Hell's Vengeance

Game Master dickie

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"It's pretty simple. We just need to rob the Louslik Tannery. The boss says they ain't been paying their taxes the way a good citizen should, don't know more than that, though I reckon there is more to it. Razelago has money. He's got connections. He says if we do this one right, he might have more work for us."

This is the "I shouldn't be doing this, but I really want to because it could be sooooo good as a PbP" edition of the Hell's Vengeance AP as run by me.

Cimri's looking for four talented individuals for a little job outside town. No one needs to die, but Louslik needs to pay his due. Do it well, and as she says above, her patron will throw you even more work, money, and opportunity.

If you think you've got the chops then check the build rules in the spoiler below!

Build Stuff:
  • Alignment HV is an evil AP, so we are looking for evil. That said, I don't need psychopaths running around derailing things! Neutral is acceptable, but it would be really hard to give me a compelling enough reason to accept a good aligned character.
  • Gestalt with two classes.
  • 25 point buy.
  • Any official Paizo Pathfinder First Edition thing is fair game. No 3pp.
  • Max starting HPs and gold.
  • Background skills are in play.
  • 1 Campaign trait plus 2 traits.
  • 1 drawback trait is permitted for an additional trait.
  • No two traits can come from the same category.
  • Final thing! Describe a meeting with the young local human woman Cimri as though it were a post. This should give me some info on both your writing style and your character's motivations.
  • Recruitment will remain open for five days following this post. Submissions must be in by noon on March 11 (EST). Game play will start on Friday the 13th to make sure we take advantage of the inauspicious date!


    Evil campaign? That's a dot from me.


    Dotting


    Oh, Hell yes! I’ve got an idea ready.


    Second chance. I'll bring up my build soon.


    Can Tieflings Roll on the Variant Ability Chart? Can we take the Fiendish Heritage feat to roll 3 times and take our pick?


    1 person marked this as a favorite.

    Dot. Missed out on another one, so I'm gonna apply for this one.

    I'll see what I come up with. These build rules are slightly different.


    Wow, gestalt hell's vengance? You don't see that every day. This immediately made me think about vivisectionist. It might be fun to play a doctor who takes things a bit too far... Though I then wonder what to pair it with. You say anything paizo is fair game. But not all paizo are equal. Is the original summoner ok? Is synthesist summoner? If that's ok, I'll got a great idea. If not, I'll have to think of something else...

    The Exchange

    Pathfinder LO Special Edition, PF Special Edition Subscriber

    Extreme dot.

    Anyone know a good way to build gestalt characters sheet/program. I typically use HeroLab but it doesn't work for that.

    Either way working in it now. Going to be Tetori on one side of the gestalt.


    1 person marked this as a favorite.

    Hero Lab has gestalt too. Search for the ShadowChemosh packages.


    Dotting in.


    Anything official is fair game.

    Of course, one question I have learned to ask myself when looking at a submission is, "Is this character going to make me do more work than I can handle right now?" So, yeah...


    Oh, hell(s) yes!


    I have a question I think I know the answer to, but I would like clarification:

    Lore Warden wrote:


    Scholastic (Ex): A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.

    If the other side of our gestalt gives more skill ranks than Fighter, do we add 2 skill ranks to that side of the gestalt, or would they only apply to the Fighter side of the gestalt?

    The Exchange

    Pathfinder LO Special Edition, PF Special Edition Subscriber
    The Archlich wrote:
    Hero Lab has gestalt too. Search for the ShadowChemosh packages.

    You are an MVP thank you!


    Also, how much character background do you want?


    Ouachitonian wrote:
    Can Tieflings Roll on the Variant Ability Chart? Can we take the Fiendish Heritage feat to roll 3 times and take our pick?

    Sorry, missed this before. Yes, absolutely.

    Phntm888 wrote:

    I have a question I think I know the answer to, but I would like clarification:

    Lore Warden wrote:


    Scholastic (Ex): A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.
    If the other side of our gestalt gives more skill ranks than Fighter, do we add 2 skill ranks to that side of the gestalt, or would they only apply to the Fighter side of the gestalt?

    I'm not sure I understand exactly...both classes' class skills are the character's class skills and you use the greater of the two to determine the number of skill points. The class feature would just apply as is.

    The larger question is how does using the background skills rules affect this ability? I think it is best to leave it as is, they can be spent on any Int skill.


    I'm working on a Vigilante (Serial Killer)/Investigator (Cipher). The blandly innocent, methodical assassin.


    Phntm888 wrote:
    Also, how much character background do you want?

    As much or as little as you like. It's important for me to get to know your character. Take that as you will.


    Big ol' dot. I'm thinking a rogue/bard, two classes that flavor-wise are just made for each other.


    Thank you for the answers, GM. I wanted to make sure I knew how you interpreted the ability working with respect to both sides of the gestalt, so that we were on the same page.


    Working at an antipaladin/magus now (or maybe fighter, or bloodrager or vigilante), thinking on making her a Gray Maiden going for the Sanguine Angel prestige class. Would it be okay, GM?

    Gray Maidens

    Sanguine Angel


    I tend to use PCGen to do my character sheets. Don't think it has gestalt on it.

    The Exchange

    Pathfinder LO Special Edition, PF Special Edition Subscriber

    Valkin Khor, Draft 1:

    Valkin Khor
    Male strix brawler (strangler) 1/monk (tetori) 1/gestalt 1 (Pathfinder Campaign Setting: Inner Sea World Guide 313, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Ultimate Combat 61)
    LE Medium humanoid (strix)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +7 (+9 in dim light or darkness)
    --------------------
    Defense
    --------------------
    AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Wis)
    hp 13 (1d10+3)
    Fort +4, Ref +6, Will +5
    Defensive Abilities thrune loyal agent
    --------------------
    Offense
    --------------------
    Speed 30 ft., fly 60 ft. (average)
    Melee unarmed strike +1 (1d6)
    Special Attacks martial flexibility 4/day, strangle +1d6 damage, stunning fist (0/day, DC 13)
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 8
    Base Atk +1; CMB +5 (+8 grapple); CMD 18 (21 vs. grapple)
    Feats Agile Maneuvers, Improved Grapple, Improved Unarmed Strike, Stunning Fist
    Traits bullied, heedful readiness, thrune informant, thrune loyal agent
    Skills Diplomacy -1 (-6 to improve other creatures' attitudes towards you, +0 to gather information), Disguise +0, Fly +8, Intimidate -1 (-6 to improve other creatures' attitudes towards you), Knowledge (history) +4, Linguistics +1, Perception +7 (+9 in dim light or darkness), Sense Motive +7, Stealth +8 (+10 in dim light or darkness)
    Languages Infernal, Strix
    SQ brawler's cunning, cautious brawler, condescending, graceful grappler, martial training, nocturnal
    Other Gear 180 gp
    --------------------
    Special Abilities
    --------------------
    Agile Maneuvers Use DEX instead of STR for CMB
    Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
    Cautious Brawler +1 racial dmg bonus, no penalty when dealing nonlethal damage.
    Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Fly (60 feet, Average) You can fly!
    Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
    Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
    Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
    Nocturnal (Ex) +2 Perception and Stealth in dim light or darkness.
    Strangle +1d6 damage (Ex) Deal sneak attack damage to foe when succeed at grapple check to dam or pin foe.
    Stunning Fist (DC 13) You can stun an opponent with an unarmed attack.
    --------------------
    Valkin was a young hunter in his tribe when an altercation with humans near Ravounel Forest brought him into conflic with Cheliax. His skills in apprehending fleeing humans became the source of his moniker, "The Snatcher".

