of madness, but he is not vain. No, a puppet king would serve his purposes well enough. And the diabolist believes he has found one in Quinus Thrune. Of all the contenders in the civil war, Quinus is the most fragile, his power resting solely on his name and even this not being worth much. A weak ruler is exactly what Novox wants, so much easier to exploit and replace if necessary.
So, final comments. The crunch isn't quite perfect, I know. It's still missing spell selection (that 100-long spell list is very disheartening), and the imp companion needs to be statted out too. I understand from the post above that you're not a particularly big fan of animal companions and whatnot though, which is totally fair; neither am I. But I guess I can use that as a launching point from which to explain my thoughts behind the character.
I haven't played in a solo game before, but what immediately grabbed me was, as you yourself point out, how much more easily the pace of a pbp could be maintained. The challenge of playing just one PC vs the world stood out too, however. This really isn't what 3.5 and its derivatives are built for, they're team games, so with this in mind my character tries to tackle this problem by being not one character. It's a solo game - let's go for what is usually the most grossly offensive tactic to other players at any table: monster summoning. And when I think monster summoning in Cheliax, I think diabolism. Hence, the PC above.
The intent is to use and abuse the features of the Diabolist to call (not just summon, but call) devils to do my bidding. Whether this means more NPCs for the GM to keep track of, or if I'm going to play them myself is entirely up to you. I'm fine with either approach. If you do decide to leave any called devils in my control, know that I am ready to go the extra mile and provide extra writing for these characters. If the application itself wasn't a dead giveaway, I'm notorious for overly long dissertation posts as is. And if you're worried about me trying to game the system and play these devils as a bit too helpful to myself, don't be. These are very evil, very proud immortals beings effectively enslaved by a rinky-dink mortal wizard. They should be very angry and uncooperative. I both intend and hope to play them as such. The challenge of this is going to be half the fun in my mind.
And should the worst happen and the PC gets his ass handed to him by the very creatures he tries to control - well, good. My character is a dick. He deserves it. If it helps, think of Narsus Novox as a Chelaxian Lex Luthor, at least as he's presented in the comics. His IQ is off the charts with an ego to match, but he very genuinely wants to lead his people (humanity for Lex, Chelaxians for Novox) to a brighter tomorrow. Yeah, he does this because it feeds into his insane ego rather than out of altruism, but hey, progress is progress. Much like Lex, however, Narsus has an obsessive vendetta against an alien force. Lex has Superman while my character has devils. Novox believes very strongly in self-determination as a pivotal part of human progress, and as such abhors any outside influence, positive or negative, on the material plane. This means he's not a fan of the forces of good, but as he's Chelaxian his dislike is aimed squarely at Hell. He's not a diabolist to serve the devils. Rather, he wants to subjugate Hell itself both to show his own superiority and as a sort of demented revenge/retribution for Cheliax itself.
Again, egomania to the point of insanity.
I'm gonna cut myself off here. I'll just keep going on forever if I don't. Anyway, thanks for reading and feel free to ask any questions should you have them or if I missed something.

