Am I Evil? (Yes, I Am.)

Tuesday, March 1, 2016

What makes a villain? You get to answer that question in our latest Design Challenge, featuring our most well-known characters: our Iconic heroes.

With the completion of the Hell's Rebels Adventure Path, our thoughts have turned to scum and villainy in the Hell's Vengeance Adventure Path! While not everybody's cup of mint-flavored tea, it certainly is a change of pace from being more good-aligned (let me tell you about my veneficus witch some time), and I'm here to offer you a special contract challenge: turn one of our Pathfinder iconics into one of the bad guys.


Antipaladin Seelah, or Hellknight Seelah—you get to decide!

Okay, so that's not much of a stretch for Seltyiel (or the crew he's running around with in Pathfinder Comics: Hollow Mountain).

But sometimes it's just one incident to make a hero into the bad guy, and you get to design what that looks like! Your entry will be judged on presentation and theme, and we're offering a rare prize for the winning entry: A custom Paizo.com avatar with art selected from "The Hellfire Compact", "Wrath of Thrune", or Cheliax, the Infernal Empire. The winner will also receive $25 in store credit, and five runner-ups will get $10 in store credit.

Here are the rules to design your villain:

  • Entry must be based on one of the non-evil Pathfinder iconics (but not any of the "Meet the Villains" characters). (A complete package of pregenerated characters for comparison is located here.)
  • Character level: 4th. At least one class level must as the iconic as originally presented. (Seelah needs at least one level in paladin, for example.) Archetypes are encouraged, but not required.
  • Ability Scores: 20 point buy
  • Traits: Two, with a campaign trait from Hell's Vengeance Player's Guide (Amoral Mercenary, Apprentice Devilbinder, Asmodean Acolyte, Erratic Malefactor, Ex-Iomedean, Good Slip, Hellknight Aspirant, Local Tough, Scion of the Nine Circles, or Thrune Informant).
  • Available Gold: 6,000 gp

But that's not all! I have some rules that I must pass down, and I think they might be Asmodean rather than Abadaran in origin...

  • One entry per poster. Employees of Paizo, their immediate family members, and persons with whom such employees are domiciled are ineligible. Anyone who is currently employed full-time as a designer for a game company is ineligible. Anyone with a cover credit on a hardcover RPG book is ineligible. Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.
  • You must post your entries in this blog's discussion thread (please use spoiler tags).
  • Entries must be in the following format:
Stat Block Format:

[b]Mirror Universe Iconic  CR XX[/b]
[b]XP xxx[/b]
zzRace zzClass zzLevel
zzAlignment zzSize zzType
[b]Init[/b] +##; [b]Senses[/b] zz, zz,; Perception +##
[b]Aura[/b] zz (## ft., DC ##)

[b]----- Defense -----[/b]
[b]AC[/b] ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
[b]hp[/b] ## (##d##+##); fast healing ##
[b]Fort[/b] +##, [b]Ref[/b] +##, [b]Will[/b] +##
[b]Defensive Abilities[/b] ##/zzAbility; [b]DR[/b] ##/zzMaterial; [b]Immune[/b] zz; [b]Resist[/b] zz ##, zz ##; [b]SR[/b] ##
[b]Weaknesses[/b] zz, zz

[b]----- Offense -----[/b]
[b]Speed[/b] ## ft., fly ## ft. (zzManeuverability)
[b]Melee[/b] zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
[b]Ranged[/b] zzAttacktype +## (zzDamage)
[b]Space[/b] ## ft.; [b]Reach[/b] ## ft.
[b]Special Attacks[/b] zz, zz
[b]Spell-Like Abilities[/b] (CL ##zz; concentration +##)
At will—[i]zz[/i], [i]zz[/i]
1/day—[i]zz[/i], [i]zz[/i]

[b]zzClassName Spells[/b] (CL ##zz; concentration +##)
1st—[i]zz[/i], [i]zz[/i]
0 (at will)—[i]zz[/i], [i]zz[/i]

[b]----- Tactics -----[/b]
[b]Before Combat[/b] zzBeforeCombat
[b]During Combat[/b] zzDuringCombat
[b]Morale[/b] zzMorale

[b]----- Statistics -----[/b]
[b]Str[/b] ##, [b]Dex[/b] ##, [b]Con[/b] ##, [b]Int[/b] ##, [b]Wis[/b] ##, [b]Cha[/b] ##
[b]Base Atk[/b] +##; [b]CMB[/b] +## (+## zzConditionalmaneuverbonus); [b]CMD[/b] ## (## vs. zzManeuvername)
[b]Feats[/b] zzFeatname, zzFeatname
[b]Skills[/b] zzSkillname +##, zzSkillname +## (+## zzCondition); [b]Racial Modifiers[/b] +## zzSkillname, +## zzSkillname when zzCondition
[b]Traits[/b] zzTrait, zzTrait
[b]Languages[/b] zzLanguage
[b]SQ[/b] zz

[b]----- Special Abilities -----[/b]
[b]zzName (Ex/Sp/Su)[/b] zzDescription

  • All entries due by Sunday, March 27, 2016 at midnight Pacific time.
  • You may use any Paizo-published material, but you must cite your sources.
  • Selection of avatar art is subject to Paizo.com's Community Guidelines.

Remember, all entries must be posted in this blog's discussion thread by Sunday, March 27, 2016!

In Her Infernal Majestrix's Name,

Liz Courts
Community Manager

More Paizo Blog.
Tags: Community Design Challenge Eva Widermann Hell's Vengeance Pathfinder Adventure Path
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Grand Lodge

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How about some love for the evil healer? Even Cheliax needs a few people to fix their injuries! After all, even the altruistic-seeming healer can be evil. Everyone should act as order dictates. For the greater Law!
Feel free to substitute Jiraviddain for deity if you'd like more freedom to interpret her faith.

Spoiler:

Kyra was one of the few survivors of a brutal raid on her hometown, conducted by a rebel cell leftover from the civil war.On the smoking ruins of her village she swore her life and sword arm to Lorcan, the Infernal Duke of the blood, servant to his infernal sovereign Asmodeus. Possessed of a fierce will, pride in her faith, and skill with the short sword, Kyra has traveled accross cheliax since then. Where another might be consumed by wrath and an unbridled thirst for revenge, she has instead found peace in the Order of Hell, and in the belief that if she can prevent even one death at the hands of disobedient cretins, her own losses will not have been in vain. While she takes great pleasure in ridding the world of troublemakers, she takes even greater pleasure in keeping the order of her infernal master intact.

I would assume that during education, evil healers would still be LN (due to naivité and selective education of initiates), allowing them to channel positive energy. After gathering more experience and being educated in the "other" aspects of their deity, they would slowly drift off towards LE.
Mirror Universe Kyra CR 3
XP 800
Female human (Chelaxian) cleric (merciful healer) of Lorcan 4 (Pathfinder RPG Ultimate Combat 41)
LE Medium humanoid (human)
Init +0; Senses Perception +3
----- Defense -----
AC 20, touch 11, flat-footed 20 (+7 armor, +1 deflection, +2 shield)
hp 35 (4d8+12)
Fort +7, Ref +2, Will +8
----- Offense -----
Speed 30 ft. (20ft in armor)
Melee short sword +5 (1d6+2/19-20) or morningstar +5 (1d8+2)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +7)
6/day—rebuke death (1d4+2)
Cleric Spells prepared (CL 4th; concentration +7)
2nd—cure moderate wounds(D), life pact(ACG), lesser restoration, shield other
1st—bless, burning disarm(DC 14), command(DC 14), cure light wounds(D), protection from chaos
0 (at will)—detect magic, guidance, read magic, spark(APG)
D Domain Spell; Domain Healing
----- Tactics -----
Before Combat Kyra tries to keep her allies in top condition with her healing abilities. If aware of a confrontation, she casts life pact or shield other as needed
During Combat Kyra uses her spells and abilities as best as possible to assist her allies, walking into melee combat after supportive spells have been used as needed. While engaged in melee combat with her allies, she uses her combat advice and saving shield feats as often as possible. If her allies are low on HP, she channels positive energy or uses her cure spells depending on number of injured, excluding her enemies with selective channel.
Morale Kyra serves her role in the order of things and will keep fighting as long as her party is alive.
----- Statistics -----
Str 14, Dex 10, Con 15, Int 10, Wis 16,Cha 14
Base Atk +3; CMB +5 CMD 16
Feats Combat Advice, Saving Shield (APG), Selective Channeling
Traits Armor Expert, Thrune Informant
Skills Diplomacy +8 (+9 to gather information), Heal +9, Knowledge (religion) +4, Linguistics +4, Sense Motive +9, Spellcraft +4
Languages Common, Infernal
SQ combat medic, mercy (mercy: fatigued)
Combat Gear oil of daylight, potion of darkvision, scroll of consecrate, scroll of delay poison, wand of infernal healing (13 charges) ; Other Gear +1 agile breastplate (APG) , heavy steel shield, morningstar, short sword, cloak of resistance +1, ring of protection +1, backpack, bedroll, blanket (APG), explorer's outfit, flint and steel, hemp rope (50 ft.), inkpen, mirror, parchment (3), scroll case, soap, spell component pouch, torch (5), trail rations (4), vial, waterskin, wooden unholy symbol of Lorcan, 11 gp, 6 sp, 4 cp
----- Special Abilities -----
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Advice As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Mercy: Fatigued (1 creatures) (Su) When the merciful healer channels energy she can remove the fatigued condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+2 damage to a target at negative HP.
Saving Shield Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.


This is going to be a fun contest :)


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Insane KillMaster wrote:
Also guessing, NO GESTALT!

Since gestalt rules aren't official Pathfinder material found in the books, I'm pretty sure that's a "no."

Scarab Sages

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Pathfinder Card Game, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ezren, Mystic Theurge-in-training:
Ezren had always been a wanting child. Even though he was the fourth of six siblings, he was eager to help with his father’s business: that of being a spice merchant. However, in his late formative years, his family told him the truth: it was all a cover for a cult of Mammon. If the truth got out, this would mean charges of heresy would be made against his family by the church of Abadar (whom the family ostensibly worshipped, and was sponsored by). Rather than rail against his loving relatives, he joined them. As he grew in the trade, he discovered within himself an aptitude for much more than simple mercantilism - an aptitude for magic. Most limit themselves to one branch of magic, but Ezren saw the potential for him to take power from two sources - arcane and divine.

He is currently at the age of 42, and his might has only grown in the last years. He wields the might of his various minions, summoned or otherwise, as well as having his father’s business to back him. Thanks to Ezren’s canny insight, they were never charged with heresy. However, growing to an old age in an infernal cult does not appeal overmuch to Ezren. He wants more.

He wants adventure.

Mirror Universe Ezren CR 3
XP 800
Human conjurer 2 / cleric of Mammon (ecclesitheurge) 2 (Advanced Class Guide)
LE Medium humanoid (human)
Init +6; Senses Perception +9

----- Defense -----
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex) [+1 deflection against good creatures]
hp 26 (4 HD; 2d6+2d8+10)
Fort +6, Ref +3, Will +10 [+1 against effects created by good creatures]

----- Offense -----
Speed 30 ft.
Melee mwk cane +1 (1d6-1)
Special Attacks blessing of the faithful, channel negative energy 2/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—touch of evil, touch of law
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bless, command (DC 14), protection from goodD, summon monster I
0 (at will)—detect poison, guidance, light, mending
D Domain Spell; Primary Domain Law; Secondary Domain Evil
Conjurer Spell-Like Abilities (CL 2nd; concentration +5)
6/day—acid dart (1d6+1 acid)
Conjurer Spells Prepared (CL 2nd; concentration +5)
1st—expeditious retreat, mage armor, summon monster I (2)
0 (at will)—arcane mark, detect magic, prestidigitation, read magic
Opposition Schools evocation, necromancy

----- Tactics -----
Before Combat Ezren always casts mage armor and protection from good if he feels a dangerous situation is imminent. He also tends to be accompanied by some family thugs wherever he goes. His statblock reflects these preparations.
During Combat Ezren casts summon monster I as soon as a fight breaks out, following that with bless to support his comrades. He favors littering the field with his summoned creatures (of which he prefers dire rats), commanding them to all focus on a single opponent, take it down, and move to the next. The thurge-in-training prefers to sit back and watch his various minions do battle, only using acid dart when things begin to look grim. Ezren favors foes whom he knows are direct threats to his family.
Morale While he is utterly loyal to his family, Ezren is ultimately more loyal towards himself; he casts expeditious retreat and tries to flee when reduced to 10 or lower hit points.

----- Statistics -----
Str 8, Dex 14, Con 14, Int 17, Wis 16, Cha 8
Base Atk +2; CMB +1; CMD 13
Feats Augment Summoning, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Traits Apprentice Devilbinder, Seeker (Ultimate Campaign)
Skills Appraise +6, Knowledges (arcana, religion, planes) +6, Linguistics +6, Perception +9, Profession (merchant) +8, Sense Motive +8, Spellcraft +8
Languages Common, Draconic, Halfling, Ignan, Infernal, Shadowtongue
SQ arcane bond (unholy symbol of Mammon), aura, domain mastery, skilled, summoner's charm (1r)
Combat Gear potions of cure moderate wounds (2), scrolls of grease (2) scroll of summon monster II, mwk cane; Other Gear cloak of resistance +1, ring of deflection +1, wand of infernal healing (29 charges), clothing and jewelry worth 750 gp, spellbook (contains all non-opposition 0-level spells, all prepared spells plus color spray and grease), silver unholy symbol of Mammon, 690 gp

I was admittedly inspired by the comics, where they expanded on Ezren's backstory and revealed his family was in cahoots with Mammon. I wanted to take it and see how it'd turn out if Ezren joined his family instead of abandoning them - I think it turned out well!