    He, literally, looked down on the humans but this overconfidence resulted in his capture as the Thrune household itself sent a force after him. Upon capture instead of being killed or imprisoned he was offered a contract, to put his skills to use in tracking down and returning escaped slaves or traitors.

    Better than death and he still gets to drag lesser creatures to their doom. He agreed and signed the contract in blood.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

    "Why is it humans continuously break the very laws they create? If he hasn't paid his taxes I will drag him in myself to settle the matter or is there more to this you want to share?" Valkin scoffs and stretches his wings while delivering an accusatory glare.

    You said anything goes so I built one of my favorite races. It can be adjusted (clipped wings or a different race) if needed.


    How do gestalt work?


    This link explains how gestalt works.

    Quick version: you take two classes and get the best of both. Sort of like AD&D style multi-classing, but without the hideous exp penalty.


    The Archlich wrote:

    Working at an antipaladin/magus now (or maybe fighter, or bloodrager or vigilante), thinking on making her a Gray Maiden going for the Sanguine Angel prestige class. Would it be okay, GM?

    Gray Maidens

    Sanguine Angel

    Anything official Paizo is in play, lol.

    As much response as I'm getting I almost wish I'd have set the submission period a little shorter so I have less to go through.


    #firstworldproblems.


    I'm going give this one a go and try and have something in by the deadline(hopefully). :P


    Hi GM! Archlich here with my character, Arue Karinn. I followed the concept I mentioned above (of a Grey Maiden... "hidden", of course, and hopefully advancing her to get to the Sanguine Angel prestige class). She is a gestalt of antipaladin (tyrant) of asmodeus/vigilante (masked maiden), with the chelish noble campaign trait. I added all the details on the profile, but please feel free to request more if I forgot anything.


    Sooo. I really really want to play Hell's Vengeance (and gestalt too!), but I really really don't have much time to spare. How much activity (posts per day or whatever) would you expect from your players?


    Here is my submission: she's a "hero":

    Tess 'Avenging Angel' Windsor:

    LE Half-Orc Unchained Rogue 1/Unchained Monk 1

    str 14
    dex 16
    con 14
    int 10
    wis 10
    cha 16

    HP 12
    AC: 17; T: 17; FF: 13 (10 base +3 dex +3 cha +1 dodge)
    BAB 1; CMB: +4; CMD: 20
    Init +3

    Fort +4
    Ref +5
    Will +2

    Speed 30'

    Weapons:
    1) Unarmed Strike: +4 to hit; 1d6+2 damage; 20/x2 crit

    Skills:
    Acrobatics r1 +7
    Climb r1 +6
    Bluff r1 +8
    Disguise r1 +9
    Intimidate r1 +7
    Perception r1 +4
    Sense Motive r1 +4
    Stealth r1 +7

    Background Skills:
    Linguistics r1 +4
    Profession (Bar Owner) r1 +4
    Sleight of Hand r1 +7

    Languages:
    Common
    Orcish

    Monk Class Features:
    *AC Bonus (+Cha Mod to AC and CMD)
    *Archetype (Scaled Fist)
    - Draconic Might (use Cha instead of Wis for class features and stunning fist DC)

    *Unarmed Strike (1d6)

    Rogue Class Features:
    *Archetype (Phantom Thief)
    - Refined Education (Disguise)

    *Finesse Training (Gain Weapon Finesse)

    Traits:
    *Convincing Liar (+1 trait bonus to Bluff checks; social)
    *Thrune Informant (+1 trait bonus to Diplomacy to gather information, Disguise, and Knowledge: Local checks; campaign)
    *Quain Martial Artist (+1 trait bonus to unarmed attacks; region)

    Feats:
    *Dodge
    *Iron Will
    *Stunning Fist (DC 14; 1/day)
    *Weapon Finesse

    Equipment:

    Backstory:

    Tess runs a bar that caters to adventurers in Longacre. She is generous with her pours, allows down-on-their-luck adventurers to sleep in her common room, and is always willing to be a sympathetic ear.

    She's also exactly where she was assigned 10 years ago after joining the espionage corps of House Thrune.

    Tess started her life in Quain, a land rich in resources and replete with mercenary companies. Tess' parents ran one such company; it's name is unimportant.

    What is important is that one day they took a job to kill the Mistress of the Shrine of Horns. They believed they would be fine, after all, as they numbered more than 100. They knew the Mistress was dangerous, but they were all veterans, each of which had survived numerous battles.

    Tess never found out exactly how she became an orphan; instead, the Mistress showed up at the inn she was sleeping in and told her in no uncertain terms that she belonged to the Mistress.

    Following her new owner, Tess was lead to the woman's school, where she saw a hundred heads decorated the practice field, including the heads of her parents.

    At first, Tess was made to clean, to serve the students, and beaten on a regular basis. Such is the way.

    There came a day when Tess finally snapped. One of the students was beating her with a cane, and Tess...broke. Catching the cane, she broke it in half with her bare hands and beat the student to death.

    This is what the Mistress was waiting for.

    She began training Tess while making it known that she considered Tess her star student. If she wasn't a target of the other students before this, she certainly was after.

    So, years passed and Tess had finally learned all of the lessons that the Mistress had deigned to teach her: infiltration, assassination, and subterfuge. Tess was then shipped off to the palace, where she met with the Queen and swore an oath of fealty in secret. An oath to serve loyally and in good faith.

    Afterwards, Numerian doctors arrived with their needles and small blades and completely changed Tess' appearance. As she recovered she was forced to memorize the details of her new life: she had been an adventurer whose companions had all died, and so she settled in Longacre and opened a bar with her savings.

    Tess has mostly settled into this new role with no issues, but every once in a while she dons a mask and dark outfit and prowls the streets, looking for people to kill. That most of her targets are thieves, pimps, and muggers is of no consequence to Tess; they are simply targets that no one will miss.

    Her nocturnal activities have not, however, gone unnoticed. The locals have dubbed her alter ego the Avenging Angel, and praise her fearlessness in dealing with the criminals of the city.

    Cimri:

    Cimri has had encounters with both Tess and the Avenging Angel:

    The night sky was dark, with the twinkling of the city lights the only thing that breaks the beauty of the dark. Tess, dressed in her Avenging Angel costume, crouches on a rooftop, looking for...anyone to kill.

    It is late, and the lights draw predators to prey, many of whom are stumbling home from bars. Some do not make it.

    This night, however, fate intervened on behalf of one of them.

    The pair of men are almost comical in their differences; the smaller of the two men is almost rail thin, while the larger of the two is tall enough to block the light from one of the streetlamps if you were to let him get close enough.

    They follow behind her, and she is staggering, oblivous to her surroundings. The large man moves first, picking up his pace to catch up to the woman.

    That was when Tess leapt, using the smaller man to break her fall.As he inhaled to scream, she stomped on his throat, and he would never scream again.