Mythicman19 |

Karchak all set for submission, any questions feel free to ask.
Korchak was born to a small farming family. He was always known as one of the strongest in his village, and as an emotional person with a temper. Unsatisfied with his life as a farmer he joined the imperial Cheliax army. It was during training that he fostered not only his natural abilities to fight but his hatred. As his training went on he began to be treated worse and worse, being beaten by his commander and other horrible mistreatment. It was during this time that he began to feel more in-tune with his anger as he was beat more and he hated this man more and more he felt his strength grow. Then one day he found the man drunk behind an inn. In a fit of rage he beat the man to death.
With his commander dead by a supposedly unknown attack and his training very nearly complete he was told to go to his barracks in the heartlands. On his way there he began to realize he was being followed by a small hedgehog, this little creature would stare at him with a seemingly intelligent gaze. As time wore on the creature would disappear then seemingly reappear the next day. Finally curious of what kind of trick this was Karchak walked over and picked it up, asking it what it had followed. The creature surprisingly responded, it said it was because it was tied to him.
The creature explained that it was a manifestation of the innate power and magic in his blood. His ancestor was a great sorcerer and tried to escape death, using a dark ritual. It required the sacrifice of someone of his bloodline, and it would have hopefully given him eternal life. The ritual instead of sealing in his own life force tied it to his bloodline. It allowed his astral self to survive partially in the form of his familiar, but he could only maintain a physical form near someone of his own blood with strong magical ability.
He told him that his magic was tied to his blood and his anger, and it made him very powerful. I’m his lifetime he had become a sorcerer if immense power and prestige. He had carved an empire out of nothing. Power was in his blood and his destiny was glory. Whether he had to carve it from his enemies or not. Soon after the reached their barracks. It was near the a small city of Tentrath.
When the Vanishing happened not only did his commander disappear but the leadership of the town did aswell. Riots ensued, and chaos reigned. After a brutal massacre of civilians and soldiers the company now under Karchak’s command held the city. Soon after they established themselves with the army. Now finding himself apart of the General Imbrex’s faction, Karchak is looking to use the chaos of the civil war to raise himself to glory.
Karchak is a tall muscular man with dark hair and green eyes the shade of emeralds. He had a round face with a slight beard. He is young yet weathered having experienced bloodshed. He has a strong personality, often using both lies and intimidation as he trusts
as he cares little for friends or politeness. He hated growing up a simple farmer and always thought that he was destined for something greater. With the civil war going on and chaos ensuing he sees a chance for strong men of great power to forge not only their own path but that of the nation’s.
Karchak
Male Human Arcane Bloodrager, familiar
25Years of Age
NE Medium Humanoid [human]
Init +5; Senses Perception +10
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Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 Armor, +1 Dex)
HP 51/51 (6d10 + 2 Con mod x6 + 6 FC)
Fort +8, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (Base 40 feet, -10 from armor)
Weapon: greatsword, +12/+5 attack, 2d6+16 damage, 19-20/x2 (power attack, arcane strike, furious focus)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 15, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +11; CMD 22
Feats: Arcane Strike, Eschew Materials, Furious Focus, Improved Initiative, Power Attack, Raging Vitality,
Traits: Armor Expert, Auspicious Tattoo ( symbol of the Imperial army on his face)
Skills
Acrobatics 4 = 2 ranks, 1 dex, 3 class -2 armor
Bluff 4 = 2 ranks, 2 cha
Climb 7 = 1 rank, 5 str, 3 class skill, -2 armor
Diplomacy 4 = 2 ranks, 2 cha
Intimidate 7 = 2 ranks, 2 cha, 3 class skill
Handle animal 6 = 1 rank, 2 cha, 3 class skill
Perception 10 = 6 ranks, 1 wis, 3 class skill
Know (arcana) 6 = 3 ranks, 3 class skill
Know (local) 6 = 6 background ranks
Profession soldier 7 = 6 background ranks, 1 wis
Ride 3 = 1 rank, 1 dex, 3 class, -2 armor
Sense Motive 5 = 4 ranks, 1 wis
Spellcraft +5 = 2 ranks, 3 class skill
Survival 5 = 1 rank, 1 wis, class skill
Swim 7 = 1 rank, 5 str, 3 class skill, -2 armor
UMD 4 = 2 ranks, 2 cha
Languages: Common
--------------------
Wealth
--------------------
Adventuring Gear: breastplate +1, greatsword+1, Bag of holding 1, Ion torch, Cloak of resistance +1, belt of giant strength +2, Boots of the cat,
Coin: 300 gp
Other: Bloodragers kit
--------------------
Special Abilities
--------------------
Class: Arcane Bloodrage, Blood casting, Blood casting, Bloodrage, Fast movement, improved uncanny dodge, uncanny dodge
Racial: Bonus Feat; Skilled (extra skill point)
--------------------
Spells Know
--------------------
1st lv spells
Enlarge person, long arm, shadow trap, shield
--------------------
Spells per day
--------------------
1st -2
--------------------
Spell-like and supernatural abilities
--------------------
When bloodraging cast on yourself until done bloodraging — blur, protection from arrows, resist energy, and spider climb
Bloodrage 16 rounds a day, +4 morale bonus to strength and constitution, +2 to Will saves, -2 to AC, +12 temp HP

trawets71 |

Here is my submission for this game Lazur Anil
I've never played a solo game before. I worry about about one character always having what they need to fulfill their mission. I guess it gives you a chance to rely on your faction. I would love to see Lazur avenge his father and bring change to the country so no one has to live in fear. Driving the old admin out, wiping out the church of Asmodeus and their devils.

