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** Pathfinder Society GM. 322 posts (1,461 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 8 aliases.




Hi all,
Some time ago I began GMing a Way of the Wicked campaign with 6 players. A fortnight ago, we lost one player due to health reasons. As such, I'm looking for ONE replacement who can fill a gap in the party.

The party currently consists of an anti-paladin, fighter, sorcerer, bard, monk. A dedicated divine caster would be ideal but we don't have a rogue either. They've just broken out of the prison and are heading towards a mysterious manor (where the chosen character will already be).

The game is WotW with a vampire variant. Basically, everyone begins as a standard character but will (if they wish) later progress into undead.

Character creation rules found HERE at the recruitment thread. Except that the chosen character will begin at level 2, do NOT get a crime trait (choose a different trait) and start with 1000gp. More specific background info later.


I'd like players to update their alias's so that character info is displayed under their character name. This makes it easier for me to find oft used character details very quickly.
Info should include:
Race|Class|HP ?/?| AC ?(T?/FF?)|CMB +?; CMD ?| Saves Fort , Ref , Will| Initiative +?, Perception +?, Sense motive +?

This can be done by going to the 'Profile' tab and filling in the appropriate details in Gender, Race and/or Class/Levels.

Example below:


In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

Condemned, you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet
are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night, although it is hard to tell the difference between the two in this massive, but windowless, cell.

Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure. Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken?

Despised, alone and shackled – all that you can do now is await your doom.

With your new accommodations in mind, feel free to introduce yourselves. A map is on its way shortly.


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Hello, I'm planning to run the Fire Mountain Games' Way of the Wicked Adventure Path. This is an evil adventure path where characters will strive for personal power, embrace undeath and bring down the honourable nation of Talingarde. You have been warned.
You begin the adventure in the Branderscar Prison having recently been branded 'Forsaken' and sentenced to death for your crimes.

I am ideally looking for 5 players to join in this villainous game.

There is a player's guide located HERE that is free to download.

Blurb:

The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honourably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.
A more complete history will hopefully be put into the Campaign tab shortly.

Character generation :

Ability generation We'll be using the Focus and Foible system listed in the adventure path. This means that you get to choose one ability score which will be an 18 and one which will be an 8. After that, you roll 1d10+7 for each of the remaining ability scores in order (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma omitting the one that you've allocated as the Focus and Foible). You do not get to reroll or allocate the numbers.
Addendum For the sake of fairness, players unhappy with their states should add up their ability score using Table 1-1: Ability Score Cost for Core Rulebook (p. 16). If the points total is less than 25 then the player may reroll the ability stats using the above rules.
Races All Core races are allowed, as well as aasimars, tieflings, dhampirs and drow. Other races might be possible but are not guaranteed acceptance.
Classes All are permitted except the Gunslinger, Paladin and Summoner. Anti-Paladin must now be LE Anti-Paladin and may not use their fiendish boon to add the 'anarchic' property to a weapon. Instead, they may add the 'axiomatic' property.
Skills As normal but there is a house rule that each player receives two extra skill points per level. One of these must be a profession or craft skill. This is due to the fact that the characters must be self-sufficient for much of the adventure.
Equipment and starting wealth You begin with nothing, including class-based boons.
Alchemists begin without their formula book, extracts bombs or mutagens. Bards begin without their instruments. Cavaliers have lost their mount, however the week of mourning has past. Clerics begin with their chosen spells but have no holy symbol or material components. Druids begin with their chosen spells but their animal companion is either outside the prison walls or dead. Inquisitors and oracles don't have their holy symbols. Witches, Wizards and Magi do not have their spellbooks, material components, familiars or bonded objects. They do however have a full selection of spells memorized prior to incarceration.
Alignments Only alignments permitted are lawful neutral, lawful evil, neutral or neutral evil. Lawful evil is the preferred choice.
Characters must choose a crime that they are guilty of.
Deities Unlike the original version of WotW, Empire of Night does not require characters to be followers of Asmodeus.
Traits Each character gets two traits, one of which must be a Crime of the Forsaken (see the Player's Guide). Note that your characters are guilty of the crime stated in your trait. You may have done it out of some misguided ideal but you are nevertheless guilty.
Books used
Core Rules, Advanced Players Guide, all Ultimate books, Advanced Races Guide, Blood of the Night, Blood of Angels/Fiends (possibly others but ask first)

Basic Undead Rules:

Although characters begin as mortals there will shortly be an opportunity to become an undead. Due to the unbalancing effect of a vampire PC in early encounters PCs must take feats to progress as a vampire, with each new feat opening new powers for the undead.
The Hunger rules from ‘Blood of the Night’ will also be used.