Adventure Path Charter Subscriber

What would happen if Amiri took her revenge on her clansmen a little too far? In this universe, instead of just slaughtering them, she feasted on their corpses and developed a taste for human flesh...

Spoiler:

Mirror Universe Amiri CR 3
XP 800
Female human barbarian (raging cannibal) 4 (Champions of Corruption)
CE Medium humanoid (human)
Init +4; Senses Perception +8

----- Defense -----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 45 (4d12+12)
Fort +7, Ref +4, Will +3; +2 vs. disease

----- Offense -----
Speed 30 ft.
Melee +1 Large bastard sword +7 (2d8+7/19-20)
Ranged longbow +6 (1d8/x3)
Special Attacks consume vigor (1 round), rage (12 rounds/day), rage powers (animal fury, intimidating glare)

----- Tactics -----
Before Combat Amiri applies her war paint of the terrible visage.
During Combat Amiri enters a rage at the first opportunity. She attempts to demoralize a foe using intimidating glare, then attacks with her massive sword and sharp teeth. She always tries to use a bite attack to finish off her enemies if they are humanoids so she can benefit from her consume vigor ability. She prefers to attack humans above all other targets, longing to feast on their flesh.
Morale While raging, Amiri fights to the death. Otherwise, she tries to flee if reduced below 10 hp, but she will return to seek vengeance after she has had a chance to heal.

----- Statistics -----
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Exotic Weapon Proficiency (bastard sword), Kinslayer (Inner Sea Races), Power Attack
Skills Climb +8, Handle Animal +4, Knowledge (local) +3, Intimidate +7, Perception +8, Survival +7, Swim +7
Traits Corpse Cannibal (Ultimate Campaign), Erratic Malefactor (Hell's Vengeance Player's Guide)
Languages Common
SQ fast movement, intimidating gouge +2
Combat Gear potion of cure light wounds, potion of cure moderate wounds, war paint of the terrible visage (2) (Advanced Player's Guide); Other Gear masterwork hide armor, +1 Large bastard sword, longbow with 20 arrows, cloak of fangs (Ultimate Equipment), backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), waterskin, 21 gp

----- Special Abilities -----
Consume Vigor (Ex) When Amiri reduces a humanoid creature to 0 or fewer hit points with her bite attack while raging, she can consume a chunk of its body to gain a portion of its power. When this occurs, she gains 1 additional round of rage, provided the creature's Hit Dice equal or exceed her barbarian level.
Corpse Cannibal (Ex) Amiri gains a +2 trait bonus on Fortitude saves against diseases and can gain sustenance from rotting flesh with no negative side effects.
Erratic Malefactor (Ex) Amiri gains a +2 trait bonus on initiative checks. Once per day, as long as an ally is within 10 feet of her, she can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.
Intimidating Gouge (Ex) When Amiri confirms a critical hit against a humanoid creature with her bite attack while raging, she gains a +2 bonus on Intimidate checks for the duration of the rage.
Kinslayer (Ex) Amiri's attacks deal an additional 1d6 points of precision damage against humans.
Rage (Ex) While raging, Amiri's stats are AC 14; hp 52; Fort +9, Will +5; Melee +1 Large bastard sword +9 (2d8+10/19-20), bite +5 (1d6+3); Str 22, Con 18; CMB +10; Skills Climb +10, Swim +9

Community Manager

Blayde MacRonan wrote:
Do we list the traits under special abilities? I ask because the given format we're to use doesn't actually have a Traits block like the PFS pregens do.

Traits are under skills, per the pregen character sheet. I'll update the sample accordingly.

Insane KillMaster wrote:
Also guessing, NO GESTALT!

Correct.

kevin_video wrote:
I'm curious about this as well. Was this accidentally left out of the template?

Yes. It's been a bit busy 'round these parts, and I'm a bit more scatterbrained than usual.

bdk86 wrote:
What are the feelings on an NPC class level being added in to the stat block?

You'll note that I said "Character Level 4th" as a requirement, and did not set a CR requirement. Feel free to mix it up with NPC class levels, or even templates, so long as "at least one class level must as the iconic as originally presented."


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

How are these being judged? Is it best fit concept, build or what?

Liberty's Edge

So, I have a question. Since we're writing tactics, including the before and during combat sections, if we're including a tactic to drink a potion that affects stats, should we alter the stats in the main Statistics section, and add a base statistics entry in the Tactics section, as normal for stat blocks. Or should we leave the stats as the unmodified stats, as the iconic pre-gens do, possibly making a note of the potions effects elsewhere?


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okay I did a thing here it is
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Stat Block:

I will never stoP, nev͢e͝r̴ ͟rest͟ until you and everyone you care for are D͞͝Ę͝҉a͏̕D͏͡. I will CU̸T the life from those you call friends. I will car͡v͡é ҉o̵pe̕n̶ ́év̀e͏ry͝ ̷mem͠b̢e҉r of your family, c͞u͡t̵ a҉́͏p̵̸͠a̴r̀͡ţ̶̷ ͏͜ý́҉ou̴̸͢ŗ͢ ̵̡c̡̡H̷̕͜i͜͠l̶̢͟_̨͠d̛͡r̛͡en. I will kill anyone and EVE͏RY̷O͞NE who stands between us.

You took her from me yo̷U͡ ҉F̸́͞U̴̵͟ ̵̶ ̷͜à̵ nd you will die S͏C͏Re̶AMiNG̴, knowing I have already turned your F̡_̷̶̡Ư͢ ̛-̕_҉͡ ͡ ҉̷ĻÌ̷fe to wet vermilion. It will be slow and agonizing for all them. Most of all for you. You will be last.

I have nǪthING̴ bút time̢.̧.

- ̨͟M͝

Mirror Universe Merisiel CR 3
XP 800
Elf rogue 1 / slayer (scazrni executioner) 3
CE Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +10

----- Defense -----
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 37 (4 HD; 1d8+3d10+11)
Fort +7, Ref +10, Will +3; +2 vs. enchantments
Immune sleep

----- Offense -----
Speed 30 ft.
Melee +1 scimitar +9 (1d6+5/18-20) or
. . brass knuckles +7 (1d3+1)
Ranged sling +7 (1d4+1)
Special Attacks sneak attack +2d6, studied target +1 (1st, move action)

----- Tactics -----
Before Combat Merisiel consumes her potion of invisibility before attempting to use her studied target ability on the strongest looking opponent, with a strong preference toward human adversaries.
During Combat Merisiel will attempt to attack the strongest looking opponent while invisible and will look for further opportunities to inflict sneak attack damage whenever possible. She applies her studied target ability to another opponent once the first is dead or dying, preferably as an immediate action during a sneak attack.
Morale Merisiel fights to the death.

----- Statistics -----
Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 11
Base Atk +3; CMB +4; CMD 18
Feats Slashing Grace, Weapon Finesse, Weapon Focus (scimitar)
Skills Acrobatics +11, Bluff +4, Climb +5, Disable Device +12, Intimidate +7, Knowledge (local) +4, Perception +10, Sense Motive +5, Sleight of Hand +8, Stealth +11, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Traits forlorn, erratic malefactor
Languages Common, Elven
SQ elven magic, focused killer, slayer talent (finesse rogue), track +1, trapfinding +1
Combat Gear potion of cure light wounds, potion of invisibility, potion of spider climb, acid, alchemist's fire, sharpstone sling bullets (5); Other Gear +1 darkleaf cloth lamellar (leather) armor, +1 scimitar, brass knuckles, sling, cloak of resistance +1, bandolier, fetters (barbed), glass cutter, glue paper, grappling hook, manacles (barbed), masterwork backpack, silk rope (50 ft.), silver holy symbol of Sarenrae, thieves' tools, 11 gp, 11 sp, 5 cp

----- Special Abilities -----
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Focused Killer (Ex) Studied target bonuses and DCs +1 vs. humanoids, -1 vs. others.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can have Dex instead of Str to dmg.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Community Manager

Azouth wrote:
How are these being judged? Is it best fit concept, build or what?

Adherence to theme.

Deighton Theme wrote:
Since we're writing tactics, including the before and during combat sections, if we're including a tactic to drink a potion that affects stats, should we alter the stats in the main Statistics section, and add a base statistics entry in the Tactics section, as normal for stat blocks. Or should we leave the stats as the unmodified stats, as the iconic pre-gens do, possibly making a note of the potions effects elsewhere?

Unmodified stats, and note the effects elsewhere.

Sovereign Court RPG Superstar 2008 Top 16, 2010 Top 4

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Righteous Mite wrote:
How about some love for the evil healer?

I had thought of doing up Damiel the Alchemist as a vivisectionist... Though I'm sure this surprises none who've gamed with me.


For some reason, I really tried to overcomplicate this in several ways, but finally made the smart decision and simplified it a lot. This was a lot of fun to put together.

As we know her, she is a servant of the Lady of Graves. In another world, someone else found her first.:

Taken from the doorstep of a Pharasmite temple by a group dedicated to the Reaper of Reputation, Imrijka grew up to be a thug for the church of Norgorber, specializing in taking down those who defect and attempt to sell the clergy's secrets forward. She typically works alone, using the magic gained through her priesthood to disguise her identity, determine who the secret-stealing target is, and eliminate them with brutal efficiency.

Mirror Universe Imrijka CR 3
XP 800
female half-orc inquisitor (reaper of secrets) of Norgorber 4 (Advanced Player's Guide pg. 38, Dirty Tactics Toolbox pg. 17)
NE medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +8

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 31 (4d8+8)
Fort +7, Ref +4, Will +7

Offense
Speed 30 ft.
Melee +1 longsword +8 (1d8+5 plus poison) or dagger +7 (1d4+4 plus poison)
Ranged dagger +5 (1d4+4 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks precise strike +1d6
Supernatural Abilities
5/day—deep cover (DC 14)

Inquisitor Spells (CL 4th; concentration +6)
2nd (2/day)—detect thoughts, psychic reading (Occult Adventures pg. 183)
1st (4/day)—comprehend languages, disguise self, expeditious retreat, shield of faith
0 (at will)—bleed, daze, detect magic, detect poison, read magic, sift (Advanced Player's Guide pg. 244)
Domain Knowledge (Espionage subdomain) (Heroes of the Streets pg. 18)

----- Tactics -----
Before Combat Using her skills, Imrijka attempts to avoid combat for as long as possible, covertly casting detect thoughts if she believes someone considers her suspicious. If she knows her cover is blown, she maneuvers into the best tactical position she can find before being called out, then casts expeditious retreat and shield of faith to assist in her escape if she has time (these are not included in her stats). Whenever she leaves for a mission, she poisons her longsword using drow poison and two daggers using bloodroot.
During Combat Unless Imrijka is specifically out to eliminate a target, she fights defensively, using her skills and her gear to find an opportunity to disengage, exiting combat and fleeing as quickly as possible, using expeditious retreat to give herself a speed boost. If she's forced to fight, she keeps moving and casts shield of faith and expeditious retreat if she has not yet done so, then attempts to lure enemies into positions where she can use her soul-piercing gaze and mind-game tactics abilities to eliminate one target at a time with Power Attack.
Morale If unable to escape, Imrijka fights to the death to take the secrets entrusted to her to the grave.