Nikolaus de'Shade |

Question - since I'm pondering character builds just for fun. You said standard WBL and ABP. Since ABP halves WBL what should players have - the full gold AND the ABP, or half gold with the ABP as the rules normally require?
Now trying to work out how one would recreate Kassandra from AC:Odyssey in Pathfinder...

Thadeo Narikopolus |

With his crunch mostly complete, I thought it best to offer more exposition on Thedao's background and characterization. Crunch in the alias.
I hope you enjoy, and good luck to all.
"Thank you mother," Thadeo said graciously, taking a deep breath and standing to address his family. They'd been gathering for the past few days, no doubt. As a late arrival to the table from his station in Corentyn, he thought it best to listen for a while, and offer specific and exclusive input. The family barrister was taking notes, and could brief him after the official family meeting adjourn
"I'll avoid some speculation, and instead offer some specifics," the youngest brother always thought it best to frame his statements well. The servants mentioned they'd been in meeting privately for days. A shift in the conversation may reinvigorate the room. "The situation in Corentyn is concerning, to say the least. Kettermaul Charthagnion has claimed Longmarch for himself, and has the backing of the Scourge Hellknights. His strong naval ties will give him sole control of the Arch of Aroden. He what all of factions desire most: a choice. He might rest on my laurels an Indomitable Fort as his position, to wait out in-fighting and attack whenever he chooses. The Scourge have backed him, but for what and for how long, I wish I knew."
"The road is a different story altogether," Thadeo continues after taking a moment to bask in his mother's pride. "To say that bandits are aware of the current state of the Empire would be a terrible understatement. They stay farther from settlements, but they seem more aware of the borders between the factions than we are. They are brazen and wreckless. I shot down six myself on my way here, one of which was mere miles from Kantaria." Mention of an attack near the family's proper seat of power was concerning, which Thadeo allowed to sink in.
"I sent word to some of my trusted connections when I left the city," he continued. "Simply where I was going, which anyone might guess, simply that I would be joining my family. No responses have yet made their way here, and it is possible that none will. I considered not sending anything, but I thought it best to at least know who might send a response."
"Would that I had more to offer to you all," Thedao closed. "Alas, the road is a poor place to stay informed. Hopefully, once properly appraised, I might have more insight to give."
Thadeo's mother and father were ambitious nobles and carried themselves as staunch Thrune loyalists. While his father largely stayed in the Archduchy of Meandor, his mother (having spent a decade rearing children in their country home) was eager to return to the courtly life of an Archduchess in Egorian. Narikopolus manor in Kantaria was staffed with a full compliment of local caretakers who tended to the manor itself, as well as the needs of the children training at nearby Valor's Fastness.
Thadeo's caretaker, a physician and Kantarian native named Lydia, doted on the sickly child for many years. While his older siblings received a more broad tutelage focused on archery, Thadeo was educated more in history, culture, and statecraft. When Thadeo was eleven, his father came to Kantaria to fetch Thadeo's oldest brother to the capital, to pledge his own loyalty to Queen and Empire. Finding his eleven-year-old still bedridden, he fiercely admonished the staff and raised suspicion that Lydia was perhaps not acting in Thadeo's best interest. Suspicions were largely confirmed when Lydia disappeared overnight, and Thadeo began to recover.
Unfortunately for Thadeo, the setback in his combat training meant he wouldn't quite grow to be as fierce a warrior as his older brothers. His mind was sharp, however, and he had a love for military history and heraldry. As his physical recovery began, Thadeo showed an interest in spellcraft, and before long it was clear that the boy had an astonishing talent for the arcane arts. Thrusted into training under the finest archery tutors in Avistan, Thadeo also trained in traditional Iomedaen swordplay by the knights of Valor's Fastness. While his spellcasting was encouraged by his teachers, Thadeo's mother sought a highly regarded teacher for her favorite son. From his fifteenth year until he returned home at eighteen, Thadeo studied at Citadel Dinyar under a well-regarded magus and Godclaw Hellknight. He studied the basics of diabolism and order. Most importantly, he learned to concentrate his arcane abilities into combat training, achieving his siblings so excelled at. After years of dedicated training, he learned to focus the power of his spells through the bow, a talent only two of his forebears had accomplished.
