Hey, maybe someone in here will know the answer to this (as it looks like some of you are using HeroLab to build gestalt). I had the d20pfsrd:Gestalt (v0.6) working in HeroLabs, but some update that came through over the last month or so has broken those files.
Any advice on getting them back up and running?
This is Eben theQuiet, submitting Cain.
Last member of a pack hunted nearly to extinction by the Church of Mitra. Survivor of a life of persecution and pain on the streets of Talingard. Raised-up, favored tool of the Prince of Hell. Born with the blood of orc and wolves. Thief and enforcer. True Believer and apostle of Asmodeus. Cain is a hunter born into world that hates him, a tool crafted in the fires of Hell for a grand purpose, and a half-blood with the will and skill to tear the heart and throat from the Crown and Church that has failed to do the same to him. And he will have his vengeance.
Cain is a tall, lean half-orc with ropey muscles on a rangy build, and he looks every bit the thug. He moves with the easy graceful athleticism and confidence of a predator, a wolf in his range. His grayish skin is covered with intricate tattoos that wrap around his body … from his calves to the side of his neck. On his chest, woven subtly into the tattooing, is Asmodeus’s symbol. Complimenting the intricate, stylized tattooing are a lifetime of scars. Two piercing black eyes peer out from a blunt, scarred, ugly, dumb-looking face with thick orc features.
Looks can be deceiving, though, and Cain is more than he appears in a few ways. While he is capable of every bit of the brutal viciousness that his thuggish appearance suggests, he’s got a surprisingly sharp mind and the patient mentality of a predator. Further still, despite a natural inclination towards blunt straight-talk and loud, black, sarcastic humor, he’s far more capable at deception, coercion, and persuasion than most would suspect. And in addition to be a half-breed slum-rat, in Cain’s veins runs the blood of nature’s paramount hunters … werewolves.
Altogether, Cain is supremely confident to the point of arrogance … both in himself and his heritage. He is resourceful and resilient. Patient and pragmatic. He is a creature capable of powerful, brutal physical violence, but has been tempered by life and his new Asmodean family to be cautious and careful in his approach to problems. His loyalty is to his pack, and he is as implacable in combat as he is on the trail of quarry.
And while his quarry is often enough any human unlucky enough to be marked as his next meal, nothing heats the blood in his veins like the scent of those of the Crown of Talingard of the Church of Mitra. Cain is committed to tasting their lifeblood for what they’ve done to him and his kind.
Cain was marked for greatness from birth. Unfortunately for Mitra and Talingard, these were not the markings of a hero, but of Asmodeus (Sacred Tattoos & Trait: Fate’s Favored). The half-orc child was born with the five-sided star of the Prince of Hells marking the gray flesh of his chest. And proving that Asmodeus’s willingness to create the greatest tools from the most meager resources, Cain was born into the half-orc slums of Talingard to a family that was feared, hated, and actively hunted by both the Church and State.
Cain’s family—in addition to being poor, half-orc, slum-trash—were a pack of werewolves … hiding and scrapping out a living on the edge of metropolitan Talingard (City-Raised). Creatures created to be some of nature’s paramount hunters were themselves hunted by the expansive powers of Mitra and the Crown … reduced to hiding in the shadows of society’s castoffs. It was a tough childhood, one that most of his bothers and sisters didn’t survive. But it taught a growing Cain important lessons. About the importance of loyalty to family and pack. About the importance of discretion and caution. About hiding one’s true self in the face of superior opposing power. It also taught him to hate his persecutors, whether they answered to the King or the hypocritical Mitra … who espoused love, freedom, and acceptance while systematically eradicating an entire people. Cain’s people.
So Cain grew up learning to do what his people did to survive (Endurance & Diehard). His trade skills were thuggery, theft, and murder. To use whatever tools you could find (Catch Off-guard, Trait: Trap Finder) to do whatever it took to maintain their small range of power in the slum streets … always with an eye towards staying one step ahead of Mitra’s own thugs.
It was enough to keep their heads down and their fur intact, but against enemies the size and scope of the Church and Crown, it was only a matter of time.
A New Family
It was in the weeks and months that followed that his other birthright re-exerted itself. His family had never made much of his mark … it was just another thing to keep hidden from Talingard. Asmodeus, however, had different plans. Cain, on the run and alone, was found and approached by a stranger speaking of his ‘proper place’ and ‘fate’. A stranger bearing markings that mirrored the birthmark on his chest. With few other options, and no little bit of suspicion, Cain followed the stranger. In the years to come, his relationship with his new family grew … the family of the Prince of Darkness.