----- Statistics -----
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +7; CMD 19
Feats Improved Initiative, Power Attack, Precise Strike (Advanced Player's Guide pg. 167)
Traits Local Tough (Hell's Vengeance Player's Guide pg. 13), Poisonous Slayer (Inner Sea Gods pg. 221)
Skills Acrobatics +6, Bluff +8, Disguise +6, Intimidate +1, Knowledge (local) +7, Linguistics +1, Perception +8, Sense Motive +9, Sleight of Hand +3, Spellcraft +4, Stealth +7 Racial Modifiers +2 Knowledge (local), +2 on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste
Languages Common, Orc, Undercommon
SQ bound by secrecy, city-raised (Advanced Race Guide pg. 52), cunning initiative, darkvision, deceitful lore, deep cover, detect alignment, judgment 2/day, mind-game tactics, orc blood, sacred tattoo, scavenger, solo tactics, soul-piercing gaze +2
Combat Gear +1 darkleaf hide armor (Ultimate Equipment pg. 49), +1 longsword, 4 daggers, 2 drow poison (one applied to sword) (Ultimate Equipment pg. 111), 2 bloodroot (both applied to daggers), confabulation powder (Alchemy Manual pg. 11), 2 tanglefoot bags, 2 caltrops, potion of cure light wounds, potion of invisibility, iron holy symbol of Norgorber; Other Gear backpack, crowbar, grappling hook, silk rope (100 ft.), inkpen, journal, skeleton key, wire saw, disguise kit, pickpocket's outfit, 15 gp, 9 sp

Drow PoisonType injury Save Fort DC 13 Frequency 1/minute for 2 minutes Initial Effect unconscious 1 minute; Secondary Effect unconscious 2d4 hours Cure 1 save
BloodrootType injury Save Fort DC 12 Onset 1 round Frequency 1/round for 4 rounds Effect 1 Con damage and 1 Wis damage and confusion 1 round Cure 1 save
Confabulation PowderType inhaled Save Fort DC 18 Frequency 1/minute for 2 minutes Initial Effect staggered for 1 minute; Secondary Effect If already staggered, stunned, or unconscious, the victim becomes highly suggestible. If an event (whether true or false) is described to him, he unconsciously fabricates a detailed memory of the event, filling in any gaps in the description with his own best guesses. The confabulated memory can be disbelieved with a successful DC 18 Will save the first time it is recalled, but if the save fails, the victim treats it as completely genuine thereafter. All confabulated memories can be removed with a restoration or heal spell. Cure 1 save

----- Special Abilities -----
Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.
Mind-Game Tactics (Su) At 3rd level, a reaper of secrets can read other creatures so well she can use their reactions to gain a tactical advantage. She treats any creature targeted by her soul-piercing gaze as if it were her ally and possessed the same teamwork feats as she does for the purposes of positioning and threatening when she determines whether she receives a benefit from her teamwork feats.
Poisonous Slayer You know the secret of plunging a poisoned weapon in just the right spot. Imrijka gains a +1 trait bonus on attack rolls when wielding a weapon treated with poison.
Soul-Piercing Gaze (Su) At 1st level, as a swift action, a reaper of secrets can focus on a single creature she can see. She then gains an insight bonus on Perception and Sense Motive checks against that creature equal to 1/2 her level (minimum +1). The effect ends if she focuses on a new target.


First time doing something like this, so forgive any error in formatting or references.

The loss of control for one moment can alter an entire life

Spoiler:
When Seoni was young and first discovered her arcane talents, she was tattooed with the traditional marks of her people to both control her wild talent as well as to mark her as special among the Varisian people. When her caravan was attacked and her magic was unleashed, it was far more powerful than she or her family could ever have imagined, killing as many of her own family as it did their attackers. To make matters worse, Seoni was enthralled by the feeling of destruction she unleashed, caring nothing for those she killed, only in releasing the pent up forces she had held onto for so long and denied by her fearful and ignorant family. She left behind the charred remains of wagons and friends and traveled Varisia on her own, discovering the ancient roots of her abilities and finding a new way to control the power she could command. With an obsessive fixation on ancient Thassilon, specifically on Runelord Alaznist, she is as much a powerful force for her allies as she is a danger to them, caring little about whether her errant spells catch those she is allied with. Quick to launch spells at the slightest provocation without thinking, Seoni despises it when people whine about her inaccuracy or lack of planning ahead, failing to appreciate her skills just like her family did. Those who antagonize her the most find themselves more often in her sights during combat.

Mirror Universe Seoni  CR 3
XP 800
Human (Varisian) Sorcerer (Tattooed Sorcerer) (ISM) 1/Evoker 3
CE Medium Humanoid
Init +8; Senses Perception +0

----- Defense -----
AC 12, touch 11, flat-footed 10
hp 20 (4d6+4)
Fort +3, Ref +4, Will +6

----- Offense -----
Speed 30 ft
Melee Quarterstaff +1 (1D6)
Ranged Dagger +3 (1D4)
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 4th; concentration +6)
At will—Dancing Lights

Sorcerer Spells (CL 1st [2nd Evocation]; concentration +3)
1st (3/day)—Burning Hands(DC 14), Magic Missile
0 (at will)—Acid Splash, Daze, Detect Magic, Flare, Ray of Frost
Bloodline Arcane

Evoker Spells (CL 3rd [Evocation 4th]; concentration +7)
2nd—Flaming Sphere, Scorching Ray (2), Shatter (DC 17)
1st—Identify, Color Spray, Cause Fear, Burning Hands (2),
0 (at will)—Arcane Mark, Detect Magic, Flare, Light
Thassilonian Specialization Evocation (Admixture) (ISM); Opposition Schools abjuration, conjuration

----- Tactics -----
Before Combat If given a chance or she knows combat will soon begin, Seoni prepares an action to throw a bead from her Necklace of Fireballs at the largest concentration of enemies. If she is alone and without allies, she uses her Elemental Gem to summon a Fire Elemental to protect her.
During Combat If facing a single opponent, Seoni focuses all of her spells to take her enemy out as fast as possible, favoring Scorching Rays and then her wand of Burning Hands. If the foe uses a particularly strong weapon or seems to use healing potions, she uses Shatter on those items. She cares little about collateral damage and is willing to suffer friendly fire if it means she can catch enemies in the blast.
Morale If Seoni takes more than half of her hit points in damage and is out of healing potions, she uses a bead from her Necklace of Fireballs to cover an escape, leaving any allies to deal with the fallout.

----- Statistics -----
Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats (B)Varisian Tattoos , Elemental Focus (Fire) (APG), Improved Initiative, Spell Focus (Evocation)
Skills Bluff +9, Intimidate +9, Knowledge (Arcana) +11, Knowledge (Planes) +11, Spellcraft +11, Use Magic Device +9
Traits
Volatile Conduit (UC) (Once per day as a free action, when Seoni casts a spell that deals acid, cold, electricity, or fire damage, she can enhance that spell with volatile energy. When she does, it deals 1d4 points of extra damage of the same energy type. )
Erratic Malefactor Seoni gains a +2 trait bonus on initiative checks. Once per day, as long as an ally is within 10 feet of her, she can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.

Languages Common, Varisian, Abysaal, Draconic, Shoanti, Thasilonian
SQ Arcane bond,
Combat Gear Elemental Gem (Fire), Necklace of Fireballs Type 1, Potion of Cure Light Wounds (6), Wand (Burning Hands, 50 charges),
Equipment Backpack, Cloak of Resistance +1, Smokestick, Spellbook, Spell Component Pouch, Sunrod (5), Trail Rations (4), 11 gp

----- Special Abilities -----
Arcane Bond (Su) (Familiar, blue-tailed skink named Demon)

Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

Intense Spells (Su) Whenever Seoni cast an evocation spell that deals hit point damage, add 1/2 her wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Mage's Tattoo (Ex) At 1st level, a Tattooed Sorcerer gains Mage's Tattoo as a bonus feat.

Versatile Evocation (Su): When Seoni casts an evocation spell that does acid, cold, electricity, or fire damage, she may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. Seoni can use this ability a number of times per day equal to 3 + her Intelligence modifier.

Lantern Lodge

There is far to little Lem in this thread!

LEM THE COWARD:

LEM CR 4
XP 1,200
Halfling bard (court bard) 4
CE small humanoid (halfling)
Init +6; Senses Perception +5
----- Defense -----
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 31 (4d8+8)
Fort +3, Ref +7, Will +4, +4 vs. bardic performance, language-dependent, and sonic; -2 vs. fear
----- Offense -----
Speed 20 ft.
Melee +1 halfling slingstaff +4 (1d6)
Ranged +1 halfling slingstaff +8 (1d6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, mockery -2, satire -1)
Bard Spells (CL 4th; concentration +8)
2nd (2/day) — invisibility, reckless infatuation (DC 16)
1st (4/day) — lesser confusion (DC 15), hideous laughter (DC 15), cause fear (DC15), ventriloquism
0 (at will) — dancing lights, detect magic, ghost sound (DC 14), lullaby, mage hand, summon instrument
----- Tactics -----
Before Combat Lem tries to avoid combat whenever possible preferring to subtly manipulate his attackers. If battle is inevidable, Lem casts invisibility and hides behind the nearest human ally. Even if no humans are present in the party, Lem is never far from an Aristocrat or Warrior guard that he has swayed with reckless infatuation 2-4 days before hand.
During Combat Lem begins his bardic performance, using satire to debuff his enemies. He uses ventriloquism to antagonize his enemies, forcing them to attack empty squares, objects, or even other enemies. Afterwards he confounds his foes with hideous laughter and lesser confusion. He will Taunt creatures immune to his language dependant effects and cast cause fear before firing his slingstaff from the cover of his human shield.
Morale If reduced to 10 hp or fewer, or if there are no other human allies present, Lem will flee casting invisibility again and cause fear on himself to boost his speed in his escape.
----- Statistics -----
Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +3; CMB +1; CMD 14
Feats Antagonize, Taunt
Skills Acrobatics +10, Climb +4, Diplomacy +10, Knowledge (history, local, and nobility) +6, Perception +5, Perform (comedy and winds) +10, Sense Motive +7, Stealth +14
Languages Common, Halfling
SQ heraldic expertise +2*, versatile performance (comedy)
Combat Gear wand of cure light wounds (20 charges), scroll of beguiling gift, Other Gear +1 parade armor,+1/+1 halfling slingstaff, 20 bullets, oil of taggit (DC 15; onset 1 minute, effect: unconscious 1d3 hours), bard's kit (backpack, bedroll, belt pouch, common flute, flint and steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), and waterskin), 24 gp
----- Special Abilities -----
Antagonize Lemcan make Diplomacy and Bluff checks to make creatures respond to him with hostility. No matter which skill he uses, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Lem cannot make this check against a creature that does not understand him or has an Intelligence score of 3 or lower. Before he makes these checks, he may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to Lem’s Charisma bonus until the end of his next turn. The benefits he gains for this check depend on the skill he uses. This is a mind-affecting effect.
Diplomacy Lem flusters his enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than Lem and has a 10% spell failure chance on all spells that do not target Lem or that have him within their area of effect.
Bluff The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against Lem, make a ranged attack against Lem, target Lem with a spell, or include Lem in the area of a spell. The effect ends if the creature is prevented from attacking Lem or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack Lem on its turn, Lem may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you.
Once Lem has targeted a creature with this ability, he cannot target it again for 1 day.
Bardic Performance Lem can start a performance as a standard action and maintain it each round as a free action. He can perform for a total of 20 rounds in a day, and can have only one performance in effect at a time. This ability is described on page 35 of the Pathfinder RPG Core Rulebook.
Countersong Lem makes a Perform (winds) skill check. Any creature within 30 feet (including Lem) that is affected by a sonic or language-dependent magical attack can use the result in place of his saving throw. If already under the effect of such an attack, he gains a new saving throw against it each round, but must use the Perform check result.
Distraction This works like countersong, but uses a Perform (comedy) check and works against illusion (pattern) or illusion (figment) magical attacks.
Fascinate Each creature within 90 feet that can see, hear, and pay attention to Lem attempts a Will save (DC 16). If it fails, the creature sits quietly and observes the performance as long as it lasts, taking a –4 penalty on skill checks made as reactions, including Perception checks. A potential threat gives the creature a new saving throw, and an obvious threat automatically ends the fascination.
Satire (Su)Lem can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as Lem continues performing. Satire is a language-dependent, mind-affecting ability that uses audible components.
Mockery (Su) Lem can subtly ridicule and defame a specific individual. Lem selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as Lem continues performing. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
Craven Lem gains a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. He takes a –2 penalty on saves against fear effects and gains no benefit from morale bonuses on such saves. When affected by a fear effect, his base speed increases by 10 feet and he gains a +1 dodge bonus to Armor Class.
Erratic Malefactor Lem's unpredictability and volatile temperament gives him an advantage over his foes. He gains a +2 trait bonus on initiative checks. In addition, he is willing to work with others, and has learned to use his allies’ strengths to reinforce his own skills and abilities. Once per day, as long as an ally is within 10 feet of Lem, he can reroll a single attack roll or skill check before success or failure is known. He must take the results of the second roll, even if it is worse.
Grim Optimism As a standard action, Lem can joke about a troublesome situation to lighten the load of dealing with it for himself and others. Lem and all allies within 30 feet who can hear him gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
Human Shadow Lem can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as Lem is within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks.
Taunt Lem can demoralize opponents using Bluff rather than Intimidate and takes no skill check penalty for being smaller than his target.
Versatile Performance Lem can use his bonus for Perform (comedy) in place of his normal bonus when making Bluff or Intimidate checks. If the target is from Cheliax, Lem receives a +2 circumstance bonus to the Intimidate check.
Halflings tend to take a positive approach to life. Even in the bleakest parts of the world, a slaveborn halfling may find solace in the fact that at least he had a roof over his head. There are some who would find their relentless optimism downright annoying. In the devil-riddled kingdom of Cheliax, one such sadistic noble looked upon the cheery disposition of a Halfling child named Lem and saw a challenge. He would break Lem's spirit.