    It was the sound of the man's breaking neck that alerted both the woman and her pursuer. Both turned and stared openly for a moment.

    It was the moment Tess has been waiting on.

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

    Cimri awoke with her cheek laying in a pool of what she hoped was drool. Bouncing up with some...choice...words, she surveyed her surroundings. She was asleep in the common room of an in, some place run by a half-orc woman.

    "Here, drink this." turning, Cimri was surprised to see how close the Half-Orc woman had gotten to her. She normally would have heard her approach

    I must be drunker than I thought. she thought to herself.

    Taking the cup, Cimri was disappointed to discover it only contained near freezing water.

    "You had one rough night." the Half-Orc woman commented as Cimri asked for more water.

    Nodding, the Half-Orc crossed to the bar and dipped the cup in an open barrel behind the bar before returning and handing it to Cimri.

    "We're about to start the breakfast service if you want something to eat. If you're going to puke, or die, please take it outside."

    Cimri chuckled and said "I'll take breakfast."

    The Half-Orc woman also laughed and said "Good choice. That'll be a silver."

    And that is the story of the first night Cimri ever slept in the Cheeky Chelaxian; it would be far from the last, however...


    I don't normally play evil but I'll give this a try. I'll work on a red draconic bloodline/cleric of Dahak sorceress. She does pay lip service to the whore queen Ardad Lili Never done gestalt before so this might be fun.

    Are you okay with players taking the leadership feat later on?


    ... one massive dot from me... finally gives me the chance to try out a gestalt build that is evil in its own right, at least theoretically. Applying it to an evil character is just icing on a very evil cake.


    I’m going for a Bloodrager/Antipaladin. Doesn’t work quite as well as Bloodrager/Paladin, harder to heal yourself, for instance, but conceptually its a lot of fun. ”I AM VERY ANGRY AND WILL SMITE YOU IN THE NAME OF MOLOCH!”


    Hi DM Dickie! I'm very excited about your game. I took the basics from another character I designed for this adventure path, and I added a bunch more. I hope you like my submission! I've put everything in this profile, but here's the highlights.

    Summary: A bitter old halfling woman with dark otherworldly powers, determined to rise above her people's traditional station as slaves, and to punish as many high-and-mighty humans that she can draw into her clutches.

    Appearance:
    Malladonna is a little person, a halfling slightly withered by age with dark skin the color of a rotten apple. Her hair is black with shots of gray. She typically wears plain and colorless peasant clothes, as if she doesn't care about her appearance, and she sports a dark wooden necklace made up of interwoven carved spiky shapes that is her only adornment. She has foul-smelling pouches on her belt full of strange reagents and chemicals, and when she is arrayed for battle she carries a light crossbow on her back and leans on a long, twisted spear. Her voice is crackly and deep, and she speaks slowly with a bit of a sardonic drawl, perhaps because she has often gone long periods without talking at all.

    While she does sometimes act impulsively, for the most part Malla is careful and deliberate in her actions. She has been beaten often enough to know that there are consequences for acting against authority and provoking people bigger than she is. She's been called mouthy and insolent, but that's because she loathes being ordered about for no good reason. But she can follow the rules when she needs to, and now more than ever she knows she must curb her erratic behavior to survive.


    Background:
    Malladonna ("Malla" for short) was brought to Cheliax as a child from her birthplace further south, from somewhere in the Mwangi expanse. She was the daughter of halfling slips sold into slavery, and traded into the Archbaron's service when she was still very young. She was a clever girl, but she did not ever curry favor with the staff by demonstrating her abilities, and was thought to be incapable of anything more difficult than scrubbing pots and pans or running errands. For almost fifty years, this was her life.

    As a child, Malla learned to take food and drink when she could and consume it quickly before it was taken back. Because she seemed to care very little for others, and was only very concerned about getting her own, the other slips called her Malladonna Take-Leave, as in she would take what she wanted and leave the rest, or take what she wanted and leave the room. When asked to compromise or interact with others, she often said "Take it or leave it." She hates this name and never uses it herself.

    Always a rebellious spirit, Malla took advantage of her perceived stupidity to occasionally sneak into the master's library and read his forbidden books: grimoires and tomes on alchemy, summoning, arcane lore, and evil outsiders. It was in one of these that she discovered the true name of a powerful devil, and when she read the complex formula that allowed her to make contact with it, the name lodged in Malla's mind like it belonged there. She knew this devil, somehow: a female creature of methodical vengeance and cruel deceptions.

    Malla has fond memories of watching her great-grandmother brewing spells in her witch's cauldron back in their jungle homeland, and she remembers her watching Malla practice her jinx and nodding with approval. Granddama died before the family was captured, but before she passed she gave Malla a special carved necklace. Perhaps it was only wishful thinking, but she has always felt a presence inside the necklace. For a long time she had thought it was her granddama, but now she knew it to be this devil queen, her otherworldly patron.

    In her dreams, she could hear the outsider's whispers, calling to her and offering her power and revenge in exchange for her immortal soul, and this did not seem like a bad trade to Malla. For many years she tossed and turned in bed while the devil instructed her, teaching her dark words and even darker lore, and then finally one night when the master was away from the manor she crept into an empty room at the estate and performed the vile bonding ritual that sealed their contract with her own blood.

    She immediately used her newly-awakened powers to enchant her handlers, magically convincing them to leave her be while she made preparations for her escape. She browbeat her cousins into supplying her with food and weapons. Then she made her way to Longacre, with the impulsive plan of hiding out in an abandoned house on the edge of town while she figured out what to do next. She had been to Longacre before in her master's service, and she was reasonably sure no one there would recognize her, but she knew that an unattended halfling would always draw suspicion and so she worried that she would have to find some other way out of the area.


    In-Character Post:

    Still panting after her long ride, Malla dragged her traveling supplies through the servants' entrance and wrinkled her nose at the cloud of dust. Her dancing lights spell dimly illuminated the room, and she pulled her things across the floor to the corner. That looks safe, she thought with a touch of sarcasm. But I'm a-thinkin' it's far enough from pryin' eyes, and that's enough for now. She paused again to listen, still unsure if she had heard something moving around in the old house, but all was silent and she let out her breath.

    She realized she was ravenous. It hadn't been very long since breakfast, but she had been in such a hurry to escape that she didn't eat much and she now regretted her haste. Her nephew had insisted she take a goodly amount of wandermeal to mix with her rations, far too much in her opinion. She didn't like the taste of the powdery millet-like mixture and particularly hated how it got everywhere. So, she ate a handful of the nuts and dried berries and brooded about her next move.

    She must have fallen asleep, she realized, as she awoke in the dark room. She could smell the musty odor of the old linens and wood furnishings but there was something else there too. A human! she suddenly knew. She started to stand up quickly, but she felt a thin and very sharp blade barely begin to slice into her neck and she stopped. "What have we here?" a woman's voice rang out in her ear. "A bad slip, eh?" She laughed, but there was a quality of menace to her words that gave Malla pause.

    Malla chose her words carefully. "My name is Malla," she said and tried to appear calm. "I din'ta think anyone was about in 'ere, just lookin' for a place to slip awhile before I continue on m'way." Even in peril, she can't resist being a bit cheeky. "A bad slip, yes'm. You goin' to cut my throat? Only there's no need for that, I ain't no threat to you. Leave me be, and I'll be gone before you know it."