As a fourth son, Thadeo was mostly free to choose where to take his talents. Overwhelmed, Thadeo sought the counsel of his old mentor, Oppian Nevilindor, who counseled him to join the Fourth Medevian Crusade in 4706. Thadeo had been raised as a proper Asmodean, but had gained immense respect for the Inheritor over the years. Fighting a war against the hoards of the Abyss would still please the Master of Hell, and bring glory to his house in the eyes of Thrune.
The campaign against the Storm Tyrant had largely drawn to a close when he arrived, yet Mendev was a setting where the young man's talents with arcana and statecraft would pay off handsomely. The scion of House Narikopolus could masterfully navigate the interplay between the various military and religious institutions vying for power. Just a few years later, the Fifth Crusade would begin in earnest, and Thadeo would be poised to lead on the war's front lines. Thadeo was well on his way to earning a major's rank when events would call him home to Cheliax.
In 4716, a multitude of Iomedaen crusaders abandoned their posts to join Alexeara Cansellarion's call to action; Thadeo received a calling of a different sort. Deskari's wake would take years to repair, and those who felt abandoned by their brothers. True betrayal came when he received word from his mother in Egorian. His friend and mentor Oppian had taken control of Kantaria, claiming his family's home in the name of Iomedae and the Glorious Reclaimation. The old Empire would undergo it's first test under the reign of the Majestrix Abrogail II, but the test for Thadeo was personla. He was more determined than ever see the Narikopolus name grow in prominence and power. Receiving a proper discharge took months, but the nobleman was honor-bound to follow the protocol his enemy had so flagrantly ignored. When he reunited with his family in Egorian, Oppian had already been slain. Thadeo would carry through on his intent and took a commission to free Westcrown from occupation.
Though his first actions as a Chelish military leader were minor, the weight of the Narikopolus name would set the stage for his tactical experience to shine. Starting as a lowly private, Thadeo's practical experience in warfare and leadership was evident he rose quickly to a position of leadership in the Chelish Imperial Army, and when the Glorious Reclamation was finally snuffed out, Thadeo Narikopolus was awarded a commendation.
Without a war to fight, Thadeo was forced to adopt an entirely new tactic on the home front. Although his noble name carried weight across the Empire, within the military he was still viewed largely as an outsider. The years following victory over the rebel Iomedaens did not see him rise in rank, but the young scion was a personable and dedicated leader. At his direction, the Narikopolus family traded on their Thadeo's accomplishments in the Majestrix's court, allowing Thadeo's to serve in many different posts throughout the empire. His hope was to gain significant connections throughout Cheliax, ones that wouldn't not result in the swift rise he experienced in Mendev, but have more significant impact in the long-run.
As a six-month long assignment in Corentyn drew to a close, a tactic designed to make connections within the navy, the Majestrix and the rest of House Thrune suddenly vanished. While everyone was caught unawares, Thadeo's recent connections would surely be a boon to his family, whatever direction they might take.
As the youngest of four noble children, Thadeo is a dutiful younger brother. Even as an adult, Thadeo is eager to please his parents and support his siblings. In light of the recent disappearance of House Thrune, Thadeo patiently awaits his moment to shine: to display his talents in leadership and warfare, not just outmaneuvering opponents on the battlefield, but in forging strategic alliances. He is hungry for glory, not simply for himself, but for his noble House.
While Thadeo has never been particularly religious. He considers himself an Asmodean, mainly because he comes from a family of strict Asmodeans. Being a well-read individual, Thadeo has studied many holy texts of Golarion's major gods (even certain ones banned in the Empire), and holds Iomedae, Irori, and Abadar in high regard. He feels that the Iomedaens who served the Glorious Reclaimation to be hypocrites to their own lawful faith, and holds those who did not answer the unlawful call to action in high regard.
While he is quite skilled and accomplished, Thadeo has always seen himself as having the potential to a great leader of men: one who can make difficult decisions for the greater good of his people. As a fourth son, he has a career-crippling aversion to taking risks and a fear of success. He has great admiration for Aspex the Even-Tongued, who declared independence from old Taldor and forged the Great Empire of Cheliax through diplomacy, warfare, and sheer force of will.
Nearing his thirties, Thadeo tries to hide his persistent grin behind a formal, dark mustache. He's not at all fond of the traditional facial hair of a military man, but like all his trappings, he is proud to present himself the way he believes someone of his station and pedigree should appear. His darkwood bow is always pristine, and never leaves his sight. His light metal armor commissioned by the Empire might need to be traded for something else.