And for no reason other than my own creative intrigue of this concept
Backstory
For the greater part of his childhood, Lem was treated as a whipping boy to this spoiled scion. He was humiliated and beaten on a daily basis. The other slaves were informed to treat him as a house pet and ignore any attempt at communicating with the halfling. Spending most of his time on display in a birdcage, Lem's only source of enjoyment was mocking the other slaves and passers-by until they wandered away or shook his cage in frustration.
As he grew, Lem grew bolder. Lem began to openly antagonize his master, prompting many a lesson at the end of a whip. Many of the slaves were of his kin and took pity on him. One night, he was left an auspicious message in his food bowl. The slaves had learned that they were to be used in a sacrifice to a devil to seal a trade agreement and were planning to revolt. Lem knew this was his chance. He immediately informed his master of the plans of his kin. The other slaves were shocked at Lem's betrayal, but the master could not have been more pleased with himself. The blatant disregard for his own people proved that in spite of the callous insults he slung at his master, Lem was completely dependent on him. As a reward, Lem was spared the ritual sacrifice that his kin suffered. Thereafter, the time in the ownership of that master was brief before another dept forced him to be sold off.
Lem's unyielding mouth is his greatest asset and he has learned to hone it to keep in good standing with his human masters. He has steadily grown a reputation as the "Slip of Quips" for his insult comedy style, awarding him a positive reputation among the nobile circles of Cheliax. Though, Lem does well to keep his distance from other halflings. Rumor spreads fast among his kin and they are not quick forgive such cowardice.

Notes I made this under the assumption Halfling slingstaff counts as a double weapon. If not, Lem also has a ring of protection +1

Grand Lodge

This is a great concept for a contest.

Scarab Sages

One question: So the CR for all these characters should be . . . 4, right? Same wealth-by-level as a PC and they are level 4 with a 20 point buy . . .

Just making sure I have the right of this when I officially write up the stat block.

Additionally (I think this was asked already) I am planning to add a little description of how my character Ziged where the Iconic Zaged. I will post it in a separate spoiler, but I just wanted to make sure posting that information didn't automatically disqualify me, as a lot of the flavor of the character comes from 'what could have been.'

Lantern Lodge

Yeah. Unless you mix in some npc class levels.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Wouldn't 4th level PC equivalent characters be CR 3?

Grand Lodge

David knott 242 wrote:

Wouldn't 4th level PC equivalent characters be CR 3?

If they got NPC wealth, yes. These however got PC wealth.

Grand Lodge

What if the storm is nothing but a storm of blood and bones created by claws?

Crowe the Killer:
Mirror Universe Crowe CR 4
XP 1200
Male Human Abyssal Bloodrager (blood conduit bloodrager) 4
CE Medium Humanoid (human)
Init +4;Perception +7

----- Defense -----
AC 18, touch 13, flat-footed 16 (+5 Armor, +2 Dex, +1 Deflection)
hp 40 (4d10+12);
Fort +7, Ref +4, Will +2
Defensive Abilities uncanny dodge, blood sanctuary;

----- Offense -----
Speed 30 ft.,
Melee mwk earthbreaker +9 (2d6+6/x3) or mwk klar +9 (1d6+4)
Ranged Light Crossbow +6 (1d8)
Space 5 ft.; Reach 5 ft.
Special Attacks Bloodrage (12 rounds/day), bloodline power (claws), bloodline power (demonic bulk)
Bloodrager Spells (CL 4; concentration +6)
1st (2/day)—shield, mirror strike

----- Tactics -----
Bloodraging Statistics When bloodraging, your statistics are
Init + 3 AC 14, touch 9, flat-footed 12, hp 48, Fort +9, Ref +3, Will +4
Melee mwk earthbreaker +11 (3d6+10), or mwk klar +11 (1d8+7), or 2 claws +10 (1d8+7)
Space 10 ft; Reach 10 ft;
Str 24, Dex 12, Con 18, CMB +13 (+15 to grapple), CMD 24 (26 vs. grapple); Skills Acrobatics +6, Climb +10, Ride +4, Swim + 10

Fatigued Statistics When fatigued, your statistics are
Init +3 AC 17, touch 12, flat-footed 16, Ref +3
Melee mwk earthbreaker +11 (3d6+10/x3), or mwk klar +11 (1d8+7/x2), or 2 Claws +10 (1d8+7/x2) Ranged Light Crossbow +4 (1d8)
Str 16, Dex 12, CMB +8 (+10 to grapple), CMD 19 (21 vs. grapple); Skills Acrobatics +6, Climb +6, Ride +4, Swim + 6

Before Combat Crowe approaches combat without fear and attempts to put enemies down swiftly using power attack and furious focus. If a fight looks particularly difficult he will cast shield on himself while moving into combat.
During Combat Once Crowe is hit he becomes enraged and grows in size. He attacks single foes and foes more susceptible to bludgeoning by power attacking with his earth breaker, when there are multiple foes or foes that are more susceptible to piercing or slashing damage by dropping his earth breaker and full attacking with his claws using power attack. If Crowe is flanked he will attempt to use Mirror Strike to lash out at both opponents.
Morale Crowe lives without fear and will fight to the death.

----- Statistics -----
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +9 (+11 to grapple); CMD 21 (23 vs. grapple)
Feats Eschew Materials, Furious Focus, Power Attack, Dirty Fighting, Improved Grapple
Skills Acrobatics +7, Climb +7, Intimidate +7, Perception +7, Ride +5, Spellcraft +4, Survival +6, Swim +7; Armor Check Penalty -1
Traits Bred for War, Erratic Malefactor
Languages Common, Shoanti
SQ blood casting, bloodline (abyssal), contact specialist
Combat Gear acid, alchemist fire, alkali flask,
Other Gear +1 chainshirt, mwk earth breaker, mwk klar, cloak of resistance +1, ring of protection +1, wand of infernal healing (50 charges), potion of cure light wounds, air crystals, antitoxin, antiplague, grappling hook, silk rope (50 ft.), light crossbow (20 cold iron bolts), mwk backpack, trail rations (4), waterskin 0gp

----- Special Abilities -----
Blood Casting Crowe can cast his bloodrager spells while bloodraging. He can even cast defensively and concentrate on these spells.
Blood Sanctuary Crowe receives a +2 bonus to saves against his own attacks and allies’ attacks.
Bloodrage Crowe can enter bloodrage for up to twelve rounds per day, using his bloodraging statistics. He can’t use abilities requiring patience or concentration, any Int skill, any Cha skill except Intimidate, and any Dex skill except Acrobatics, Fly, and Ride. Once his bloodrage ends, Crowe is fatigued for twice the number of rounds he just bloodraged, and he can’t bloodrage again while fatigued or exhausted.
Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Contact Specialist (Ex) At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats. This ability replaces fast movement and alters bloodline feats.
Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.
Furious Focus Crowe’s first attack each round suffers no penalty from Power Attack.
Power Attack Crowe can take a –2 penalty to hit with his earth breaker to do +6 damage, he takes a -2 penalty to hit with either his claws or klar to do +4 damage.
Uncanny Dodge Crowe is not denied his Dex bonus before he acts in combat or against invisible opponents.

When Crowe was a young man waiting to depart on his first
horse gathering, each night he dreamed of a storm, a storm he
heard during each of his violent outbursts. Some in the tribe thought
this was simply an excuse for misbehavior. In order to teach Crowe
patience, his father took his son on a horse gathering and sent the
youth ahead to the canyon’s mouth to capture a horse. Crowe crouched
upon a flat umber rock, trembling with terror. All he could hear was the
storm, a low, rolling rumble that thundered in his eardrums.
After the storm had passed, Crowe awoke to find his cousin
sitting on his chest and slapping his face, claiming that he was to
blame for the carnage spread all around him—claiming there had
been no storm. More than a dozen horses lay dead, and half of
the hunting party lay trampled in the riverbed. Slick with blood,
confused, and full of no uncertain amount of shame, he stumbled
through the night. The dawn broke on Crowe’s new life—a life not
burdened by tradition, a life that was numb to fear.

Community Manager

VampByDay wrote:
Additionally (I think this was asked already) I am planning to add a little description of how my character Ziged where the Iconic Zaged.

Please note, this is not an expansion of your character, but rather the official Paizo iconics, and this is not one of the iconics.


Liz Courts wrote:
VampByDay wrote:
Additionally (I think this was asked already) I am planning to add a little description of how my character Ziged where the Iconic Zaged.
Please note, this is not an expansion of your character, but rather the official Paizo iconics, and this is not one of the iconics.

I think they meant where the iconic (whichever it is)

'zigged instead of zagged'
to wind up turning out different/evil

though going to copyright 'Iconic Zaged' as my next Adventure Path character right now

brb

Community Manager

Lamontius wrote:
Liz Courts wrote:
VampByDay wrote:
Additionally (I think this was asked already) I am planning to add a little description of how my character Ziged where the Iconic Zaged.
Please note, this is not an expansion of your character, but rather the official Paizo iconics, and this is not one of the iconics.

I think they meant where the iconic (whichever it is)

'zigged instead of zagged'
to wind up turning out different/evil

Okay, the capitalization was throwing me off, and my reading comprehension is taking a penalty right now. :D


6 people marked this as a favorite.

Iconic Zaged forgives you


BartonOliver wrote:
David knott 242 wrote:

Wouldn't 4th level PC equivalent characters be CR 3?

If they got NPC wealth, yes. These however got PC wealth.

... Need confirmation it seems.

Also, blog post need to update

Quote:
Character level: 4th. At least one class level must as the iconic as originally presented. (Seelah needs at least one level in paladin, for example.) Archetypes are encouraged, but not required.

since that example is kinda wrong.

Grand Lodge

Insane KillMaster wrote:
BartonOliver wrote:
David knott 242 wrote:

Wouldn't 4th level PC equivalent characters be CR 3?

If they got NPC wealth, yes. These however got PC wealth.

... Need confirmation it seems.

Also, blog post need to update

Quote:
Character level: 4th. At least one class level must as the iconic as originally presented. (Seelah needs at least one level in paladin, for example.) Archetypes are encouraged, but not required.
since that example is kinda wrong.

I'm going CR 4. That's how the adventures are written so far. If the BBEG NPC boss fight has an NPC with character wealth and 20 pt buy, it states that it's +1 CR because their power and wealth are greater than that of a normal NPC their level.

What about the blog post is kind of wrong? For Seelah, she'd just be an ex-paladin 1/X class 3. If X class is anti-paladin 3 or fighter 3, then that's fine. Something happened that made her change from the path of good to be evil.


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Lamontius wrote:
Iconic Zaged forgives you

Don't put words in my mouth.


Here's my take on the iconic swashbuckler.

Mirror Universe Jirelle:

While Jirelle rarely shares her backstory, what she never tells is that she enjoyed sinking the Bloodcrow and putting an end to her mother. Since then, Jirelle has been taking jobs as a mercenary in order to earn enough coin to finance her own ship and crew. (She has 24 platinum toward the cause currently.) While she may seem friendly, Jirelle has learned that people talk when you get friendly with them, and especially share in drink with them. But when it comes down to business, she will either talk her way into surprising you, or intimidate you until you surrender.

Mirror Universe Jirelle CR 4
XP 1,200
Female Half-elf Swashbuckler 4
NE Medium Humanoid (elf, human)
Init +5 (+3 without panache); Senses low-light vision; Perception +3

----- Defense -----
AC 18, touch 14, flat-footed 14 (+4 armor, +3 dex, +1 dodge)
hp 29 (1d10+4)
Fort +3, Ref +8, Will +5; +2 vs. enchantment
Defensive Abilitiesnimble; Immune sleep

----- Offense -----
Speed 30 ft.
Melee +1 mithral rapier +8 (1d6+4 +4 precision/18-20), or mwk dagger +8 (1d4/19-20)
Ranged mwk dagger +8 (1d4/19-20)
Space 5 ft.; Reach 5 ft.

----- Tactics -----
Before Combat Jirelle will first attempt to bluff her intentions in order to get the upper hand before combat starts. If that fails, she uses intimidate to try and demoralize her foes.
During Combat Jirelle is not afraid of combat and will move in to melee range as soon as possible. She will focus on one target with her rapier unless a more threatening foe presents itself. She will use acrobatics to avoid attacks of opportunity whenever she needs to move. Jirelle will keep 1 panache point in her pool in order to use menacing swordplay on her foes.
Morale When Jirelle reaches 10 hp or less, she will use her flash powder to blind enemies and try to escape. If successful, she will regroup and try again at a more opportune time if the opponent was a paid target for her contract.

