
Edward Sobel |

Now recruiting for a Savage tide game but with a twist…
A little story; A few years back my face-to-face group ended a campaign and I asked what they wanted for the next game. Half voted for a Pirate game and the other half wanted to do something in the Underdark (aka Darklands) so we could play drow. (Can I still say that word?)
So, I pondered what to do and started looking at different things then while looking at Into the Darklands book, I saw there is a Sightless Sea. Then I saw that the sightless sea is inhabited by sailing races and so I decided why not do both.
Long story short (or is that too late?) behold - Savage Tide in the Darklands.
So If you are familiar with the Savage Tide AP this will be very much the same overall but there are several changes to make it different as well.
First and foremost, Some traditional Golorian lore will be modified to fit the game. The game will begin in the Drow city of Telderist (this city has been modified from what is already published so please take the time to read the players guide linked here
Now for some New lore that every character would know
The city of Telderist is located on the edge of the Drow empire and is a rather active trade hub for much of the Drow. Located on the shores of Lake Nirthran, which is really, much larger than a lake (more like the size of the Caribbean Sea). As a trade port lots of things come through this city and dealings with the many different denizens of the Darklands visit Telderist. the corsairs of Telderist support numerous assassins, drug peddlers, and even pirates.
Much about Telderist itself is in the linked players guide, so nuff said here about that.
A group of privateers sail the Draklands known collectively as the Crimson Fleet. Some deal with Pirates, others are mercenaries going to the highest paycheck. The one thing to know is that many of the Drow houses of Telderist keep the Crimson Fleet on the payroll to avoid issues with shipping of their own.
The primary forces opposed to Telderist are the Skum tribes (kept in check by the forces of the Corsairs of Telderist. The second and much more dangerous foes are the Blood Raiders. Mostly operating out of the undead city of Nemret Noktoria. And as you probably guessed, they are a fleet of Undead Pirates.
Now you probably are wondering how do you get these ships down to the Sightless Sea and back? The answer is simple, Magic. A long time ago the Drow developed Navigational Orb to be placed on their ships. These orbs served a main purpose that a lookout would on a surface ship. Providing a scan of a distance out to about a mile around the ship as well as 200 feet above the ship and to depth of 50 feet below the waterline. These orbs have a second purpose as well, they are keys to portals to transport ships from Lake Nirthran down to the Sightless Sea.
While the Orbs can be operated by any user, the portal feature was magically restricted to only be available to Drow female Divine spellcasters.
The control of these orbs was left to the Harbormaster of Telderist
More detailed info will be found in the Players Guide
Telderist is divided into 7 districts. Each district has its own Drow noble house that governs over that district as well as serving on an overall council to govern the city.
Each District also has a primary faith but worship is not usually mandatory for residents in that district.
Here are very brief overviews of each district:
Azure District:
The Azure District is Telderist’s true waterfront. Consisting of two sections, the East and the West, the Azure District also houses the majority of the city’s lower class citizens. The Western section of the Azure District is primarily concerned with the city’s waterways, while the Eastern section is where the city’s Plesiosaurus industry (Darklands equivalent of whaling industry). Is located
Champion’s District
The Champion’s District is a district of soldiers, gladiators, and mercenaries who follow in the footsteps of one of the city’s founders and one time king Teraknian. The champion’s District has a not-so-friendly relationship with the Noble District, and citizens see themselves as the rightful leaders of the city.
Cudgel District
The Cudgel District is primarily a residential district. Due to the vigilance of the local watch and the church of Nurgal. It’s also the safest district in Telderist. The citizens of the Cudgel District know this, yet they are not a soft people; they remain ever vigilant to the threat of attack.
Merchant District
Telderist’s heart, and perhaps even its soul, is lodged in its Merchant District. The first district visitors reach, it’s often the only district visitors need ever explore. Little can’t be found in the Merchant District’s shops and markets, and its taverns host the finest range of food and drink within the city walls (publicly in any event).
Noble District
Although rule of Telderist has always been handled in Castle Teraknian, the city’s Noble District has traditionally been thought of as the city’s ruling district, despite Orren Teraknian’s treachery and the resulting years spent under Skum occupation. The other districts view the Noble District as a place of decadence and eagerly await the district’s fall under its own excesses.