    There was a click, and her face was full of light. Prolly from a lantern, she thought as she shielded her eyes. That's why I can smell smoke. The weapon moved away, as the figure seemed to look her over. "Well," the woman drawled as if she was considering, "I suppose that's true. But maybe you can do me a service, in exchange for me letting you stay here. What do you say to that?"

    Malla bit back her initial retort. She was sick of doing services for humans! She was no servant any longer, and she would rather kill or die than serve again. But as she pulled back from her anger, she thought how the woman had said "in exchange." She pursed her lips. "What kind o' service?" she asked. "I ain't much good at cleanin', if that's what you're aimin' at."

    The woman laughed again, this time with amusement. "I'm not either, as you can see," she said, moving the lantern a little. "It so happens that I've been hired to do a job that is not, strictly speaking, legal. I'm looking for others to help me out. There's money in it for you, and maybe other rewards that it looks like you could use. And you can stay here until I gather the rest of team in a couple of days. Interested?"

    Malla stared at the woman's shape as her eyes adjusted. Every instinct she had said that she should run, avoid the big people and hide until she could escape into the country. Even a life on the run is better than returning to slavery. But this woman, she was talking to her like she was an equal! She struggled with a feeling she had never felt before, fighting the pinch of emotion in her eyes as she met the woman's gaze. I could hex her now, she thought. Put her to slip, or charm her, plenty o' time to get out. Quick, quick! Then, she cleared her throat which was suddenly very thick. Not trusting her voice, she cocked her head and nodded once.

    The woman extended her hand, taking Malla's and shaking it. "Great!" she said. "I'm Cimri. Glad to have you aboard!"

    Answers to Other Questions:
    (The previous game for which I applied wanted answers to four questions, and I've included my answers here for more insight into the character.)

    • [i]What is your character's connection to Longacre? Why is she here? Malladonna has lived in Longacre most of her life, or rather just outside of it on the hereditary lands of Archbaron Fex. She has recently managed to escape from her indentured servitude, and has been hiding out in a small outbuilding of Ash House, living off of provisions she stole from the manor. She was discovered there two days ago by a human rogue named Cimri, who agreed to allow her to stay there indefinitely if she would only help her with a job. They are going to meet the others tonight outside the Louslik Tannery and discuss the details.

    • Who is one NPC your character thinks of as a friend or ally? Malladonna's cousin Maynard works in the kitchens of Archbaron Fex's manor with many of their mutual relations. He is quite fat for a halfling, and especially craven. He doesn't think working for the Archbaron is as bad as all that. Sure, he is beaten when he does something wrong and generally mistreated, but he thinks it's better than the alternatives. Maynard and Malladonna do not particularly like each other, but family is family and Maynard usually does what she tells him to do out of respect.

    • What is one goal for your PC other than the one provided in your campaign traits? Malladonna would really like to see Archbaron Fex suffer, and possibly to kill him. She wants him to experience every slight and indignity she and her family have ever suffered at his hands or those of his underlings. To a lesser extent she would like to help her relatives escape his service, though that also means convincing them that they are better off free than enslaved. If that means killing some of them to make the others listen, well, so be it. (Note: This doesn't mean Malla won't work with the Archbaron if the Adventure Path requires it-- just that she will hide her resentment and look for good opportunities to take her revenge once their partnership is done.)

    • If your character is anything other than a human Chelaxian, explain how she fits in to Longacre. As an ubiquitous halfling slip in Cheliax, Malladonna must keep her head down and appear to be nothing more than a servant when in populated areas. There is always suspicion that halflings who appear too independent are escaped slaves, and while there are some in Longacre who believe they would charitably help her, she spits at their kindness. Their privilege allows them to live as they choose, and benefit from the halflings who serve them even as they shake their heads and say that it is not right. Malla wants all the humans to be enslaved, so she can have a turn holding the whip.

    Stats:
    Name: Malladonna Take-Leave
    Race: Halfling
    Alignment: Chaotic Evil
    Classes: Alchemist (Blood Alchemist / Ectoplasm Master / Internal Alchemist / Preservationist) 1 // Witch (Bouda) 1

    Age: 55 (middle-aged)

    Abilities: Str 12-2-1 (-1), Dex 13+2-1 (+2), Con 15-1 (+2), Int 17+1 (+4), Wis 11+1 (+1), Cha 9+2+1 (+1)

    Hit Points: 11/11 (1d8[8]+3)

    Armor Class: 13 (+2 Dex, +1 size)

    Initiative: +6 (+2 Dex, +2 Erratic Malefactor, +2 Fey-Quickened)

    Speed: 30' (Fleet of Foot)

    Size: Small

    Saves:
    Fort +4 (+2 base, +2 Con)
    Ref +4 (+2 base, +2 Dex)
    Will +3 (+2 base, +1 Wis)

    BAB: +0 / CMB: -2 / CMD: 10

    Weapons: longspear +0 (1d6-1, x3), light crossbow +3 (1d6, 80', 19-20 x2), ranged touch attack +3, touch attack +0

    Armor: none

    Race Traits (Halfling): Fey-Quickened, Fleet of Foot, Halfling Jinx, Shadowplay

    Halfling Jinx (Su, Will DC 11 negates for 24h): Target within 30' takes -1 penalty to all saving throws for 24 hours or until used again.

    Favored Class Bonus (Witch): +1 hp

    Traits: Accelerated Drinker, Erratic Malefactor, Heirloom Weapon (longspear, +1 attacks of opportunity), Occult Bargain, Pragmatic Activator

    Feats: Extra Hex (Slumber), Run*

    Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (planes), Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device

    Skills: Appraise 0+7, Craft (alchemy) 1+7* (+1 craft alchemical items), Fly 0+4, Intimidate 1+4, Knowledge (arcana) 1+7, Knowledge (nature) 1+7, Knowledge (planes) 1+7, Lore (Chelaxian humans) 1+7, Perception 1+4, Spellcraft 1+7, Stealth 0+6, Survival 1+4, Use Magic Device 1+7

    Languages: Common, Dwarven, Elven, Halfling, Infernal, Polyglot

    Alchemist (Blood Alchemist/Ectoplasm Master/Internal Alchemist/Preservationist) Abilities: CL 1, alchemical circles (gain a blood pool of level+INT, can draw circles to gain spell-like abilities), alchemy (add level to crafting alchemical items, identify potions), breath mastery (hold breath for longer, suspended animation), ectoplasmic extracts (gain wizard Necromancy spells as extracts), lifeblood (coup de grace to gather blood from killed creatures that can be used to prepare extracts)

    Blood Pool: 5/5

    Extracts Prepared
    1st (2): empty (2/2)

    Formulas in Formula Book
    1st: chill touch+, cure light wounds*, enlarge person*, heightened awareness, magic weapon+, monkey fish*, reduce person, scarify*, tears to wine, true skill

    Witch (Bouda) Abilities: CL 1, bouda's eye, fetish, hexes (Bouda's Eye, Misfortune*, Slumber), patron spells (Trickery), unique patron (Infernal Contract: must deal self 1d6 damage when preparing spells)

    Bouda's Eye (Su, Will DC 14 partial): Target within 30' gets -2 on one type of rolls (AC, ability checks, attack rolls, saving throws, or skill checks) for 3+INT rounds or 1 round on save. Can impose a penalty on one additional type of rolls 1/day.