Morvan Fellis |
1 person marked this as a favorite. |

Okay, had a little more time than I thought I would. Here is Phntm888's submission, Morvan Fellis Hellknight of the Order of the Chain. Hopefully, most of your questions are answered in the backstory. I need to finish his equipment, but shopping always seems to be the longest thing for me.
While I've never played a solo game before, I have thought about it, and considered that it's a great way to really get into your character. It also has other challenges, as you can't rely on your other party members to cover any gaps in your abilities - Morvan, for instance, is going to have some issues when it comes to dealing with magic and spellcasters. It means you have to play smarter, and try to make sure you have friendly NPCs you can rely on to cover some of your areas of lack. I think a solo game also makes investing in cross-class skills worth it, as you don't necessarily have another party member who can handle making the check.

Nikolaus de'Shade |

Well I did it. Kassandra is here and ready to wage a shadow war across Cheliax against the sinister forces of the Red Mantis (and hopefully win the Civil War in the process!). Plan will be to take the Sentinel prestige class from here on.
Kassandra has a certain level of loyalty to the Archduchy of Longmarch, so that's where she intends to start. Fundamentally though she serves Achaekek first so if she feels that he wants her to support someone else then she will. Equally if she has to change sides to get close to a Red Mantis then she will without a second thought.
The Heretics of Achaekek were something I came across in Inner Sea Faiths a long time ago and found really interesting. Followers of Achaekek are actually pretty reasonable people in terms of loyalty, annd the heretics in particular see themselves as acting as agents of Fate - reasserting the natural order. This is a great, but complex character so you need a solo game to do it justice and the chance to play a LN assassin engaged in a personal shadow war against a powerful organisation - well that's just too much fun not to do! Besides, you run great games, why wouldn't I want to play? :)
Female Human Slayer (Ankou’s Shadow, Sniper) 6
LN Humanoid (Human)
Init +3
Senses: Perception +10.
DEFENSE
AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 deflection)
HP 46/46 ([10 + (5x6)]+6 con)
Fort +7 (5 base, +1 Con, +1 resistance)
Ref +9 (5 base, +3 Dex, +1 resistance)
Will +4 (2 base, +1 Wis, +1 resistance)
OFFENSE
Sawtooth Sabre: +11, d8+4(+2d6), 19-20x2.
Sawtooth Sabers: +9/+9/+4/+4, d8+4(+2d6), 19-20x2.
Longbow +9, d8+4(+2d6), x3.
Spd 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +6/+1 (+6 Slayer)
CMB 10 (6 BAB, 4 Str)
CMD 23 (10, 6 BAB, 3 Dex, 4 Str)
STATISTICS
Str 18 (+4) [16 base, +2 racial]
Dex 16 (+3) [15 base, +1 level 4]
Con 13 (+1)
Int 15 (+2) [13 base, +2 enhancement]
Wis 12 (+1)
Cha 10 (0)
FEATS
Weapon Focus: Sawtooth Sabre [Human Bonus]: You get +1 on attack rolls with the chosen weapon.
Exotic Weapon Proficiency: Sawtooth Sabre [Level 1]: You are proficient with the chosen weapon.
Two Weapon Fighting [Level 2 bonus]: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Double Slice [Level 3]: Add your Strength bonus to damage rolls made with your off-hand weapon.
Deific Obedience [Level 5]: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Achaekek Obedience: Meditate in a private place before a trophy or broken religious symbol taken from a target you have been contracted to kill. This trophy must be anointed with a single drop of your blood, drawn from your flesh by a sawtooth sabre, and the trophy must be destroyed at the end of your meditation. If you have yet to complete a contract, have no appropriate trophies at hand, or seek to serve the Mantis God in other ways than as the god’s assassin, you must instead offer your own vital fluid to He Who Walks in Blood by cutting yourself along the right arm with a sawtooth sabre. Such self-mutilation deals 1d6 points of damage to you, which cannot be healed during the hour of meditation without disrupting the obedience; after the meditation ends, the wounds can be healed by any means available. You gain a +2 profane bonus to confirm critical hits while wielding a sawtooth sabre. As long as you have a sawtooth sabre in each hand, you can use those blades to complete the somatic component of any spell you cast, and you treat sawtooth sabres as your divine focus for the casting of divine spells.