Shadowshore
Although relatively small, Shadowshore is perhaps the most notorious of Telderist’s districts. This strip of land nestled in the shadow of the Champion’s District has long been a haven for thieves, assassins, and criminals of all kinds. Generally the only people who live here are the poor or those who can ably protect their property. The city watch has all but given up on Shadowshore, so long as a general state of peace remains.
Midnight District
Like the Cudgel District, Midnight is primarily residences, yet the citizens of Midnight are generally a bit better off than their neighbors, in no small part due to the fact that many of them have stakes in the numerous resource caverns that abound surrounding Telderist. Midnight District is the hub of the city’s slave trade.
The following are the primary gods / demon lords of each district:
1. Azure: Dagon - (pronounced DAY-gon) is the demon lord of the sea and of the sea monsters that dwell in its darkest depths. His symbol is an octopus eye surrounded by a gold disk inscribed with ancient looking runes.
2. Champion: Andirifkhu - (pronounced an-de-RIF-ku) is the patron demon lord of marilith demons, sadistic inventors, and those who inflict pain for pay or sport.
3. Cudgel: Nurgal - the demon lord Nurgal was associated with warfare and the sun.
4. Merchant: Zura - (pronounced ZOO-rah) is said to have been the first vampire, and tales are still told of her blood-soaked bacchanals.
5. Noble: Urgathoa - (pronounced oor-gah-THO-ah) is the goddess of physical excess, disease, and the undead. She is mostly worshiped by dark necromancers and the undead. Sometimes, those wishing to become undead and those who live gluttonous lifestyles make supplication to her. On occasion, folk infected with plagues make offerings to Urgathoa.
6. Shadowshore: Nocticula - (pronounced nok-TICK-you-lah), is a demon lord who concerns herself with the metaphysical qualities of darkness and lust.
7. Midnight: Abraxas - (pronounced a-BRAHK-zuhs) is called the master of the Final Incantation, demon lord of magic and forbidden lore; he is said to know countless magical formulas, spells and secrets.
Ok enough text walls of Lore lets get to meat of what you need to do…
This game will be Pathfinder 1e but there are elements of Pathfinder 2e that I liked and incorporated into this game. Mainly I will mostly use 2e conditions, as well as 2e for things like poisons and diseases. Also, the influence mechanic may be incorporated as well
Characters will begin in the city of Telderist you may be Drow, or any of the listed races available
Ability scores will be 25 point-buy and If selected I assign some bonus stat points based on background
The following races are available:
Drow (NOT Drow Noble)
Duergar
Duergar Tyrant **
Dark Folk – Caligani
Deep One Hybrid
Munavri **
Orc
Black Orc **
Half Orc
Fetchling
Dhampir
Svirneblin
Ratfolk
Half Elf – Drow Descendant
Half-Elf Drow Heritage
Gnome Dread
Gnome Lava
Goblin (Cave dweller or deep variants)
Hobgoblin
Tiefling
Whisper Gnome*
* Custom Race – see below
** these races will cost 1 CR (see below)
Black Orcs use the same stats as normal Orc with the following modifications:
Stats +6 Strength, +2 Con, -2 Wisdom, -2 Charisma (use these instead of standard Orc)
Gain +1 Natural Armor
Gain DR 1/- (does not stack with DR granted from class (such as Barbarian)
+4 on saves vs attacks and special abilities from Undead
All new characters begin as CR 1. Look at your character in HeroLab and take note of your CR! (This means some will begin as level 2 while others begin as level 1 depending on you race selection)
All characters must have at least 1 character level.
The following Templates are available:
Dark
Shadow
Fiendish
Fiery
Aqueous
Corruption – Shadowbound Creature
Corruption – Deep Creature
Be aware that the setting will be the Darklands. As such everything will be Dim Light or less. Without darkvision all attacks have 20% miss chance
Due to the additions of Templates advancement will be milestone advancement and I will specify what your new CR should be when you advance in level. That means that some with a template may find themselves skipping level ups during the adventure
The next thing to make sure all know: the guns setting for this game is guns are commonplace (the tech level of this game will be equivalent of late 1600’s to early 1700’s) only early firearms are available.
Unchained versions are not required but are available if desired
We are using background skills
All characters will have max HP at every level
*Whisper Gnome is a custom race as follows:
Humanoid
Subtype gnome
Size small
Speed Normal (30’)
Languages Standard – racial language is gnome
Ability scores: Specialized – select +2 Dex, +2 Con, -2 Cha (they also have -2 Strength)
Defensive traits:
Defensive Training – Lesser – Giant
Illusion resistance
Feat and Skill traits:
Sneaky (+4 to stealth)
Skill Bonus Perception (+2 perception)
Magic traits:
Fell Magic
Spell Like Ability lesser – Silence
Offence Traits:
Weapon Familiarity – select gnome weapons and Hand Crossbow
Hatred Select Goblinoid and Elf
Senses:
Select Darkvision 60’
Select Low Light vision
This should add up to 20 points
Alternative choices:
you may replace Weapon Familiarity with Poison Use
You may replace Darkvision with See in Darkness but you also gain Light blindness weakness
All characters must choose one of the following traits as a campaign trait. This is not a bonus trait but you can take a single drawback to gain another trait.
(These traits are reworded but remain the same mechanically as the campaign traits from Carrion Crown Adventure Path.)
Chance Savior: Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.
You gain a +2 trait bonus on Initiative checks.
Subject of Study: Verik and Larissa Vanderboren approached you as part of their studies, as they heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run in and the means by which you avoided death or injury, they met with you and maintained frequent correspondence until several months ago. The scars of your experience and their continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. They helped you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe.
Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.
Inspired by Greatness: Whether you knew Verik and Larissa Vanderboren well or only in passing, as colleagues or competitors, their careers and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you all corresponded, and they were delighted to hear that they had directly or indirectly motivated you to strive for your full potential. Saddened by the news of their death, you feel that you should honor their memory by ever striving to attain greater heights and someday match the influence and impact of your idol.
Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.
Making Good on Promises: At some point in the past, Verik and Larissa Vanderboren did you a favor under the condition that they would someday call on you to repay it. After they came to your aid, however, you never saw nor heard from them again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the adventurers would call on you to do continued to grow, until you heard of their death, leaving you with a strange need to finally repay them. Years of living with the fear and uncertainty of the unclaimed debt have inured you to extreme anxiety.
You gain a +2 trait bonus on saves against fear effects.
On the Payroll: The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.
Teachers’ Pet: When Verik and Larissa Vanderboren saw the potential for greatness in one of their charges, they took it upon themselves to nurture their spark. You were such a student. Over the course of several months, you and the adventurers spent hours debating the finer points of your topic of interest, and the intellectual doors they opened for you continue to flavor your outlook on the world. (This trait is restricted to Drow characters only)
You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
Once you have completed your character and I have reviewed it, you will proceed to the link I will provide the link via PM (or is it DM?) for the pre-selection role-play thread
Here is the set-up for the roleplay:
Adventurers Verik and Larissa Vanderboren died one month ago, their ship tragically burning to the waterline in the harbor of Delvingulf, killing all on board. Now a grand wake is being held at the Standing Stone Park in the city’s Midnight District to celebrate the life and achievements of the two Drow nobles. Perhaps you’ve been invited because of your association with Verik and Larissa, perhaps you heard the revelry and wanted to see what the occasion was, perhaps you just hope to find some free food or even help yourself to someone else’s gold – regardless of the reason, you’ve found your way into the celebration.
A couple of banners adorn the entrance to the wake they each sre of a crimson red bearing the crest of the Vanderboren family
As you enter, you pass a Strange-looking Gnomish woman wearing mourning clothes at the entrance to the park (Kora), greeting all who enter. Various well-dressed people wander the park, talking in hushed tones. A young drow noble woman, her long white hair pulled back into a ponytail, stands talking to an older woman – clearly her mother or some other relative – her eyes scanning the assemblage as she sips from a viper designed goblet. The young Drow woman hold a chain that is attached to two human slaves that she seems to like to flaunt around as a status of power.
Elsewhere, near a table with various Darklands plants and fungi delicacies and a centerpiece of a Giant beetle shell serving as a large bowl of various fire roasted vermin on sticks heavily seasoned, a Drow woman, a couple daggers adorning her hips, talks to her three companions, a drow male, a duergar, and a pale skinned half-Drow, all dressed somewhat less finely than the bulk of the guests.
Currently, Lady Lavinia Vanderboren is not present
Kora
The young Drow Lady
The young drow lady’s relative
the drow woman with daggers
The drow male
the Duergar
the pale skinned half-Drow
Please feel free to post questions regarding character creation and submissions
I do not have a definitive timeline as to how long the recruitment will remain open but I do intend to announce the end at least 24 hours before closing. Any interest post made before the closing will be given time to create their charcter.