It was no easy path, but Cain knew how to survive. And for once, his heritage wasn’t a death-mark, but an asset. This was a time of amazing growth and new experiences for Cain. In time, his skills learned in the streets and slums were built upon. he was no longer just a thug and thief, but a favored tool for Asmodeus, and was taught the skills to do his part. He was no longer a blunt instrument, but one just as capable of subtly and precision. And in time he was given the responsibilities to see the Prince’s vision for Talingard realized. The fact that that vision included the destruction of the current ruler as well as the Mitran church only made Cain more committed.
This was a purpose worth having. This was a pack worth protecting. And Cain was good at it.
Getting Caught, Imprisoned, and Today
Then it was business as usual for the Crown’s machine of “justice”. A trumped up charge of Attempted Murder on one of the Crown’s blood was treason. A short stay in Branderscar followed by death by beheading. Talingard and that whore Mitra thinks the hunt is over … that the last of his pack is taken care of.
Well, the hunt’s not over until it’s over. And Cain hasn’t given up just yet. Now, if only he could figure a way through these chains…
Worldview, Goals & Motivation:
Cain lives to tear down the current king’s rule as well as the church of Mitra. To destroy the hypocritical beast that’s taken so much from him. He is willing to do whatever is necessary to see this happen.
Cain sees the world in a unique way. His family, a pack of half-orc were-wolves, were denied their rightful place in nature as dominant hunters … hunted to extinction by a hypocritical King and Deity who spoke of peace and love while murdering his people. Within Asmodeus’s plans, Cain seeks to restore his rightful place in the world. To reclaim his right to hunt openly in his own range. To kill and eat the sheep (humanity) as nature intended. When Talingard is reshaped under the Prince of Darkness’s dominion, he will see this vision come true and will reestablish his own pack in a place of legal, recognized authority.
Personally, he would also see who betrayed him to the Mitrans and kill them.
Male half-orc natural werewolf inquisitor of Asmodeus 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 198)
LE Medium humanoid (human, orc, shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +5, Ref +5, Will +7
Speed 30 ft.
Special Attacks curse of lycanthropy, judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—divine favor, litany of sloth[UC]
. . 0 (at will)—brand[APG] (DC 13), detect magic, detect poison, stabilize
. . Domain Conversion inquisition
Str 17, Dex 16, Con 12, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 16
Feats Catch Off-guard, Diehard, Endurance
Traits fate's favored, trap finder, Attempted Murder (+2 Intimidate)
Skills Bluff +7, Climb +7, Diplomacy +7 (+11 to change attitude vs. animals related to lycanthropic form), Disable Device +6, Intimidate +10, Knowledge (religion) +5, Perception +7, Sense Motive +8, Stealth +7, Survival +7
Languages Common, Infernal, Orc
SQ change forms, lycanthropic empathy, monster lore +3, orc blood, stern gaze +1
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contractd lycanthropy (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Role within the Crew & Planned Leveling Advancement:
At level 2 and beyond, I’m planning to level him up as an Inquisitor and Slayer (Bounty Hunter archetype). Power Attack is likely his level 3 feat, but from there, I’m going to play it by ear.
Despite a sharp mind, a hunter's instincts, a prideful streak as wide as Talingard, a considerably diversified set of skills, and the physical capabilities to back it all up, Cain doesn't see himself as the Alpha. Asmodeus has built on Cain's natural pack mentality to meticulously cultivate him to be the perfect right-hand man. Loyal, reliable, determined, resourceful, deadly, resilient, and absolutely dedicated to a very specific worldview. He's 'man with a certain set of skills' ... with those skills including those to act as an infiltrator, scout, thief, thug, enforcer, hitman, and tracker/bounty hunter.
Mechanically, Cain's built to bring a flexible skillset to the crew. He's an an excellent scout, whether in a dungeon, outdoors, or urban environment ... complete with Darkvision, Scent, Low-light vision, tracking, trap/lock-breaking, and the ability to collect all the useable Knowledge skills to keep the crew one step ahead. His Conversion Inquisition makes him a reliable social-skill asset ... able to convince, deceive, or threaten effectively as the situation demands. And the combination of consistently-strong physical attributes and the Slayer and Inquisitor class abilities (uniquely outfitted to bring the unusual suite of weapons provided by Catch Off-Guard, Bounty Hunter archetype, and City-Raised ... improvised weapons, whip, bolas, and nets) makes him capable of playing an extremely versatile role in combat. Floating from martial controller to ranged & melee damage-dealer, keyed to our opponents' weaknesses fairly quickly, means he can always contribute meaningfully in a number of ways. And finally, some light healing spells means he can help support the group's healer in a pinch.