    Misfortune (Su, Will DC 14 negates for 24h): Target within 30' is disadvantaged on ability checks, attack rolls, saving throws, and skill checks for 1 round.

    Slumber (Su, Will DC 14 negates for 24h): 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.

    Spells Prepared
    0th (3): dancing lights, detect magic, guidance
    1st (2): mage armor (1/1), empty (1/1)

    Spells in Fetish
    0th: arcane mark, bleed, dancing lights, daze, detect fiendish presence, detect magic, detect poison, grasp, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue
    1st: charm person, chill touch*, cure light wounds, enlarge person, ill omen, mage armor, mount, reduce person*, scarify

    Equipment: (180 gp total) alchemist's fire 2/2 flasks (40 gp), alchemy crafting kit (25 gp), backpack (2 gp), bedroll (.1 gp), belt pouch (1 gp), blanket (.5 gp), bolts 20/20 (2 gp), dagger (2 gp), fetish necklace (free), formula book (free), halfling trail rations 2/2 (4 gp), ink (8 gp), inkpen (.1 gp), light crossbow (35 gp), longspear (5 gp), peasant's outfit (free), scroll of monkey fish (copied, 35 gp), spell components pouch (5 gp), wandermeal 30/30 (.3 gp), 15 gp

    Roles:
    In combat, Malladonna is a debuffer, the anvil that tries to keep enemies from harming us and setting them up for defeat. She's also an excellent buffer, helping her allies hit better and harder and protecting them from enemy debuffs. She isn't very good at dealing damage; if things get to the point where the party needs her to face down enemies she will probably flee. That said, she will have a few damage-dealing spells for emergencies. Out of combat, she is of course an arcane caster and will max out the skills related to that, including Spellcraft, Use Magic Device, Knowledge (arcana), Knowledge (nature), and Knowledge (planes), and she will soon be able to reliably craft alchemical items and potions. She can use cure wands and will be able to infuse cure spells, so she can even play healer when necessary.

    Build plans:
    Malladonna is pretty much a what-you-see-is-what-you-get witch. She'll be concentrating on her hexes, specializing in her Bouda's Eye, and taking many of the Halfling Jinx feats that synergize well with it. Most of her spells will be finishers, because when your main trick is lowering saves, you have to have something to follow up. Her alchemist side is more supportive than aggressive, since the Blood Alchemist and Preservationist archetypes lend themselves very well to her sort of pseudo-occultist/summoner powers. She will take the Infusion discovery, so she can share around all of her extracts, and she will also concoct a familiar to spread her magic even further.

    About me:
    I've been running and playing Pathfinder 1st Edition since around 2010, and I've participated in PbP games for about three years now. I'm a native English speaker, and I've written professionally for several roleplaying game supplements published in the United States. I enjoy the character interactions as much as the mechanics of the game-- I perform amateur theater as a hobby and RPing scratches my acting itch. I promise to post at least once a day if you invite me to your game!


    I need to do equipment and write up the backstory, but this is the basics of Digger/joerice's submission. A quiet, forgettable lock tumbler who grew up hard as a bookish, weak orphan.


    Hold up: gestalt characters get how many feats!?


    So despite the insanity that gestalt builds can give you, I really just wanted to play something nice and simple. I present Draco Catus, a rogue/fighter looking for wealth, prestige, influence, and eventually a noble title to lift him from the common people!

    Crunch:
    Draco Catus
    Male Human Unchained Rogue (Knife Master) 1 / Fighter
    LE Medium Humanoid (Human)
    Init: +5 Senses: Normal Perception: +5
    --------------------
    Defense
    --------------------
    AC 19 TAC 13 FF: 16
    HP 12 Fort +4 Ref +6 Will +3
    Special Defenses:
    --------------------
    Offense
    --------------------
    Melee
    kukri +6 (1d4+1/18-20x2)
    -2 if two-weapon fighting
    Ranged
    dart +6 (1d4+1/20ft)
    Speed 30 ft.
    --------------------
    Statistics
    --------------------
    Str 12 Dex 18 (+4) Con 15 (+2) Int 9 (-1) Wis 12 (+1) Cha 14 (+2)
    Base Atk +1 CMB +2 CMD 16
    Feats Weapon Finesse, Iron Will, Two-Weapon Fighting, Weapon Focus (Kukri)
    Skills Profession: Soldier +5 (1), Sleight of Hand +8 (1), Stealth +8 (1), Sense Motive +6 (1), Diplomacy +6 (1), Bluff +7 (1), Intimidate +7 (1), Perception +5 (1), Ride +8 (1), Survival +5 (1), Acrobatics +8 (1)
    Languages: Common
    SQ: Bonus Feat, Skilled
    Traits Amoral Mercenary, Bloody-Minded, Convincing Liar (Bluff)
    Favored Class: Fighter/Rogue - +1 Skill Point
    Combat Gear: breastplate, 4 x kukri, 10 x darts
    Mundane Gear: backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, crowbar, grappling hook, oil of alchemist’s fire x 2, flask of stalker’s oil, combat-trained light-horse, military saddle, saddlebags, 1 pp, 9gp, 8sp, 20cp
    --------------------
    Special Abilities
    ---------------------
    Sneak Attack (Ex): +1d8/1d4
    Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
    Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
    Sneak Stab: A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
    Bonus Feat: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called "fighter bonus feats". Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

    Background:
    There was no greater omen to the ill-nature of the boy who would become Draco Catus than being born on the anniversary of Aroden’s death. The unwanted son of a mercenary led to a harsh life on the road; maintaining the homestead was his responsibility as well as ensuring the weapons were sharp, the horses cared for, and food ready for his father’s return. While Brutus was a harsh and unkind father, he was not without all empathy. He taught Draco how to wage war, how to wield a blade most efficiently and drive it into the weakest part of a man. Draco grew up cruel, unforgiving, and eager for war.

    As time past though, Draco’s starry-eyed reverence of the man who raised him began to wane. His father once spoke of becoming nobility, of power and influence, of women and coin. Yet his wages went to the drink, towards drugs, and filthy men and women. Enough became enough when his father tried to sell him into slavery to cover a debt. That night, the drunkard slept peacefully until the sword sunk deep into his chest and the light left his eyes, focused upon the hateful gaze of his son. Draco left the mercenary company, taking his father’s armor and his own curved blades to make his own fortune.

    Since then, the vicious man has sold his services to whoever had the coin to afford it. Criminals, warlords, vicious men & women became the mercenary’s benefactor time and time again but none of them offered the upward movement in the world that he seeked. For Draco, there was only one acceptable outcome; nobility. The riches, the influence, the power, Draco craved it all and was willing to spill whatever blood was needed to ensure that it could be his. For now, he was patient. Cheliax was tightly wound, like a powder keg left beside an open flame. If there was one thing he learned, it was violence brought opportunity.

    Cimri:

    The dark corner of the tavern in Longacre had two miscreants nestled in the corner; the common sight that was Cimri and a relative newcomer by the name of Draco. His hood remained lifted on his head as he listened to the offer she was making. The job sounded like a relatively simple extortion and truthfully, how dangerous could a tannery really be?