----- Statistics -----
Str 10, Dex 17, Con 13, Int 10, Wis 13, Cha 16
Base Atk +4; CMB +4; CMD 17 (+2 vs. disarm of rapier with at least 1 panache)
Feats Combat Reflexes, Weapon Focus (Rapier), Fencing Grace (Advanced Class Origins)
Skills Acrobatics +10, Bluff +10, Intimidate +10, Knowledge (Local) +7, Perception +3, Sense Motive +9; Racial Modifiers +2 Perception
Traits Amoral Mercenary (Hell’s Vengeance Players Guide), Killer (Ultimate Campaign)
Languages Common, Elven
SQ charmed life 3/day, deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), dual-minded, elf blood, panache, swashbuckler’s finesse

Combat Gear flash powder (2)(APG), cure light potions (2); Other Gear +1 studded leather, +1 mithral rapier, mwk dagger, cloak of resistance +1, mwk backpack, belt pouch, flint and steel, hip flask with mead, soap, sunrods (2), trail rations (3 days), 24 pp

----- Special Abilities -----
Amoral Mercenary (Ex) Jirelle has a keen eye for what makes a good arrangement and when to walk away from a bad deal. She gains a +1 trait bonus on Sense Motive checks and Sense Motive is considered a class skill. In addition, as an immediate action once per day, she can shift her effective alignment so that she is considered neutral instead of evil for the purpose of good effects that target evil creatures. Her alignment does not actually change when she uses this ability.
Charmed Life (Ex) 3 times per day, Jirelle can spend an immediate action before rolling a saving throw to add +3 to her save. She must choose to do this before the roll is made.
Derring-Do (Ex) Jirelle can spend 1 panache point after rolling an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to her result. On a 6, she can roll another d6 and add that result too. This process continues as long as she rolls 6 up to a total of 3d6.
Dodging Panache (Ex) When an opponent attempts a melee attack against Jirelle, she can spend an immediate action and 1 panache to move 5 feet, gaining a +3 dodge bonus against that attack (though not negating it). All other enemies who threaten her can make attacks of opportunity. Jirelle can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Killer (Ex) Jirelle made her first kill at a young age and found it to her liking. She deals an amount of additional damage equal to her weapon’s critical hit modifier when she scores a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit. This extra damage is a trait bonus.
Kip-Up (Ex) As long as Jirelle has at least 1 panache, she doesn’t provoke attacks of opportunity when she stands up, and she can spend 1 panache to stand as a swift action instead of a move action.
Menacing Swordplay (Ex) As long as Jirelle has at least 1 panache, she can spend a swift action when she hits with a light or one-handed piercing weapon to attempt to Intimidate to demoralize her opponent.
Nimble (Ex) Jirelle gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes her to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.
Opportune Parry and Riposte (Ex) When an enemy attempts a melee attack against Jirelle (but before it rolls its attack roll), Jirelle can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a -2 penalty for every size larger than Jirelle the enemy is. If Jirelle’s result is higher than the enemy’s, the attack misses, and Jirelle can then spend an immediate action to make a counterattack against that enemy, as long as she can reach it.
Panache (Ex) Jirelle starts each day with 3 panache, and her total panache can never be higher than 3. She gains a point of panache whenever she confirms a critical hit or reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon, but she doesn’t gain panache if the creature is lower than 2 Hit Dice or is helpless or unaware.
Precise Strike (Ex) As long as she has at least 1 panache and does not attack with a weapon in her other hand or use a shield other than a buckler, Jirelle adds 4 precision damage to all her attacks with her light or one-handed piercing weapons (if she throws her dagger, she only deals this damage within 30 feet). Precision damage isn’t multiplied on a critical hit, and any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of precise strike. As a swift action, she can spend 1 panache to double her precise strike’s damage bonus to 8 for her next successful attack before the end of her turn.
Swashbuckler’s Finesse (Ex) Jirelle gains Weapon Finesse, but only for light and one-handed piercing weapons.
Swashbuckler Initiative (Ex) As long as Jirelle has 1 panache, she gains +2 initiative (included above).


kevin_video wrote:
What about the blog post is kind of wrong? For Seelah, she'd just be an ex-paladin 1/X class 3. If X class is anti-paladin 3 or fighter 3, then that's fine. Something happened that made her change from the path of good to be evil.

Anti-Paladin is considered a Paladin Archetype for multiclassing purpose, it was already clarified in the thread, but not corrected in the blog post.

Grand Lodge

Insane KillMaster wrote:
kevin_video wrote:
What about the blog post is kind of wrong? For Seelah, she'd just be an ex-paladin 1/X class 3. If X class is anti-paladin 3 or fighter 3, then that's fine. Something happened that made her change from the path of good to be evil.
Anti-Paladin is considered a Paladin Archetype for multiclassing purpose, it was already clarified in the thread, but not corrected in the blog post.

Ah. I didn't see that particular post.


kevin_video wrote:
Insane KillMaster wrote:
kevin_video wrote:
What about the blog post is kind of wrong? For Seelah, she'd just be an ex-paladin 1/X class 3. If X class is anti-paladin 3 or fighter 3, then that's fine. Something happened that made her change from the path of good to be evil.
Anti-Paladin is considered a Paladin Archetype for multiclassing purpose, it was already clarified in the thread, but not corrected in the blog post.
Ah. I didn't see that particular post.

Yeah, sorry, it has yet to be fully addressed.

Community Manager

Insane KillMaster wrote:
kevin_video wrote:
Insane KillMaster wrote:
kevin_video wrote:
What about the blog post is kind of wrong? For Seelah, she'd just be an ex-paladin 1/X class 3. If X class is anti-paladin 3 or fighter 3, then that's fine. Something happened that made her change from the path of good to be evil.
Anti-Paladin is considered a Paladin Archetype for multiclassing purpose, it was already clarified in the thread, but not corrected in the blog post.
Ah. I didn't see that particular post.
Yeah, sorry, it has yet to be fully addressed.

It was addressed two posts after your link, here, but not updated in the blog.


Thanks Liz. *Gives cookies.*

Making Iconics for the classes (Anti-Paladin and NPC Classes) that lack Iconics could have been fun, maybe in another contest.

There is still a lack of stat blocks for the APG's Iconics.

Grand Lodge

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Harsk the Executioner

Spoiler:
Harsk's past is no mystery to anyone that knows him. Most have heard how responsible he felt for the death of his elder brother, Sigur, after having turned him down to take on a band of giants, having failed to see the honor in what was proposed, and that in a fit of murderous rage wiped out the entire giant camp culpable for the slaughter of his brethren.
As time passed, Harsk learned an upsetting revelation. Before having fallen into the ambush, his brother Sigur had met up with a small party of Iomedae worshippers, including clerics. His elder brother had started to feel uneasy about the upcoming raid, and asked for their aid in taking down the giants, but was denied. The Iomedaean worshippers didn't want to involve themselves with dwarves looking to slaughter a band of giants whom they didn't see as any real threat. Instead, they told Sigur that he was merely seeking "false honor" by fighting the giants, and left without giving them any blessings. Harsk is convinced that had the dwarves received divine aid from those who worshipped the so-called Goddess of Honor, that his brother would have survived the encounter. All those who worship The Inheritor, will inherently receive the dwarf's wrath, as Harsk believes them to have no honor and are all accountable for the death of his brethren.

Mirror Universe Harsk CR 4
XP 1,200
Male dwarf ranger (divine tracker) (ACG) 4
LE Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9

----- Defense -----
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); +4 dodge vs. giants
hp 44 (4d10+16)
Fort +8, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities

----- Offense -----
Speed 20 ft.
Melee mwk battleaxe +7 (1d8+2/×3)
Ranged +1 composite longbow +8 (1d8+3/×3)
Blessing Supernatural Abilities (5/day) double, unholy strike
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (humans +2)
Ranger Spells Prepared (CL 1st; concentration +3)
1st—aspect of the falcon (APG)

----- Tactics -----
Before Combat Harsk never fights in the open. He takes cover to give him a combat advantage, preferring to take to higher ground. If given enough time, Harsk drinks his potion of cat's grace increasing his ranged attacks by +2, then casts aspect of the falcon and uses the wand of gravity bow to increase the bow's prowess to 2d6+3/19-20/x3.
During Combat Harsk targets humans before any outsiders or giants that are present. Any humans or half-humans wearing a holy symbol of Iomedae, are attacked first. If an outsider seems resistant to an attack, Harsk uses his unholy strike ability to try bypass any damage reduction. When confronted by attackers, Harsk uses his double ability to confuse his opponents. If he receives significant damage to himself, Harsk takes full cover, releases his wand of cure moderate wounds from a wrist-sheath, and uses both charges on himself before moving back into firing position.
Morale If reduced to below 18 hp, and his wand of cure moderate wounds is out of charges, Harsk uses his smokestick and tries to escape. If he is not in an urban area, Harsh releases his wand of pass without trace from his other wrist-sheath after using using the smokestick, so he cannot be tracked.

----- Statistics -----
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +9, Knowledge (geography) +7, Knowledge (local) +4, Knowledge (nature) +7, Perception +9 (+11 to notice unusual stonework), Stealth +10, Survival +9 (+11 to follow tracks); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Traits ex-Iomedaean, killer
Languages Common, Dwarven
SQ blessings (evil and trickery, minor) (ACG), favored terrain (urban +2), favored weapon (mace) (ACG), track +2
Combat Gear potion of cat's grace, smokestick, wand of cure moderate wounds (2 charges), wand of gravity bow (APG) (5 charges), wand of pass without trace (2 charges); Other Gear +1 studded leather, mwk battleaxe, +1 composite longbow (+2 Str) with 40 arrows, cloak of resistance +1, antitoxin, backpack, signal whistle, trail rations (4), spring-loaded wrist sheath (2), teapot, 7 gp, 1 sp

----- Special Abilities -----
Double As a move action Harsk can create an illusory double of himself. This double functions as a single mirror image, and lasts for 4 rounds, or until the illusory duplicate is dispelled or destroyed. Harsk can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.
Endurance Harsk can sleep in light or medium armor without becoming fatigued, and gets a +4 bonus on checks related to his endurance, described in detail on page 122 of the Pathfinder RPG Core Rulebook.
Ex-Iomedaean Against followers of Iomedae, including many (but not all) archons and angels, Harsk has a +1 trait bonus on attack rolls and weapon damage rolls.
Favored Enemy Against humans, Harsk gets a +2 bonus on weapon attack rolls and weapon damage rolls. He also gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against humans, and can make Knowledge skill checks untrained when identifying humans.
Favored Terrain When in an urban center such as a city or a village, Harsk can’t be tracked and gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks.
Killer When Harsk confirms a critical hit, he deals an additional amount of damage equal to his weapon’s critical modifier (+3 with his battleaxe or with his composite longbow). This additional damage is added to the final total and is not multiplied by the critical hit multiplier itself.
Point-Blank Shot Harsk gets a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet.
Precise Shot Harsk can make ranged weapon attacks against targets engaged in melee without taking the normal –4 penalty to the attack roll.
Rapid Shot Harsk can fire two arrows in a round when making a full-attack action by taking –2 penalty to each attack roll.
Unholy Strike Harsk can touch one weapon and give it an evil blessing. For 1 minute, this weapon takes on a black, orange, or violet cast and deals an additional 1d6 points of damage against good creatures. During this time, it's treated as evil for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the unholy weapon special ability.


I currently have the Hell's Vengeance Player's Guide sitting in my downloads, but I'm having one heck of a time trying to actually download it from the site. As the PDF is free for anyone to look at, is there any way that the campaign traits mandatory for use in this contest could be linked somewhere or posted in the comments? It'd be a huge help.

Do forgive me if I've missed some resource that I should have checked!


Nutcase Entertainment wrote:

Thanks Liz. *Gives cookies.*

There is still a lack of stat blocks for the APG's Iconics.

All the more reason to make a [APG] stat block here :)


Do we need to include animal companion stats if we do an iconic with an animal buddy (I'm kind of assuming we do)? And is there a specific format for their stats?

Silver Crusade RPG Superstar Season 9 Top 32

Should we add in favored class bonuses?

Community Manager

kamenhero25 wrote:
Do we need to include animal companion stats if we do an iconic with an animal buddy (I'm kind of assuming we do)? And is there a specific format for their stats?

If their Best Buddy isn't significantly different from their Bestiary statblock (familiars, animal companions, etc), usually it's abbreviated in the "SQ" line as "animal companion (blue skink familiar named Dragon)."

Eidolons would have to be statted out, since they're unique, and would need to follow the format as presented above.

mechaPoet wrote:
Should we add in favored class bonuses?

Yes—every bonus counts!


Seelah, The Corrupter

Spoiler:

Technically Shamira doesn't grant access to the Sin Inquisition, but it seemed way to thematic to pass up

Shortly after Seelah joined the knighthood her faith would be tested, and she would fail. Shamira, disguised as one of Iomedae’s clerics, tricked Seelah into breaking her vows. Seelah, had not realized what she had done, nor the implications of her actions. It wasn’t until weeks later when she was defending a nearby village from a goblin threat, that Seelah realized that Iomedae shunned her. She was gravely wounded while clearing the goblin’s den and when she went to heal herself, Iomedae did not answer her prayers. Shocked, she wondered why Iomedae had forsaken her. She had done all that Iomedae had asked of her! Why were her pleas going unanswered? That is when Shamira came to her and offered her a deal. If she would be the succubus’s agent among the paladins of Iomedae, Shamira would grant her what Iomedae would not. Her acceptance was at first reluctant, but as time went on, with Shamira’s help she began seeing the corruption within the knighthood. She saw the other paladin’s vices, that they too were just as fallible, and she began to exploit it. Slowly corrupting the organization to its core.

Mirror Universe Seelah CR 3
XP 800
Human (Garundi) ex-paladin (divine hunter) 1/inquisitor (infiltrator, preacher) of Shamira 3 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 62, Pathfinder RPG Ultimate Magic 45, 46)
CE Medium humanoid (human)
Init +5; Senses Perception +9

---- Defense ----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 29 (4 HD; 3d8+1d10+4)
Fort +6, Ref +3, Will +8; +3 vs. abilities that detect lies or force the truth, +1 trait bonus against illusions.