I have played part of this campaign here on the boards, and with a similar character (i’ll be using the same avatar, though I’ve modified and customized him for this game and your specifications/requests). I had a blast, but the game fell apart when the DM disappeared on us (that’s the second time that a DM for this campaign disappeared on me here on the boards). We played into Book 2 (possibly towards the end), but I’d absolutely love to try to play this game to its completion. It’s been long enough that the details are fuzzy anyway, but regardless I guarantee I can and will separate any player from character knowledge. I hope this doesn’t reduce my chances of getting into the game. Let me know if you have any questions.
So that’s Cain. I hope you like him as much as I do. I really hope to play him in this game. Let me know if you have any questions, concerns, or thoughts, GM. :)
Well, Alaric wasn't exactly engaged when we left the game off, anyway. I say if he doesn't jump back in with some proactivity and availability, we find a way to cut the character loose. And I'm not all that concerned with replacing him. The team's pretty effective with our five engaged members, and we seem to have a hard time finding a consistent additional player.
Sorry to hear about the medical stuff, but I guess I'm glad you have a plan of action. That's always the best first step, right?
i'm certainly glad to hear that you're feeling inclined to kick things back off. I know I certainly wouldn't mind letting the wolf run wild some more. >:D
I guess I'd say I'm good either way. I really enjoy this character, group, and game, and would happily jump back into it whenever you're ready to go. At the same time, surgery (not to mention multiple surgeries, as these things can easily go) can take a lot of physical, emotional, and mental energy. I'd not want to get things going only to have it drop back off. I certainly wouldn't blame you if that happened. But—as always—I don't want to create more mental strain on you when you're dealing with health stuff.
Like I said, I will happily go either way, but I'm mostly interested in you making the right decision for you.
As my dad (and granddad) would say, "that clear as mud?"
Fargo's right, Xzaral. Don't put a timeline on this thing just to have a timeline on it... I'd hate to put you under yet another deadline at this point.
We'll be here. When/if you feel like you want to continue, give us a shout (through PM or whatever) and hopefully we'll be able to have some more fun.
I pretty much agree with everyone here. Xzaral, I hate to hear it, but I completely understand where you're coming from. You should take care of yourself first, man.
Ive loved this character, this group, and this game. I second (or third, i guess) the feeling that I'd prefer to put this game inactive than pull in another GM. I just don't think it'd be the same, and I'd prefer to maintain what this game is on the off-chance that Xzaral ever feels up to pulling it back off the shelf and giving it another go.
Xzaral, thanks for the fun so far. Hope things lighten up for you, and life gets straightened out. Don't see this whole thing as a failure. You have a whole group of folks who seem to love this game, and would rather shelf the game than look for another DM to run it. That's a big deal, man.
Take care of yourself. Same goes for everyone. I hope to game with everyone again (well, those i'm not in other games with, anyway).
Also, Happy Holidays. :)
King Markadian V wrote:
First off, Paizo seemed down for most of yesterday. I fully blame the Advanced Class Guide playtest, which I have managed to download as well (not as impressed with the Arcanist as I thought I'd be, sadly).
Agreed. i like a few of the classes, though. Slayer and Brawler look pretty straight-forward and fun (assuming they take the overwhelming feedback and bump the skills per level up to 6).
Hey now, just because you two were more initially vocal about it doesn't mean the rest of us aren't completely in agreement (I just haven't gotten a chance to post yet). We haven't played defense this whole game... why would we start now? >:D
Let's open the gates, ruin the mechanisms, turn their artillery on them for a volley or two, then go head-hunting.
And yah, I don't have a brilliant plan for keeping them in the barracks/chapel, either.
Apparently i had a post eaten.
Xanos is right about Cain getting the short end of the stick if we go with the WotW rules. It'll mean his little organization will be a slow starter. Though, to be honest, I didn't create him to be a leader. If we went that direction, I could just make a small team that's basically all muscle... they'd generally lay low until one of you guys wanted more muscle for a week or whatever.
Taking Leadership would be painful, but again, if it's what people want to do, I'll be fine with it.
I guess my point is, I don't have a heavy preference in this instance. I don't want to end up being left out, but I also don't mind working from a disadvantage. Cain gets to play the role of a heavy-hitter during our main questing, so if I become a bit secondary in this organizational stuff, I can abide.
I don't have a strong preference on the organization thing. I'm not a natural administrator, but I don't know if it's that complicated or not.
Does the organization play a big role in our success of the adventure/campaign? Or is it supposed to be a fun add-on to keep us feeling like we're becoming big-wigs?
"Great," Cain grunts as he hands over the sword, helping to strap it across Alaric's back, "Price, how much time do we have on your quiet spell?"
As they prepare for the plan, he pokes at Xanos's hand, "Uh... Too Tall... You there? I need some help."
Ready to rock. I'll actually head out as Price and Alaric head out, allowing Price to cast her Silence spell at the last moment to make the most of its duration.