Improved Two Weapon Fighting [Level 6 bonus]: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
TRAITS
Trap Finder (Racial): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Schooled Inquisitor (Faith): You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
SKILLS
Acrobatics +12 (6 ranks, +3 Dex, +3 class)
Appraise* +6 (4 ranks, +2 Int)
Disable Device +15 (6 ranks, +3 Dex, +3 class, +2 tools, +1 trait)
Intimidate +9 (6 ranks, +0 Cha, +3 class)
Linguistics* +4 (2 ranks, +2 Int)
Knowledge (Dungeoneering) +10 (5 ranks, +2 Int, +3 class)
Knowledge (Local) +10 (5 ranks, +2 Int, +3 class)
Knowledge (Religion) +8 (4 ranks, +2 Int, +2 trait)
Knowledge (Planes) +8 (4 ranks, +2 Int, +2 trait)
Perception +10 (6 ranks, +1 Wis, +3 class)
Sense Motive +10 (6 ranks, +1 Wis, +3 class)
Sleight of Hand* +9 (6 ranks, +3 Dex)
Stealth +12 (6 ranks, +3 Dex, +3 class)
Total Points: 66 [(6 Slayer + 2 Int + 1 Human + 2 background)]
AC penalty is 0
LANGUAGES
Common, Infernal, Osiriani, Celestial.
EQUIPMENT
ABP: Resistance +1, Armour Attunement +1, Weapon Attunement +1, Deflection +1, Mental Prowess +2.
Keen Sawtooth Sabre (2335gp) [2lbs]
Keen Sawtooth Sabre (2335gp) [2lbs]
Mithril Breastplate (4200gp) [15lbs]
Composite +4 Longbow (500gp) [3lbs]
Handy Haversack (2000gp) [5lbs]
Thieves Tools (masterwork) (100gp)
Explorer’s Outfit (8gp)
Rogue’s Kit: a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin. (50gp) [37lbs]
450 platinum 72 gold 0 silver 0 copper (10928)
Weight Carried: 24lbs.
SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class Bonus: Gain 1/6 of a new slayer talent x6.
Shadow Double: An ankou’s shadow can take a full-round action to create a single, quasi-real, shadowy duplicate. This shadow double remains in his square, mimicking his movements as a single mirror image, except that it lasts until it is destroyed or he chooses to dismiss it as a swift action. This ability does not stack with the mirror image spell or with similar abilities, such as the copycat ability of the Trickery domain.
At 5th level, an ankou’s shadow gains a second shadow double. In addition to using these shadow doubles as mirror images in his square, he can move his doubles as part of his own move action, dividing his movement between himself and his doubles. When outside his square, shadow doubles do not protect the ankou’s shadow as mirror image and are limited in the actions they can take. Shadow doubles provide flanking for the ankou’s shadow and his allies, but they do not possess teamwork feats or special abilities that alter the effects of flanking or aiding another. As a swift action, the ankou’s shadow can direct his shadow doubles to use the aid another action, using his own base attack bonus plus his Intelligence modifier for the roll. Although a shadow double appears to duplicate the ankou’s shadow’s gear, this gear is part of its form; a shadow double’s gear cannot be destroyed, dropped, or stolen. A shadow double disappears if it ventures more than 50 feet from the ankou’s shadow or if it leaves his line of sight or effect. A shadow double that is hit by an attack roll or takes any damage is destroyed. The AC of a shadow double is equal to the ankou’s shadow’s touch AC, and it has the same CMD and saving throw bonuses as the ankou’s shadow. Shadow doubles possess evasion if the ankou’s shadow does. Mind-affecting effects targeting a shadow double affect the ankou’s shadow instead, though he isn’t affected twice by effects that target both him and a shadow double.
This ability replaces studied target.
Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.
This ability replaces track.
Deadly Range: At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.
Talents marked with an asterisk (*) add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Talents:(2, 6) Ranger Combat Style (Two Weapon Combat): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list.
(4) Rogue Talent: Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