Ouachitonian |

Definitely thinking I’ll use this chance to play an Antipaladin. Pursuant to that, the Necromantic Affinity feat allows one to heal from inflict spells. Would you also consider that to allow healing from other forms of negative energy, such as the antipaladin’s Touch of Corruption and Channel Negative Energy class features? (There are other ways to get healing from negative energy, like playing a Dhampir, but it’d be nice to have the greater flexibility offered by just taking a feat rather than being locked into a certain race.)
Also, what’s starting gold?

Thanaton Sirov |

Presenting Thanaton Sirov, the LE tiefling necromancer, for consideration. Originally hailing from the Azure District, he was trained as a mage in the Noble District, and he adventures as part of an ambitious but poorly-planned plot to unify the Darklands under his banner. Crunch is done, I plan on fleshing out the backstory tomorrow.
Something to note, especially given my own experiences with evil PCs at my home table and how I have seen several Way of the Wicked campaigns go on these forums: Thanaton is LE with a megalomaniacal plot to rival that of a James Bond villain, but he's not unreasonable or even overly unpleasant - he's an enthusiastic "team player" extremely unlikely to stab his allies in the back, and while his motives for adventuring are far from altruistic, he will stand firm against any force that threatens Telderist (and by extension, his plans). If left to his own devices, he could easily become a campaign boss for a team of good-aligned heroes, but for a Darklands campaign, he's comparatively benevolent.

Edward Sobel |

Some FAQ
Background skills - yes we are using them as well as lore skill
Templates - I tried to explain in the opening post but sometimes I think better than I type, if that makes any sense - anyway when you reach 5 HD you would end up with your CR Equivalent going up by 2 so the next level up you would skip.
Also I do realize this is an evil game, however the party will be slightly more "gooder" than most while still being evil.
Also the topic of slavery will be present. If this is something that makes you uncomfortable I need to know.
Important note I forgot before. The primary language is undercommon there is a separate drow language that is restricted to drow only (like druidic is restricted to druids)
Last note this game will be theater of the mind for combat.

Edward Sobel |

Got most of the stats up for my alchemist. Will get the traits and equipment up as well.
As a Drow you would begin at level 2 (that should equate to CR 1)
Also Drow sign Language is called Sakvroth. and for the purpose of this game it is also a written and spoken language as well.
All Drow get this language for free

MordredofFairy |
Ha-hum....one question for those of us not financially flexible enough to use Herolab: By what method does it determine CR?
All new characters begin as CR 1. Look at your character in HeroLab and take note of your CR! (This means some will begin as level 2 while others begin as level 1 depending on you race selection)
As I understood, player wealth+player class should be Character Level = CR, so not really sure how to interpret that one?

CucumberTree |
Also I do realize this is an evil game, however the party will be slightly more "gooder" than most while still being evil.
Also the topic of slavery will be present. If this is something that makes you uncomfortable I need to know.
I'm going to write my character as despicably evil. From a meta-gaming perspective, she'd be altruistic to the group...but from a writing perspective, 'not good' will be her wheelhouse.
Before I start. I will be writing in a PG-13 format. However I will be touching on depravity from sexuality to gluttony to slavery to abuse and so on. Please let me know, if this is a problem before I start. Because I have some very twisted ideas for her.

Ouachitonian |

Definitely thinking I’ll use this chance to play an Antipaladin. Pursuant to that, the Necromantic Affinity feat allows one to heal from inflict spells. Would you also consider that to allow healing from other forms of negative energy, such as the antipaladin’s Touch of Corruption and Channel Negative Energy class features? (There are other ways to get healing from negative energy, like playing a Dhampir, but it’d be nice to have the greater flexibility offered by just taking a feat rather than being locked into a certain race.)
Just want to re-up this. The character I have in mind would probably be a tiefling, but like I say, I can play a Dhampir if need be. I could also play the Knight of the Sepulcher archetype I guess, but it's not really what I'm going for either.