    "I thought I told you that I am looking for real work? You bring me this...some basic leg-breaking work? I thought you had connections, Cimri." Draco sighed, his low voice soft like velvet. It was worth watching Cimri's face contort into a look of anger and irritation; she was cute when she was mad.

    "Fine! If you can't see the benefits, you're more of an idiot than I thought Draco." She began to rise to her feet before the young man's hand reached out and caught her arm gently. Draco watched her face and studied the thought process that went across his face. There was the balance between causing a scene or slipping her own kukri out and cutting off the offending hand. Before she could finish tallying the thought, Draco spoke up again.

    "Alright, alright, you are right. This Razelago seems like he has connections and I do need coin. Stay. Please." Gesturing to the chair, Draco's cocky grin only grew as she slid back down. The details of the plan were discussed between the two of them; there were to be three others who would join him for this task. Do the job well and there would be more work on the horizon for him and them. When everything was said and done, the dangerous woman rose from her seat once more.

    "So...you ever thought about that sparring match I offered? We could see whose the best with a knife. When I win, if you're lucky, I'll let you play with mine." With a wink that had the subtlety of war elephant, Cimri scoffed but couldn't keep the grin from coming to her face.

    "You're dreaming Draco. Maybe do some actual work and we'll see if your blade isn't as dull as your head." SHe would turn and depart, leaving Draco alone with his tankard of ale and plate of bread and cheese. Taking a deep drink from his tankard, Draco stretched and let his eyes drift to the ceiling and to his ambitions. It seemed that things here in Longacre were about to get very interesting.


    depends on the classes picked. Gestalt characters get the standard general feats that all normal characters get (i.e. at 1st, 3rd, 5th, and so on) plus any feats from either of their character classes (so an unchained rogue/fighter would get weapon finesse from rogue and a bonus fighter feat).


    * Any limits about Races? What about Templates?
    * How will you handle Age Categories (and their modifiers)?
    * Young Character?
    * While you said no 3rd party stuff, what about Generic Classes?


    Alright here we go!

    Novennia Galonnica, Chelish noblewoman, draconic sorceress and oracle of Dahak (plus drop dead seductress)!

    Stats:
    Novennia Galonnica
    Female Human (Chelaxian) sorcerer 1/oracle 1
    NE Medium humanoid (human)
    Init +3, Senses low-light vision; Perception +0
    =================================================
    DEFENSE
    =================================================
    AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural, )
    hp 9 ((1d8)+1)
    Fort +1, Ref +2, Will +2
    Resistances fire 5

    =================================================
    OFFENSE
    =================================================
    Speed 30 ft.
    Melee quarterstaff +2 (1d6+3)
    Melee claw +2/+2 (1d4+2)
    Melee dagger +2 (1d4+2/19-20)
    Ranged dagger (thrown) +2 (1d4+2/19-20)
    Melee morningstar, cold iron +2 (1d8+2)
    Special Attacks Claws (2, 1d4+2, 6 rounds/day), Breath Weapon,

    Sorcerer Spells Known (CL 1st; concentration +4)
    1st(4/day)-magic missile, shocking grasp
    0th(at will)-acid splash, detect magic, ray of frost, read magic(DC )

    Oracle Spells Known (CL 1st; concentration +4)
    1st(4/day)-bless, shield of faith(DC 14), cure light wounds(DC 14)
    0th(at will)-mending(DC 13), read magic(DC ), resistance(DC 13), spark(DC 13)

    =================================================
    TACTICS
    =================================================

    =================================================
    STATISTICS
    =================================================
    Str 14, Dex 14, Con 12, Int 14, Wis 11, Cha 17,
    Base Atk +0; CMB +2; CMD 14
    Feats Eschew Materials, Noble Scion, Persuasive, Extra Revelation, Dodge
    Skills Craft (Tattoos) +3, Diplomacy +6, Diplomacy (Potentially Sexually Attracted) +7, Knowledge (Arcana) +6, Knowledge (History) +3, Knowledge (Nobility) +9, Perform (Wind Instruments) +4, Spellcraft +6, Use Magic Device +7, Appraise +3, Knowledge (History) +6, Knowledge (Religion) +6, Sense Motive +4,
    Traits Blood of Dragons, Charming, Chelish Noble, Called
    Languages Common, Draconic, Infernal
    SQ bloodline arcana (fire spells deal +1 damage per die), bonus feat, cantrips, draconic bloodline, low-light vision, scion of war, skilled, spells, weapon and armor proficiency, covetous, draconic resistances, dragon mysteries, orisons,
    Combat Gear bottle of fine wine, corentyn wine (bottle), trail ration (4),
    Other Gear quarterstaff, claw, backpack, masterwork, artisan's tools, masterwork (tattoos), bedroll, courtesan's kit, flint and steel, grooming kit, waterskin, wolfberry wine, silver holy symbol, jeweled masterwork pan pipes, dagger, morningstar, cold iron, noble's outfit, signet ring, 166.8 gp
    =================================================
    SPECIAL ABILITIES
    =================================================
    Background Skill (Craft (Tattoos), Perform (Wind Instruments), Appraise, Knowledge (History))

    Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

    Breath Weapon (Su)

    Breath Weapon The primal power of dragonkind seethes within you. You gain the use of a 30-ft.-cone breath weapon, usable 1/day. This breath weapon deals 1d6 points of fire damage.

    Called Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

    Covetous You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp or more is taken from you against your will. Use Magic Device becomes a class skill for you. You add fabricate to your list of spells known.

    Draconic Resistances (Ex) Like the great dragons, you are not easily harmed by common means of attack. You gain fire resistance 5 and a +1 natural armor bonus.

    Dragon Mysteries Oracles who draw their power from the mysterious and primal might of dragons are usually solitary folk. They are deep thinkers and often quick of wit, but prideful and equally quick-tempered.

    Bloodline Arcana

    Bloodline Powers The power of dragons flows through you and manifests in a number of ways. You must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.

    Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

    Bonus Feat Humans select one extra feat at 1st level.

    Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

    Chelish Noble ou had the fortune to be born into one of Cheliax's noble families, and even more importantly, your family is one of those loyal to House Thrune. Perhaps your family has been allied with Thrune since the Chelish Civil War, or maybe Thrune granted your family its title in exchange for its support during that conflict. In any case, your experience growing up among the nation's well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the nascent uprising of the Glorious Reclamation in Cheliax, there is much concern among the aristocracy, and House Thrune needs the support of loyal nobles now more then ever. This trait assumes you belong to a minor noble human family with a small manor or estate in some backwater of the empire. If you're not human, either you were adopted into a noble human family, or your family was recently granted a nonhereditary noble title (see the Chelish Nobility sidebar on page 15). You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charismabased checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble's outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

    Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). You can use your claws for 6 rounds per day. These rounds do not need to be consecutive.

    Draconic Bloodline At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

    Draconic Bloodline ~ Bonus Spells

    Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

    Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

    Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

    No Racial Subtype You have chosen no racial subtype.

    Red The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type. Red dragons are associated with the fire energy type and have a 30-foot cone breath shape.