(6 FCB) Foil Scrutiny: A slayer with this talent is able to obscure his thoughts and intentions. He gains a +2 bonus on all Bluff and Disguise checks, as well as on Will saving throws to resist mind-reading spells and effects (such as detect thoughts and discern lies).
Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer 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 slayer cannot use sneak attack while striking a creature with concealment.
Khari, Cheliax’s last and most profitable toe-hold in Garund has long guarded the southern end of the Arch of Aroden and hosts, among many others, a small splinter sect of the Red Mantis Assassins. Although the Vernai, chosen priests of Achaekek, would never admit it their control over the assassins guild known as the Red Mantis is not absolute. For all that they claim exclusivity over his favor the Mantis God moves in mysterious ways – none more so than his heretics, the splinter sect known as the White Mantis.
These ‘heretics’ claim that the Vernai and the Red Mantis Guild have used the Mantis God to bolster their own reputation, rather than acting as his instruments in the material plane. The fact that the White Mantis continued to benefit from Achaekek’s divine magic, combined with Kharijite’s close proximity to Rahadoum – the Red Mantis’ despised homeland, has led to a brutal shadow war being waged on both sides of the Hespereth Strait, as the Red Mantis and their pirate allies strive to eliminate their rivals once and for all.
Diplomacy and guile, as much as strength has kept the White Mantis alive, most noticeably their close alliance with the Archduchy of Longmarch – which rules Khari and the surrounding province of Kharijite. In return for the material needed to survive their long running war the White Mantis have offered many of their most promising apprentices and acolytes to serve the Archduchy’s interests. Kassandra is one of those acolytes.
Tall, muscular and talented with the serrated blade of her clan Kassandra has worked jobs across the southern and western coasts of Cheliax for the past five years. Her older brother Xander was also a member of the White Mantis, until he was killed in Kintargo, attempting to fulfill a contract on Lord Mayor Barzillai Thrune.
Kassandra, in awe of her big brother, refused to believe the report and travelled to the Silver City herself to find it in a state of open revolution. Amidst the chaos she tracked down a lead, after the Silver Ravens killed his favored bodyguard Lord Mayor Thrune was seen with three new bodyguards, dressed in crimson red and rumours abounded that one of the Vernai had been seen in Kintargo.
Convinced that she had found something deeply troubling Kassandra retreated and was halfway home when House Thrune vanished and changed Cheliax forever. By the time she and the other half dozen White Mantis’ reconvened in Khari the news was grim. With House Thrune gone, and no legitimate authority left, chaos reigned as whispers spread of crimson figures advising the ruthless General Imbrex, under contract to the Apsis Consortium and even working in alliance with the Hellknight Order of the Gate.
Kassandra was unwilling to simply wait and, once she dreamed of blood red ship sailing under the Arch and on to the west, she acted. Taking only her weapons and armour she set out for Corentyn, seeking the self-proclaimed ‘Archheathen Charthagnion’ to offer him her blades. While war and bloodshed are always pleasing to He Who Walks In Blood, Kassandra is lead by more than bloodlust – she suspects a great conspiracy, one that cost her brother his life, and plans to get to the bottom of it, even if she has to kill every Red Mantis in Cheliax to do it.

GM Mowque |

As usual, lots of great characters here. Picking just one is always tinged with sadness for all the stories I'm never going to get the chance to tell. Bittersweet.
Note: For all those not picked, don't be surprised if I PM you some day for another game. That is usually how I recruit for these games, from the runners up of my Open Recruitment.
For this game I choose:
Red Heat- Narsus Novox
Come on down to the Discussion thread. We have lots to talk about and plan!
Everyone else, don't be surprised if some months later I randomly hit you up!