CucumberTree |
Edward Sobel wrote:
Also I do realize this is an evil game, however the party will be slightly more "gooder" than most while still being evil.
Also the topic of slavery will be present. If this is something that makes you uncomfortable I need to know.
I'm going to write my character as despicably evil. From a meta-gaming perspective, she'd be altruistic to the group...but from a writing perspective, 'not good' will be her wheelhouse.
Before I start. I will be writing in a PG-13 format. However I will be touching on depravity from sexuality to gluttony to slavery to abuse and so on. Please let me know, if this is a problem before I start. Because I have some very twisted ideas for her.
@Edward Sobel should I assume that you have no issues then?

MordredofFairy |
Hej Edward,
I do have one more question as I'm pondering concepts - assuming we do this entire adventure, what CR would we be looking at close to the end?
And what "Level" would that translate to with a vanilla race, no templates?
If memory serves, the original Savage Tide ran to Level 20 - so just wondering if that would also be the case here, or if templates or powerful races would prevent us from reaching the capstone.
And if not, then what "vanilla" races(with no offset) could expect...I mean, could you dip one or two levels in something and STILL reach your main class capstone? That would be a big deal in considering possible build paths(not so much for min-maxing, but for doing fancy things one would never manage to make work somewhere else).

Edward Sobel |

CucumberTree wrote:Edward Sobel wrote:
Also I do realize this is an evil game, however the party will be slightly more "gooder" than most while still being evil.
Also the topic of slavery will be present. If this is something that makes you uncomfortable I need to know.
I'm going to write my character as despicably evil. From a meta-gaming perspective, she'd be altruistic to the group...but from a writing perspective, 'not good' will be her wheelhouse.
Before I start. I will be writing in a PG-13 format. However I will be touching on depravity from sexuality to gluttony to slavery to abuse and so on. Please let me know, if this is a problem before I start. Because I have some very twisted ideas for her.
@Edward Sobel should I assume that you have no issues then?
Go for it, we'll see how it goes

Edward Sobel |

Hej Edward,
I do have one more question as I'm pondering concepts - assuming we do this entire adventure, what CR would we be looking at close to the end?
And what "Level" would that translate to with a vanilla race, no templates?If memory serves, the original Savage Tide ran to Level 20 - so just wondering if that would also be the case here, or if templates or powerful races would prevent us from reaching the capstone.
And if not, then what "vanilla" races(with no offset) could expect...I mean, could you dip one or two levels in something and STILL reach your main class capstone? That would be a big deal in considering possible build paths(not so much for min-maxing, but for doing fancy things one would never manage to make work somewhere else).
I expect to go to level 20 or maybe 21 not quite sure. But as for character level no single class will exceed 20 levels

Ouachitonian |

I think I’m going to play a Dread Vanguard Antipaladin, probably a drow-born Tiefling with the Aqueous template (representing his status as a chosen champion of the Demon Lord of the Sea). Probably the Chance Savior trait. He won’t be “lol for the evulz” CE, more just a very bloody-minded mercenary. If he *doesn’t* kill an enemy it’s probably because he can get more by selling them as a slave or offering them as a sacrifice to Dagon.

Thanaton Sirov |

Apologies for the delay - I know I said I'd have it done yesterday in its entirety, but I now have the first part of Thanaton's backstory up. Tomorrow, I'll try and work in how he met the Vanderborens and see if I can expand the personality/appearance section a bit more, in addition to tweaking the equipment list with the new windfall. If you have time, GM, would you be willing to review what I have up and provide some feedback?

Dragoncat |

Nathrae Khalazza wrote:Dragoncat here, with his completed submission!
"Nathrae Khalazza, reporting."
"And frankly, it's about damn time."
You should be level 2 for CR 1
I plan on setting up the pre game selection role play this weekend
And creating my gm alias probably as well
She is level 2. Just forgot to fully update her sidebar. Done now.

Ever_Anon |

Shikki the Sailor is a Ratfolk URogue (Vexing Dodger) with the Aqueous template. Her full build and backstory are in the profile but I'll give a brief-ish summary here.
Shikki shocked her family when she left their comfortable warren in Shadowshore to move into the Azure District and start sailing. Life was good until one of her crewmates betrayed her and sold her to some drow who wanted "rats" to experiment on. Shikki doesn't know whether it was Dagon answering her prayers or a result of the experiments, but either way she developed strange new abilities that helped her escape. (The Aqueous template.) On her way out she found another prisoner, Verik Vanderboren, and freed him too. He gratefully gave her some money and helped her find a new ship to work on (hopefully with fewer treacherous crewmates aboard).
Build-wise she's a fairly standard rogue looking for flanks and focusing on natural attacks. Later she'll start climbing all over enemies, using the Vexing Dodger archetype to debuff and stab them at the same time. Out of combat she's a professional sailor, good scout, and decent liar. (Although her Charisma is low so Bluff is the only face skill I plan to focus on.)
Please let me know if you have any questions or if I made any mistakes with the build.