---- Offense ----
Speed 30 ft. (20 ft. in armor)
Melee longsword +3 (1d8/19-20)
Ranged +1 sniping unholy reliquary composite longbow +6 (Flight Arrows: 1d6+1/x3 or Normal Arrows: 1d8+1/×3)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect chaos, detect evil, detect good, detect law
Inquisitor (Infiltrator) Spells Known (CL 3rd; concentration +6)
1st (4/day)—disguise self, keep watch, longshot[UC], vocal alteration[UM] (DC 14)
0th (at will)—brand[APG] (DC 13), daze (DC 13), detect magic, detect poison, light, sift[APG]
Domain Sin inquisition

---- Tactics ----
Before Combat Seelah will only willingly initiate combat if she is far away from the PCs (~650 ft) and events have forced her to do so. In this case she will find a good hiding spot, cast longshot, and proceed to snipe whichever looks the least armored using her flight arrows. Otherwise, if the PCs confront her, she will attempt to dissuade the PCs from combat, lying if necessary. If it does not appear to be working she will attempt to enlist others of her former order (Paladins of Iomedae) or Guards to defend her, smearing the PCs’ reputation in the process.
During Combat If Seelah initiated combat she will continue to snipe the PCs continuing to focus on whichever characters appear to be the least armored. She will switch targets the moment her current one falls down (she can’t tell the difference from unconscious, dying, and faking it from that distance). When the PCs get about halfway to her (~300 ft), she will switch to normal arrows. She will continue to fire at them until they get closer (~100 ft away) at which point she will attempt to slink off into the shadows and try again at a later date.
If the PCs initiate combat, Seelah will attempt to keep any allies she enlisted between herself and her enemies. She will still go for whichever PC appears to be the least armored, and slowly back away between shots. She will use her Determination (Warning) ability on the first two criticals the PCs attempt to inflict on her allies. If Seelah herself is being attacked she will instead use Determination (Defense) on herself to try to negate the first two hits on herself.
Morale Seelah will never fight alone if she can help it. If she initiated combat herself, sniping the PCs, she will stop if they get closer approximately 100 ft away. She will drink her potion of pass without trace, then attempt to sneak away. If she did not initiate combat and is alone (or being attacked directly) she will attempt to break line of sight with the PCs (or using her potion of vanish if she is having a hard time escaping them) and cast disguise self (and vocal alteration time permitting) to pretend to be an innocent observer. She will look towards the nearest building or alley pretending to be surprised and confused. If they ask where she went, she will misdirect the PCs towards it saying that she just ran past. If she is unable to escape she will surrender to the PCs.

---- Statistics ----
Str 11, Dex 14, Con 12, Int 12, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Expert Sniper, Far Shot, Point-Blank Shot, Precise Shot
Traits chosen of iomedae crisis of faith, ex-iomedaean
Skills Acrobatics +1 (-3 to jump), Bluff +13, Climb +3, Diplomacy +13, Disguise +8, Heal +7, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +9, Sense Motive +10, Spellcraft +5, Stealth +7 (+12 to remain hidden after sniping with weapon), Survival +7, Swim +3
Languages Common, Kelish, Osiriani
SQ determination, forbidden lore, misdirection, necessary lies, silver tongued, sin sense
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of pass without trace, potion of vanish, caltrops (3); Other Gear mwk armored coat[APG], heavy wooden shield, +1 sniping unholy reliquary composite longbow, arrows (40), flight arrows[APG] (20), longsword, muleback cords[APG], backpack, bedroll, belt pouch, flint and steel, grappling arrow[UE], hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 24 gp

---- Special Abilities ----
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Far Shot Halve the range increment penalty for extended range.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Sin Inquisition) Deities: Asmodeus, Calistria, Norgorber, Rovagug, Urgathoa, Zon-Kuthon.

Granted Powers: You know how to stoke the seven sins in others (envy, gluttony, greed, lust, pride, sloth, and wrath), and twist their dark desires to suit your
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +3 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sin Sense (6/day) (Su) Gain +4 on CHA-based skill check by adding temptation

Silver Crusade

Tossing my hat into the fray. Complete with goatee, I present to you:

The son of a Chelish demibaron, Alain could never get enough of bards' tales of battle and bloodshed as a child. But as he grew older, he would learn true warfare has little in common with heroic ballads, and that few who see its raw and naked face come back unchanged...

Spoiler:

Mirror Universe Alain CR 4
XP 1,200
Male human cavalier (daring champion) 4 (Advanced Player's Guide, pg. 32, Advanced Class Guide, pg. 90)
LE Medium humanoid (human)
Init +4; Senses Perception +5

----- Defense -----
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 39 (4d10+12)
Fort +6, Ref +3, Will +2

----- Offense -----
Speed 20 ft.
Melee +1 longsword +9 (1d8+7/19-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks challenge (+4, +1, 2/day)

----- Tactics -----
During Combat In the first round of combat, Alain performs Dazzling Display before issuing a challenge. Unless Alain absolutely must wield the weapon in both hands to gain the additional damage potential from Power Attack, he wields his longsword one-handed to take advantage of his Slashing Grace feat and Precise Strike deed.
Morale If he is reduced to 10 hit points or less, Alain retreats from battle.

----- Statistics -----
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +7; CMD 19
Feats Dazzling Display(b), Power Attack, Precise Strike(b) (Advanced Player's Guide, pg. 167), Slashing Grace (Advanced Class Guide, pg. 156), Weapon Focus (longsword) (b)
Skills Intimidate +9, Knowledge (nobility) +1, Perception +5, Perform (oratory) +8, Ride +8, Sense Motive +8
Traits bloodthirsty, Chelish noble*
Languages Common
SQ champion's finesse, deeds (dodging panache, precise strike, swashbuckler initiative), nimble +1, order of the cockatrice (braggart), panache, powerful, tactician (1/day, standard action)
Combat Gear potions of cure light wounds (2); Other Gear mithral agile breastplate (Ultimate Equipment, pg. 10, 51), +1 longsword, light crossbow w/10 bolts, light flail, mwk backpack, bit and bridle, grappling hook, leather barding, light horse (Donahan, combat trained) (bought with trait), military saddle (Ultimate Equipment, pg. 85), noble's outfit, signet ring, silk rope, soldier's uniform (Ultimate Equipment, pg. 91), sunrods (3)
* the effects of this ability have already been included in Alain's statistics.

----- Special Abilities -----
Bloodthirsty Whenever Alain makes an attack that reduces a foe to 0 hit points or fewer or he confirms a critical hit, his attack deals 1 additional point of damage. The additional damage is multiplied by his weapon's critical hit multiplier.

Braggart (Ex) Alain can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Challenge (Ex) Twice per day, as a swift action, Alain may challenge an enemy he sees. Until that enemy is slain, unconscious, or combat ends, he gains a +4 bonus on melee damage rolls against that enemy, but takes a -2 AC penalty against other enemies. If Alain is the only creature threatening the target of his challenge, he also gains a +1 morale bonus on all melee damage rolls.

Champion's Finesse (Ex) Alain gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. He also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.

Chelish Noble Alain gains a +1 bonus on Knowledge (nobility) checks, and gains a +1 bonus on Charisma-based checks against other members of the Chelish aristocracy.

Dodging Panache (Ex) When an opponent attempts a melee attack against Alain, he can spend an immediate action and 1 panache to move move 5 feet, gaining a +2 dodge bonus against that attack (though not negating it). All other enemies who threaten him can make attacks of opportunity.

Nimble (Ex) Alain gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes Alain to lose his Dexterity bonus to AC also causes him to lose this dodge bonus.

Panache (Ex) Alain starts the day with 2 panache, and his total panache can never be higher than 2. He gains a point of panache whenever he confirms a critical hit or reduces a creature to 0 or fewer hit points with a light or one handed piercing weapon, but doesn't gain panache if the creature is lower than 2 Hit Dice or is helpless or unaware.

Powerful (Ex) As an iconic NPC, Alain's ability scores were generated using 20 points rather than using the standard 15 point buy. Additionally, Alain has more gear than an NPC of his level would normally have. These modifications increase his total CR by +1.

Precise Strike (Ex) As long as he has at least 1 panache and uses no other weapon in his free hand, Alain adds 4 precision damage to all his attacks with his longsword. Precision damage isn't multiplied on a critical hit and can be prevented by anything that stops critical hits or sneak attacks. He can spend 1 panache as a swift action to double this precision damage to 8 for his next successful attack before the end of his turn.

Precise Strike (feat) Whenever Alain and an ally (who has this feat or is granted it though his tactician ability) are flanking the same creature, he deals an additional 1d6 points of precision damage with each successful melee attack. This damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Slashing Grace When wielding a longsword one-handed, Alain can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon.

Swashbuckler Initiative (Ex) As long as Alain has at least 1 panache, he gains a +2 bonus on initiative (included above).

Tactician (Ex) Once per day, as a standard action, Alain can grant the Precise Strike feat to all allies within 30 feet who can see and hear him. Allies retain the use of this feat for 5 rounds. Allies do not need to meet the prerequisites of this feat.

RPG Superstar Season 9

This turned out to be more labor-intensive than I had predicted. Still worth a shot, since templates were not forbidden.

''Memento'' Rivani:

Mirror Universe Rivani CR 6
XP 2,400
Human ghost (Bestiary) psychic (amnesiac) 4 (Occult Adventures)
LE Medium undead (augmented humanoid, incorporeal)
Init +1; Senses darkvision 60 ft.; Perception +17

----- Defense -----
AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
hp 38 (4d6+20)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

----- Offense -----
Speed fly 30 ft. (perfect)
Melee corrupting touch +3 (6d6, Fort DC 16 half)
Special Attacks malevolence (Will DC 18), phrenic amplifications (defensive prognostication, mindtouch, will of the dead), phrenic pool (8), spell recollection
Psychic Spell-Like Abilities (CL 4th; concentration +8)
1/day—detect thoughts (DC 15)
Psychic Spells Known (CL 4th; concentration +8)
2nd (4/day)—amnesia slot, hypercognition (Occult Adventures)
1st (7/day)—amnesia slot, command (DC 15), comprehend languages, mind thrust I (DC 15) (Occult Adventures)
0 (at will)—arcane mark, detect magic, grave words (Occult Adventures), mage hand, read magic, telekinetic projectile (Occult Adventures)
Psychic Discipline Lore

----- Tactics -----
Before Combat Rivani uses her detect thoughts ability from a hidden position, scanning her targets’ minds for knowledge about herself or the circumstances under which she died.
During Combat Rivani casts mind thrust on every enemy she hasn’t already scanned with detect thoughts, using her mindtouch amplification to determine if any targets recognize her. If damaged, she also links her defensive prognostication amplification to her mind thrusts. If she identifies a creature who knows her, she attempts to interrogate that creature, using her own abilities or a possessed body. She focuses on capturing targets who recognize her, using command and any spells she gains from her spell recollection ability to prevent them from escaping. She uses mage hand or telekinetic projectile to throw her dust of appearance at invisible foes, or her bead of force at anyone attempting to flee. Anything she learns about her past she stores in her mnemonic cache.
Morale Rivani fights until destroyed.

----- Statistics -----
Str —, Dex 12, Con —, Int 18, Wis 14, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Expanded Phrenic Pool (Occult Adventures), Extra Amplification (Occult Adventures), Lightning Reflexes
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +12, Knowledge (history) +12, Knowledge (religion) +12, Perception +17, Sense Motive +13, Spellcraft +11, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Traits Asmodean acolyte (Hell’s Vengeance Player’s Guide), eldritch delver (Ultimate Campaign)
Languages Celestial, Common, Garuda, Infernal, Kelish, Varisian
SQ detect thoughts, illuminating answers, mnemonic cache (25 pages/45 minutes)
Combat Gear bead of force, dust of appearance

----- Special Abilities -----
Asmodean Acolyte Rivani gains a +1 trait bonus on Knowledge (religion) checks and knows the Infernal tongue.
Illuminating Answers (Su) Twice per day, if Rivani casts a spell that grants her answers to questions (such as augury, blood biography, contact other planes), she regains 1 point in her phrenic pool.
Eldritch Delver Rivani gains a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and may treat her caster level as 1 level higher for all conjuration spells of the teleportation subschool.
Malevolence (Su) Once per round, Rivani can merge her body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, Rivani must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to Rivani's malevolence for 24 hours.
Mnemonic Cache (Su) Rivani can memorize 25 pages of text or 45 minutes of speech word-for-word. She can attempt to mentally disable written magical traps as if she had a total Disable Device bonus of +11.
Phrenic Amplifications (Su) Rivani has the following phrenic amplifications.
Defensive Prognostication: Rivani can spend 1 point from her phrenic pool as she casts a divination spell to gain a +2 insight bonus to AC for a number of rounds equal to the linked spell's level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.
Mindtouch: Rivani can spend 1 point from her phrenic pool while casting a spell to read the surface thoughts of her spell’s target. If the target successfully saves against her spell, Rivani cannot read its thoughts. If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target's thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Will of the Dead: Rivani can spend 2 points from her phrenic pool as she casts a spell to overcome an undead creature’s normal immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
Rejuvenation (Su) If Rivani is destroyed, her spirit restores itself in 2d4 days. The only way to permanently destroy Rivani is to help her regain her memories and kill those responsible for her death.
Repressed Memories Rivani's memories about her death and her transformation into a ghost have been deeply hidden, as though she had been affected by multiple repress memory (Occult Adventures) spells. If Rivani’s memories are ever restored, she loses the amnesiac archetype and reverts to a standard psychic.
Spell Recollection (Ex) Once per hour as a swift action, Rivani can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on the Spell Recollection table (Occult Adventures) to determine the result. Because the mental stress of combat brings memories to the surface more easily, Rivani adds 1d10 to this roll's result if she's in combat when she attempts to recall a spell. Regardless of the result, Rivani expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect. Once a spell has been remembered in this way, Rivani can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.