    Scion of War You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

    Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.

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

    Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

    Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

    Background:

    Novennia Galonnica was born in Cheliax’s capital of Egorian to House Galonnica, a small minor house of nobility. However, several weeks after her birth, her parents died in a boating accident. Her oldest brother died of food poisoning, while her other brother died falling out of a window. There were whispers that it had been Novennia’s uncle and aunt who had done away with Novennia’s family. This left her aunt and uncle along with her cousins in charge of the small manor. Still, they decided to raise Novennia as one of their own. They would soon realize she would never be theirs, especially when they saw her eyes: they weren’t human…they were the eyes of a dragon. Much to her uncle’s shock and dismay, his brother had married someone whose bloodline had the taint of a red dragon sitting somewhere in his sister-in-law’s family tree. As Novennia grew up, her aunt, uncle, and cousins soon found out that she had a fiery spirit, one that they could never hope to extinguish.

    Novennia took to the life of a noblewoman, never mind a low-ranking one, with ease, enjoying the parties and balls. However, at one of these parties, a merchant made some boorish comment about her dress, which resulted in her clawing his face. It was at that moment, she realized her dragon heritage. She had always assumed it, given how her eyes looked, but she never had any other proof. Now, she did and she relished the feeling of power that her draconic blood gave her. She studied the art of magic, of sorcery, hoping to unlock her powers to their full potential.

    Later, at another one of her fellow noble’s parties, she discovered the art of tattooing. Amazed by the beautiful designs that one could place on someone’s body, she immediately began enthralled and had to have her body tattooed. As she continued to grow up, she continued to have tattoos placed on her body, most of which involved dragons. One of her friends invited Novennia to join a local cult dedicated to Ardad Lili. Her aunt and uncle discovered the young Galonnica’s joining of the cult, but thought nothing of it, given the fact that as long as a religion didn’t jeopardize the rule of House Thrune and the Church of Asmodeus, it was allowed to be followed. This also led to her wearing clothes that can only be described as scantily and revealing in order to show her beauty and tattoos. To her, her body was a canvas. She used her charms to tempt men and women, leaving the former with broken and shattered hearts, and the latter wanting more. She was often times caught by her family bedding a tielfling servant or slave, as the young noblewoman desired lovers who were exotic and unique. She was even caught in bed once with the daughters of two of House Galonnica’s rivals, a tielfing peasant girl, and a half-blue dragon merchant! Novennia’s family was at its wit’s end dealing with her. Any attempt to restrain her met with failure as she would find some way to twist the rules to her advantage, regardless of how many people she had to manipulate or maim to do it! She had even bent her cousins to her will. Some say she seduced them, others say she broke their wills. It is best if the truth is left unknown.

    Some of the other nobles thought that the young Galonnica might become a follower of the whore queens. However, one night, Novennia stumbled through the streets into an abandoned brothel after suffering a bout from some bad opium. To her eyes, the building changed, and looked as she was inside a dragon's den. Before her lay a massive red dragon on an even more massive treasure hoard, who grinned at her. The dragon seductively approached her, as it did, it looked like it was growing smaller to match her size! The dragon whispered into her ear, asking the young noble why she was tolerating her aunt and uncle when they were nothing compared to her, and that she should embrace her draconic heritage. She should shed her human nature and release the red dragoness inside of her! Novennia began to agree with the dragon as the dragon seductively ran its claw across her cheeks. The dragon promised her more power, in exchange for her devotion. Novennia always loved power, and she immediately agreed. She only asked that the dragon tell her his name. "My name...is...Dahak!"

    Novennia awoke in her own bed the next day. The last thing she remembered was Dahak kissing her (although she noticed a lot of scratches over her body). She soon began to hear Dahak whispering into her ear at times, while she began to become covetous almost like a dragon. Novennia soon began to see herself as more of a dragon than a human. She soon began to pay only lip service to Ardad Lili, and even that wasn't often. No, her prayers were made to Dahak, a religion that wasn't particularly prohibited but at the same not really widely practiced either.

    Eventually, Novennia's lust for power and growing draconic powers began to worry and anger her family. Angered at his niece’s disregard to the family name and almost bringing it down, her uncle gave her three choices: one she could give up her current lifestyle and act like she is supposed to; two she could sent to become a priestess of Asmodeus, whose church would straighten her out one way or another; or three she could move out. Novennia took the last option, but not before she forced her uncle to affirm what she suspected along (and Dahak had whispered that her uncle might have had something to do with her parents' deaths): he had murdered her parents and older siblings soon after she was born, mostly because her mother was a half-red dragon priestess of Dahak! His brother had dishonored the family and he had to restore it. Now, he wished he had killed Novennia as well. She took something that had belonged to her mother: jeweled panpipes decorated in fire and dragons. The young sorceress left that day packing what she could take as her fat cousins cowered in a corner while her uncle screamed in agony from his gorged out eyes and her aunt trying to stop her bleeding scalp where her gorgeous dark hair used to be. Novennia left Egorian and never looked back, smiling as she envisioned establishing a center of worship to Dahak, while seeking to unlock her red dragon bloodline in the hopes of pleasing her master, Dahak. Soon, she would show the world her draconic powers!

    Description:

    Novennia Galconnia is a tall, long haired woman with a curvy build barely in her twenties. Her body has a few tattoos of dragons and fire, and she plans on adding more in the future. Her hair is raven black which she keeps in a long ponytail, while her dragon like eyes are of different colors: her right is the color of molten lava and her left is a midnight blue. Novennia tends to wear scantily clad clothing to show off her red scaled body and tattoos, typically in orange, red, black, yellow, and dark green colors, and often with motifs and emblems of dragons and flames on them, in addition to the usual Chelaxian infernal styles. She bears a large scar on her right cheek, the result of a passionate night with a tiefling slave girl. As her draconic powers grow, she slowly begins to exhibit the physical characteristics of a red dragon....not that she's complaining though: she likes it.

    She enjoys walking around barefoot.

    Personality:

    Novennia is a woman who can best be described as unique, especially among her fellow Chelaxians. She is hedonistic, manipulative, and power hungry. Since becoming aware of her draconic heritage, the Chelish noblewoman hungers for power and hopes to achieve great power by tapping into her draconic bloodline. Maybe one day she’ll gain enough power to transcend her human form and become a full-fledged dragon! Notoriously flirtatious, Novennia is well-known for her passions, and it shows especially considering her saying prayers to Ardad Lili, the whore queen of seduction, snakes, and women; although she only pays lip service to Ardad Lili. Novennia's true devotion is to the evil dragon god, Dahak. Preferring women over men, Novennia has been known to seek the company of female tieflings. The more exotic, the better is her philosophy when it comes to lovers. And if they're half-dragons, especially chromatic, she's going to be all over them! The young sorceress hopes to one day erect a mighty and impressive cathedral in Dahak's honor and glory!

    However, she is a bit scatterbrain at times.

    As Novennia Galconnia approached the woman named Cimri, she grinned. "So, I heard you were looking for some hired muscle."