"Suny" |

*Skips in*
*Waves jauntily*
(^_^)
Hey-YA there!
I yam bein' called 'Suny' in'a speakin' of tha' peoples. (^_^)
Will continue to discourse with the GM about specific build details, so character specifics are still 'In the works'. Basically, Suny is a 'Cavalier'. So swinging off ropes, washing buckles and charging headlong into combat would seem to be the go. With later abilities blossoming as the character levels progress, GM willing. Much cheers to all.

"Suny" |

(Tries to see Suny as evil nasty and fails)
“Elves are wonderful. They provoke wonder."
"Elves are marvellous. They cause marvels.""Elves are fantastic. They create fantasies."
"Elves are glamorous. They project glamour."
"Elves are enchanting. They weave enchantment."
"Elves are terrific. They beget terror."
"No one ever said elves are nice."
(^_^)
Going full power Witch coven (I hope) will demonstrate the full power of this totally magicked up and fully operational character build.
"You may target the Subject with 'Wish' and fire when ready..."

CucumberTree |
Trevor Culexis wrote:(Tries to see Suny as evil nasty and fails)“Elves are wonderful. They provoke wonder."
"Elves are marvellous. They cause marvels."
"Elves are fantastic. They create fantasies."
"Elves are glamorous. They project glamour."
"Elves are enchanting. They weave enchantment."
"Elves are terrific. They beget terror.""No one ever said elves are nice."
(^_^)
Going full power Witch coven (I hope) will demonstrate the full power of this totally magicked up and fully operational character build.
"You may target the Subject with 'Wish' and fire when ready..."
Elves feel great when I evacuate my bowels.
Finished character, I'm working on my characters tale.

Thanaton Sirov |

(Tries to see Suny as evil nasty and fails)
Evil doesn't necessarily mean nasty. In The Brothers Karamazov, the Russian Extentialist novelist Fyodor Mikhailovitch Dostoyevsky made a number of philosophical statements on the nature of evil. In the depths of Ivan Fyodorovitch Karamazov's brain fever in Book Eleven, he was visited by the Devil, who appeared as a sort of mid-ranking clerk of no real initiative or ambition. He wasn't portrayed as cruel or even particularly unpleasant, suggesting that rather than active evil by those who know their actions are wrong, true evil is those with neutral or even good intentions unable or unwilling to realize their actions are wrong, or even those who know their actions are wrong but are unwilling to change (see his famous story The Grand Inquisitor).
Likewise, Raistlin from the Dragonlance Chronicles is a great example of an evil character capable of working with a neutral/good group - he's undoubtedly evil, but it mostly manifests as being vaguely snarky and unpleasant, as the realization of his evil plans happens to require him to vanquish the greater evil with the paladins.
Not every evil character is going to be this guy, though many undoubtedly will.