Scarab Sages

Well, this is my attempt. A bit unique, I thought.

Why Jirelle shouldn't get along with her mother:
As is typical for a woman born and raised on a ship in the shackles, Jirelle never considered herself anything other than a pirate. As a child, she formed a tight bond with her elven mother, a so-called 'pirate queen' of the shackles, and the two terrorized shipping lanes all up and down the Mwangi coast, plundering what they wanted and killing any who got in their way. Eventually the elven pirate queen gifted her daughter a captaincy in her armada, quickly allowing the daring half-elf swashbuckler to make a name for herself in her own right.

However, this was not enough for the young upstart. Jirelle soon realized that there was no way out from under the thumb of her mother, as the elf would surely outlive her. Resentment, jealousy, and hatred against her mother grew in Jirelle's heart. She came to see the woman not as her parent, but as her extortioner and jailor. And so the young swashbuckler engineered for the Bloodcrow, her mother's ship, to sink into the sea, all hands lost. Reveling in the murder of her parent, the young Jirelle bloodlust increased, and she went on to become one of the most bloodthirsty and ruthless of the up-and-coming pirate captains.

The last thing Jirelle expected the following year was to start hearing rumor of the Bloodcrow sailing the seas again, with an all undead crew. She knew instantly that her revived mother would be seeking revenge, and so the young pirate scuttled her ship, discharged her crew, and went onto the mainland. She reasoned that she'd have to put down her mother a second time if she ever wanted to get into piracy again, but she also knew that she would need some serious magical power to fight an undead captain of a damned ship.

After a five years of stealing ancient tomes, researching, and practicing, Jirelle has finally found a way to psychically manifest her ambition, her greed, and her hatred for her mother into a deadly blade. Now armed with the skills she thinks she'll need to take on the dread pirate, she is working to muster a ship and a crew to kill her mother for a second (and final) time.

And the stats for evil Jirelle:
Mirror Universe Iconic Swashbuckler (Jirelle) CR 4
XP 1,200
Half-Elf Swashbuckler (Inspired Blade)1/Magus (Mindblade) 3
CE Medium Humanoid (Human, Elf, Half-Elf)
Init+6;SensesLow-Light Vision; Perception +8
----- Defense -----
AC19 (or 23 with shield), touch 14, flat-footed 15 or 19 (+5 Armor, +4 Dexterity, possible +4 Shield)
hp36 (4d8+12)
Fort+6,Ref+8,Will+3, +2 vs. enchantment spells
Defensive Abilities: ImmuneSleep; Elven Immunities
----- Offense -----
Speed 30 ft.
Melee +2 Psychic Rapier +10 (1d6+6, 18-20) OR Spellcombat +8/+8 (1d6+6/18-20, effect can vary by spell)
RangedJavelin +7 (1d6-1)
Space5 ft.;Reach5 ft.
Special Attacks Spell Combat, Spell Strike
Magus Spells(CL 4; concentration +7, +11 if casting defensively)
1(4/day) Shocking grasp, Shield, Infernal Healing, Illusion of Calm (DC 14)
0 (at will)—Arcane Mark, Read Magic, Detect Magic, Prestidigitation, Light, Mage hand
----- Tactics -----
Before Combat Jirelle summons her psychic rapier, then she casts Shield and, if possible, Illusion of Calm
During Combat Jirelle targets the biggest threats with her shocking grasp. She uses positioning tactics or illusion of calm to avoid casting defensively, as the concentration checks to cast defensively are 25+(2*spell level) for her.
Morale If she reaches 10 or less fewer hitpoints, she attempts to escape, or (if escape seems unlikely) surrender.
----- Statistics -----
Str8,Dex18, Con14, Int16, Wis8, Cha12
Base Atk+3; CMB+2 (+ 7 for disarm, sunder, and trip); CMD 16 (18 vs. disarm attempts if Jirelle is wielding a rapier and has at least 1 panache point remaining)
Feats Skill Focus (Profession-Sailor)(From Race), Weapon Focus (Rapier)(From class), Fencing Grace, Combat Casting
Skills Profession-Sailor +11, Perception +8, Swim +6, Acrobatics +8, Knowledge-Religion +4 (+6 with chronicle) Knowledge-Local +7, Intimidate +7, Spellcraft +10,
Racial Modifiers +2 Perception (already counted)
TraitsMagical Knack (Magus), Erratic Malefactor
Languages Common, Elven, Polyglot, Cyclops, Tien
SQ Multitalented: Jirelle's Favored classes are Swashbuckler and Magus
----- Special Abilities -----
Deeds(Ex)
--Daring-Do: Jirelle can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 4 times.
--Dodging Panache: When an opponent attempts a melee attack against Jirelle, she can, as an immediate action, spend 1 panache point to move 5 feet; doing so grants her a +1 dodge bonus to AC against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if she had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.
--Opportune parry and riposte: When an opponent makes a melee attack against Jirelle, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. Jirelle makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than Jirelle, she takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. Jirelle must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, Jirelle can, as an immediate action, make an attack against the creature whose attack she parried, provided that creature is within her reach.
Inspired Panache (Ex) Jirelle has a Panache pool of 4 (the result of adding her charisma modifier and her Intelligence modifier together) Unlike other swashbucklers, she does not regain any Panache from killing blows, only from critical hits with a rapier.
Inspired Finesse(Ex)When wielding a rapier, Jirelle is considered to have weapon finesse, and she is considered to have weapon finesse for the purposes of feat prerequisites.
Spells Unlike a typical magus, Jirelle's spells are psychic in nature, and follow the rules for psychic spellcasting. She does not prepare spells ahead of time, but rather, knows a limited number of spells that she can cast spontaneously, much like a mesmerist or spiritualist.
Spell combat (ex)Jirelle can cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, Jirelle must have one hand free (even though psychic spells don't have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, she can make all of her attacks with his melee weapon at a –2 penalty and can also cast any spell from her spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
Psychic Pool (Su) Jirelle has a psychic pool of 4. She can spend two points of her psychic pool to create a +2 psychic rapier in her hand as a standard action that provokes an attack of opportunity. The weapon lasts indefinitely, but if it leaves her hand for any reason, it disappears, and Jirelle regains 2 points to her psychic pool. Her psychic pool counts as an arcane pool (and can be spent as an arcane pool) for the purposes of items, magus class abilities, and feats.
Concentrate Arcana(Ex) Once per day Jirelle can re-roll a failed concentration check with a +4 bonus.
Spell strike (Su)Whenever Jirelle casts a spell with a range of “touch” from her spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, she can make one free melee attack with her weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If Jirelle makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Gear: +1 Darkleaf Lamallar Leather Armor, +1 Cloak of Resistance, Handy Haversack containing: Masterwork Sextant (Mwk tool: Profession-Sailor), Antiplague x2, Antitoxinx2, 5 vials of alchemist fire, 10 Javalins, 5 vials of unholy water, 5 vials of holy water, Wand of Infernal Healing (50 charges), “How to recognize and Kill undead” (Pathfinder Chronicle, Knowledge-Religion), Magus Kit, 8 Gold pieces

And the sources used:

Sources:
Swashbuckler & Inspired Blade: Advanced Class Guide p. 56 and 125 repectivly
-Fencing Grace: Advanced Class Origins p.27
Magus: Ultimate Magic P. 9
-Mindblade: Occult Adventures p.121
Magical Knack Trait: Ultimate Campaign p.57
Darkleaf & Lamallar Leather: Ultimate Equipment p. 49 & P. 9, respectively
Infernal Healing: Inner Sea world guide p. 295
Illusion of Calm: Ultimate Combat p. 1
Antiplague: Ultimate Equipment p. 101
Pathfinder Chronicle: Inner Sea world guide p. 293
Magus Kit Ultimate Equipment p. 57
All other sources can be found in the Pathinder Core Rulebook
Erratic Malefactor is from the Hell's Vengence Player's guide.

RPG Superstar Season 9 Top 8

This was a fun project! (Nick and I always seem to dance in the same design space--this time: templates, lol)

Show:

After years of torture at the hands of a coven of hags, Feiya succumbed to the oppressive evil. She now manages the chaos that rages within her soul, but she is always on the verge of unleashing her full fury, hatred, and destruction upon the innocent.

Mirror Universe Feiya CR 6
XP 2,400
Female broken soul (Bestiary 4 24) human witch 4 (Advanced Player's Guide 65)
CE Medium humanoid (human)
Init +10; Senses Perception +3

----- Defense -----
AC 18, touch 12, flat-footed 16 (+1 armor, +2 Dex, +5 natural)
hp 32 (4d6+16)
Fort +6, Ref +6, Will +4
DR 5/—; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

----- Offense -----
Speed 20 ft.
Melee dagger +1 (1d4–1/19-20) or
quarterstaff +1 (1d6–1) or
torturous touch +1 touch (2d6 plus 1d6 Dex damage and convulsions)
Ranged dart +4 (1d4–1)
Special Attacks agonized wail (DC 14) (Bestiary 4), baleful gaze (DC 14) (Bestiary 4), hexes (cackle [Advanced Player’s Guide], flight [Advanced Player’s Guide], slumber [Advanced Player’s Guide] [4 rounds, DC 18])
Spell-Like Abilities (CL 4th; concentration –2)
At will—feather fall (self only)
1/day—levitate (self only)

Witch Spells (CL 4th; concentration –2)
2nd—blindness/deafness (DC 16), fester APG (DC 16), pox pustules APG (DC 16)
1st—cause fear (DC 15), command (DC 15), hex vulnerability ACG (DC 15), mage armor
0 (at will)—daze (DC 14), detect magic, guidance, read magic
Patron Animals

----- Tactics -----
Before Combat Feiya always casts mage armor on herself and activates her flight hex before battle.
During Combat Feiya targets the strongest-looking enemy with her slumber hex and uses her flight hex to levitate or fly above the fray. From high above she will use agonized wail, baleful gaze, and then cast blindness/deafness on anyone targeting her with ranged attacks or spells. If she is forced into melee, she will use torturous touch on her opponent, then attack with her quarterstaff.
Morale If reduced to 10 hit points or fewer, Feiya attempts to take her potion of invisibility and flee. If cornered and unable to escape, Feiya surrenders in hopes that she will find a way to escape later.

----- Statistics -----
Str 8, Dex 14, Con 15, Int 18, Wis 8, Cha 15
Base Atk +2; CMB +1; CMD 13
Feats Ability Focus (slumber), Alertness B, Accursed Hex (Ultimate Magic), Diehard, Endurance, Great Fortitude, Improved Initiative, Toughness
Skills Acrobatics +2, Bluff +4, Climb +1, Diplomacy +3, Heal +4, Intimidate +15, Knowledge (arcana) +11, Knowledge (nature) +9, Knowledge (planes) +8, Perception +3, Sense Motive +3, Spellcraft +11, Stealth +4, Swim +3, Use Magic Device +7; Racial Modifiers +8 Intimidate
Traits erratic malefactor (Hell’s Vengeance Player’s Guide), reactionary
Languages Aklo, Celestial, Common, Elven, Infernal
SQ torturous touch, witch's familiar (fox named Daji)
Combat Gear potion of fox’s cunning, potion of invisibility (2), wand of cure light wounds (29 charges), healer's kit, tanglefoot bag; Other Gear dagger, quarterstaff, amulet of natural armor +1, bracers of armor +1, cloak of resistance +1, spell component pouch, glass jar with a dried hag’s eyeball (carved from one of her captors), trail rations, 237 gp