    The Chelish noblewoman posed in a seductive stance while she held up a perfectly manicured hand that slowly turned into a clawed hand! Her dragon-like eyes flashed with fiery power as she grinned even more, showing off her fangs. "I think I'm good for a good roughing up. But, afterwards, I have some bottles of wine that you and I could share...along with a passionate, rewarding evening under the sheets, sweetheart." Novennia winked at Cimri, hoping the other woman would get the idea of what Novennia's reward was to be...


    Would you consider using the Elephant in the Room system to reduce feat taxes? It would open up a lot of room for taking more flavorful things like Racial or Damnation feats, instead of all the martials going "Well, I take Power Attack (or Weapon Finesse) at 1st, because it's just that good and basically mandatory for my build."

    Edit: Completely unrelated question: can I take two Campaign traits? The idea is an ex-Iomedaean who now aspires to become a Hellknight.


    Here's my character.

    Spoiler:
    Shaun Varus
    Male human brawler/antipaladin (tyrant)
    LE Medium humanoid (human)
    Init +3
    --------------------
    Defense
    --------------------
    AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
    hp 11 (1d10+1)
    Fort +3, Ref +4, Will +2;
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee unarmed strike (1d6+4/×2)
    Ranged dagger: (1d4/19-20/x2)

    --------------------
    Statistics
    --------------------
    Str 18, Dex 13, Con 13, Int 12, Wis 10, Cha 15
    Base Atk +1; CMB +5; CMD 16

    FEATS

    Improved Unarmed Strike, Improved Initiative, Combat Expertise

    TRAITS
    Deft Dodger

    Chelish Noble: You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charisma-based checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

    Skills: +3 Diplomacy, +6 Intimidate, +5 Knowledge (local), +6 Knowledge (nobility), +4 Perception, +4 Sense Motive

    Languages Common, Infernal

    Items: Lamellar Leather Armor, Backpack,
    --------------------
    Special Abilities
    --------------------
    Brawler’s Cunning (Ex)

    If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
    Martial Flexibility (Ex)

    A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

    The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

    If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

    Martial Training (Ex)

    At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

    Unarmed Strike

    At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

    Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

    A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

    A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

    Aura of Evil (Ex)

    The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
    Detect Good (Sp)

    At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
    Smite Good (Su)

    Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

    In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

    The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.

    Background:
    In an ironic twist of faith, his parents were devout worshipers of Iomadae. While they had their misgivings with the Archdevil, they did their best to help out their community. Sadly, it would not last.

    No one knows how it happened. Many suspect foul play. Either way, their carriage would lose control and crash. Shaun was the only one who survive and he was subsequently sent to his uncle's care. It was there where he was indoctrinated into the worship of Asmodeus.

    With his connections, Shaun transitioned smoothly into noble society, learning how to mingle with the folks there. In private, he trained in martial arts, learning how to make his body a deadly weapon as well as to defend himself.

    When his old faith was seeking independence, he was disgusted at the chaos such a revolt would wrought. He wasn't content to sit in the sidelines; he wanted to make help bring the dissenters back under the heel of Cheliax. As such, he set off to find anyone to come under employment.

    Cimri:

    Sitting off the pathway on a rock shielded by trees was a blonde male dressed in clean, smooth clothing... or what he thought as such. Regardless of looking common, he at least wanted to make a good impression.

    Yet at this point he was looking slightly annoyed, a face that didn't diminish when his contact finally arrived.

    You're 3 minutes late.

    Oh pipe down, I had last minute errands to wrap up. Apparently the woman was just as annoyed with the predicament, but both shook it off when she peered closer. Funny, you don't look like a mercenary to me.

    Shaun deflected with a sideways smirk. "Who's to say you need one? I can do any job some low-ranked grunt can do and talk my way out of them as well. I'm multifaceted after all."

    Apparently, that didn't convince the woman as she narrowed her eyes with a frown. "It's not that. I just don't need some pretty noble boy who will flake on me at the first sign of danger. I've seen your type. Claiming to be the lifeblood of Cheliax yet squeamish at getting what needs to be done. This isn't the cushy city life you grew up in. Now give me one good reason why I shouldn't kick your pampered ass out back to your mama..."

    It may have been a routine for her or genuine distrust of nobles. But whatever she said got his face progressively angry. He didn't even give her the time to finish her sentence before his right fist shot out... ending right beside her. She tried to pull her head back, but she knew she would have gotten hit if he wanted to.

    His face hardly changed its malice as he spoke in quiet yet seething fury. "Let that fist show you I'm just as capable of Say... kicking your ass. I've been trained in fighting for 10 years. I've learned to tear apart wooden blocks with my bare hands. I've read the Disciples several times over. And I'm just as capable of resorting to intimidation to get what I want. So believe me when I say I have he qualms in doing what's needed to save my country."

    The woman sat there dumbfounded for a few seconds... only to smile as she stood up. "Didn't think you had it in ya. Put some of that in your work and you're hired." She let out a hand of gratitude. "I'm Cimri by the way.

    Satisfied that his show of force worked, Shaun grinned in return before shaking her hand. Shawn for me. Now then. He adjusted the chaff on his shirt before continuing. "So what's the job...?


    2 people marked this as a favorite.

    I think all current questions can be resolved by rereading the build rules or my oft repeated refrain.

    I will try and get a list of current submissions posted tonight or tomorrow morning just for easy tracking.


    I've decided to go ahead with my idea of synthesist//vivisectionist. The character will be a jack of all trades, doing skills, healing, buffing and fighting all with a decent level of proficiency. I'll take the biped base form to fit better flavor-wise and avoid the pounce evolution. It'll be much more in theme to walk around as a devil rather than a wolf, spider or dragon.

    With an evil party, healing might be a bit of an issue. I'm considering picking up both Wasteland Blighter and Chirurgeon. Is that a good idea, or do we have a bunch of people trying to fill in various aspect of the healing role already? I could pick up internal alchemist instead to get resistant to both poison and disease, though I'm not sure how much the good guys will use those things. It's a shame Chirugeon grants skill focus (heal), when I'll just be using knowledge (nature) for that instead due to vivisectionist.

    Ancestral Weapon limits the weapon you get to 500 GP, but I would really like to get a masterwork two handed silver weapon like a Dwarven Longhammer (600 GP) or Lucene Hammer (545 GP). Would either of those be possible to get? Perhaps I can pay the reminder out of start gold?


    DM Dickie wrote:
    I think all current questions can be resolved by rereading the build rules or my oft repeated refrain.

    Kinda sounds like a "I don't give a [redacted]", and considering how most 25 PB, Gestalt, Evil campaigns go around here, also mean "all hands abandon ship".


    Considering my question had nothing to do with build rules, yeah, no, bye.


    Crunch all done. Typing up the good stuff next.


    1 person marked this as a favorite.
    theasl wrote:
    Considering my question had nothing to do with build rules, yeah, no, bye.

    I did actually miss yours, it just got lost in the shuffle of repeated questions about non-Paizo related or otherwise explicitly spelled out stuff =P No house ruled 3.5, no 3pp, if it's from an official source you're good, and again, traits must come from different categories.

    But the question: posting frequency can vary for me. Usually I try and shoot for a few a week and often can be faster than that when not rules intensive or involving me having to make radical changes to the existing material.

    If I seem a little snippy, it's because I've spent my weekend sick so I am a little low on patience. If folks want to see how my games generally run, I fully encourage you to check out some of my current games.

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