CucumberTree |
I'm taking the max height of 6'8" But I would like her weight to be ~250 lbs which is far over max weight. Is that ok?
The crimson colored skeleton flicks his index finger rapidly. A repeating click-clack from the phalange's movement is drowned out with the moans of Aranda. Her head arches back on the pillow as her eyes roll up in ecstasy. She scream her completion and quickly kicks the boney corpse away. "Go cook wraps for me." The skeleton saunters off to the small kitchen for the dormitory.
Black onyx frames the room. Detailed artistry of depraved acts in reliefs adorn the walls. A painting of Urgathoa fighting to become the first undead adorns the ceiling. The priest sits up from her bed and stands on her mildly shaking legs. She slides a silk robe over her body. Aranda's very tall frame is proportional to her gravity defying prodigious breasts and widely rounded hips.
Her ample derrière has cheeks that seem to fight for dominance as she moves. But standing still, they are firm and solid. The small padding of her tummy jiggles beneath the silk. A small jangle from the piercing, which adorn her naughty parts, arises while she cinches the red silk. Her sides from foot to shoulder reveal her naked flesh. She pins her brooch of faith over her heart.
She pulls her white hair into a pony tale and then sits at a granite table. Her pet returns with the wraps that she requested. She bites into one. The juice from the meat rolls down her throat. She revels in the taste. "This elven toddler meat is so fantastic." She says to no one.
"Go dress." She says.
The skeleton dresses with armor and weapons. He adorns a backpack and covers himself with a dark hooded robe.
"My usual employers are dead. It's time that we find new ones." The priestess says.
Rats scurry to and fro in the room. They are remnants of the rats that she trained for the church. The unholy mothers preferred to use plague rats who took direction.
She exits her room into a hallway which surrounds an altar. Aranda approaches and then prays. The priestess touches the burnt offering and marks her eyes with ash. The blackened ash gives her eyes a cadaverous look. "Come. We have a party to go to."
Class: Cleric(Undead Lord) of Urgathoa 2
Race: Drow
Height: 6'8" Weight: ?
Type: humanoids(elf)
Size: Medium
Base Speed: 30'
Alignment: NE
Spell Resistance: 8
Hitpoints: 16
Stats:
Str: 8
Dex: 16 (+2 Racial)
Con: 10 (-2 Racial)
Int: 10
Wis: 16
Cha: 18 (+2 Racial)
Saves:
Fort: +3
Ref: +3
Will: +6
Init: +5
Speed 30'
AC 20 Touch 13, Flat-footed 17 (+3 Dex, +6 Armor, +1 shield)
CMD 3
CMB 0
Base Attack Bonus +1
Weapons
Spear +0 1d8-1
Crossbow, light +4 1d8
Armor
Mountain pattern armor
Buckler
Racial Traits
Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow can take this trait in place of weapon familiarity.
Languages: Drow begin play speaking Sakvroth, Elven and Undercommon.
Seducer: Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow’s character level). This racial trait replaces drow immunities.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Underworld Guide (2 RP): Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Offense Racial Traits
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Feats:
Command Undead
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Spell focus (necromancy)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Traits:
On the Payroll
The Vanderborens were never shy about hiring professionals to help them attain their goals. Over the course of their long career, many served their needs and benefited from their generous wages. Whatever job they originally hired you for, your performance captured their attention, and they hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.
Bully
Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Class Skills: (6 Ranks)
Intimidate 12 = 2 rank, 3 Class, 4 Stat, +1 Trait, +2 Racial
Sense Motive 8 = 2 rank, 3 Class, 3 Stat
Knowledge(religion) 5 = 2 rank, 3 Class
Background Skills
Handle Animal 9 = 2 rank, 3 Class, 4 Stat
Perform (Sing) 9 = 2 rank, 3 Class, 4 Stat
Languages:
Sakvroth
Elven
Undercommon
Spell-like abilities:
dancing lights x1
darkness x1
faerie fire x1
charm person x1
Spells:
Orison:
Detect Magic
Resistance
Read Magic
Guidance
1st:
Cause Fear
Shield of Faith
Magic Stone
Hidden Diplomacy
Class Features Cleric(Undead Lord):
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)(1d6)DC:15 (x7)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.
Channeling energy
causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. TCreatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Cleric Domains
Death Domain(Death)
Granted Powers
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death’s Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.
Death Magic
An undead lord must select the Death domain (and the Undead subdomain). She does not gain a second domain.
Corpse Companion (Su)
With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.
Bonus Feats
All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner, Undead Master.
Unlife Healer (Su)
At 8th level, the undead lord’s spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.
Items:
21 gp
Spear 2 gp
Morningstar 8 gp
Crossbow, light 35 gp
Chain shirt 100 gp
Shield, heavy steel 20 gp
Mountain pattern 250 gp
Buckler 5gp
Book(Serving Your Hunger) 50 gp
Holy Symbol(Brooch) Silver 150 gp
Kit, Oracle’s Price 9 gp; Weight 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Pet:
Bloody SkeletonCR 1/2
XP 200
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +2 natural, +2 Shield)
hp 6 (1d8+2); fast healing 1
Fort +2, Ref +2, Will +2
Defensive Abilities channel resistance +4, deathless; DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee Scimitar +2 (1d6), Morningstar +2 (1d8)
STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear chain shirt, Scimitar, Morningstar, Shield, heavy steel
SPECIAL ABILITIES
Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.