----- Special Abilities -----
Accursed Hex Feiya can target a creature with a hex a second time that day, even if it made its save the first time.
Agonized Wail (Su) As a standard action, Feiya can emit an agonized wail that inspires terror in those who hear it. All creatures within 120 feet must succeed at a DC 14 Will save or become shaken for as long as they remain within 120 feet of her. A successful save renders a creature immune to Feiya's agonized wail for 24 hours. This is a sonic mind-affecting fear effect.
Baleful Gaze (Su) When activated, any creature within 60 feet of Feiya must succeed at a DC 14 Fortitude save or take 1d4 points of Strength, Constitution, and Charisma drain. Whatever the result of the saving throw, the creature cannot be affected by her baleful gaze again for 1 minute.
Defensive Abilities Inured to pain and abuse, Feiya gains damage reduction 5/— and acid, cold, electricity, fire, and sonic resistance 5.
Deliver Touch Spells Through Familiar (Su) Feiya can deliver touch spells through her familiar.
Diehard When Feiya’s hit point total is below 0, but she automatically stabilizes. For full description, see Chapter 5 of the Pathfinder RPG Core Rulebook.
Empathic Link with Familiar (Su) Feiya has an empathic link with her familiar.
Erratic Malefactor Feiya’s unpredictability and volatile temperament gives her an advantage over her foes. She gains a +2 trait bonus on initiative checks. In addition, she is willing to work with others, and have learned to use her allies’ strengths to reinforce her own skills and abilities. Once per day, as long as an ally is within 10 feet of her, she can reroll a single attack roll or skill check before success or failure is known. She must take the results of the second roll, even if it is worse.
Endurance Feiya gets a +4 bonus on checks related to his endurance. For full description, see Chapter 5 of the Pathfinder RPG Core Rulebook.
Hex Witches learn a number of magic tricks, called hexes, that grant powers or weaken foes. Using a hex is a standard action that does not provoke attacks of opportunity. There is no daily limit to how many times a witch can use a hex.
Cackle (Su) Feiya can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by Feiya has the duration of that hex extended by 1 round.
Flight (Su) Feiya grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, Feiya can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects Feiya.
Slumber (Su) Feiya can cause a creature within 30 feet to fall into a deep, magical sleep. A successful DC 18 Will save negates the effect. If the save fails, the creature falls asleep for 1 round. This hex can affect a creature of any HD. Whether or not the save succeeds, a creature cannot be targeted again by this hex for 1 day.
Reactionary Feiya became adept at anticipating sudden attacks and gains a +2 trait bonus on initiative checks.
Share Spells with Familiar Feiya can cast spells with a target of "You" on her familiar (as a touch spell) instead of on herself.
Torturous Touch (Su) Feiya can make a touch attack to cause hideous, painful wounds to rip open in the target's body. This touch deals 2d6 points of slashing damage and 1d6 points of Dexterity damage, and causes the touched creature to fall prone in a fit of convulsions and be dazed for 1d4 rounds. A successful Fortitude save negates the Dexterity damage and the convulsive fit.
Witch’s Familiar (Ex) Feiya has a close bond with a familiar (Daji, a fox) who teaches her magic and helps to guide her along her path. Her familiar grants her a +2 bonus on Reflex saves.
Spells Feiya can cast spells listed above. For full descriptions of these and the other spells she can prepare, see Chapter 10 of the Pathfinder RPG Core Rulebook.

Scarab Sages

1 person marked this as a favorite.
Liz Courts wrote:


XmarkXalanX wrote:
Do iconics with companions or eidolons need to keep those same ones, or can they be swapped out?

Keep the same ones—I'm more interested in the iconic rather than their supporting cast.

I know I've already submitted mine, but a question came to my head for future contestants.

So, I know you said "keep you companions the same" but what if an archetype changes the character's companion type?

Say, A Dragon-Shaman Lini can't have a her kitty animal companion, or a Venomous Hunter Adowyn must chose a vermin animal companion instead of her wolf. Are these archetypes banned for this contest?

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Would it be possible to use a hybrid class that "counts' as its parent in place of the parent ? Like Valeros being all Brawler rather than Fighter 1 / Brawler 3, for example ?


Discovering her true origins was too much for Imrijka’s mind. She actually was the blood daughter of Urgathoa herself, destined from birth to become the goddess’ right arm and heir. And worse, her tutors always knew that and kept it hidden from her. In a blast of fury, when everything she believed in proved false, Imrijka killed the ones she loved and respected with her own hands. But this wasn’t enough for her thirst of revenge. She managed to place the blame for the carnage on someone else, and continued formally to belong to the church of Pharasma, secretly rededicating herself to Urgathoa and keeping on with her killing spree. Some inquisitors of her order suspect and pursue her, but they never found any clue to convict the heretic. Imrijka will not stop until all the members of the church that lied to her will be dead, but gladly accepts other murder contracts as well, to placate the rage and resentment burning into her heart.

Imrijka, Godling of Murder, CR 5:

XP 1,200
Female half–orc inquisitor of Urgathoa 4 (Heretic/Preacher [Ultimate Magic])/hierophant 2
NE Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +9

----- Defense -----
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dexterity, +1 shield)
hp 29 (4d8+4+8)
Fort +5, Ref +2, Will +7; +1 trait bonus vs. illusions (Crisis of Faith)
Defensive Abilities hard to kill, orc ferocity

----- Offense -----
Speed 30 ft.
Melee mwk morningstar +8 (1d8+3), spiked gauntlet +6 (1d8+3)
Ranged mwk hand crossbow +6 (1d4, 19–20)
Special Attacks bleeding touch (6/day, 4 round), judgment 2/day, mythic power 7/day, surge +1d6
Spell-Like Abilities (CL 4; concentration +3)
At will—detect chaos, detect evil, detect good, detect law
Inquisitor Spells Known (CL 4; concentration +7)
2nd (2/day)—cure moderate wounds, enshroud thoughts (Occult Adventures)
1st (4/day)—bane, divine favor, expeditious retreat, protection from good
0 (at will)—bleed, detect magic, detect poison, guidance, read magic, resistance
Domain Death/Murder (Advanced Player’s Guide)

----- Tactics -----
Before Combat Imrijka protects herself with enshroud thoughts, protection from good, and divine favor, and applies poison on her weapons.
During Combat Imrijka prefers shooting from the shadows with her crossbow, resorting to hand–to–hand combat only when necessary. She will resort to her judgment ability and bane spell to maximize her advantage and try to demoralize her foes during combat.
Morale If her prey or pursuers are too tough for her, Imrijika will flee to fight another day, using her heretic abilities and expeditious retreat to vanish without leaving tracks.

----- Statistics -----
Str 16, Dex 14, Con 13, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +6 CMD 18
Traits Amoral Mercenary, Crisis of Faith
Feats Intimidating Prowess, Mythic Intimidating Prowess, Weapon Focus (hand crossbow)
Skills Bluff +8 (+10 vs. followers of Pharasma), Intimidate +16 (+15 vs. mythic creatures), Knowledge (dungeoneering) +6 (+8 to identify creatures or vs. followers of Pharasma), Knowledge (religion) +6 (+8 to identify creatures or vs. followers of Pharasma), Perception +9 (+11 vs. followers of Pharasma), Sense Motive +12 (+14 vs. followers of Pharasma), Stealth +11, Survival +9 (+11 to follow or identify tracks or vs. followers of Pharasma)
Languages Common, Orc
SQ amazing initiative, cunning initiative, determination 2/day, divine surge (inspired spell), hide tracks, lore of escape, orc blood, path abilities (heathen slayer [Pharasma], mythic domain) stern gaze +2, track +2, weapon familiarity
Gear mwk morningstar, mwk hand crossbow with 20 bolts, screaming bolt (Ultimate Equipment), vulnerability bolt (Ranged Tactics Toolbox), spiked gauntlet, +1 chainmail, mwk light quickdraw steel shield (Advanced Player’s Guide), alchemist’s fire, black adder venom (Ultimate Equipment), flash powder (Ultimate Equipment), flask of unholy water (25 gp, hidden into her holy symbol), inquisitor’s kit (Ultimate Equipment), gray justice (Agents of Evil), hat of disguise (Ultimate Equipment), potion of cure moderate wounds (300 gp), sleeve holster (Advanced Class Guide), silver holy symbol with flask (35 gp), sunrod (25 gp), 8 gp in coins.

----- Special Abilities ----- (and sources):

Amazing Initiative (Ex): (Mythic Adventures) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Amoral Mercenary: (Hell’s Vengeance Player’s Guide) You have always looked after yourself first, and done whatever you need to do to survive. You’ve killed before, and you’ll kill again, but you don’t lose sleep over it. If it’s you or them, you invariably choose yourself. You follow no code, unless it’s doing whatever brings you to the top. Of course, sometimes you have to work with others, and that’s fine too, as long as the pay is right—whatever it takes to get the job done. With the current unrest in Cheliax, it’s starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there’s no one else in Cheliax who can offer the power, prestige, and money that Thrune can.
You’ve got a keen eye for what makes a good arrangement and when to walk away from a bad deal. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin’s smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.

Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Crisis of Faith: (Faiths and Philosophies) You were raised to uphold a specific set of tenets, and you never had reason to doubt their veracity. Recent events, however, have undermined that certainty, and you now find yourself wondering if any of the universal truths you once believed in can actually hold up to scrutiny. Perhaps you witnessed a mentor or church official fall from grace or violate your shared tenets. Maybe you watched a friend injured terribly despite (or because of) her pure faith. Whatever the case, your shaken confidence grants you a +1 trait bonus on saving throws against illusions. You may replace any other faith trait with the Crisis of Faith trait whenever you gain a level. This replacement is permanent until you receive atonement.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Determination (Ex): (Preacher) At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.
Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.
This ability replaces solo tactics.

Hard to Kill (Ex): (Mythic Adventures) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Heathen Slayer (Ex): (Mythic Adventures): Pick one deity (or similar entity able to grant divine spells to followers) as your religious rival. You gain a +2 bonus on weapon attack and damage rolls against this deity's followers, as well as a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against this deity's followers. At 6th tier, these bonuses increase to +4. You can select this ability multiple times. Each time you do, choose an additional deity to be a religious rival.

Hide Tracks (Ex): (Heretic) At 1st level, a heretic inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.

Inspired Spell (Su): (Mythic Adventures) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Intimidating Prowess, Mythic: (Mythic Adventures) You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic creatures. If you also have the Persuasive (mythic) feat, you can expend one use of mythic power to treat the Intimidate check as if you had rolled a natural 20.
You must decide to use this ability before the roll is made.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Escape (Su): (Heretic) Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Lore of Escape (Ex): (Heretic) At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers.
This ability replaces monster lore.

Mythic Domain (Su): (Mythic Adventures): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.

Mythic Power (Su): (Mythic Adventures) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Surge (Su): (Mythic Adventures) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon.


Left out of the list by mistake... ^_^

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Grand Lodge

I've opted for another CR 6 templated villain - Kyra the Unliving!

Kyra the Unliving:

Mirror Universe Kyra CR 6
XP 2,400
Female Vampire Human Cleric of Urgathoa level 4
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60ft.; Perception +17
Aura evil (Ex)

----- Defense -----
AC 23, touch 12, flat-footed 21 (+2 Dex, +6 Natural armor, +5 Armor)
hp 51 (4d8+28); fast healing 5
Fort +8, Ref +4, Will +9
Defensive Abilities channel resistence +4; DR 10 magic and silver; Immune undead traits; Resist cold 10, electricity 10;
Weaknesses vampire weaknesses

----- Offense -----
Speed 35 ft.
Melee slam +8 (1d4+7 plus Energy Drain), +1 scythe +9 (2d4+6/x4, trip)
Ranged hand of the acolyte: +1 scythe +9 (2d4+6/x4)
Space 5 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels), chanel negative energy 7/day (DC 16, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +9)
8/day touch of evil, hand of the acolyte
Cleric Spells (CL 4th; concentration +9)
2nd desecrate, aid, darkness, align weapon (evil only)(D)
1st bane, deathwatch, divine favor, magic weapon, obscuring mist, protection from good(D)
0 (at will)4 guidance, resistance, detect magic, read magic
D domain spell; Domains: Evil, Magic

----- Tactics -----
Before Combat If she fears her lair has been discovered Kyra summons a Yeth Hound, which she commands in Infernal, to guard her during the day with her scroll of lesser planar ally.

Kyra always keeps guidance and resistance spells cast. If she expects battle, she also casts desecrate and aid, followed by darkness when she is in position to attack.

During Combat Kyra prefers so engage in combat from high celings or sides of houses to avoid getting caught within reach of powerful melee characters and pick off any spellcasters with the Hand of the Acolyte ability, after attempting to dominate the strongest warrior and summoning swarms to distract them with her children of the night ability.

Kyra prefers to knock beutiful women unconcious and drain their blood in a more intimate suroundings, and usually turns men into Vampire Spawns if she drains them.
Morale Kyra fights untill dropped to under 14 hp, after which she turns into gaseus form and runs away, prefering to change back to normal form and running along various sheer surfaces that disable pursuit, unless defending her lair, where she fights to death.

----- Statistics -----
Str 20, Dex 14, Con -, Int 13, Wis 20, Cha 18
Base Atk +3; CMB +8; CMD 20
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Greater Improved Initiative, Command Undead, Fleet, Run
Skills Knowledge(religion) +8, Diplomacy +12, Perception +17, Stealth +14, Bluff +12, Sense Motive +13; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Traits Deft Dodger, Eratic Malefactor
Languages Common, Kellish, Infernal
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

Gear +1 scythe, +1 chainshirt, wooden unholy symbol of Urgathoa, potion of Bear's Endurance, potion of Bull's Strength, Peal of Power (level 1 spell), scroll of lesser planar ally, 232 gold.

The only part outside of core and first bestiary on this build are the traits. The stat block is directly Kyra's from the PFS character sheet, with vampire bonuses.

I hope she is still recognizable as Kyra, but as an antithesis of what she stood in life underneath it all.

Lantern Lodge

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Iconic Zaged wrote:
Lamontius wrote:
Iconic Zaged forgives you
Don't put words in my mouth.

God, I love this community!

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