Never asked questions:

Q: But what if I don’t want to be a vampire?
A: No one’s forcing you. Other opportunities will arise later on (if you’re interested); just don’t forget the title of the campaign.

Q: Can I be a different kind of undead?
A: I’m certainly hoping to open up a few opportunities, yes. You might have to wait a while though.

Q: If this is an evil campaign, what’s stopping the PCs from killing each other?
A: Aside from me pushing lawful alignments? Not a great deal. Still, remember it’s you guys against the world so working together would be wise.

Archetypes:

These Archetypes are found in the WoTW books. Although they lack an undead theme I include them here for the sake of completeness.
Few are willing to sign the contract, penned in their own blood, turning their immortal soul over to Asmodeus in return for power, but those that do find that the benefits are well worth the cost. While they can expect an eternity of torment in the afterlife, they gain untold power in their mortal lives, but each year brings them closer to damnation. It is then no surprise that they wield their gifts with almost reckless abandon, hoping to impress their dark lord with untold acts of cruelty and tyranny. It is a fool’s hope, however, since Asmodeus is not easily swayed by such acts, and there is a high price to pay for his favour.

Lord of Darkness (Antipaladin Archetype)
Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to Asmodeus take on an even darker purpose, to bring the people under his unholy yoke. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread.

Aura of Obedience (Su): At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

Cruelty (Su): At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.
Commanded: The target must obey one order from the lord of darkness, as per the command spell.

At 9th level, he can select the following cruelty in place of the nauseated cruelty.
Charmed: The target is charmed by the lord of darkness, as per the charm monster spell. This effect lasts 1 round per three levels of the lord of darkness. The lord of darkness must have the commanded cruelty before selecting this cruelty.

Domination (Su): At 11th level, a lord of darkness can expend two uses of his smite good to make one living humanoid creature within 30 feet into his thrall, as dominate person. The target receives a Will save to negate this effect, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. If the creature fails its save, it obeys whatever commands the lord of darkness makes. The duration of this effect is permanent, but the target receives a new saving throw each day to end the effect. A lord of darkness cannot have more than one thrall in this way at a time. If he ever dominates another creature, the previous thrall is immediately freed from this effect. This ability replaces aura of vengeance.

Unholy Barrister (Cleric Archetype) Will stack with Infernal Apostle
Wretched are the clerics that worship Asmodeus, but there are some among them that truly find a calling in the service of the unholy lord. These clerics, known as unholy barristers, are among the devil’s most powerful servants in the lands of the living, tirelessly working to enslave all who dare to oppose him.

Deity: The cleric must worship Asmodeus.

Domains: The cleric must have the Evil or Law domain.

Demanding Channel (Su): At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures.
Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus. In addition to the damage healed, creatures that swear loyalty gain the Devil’s Pact feat for a number of minutes equal to the cleric’s level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel. Regardless of when the power is used, the creature’s soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish . Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil’s Pact feat). This ability otherwise copies and replaces channel energy.

Soulbound Contract (Su): At 8th level, the unholy barrister can barter some of his power off to those who would serve Asmodeus. Using this ability is a standard action and it can only be used on a willing creature who is adjacent to the cleric. The creature must knowingly, and willingly, pledge his soul to Asmodeus to receive the benefits of this ability. The unholy barrister can grant the target a number of his spells, as if using imbue with spell ability , but without having to give up a 4th level spell slot. In addition, the cleric can transfer one use of his demanding channel to the target, regardless of the target’s total number of Hit Dice. Spells transferred and uses of demanding channel are lost by the cleric until used by the target and regained normally. As long as the target has any spells or uses of demanding channel remaining, it is surrounded by an aura of foul energy. It is treated as an evil creature for all spells and effects and if it dies while still possessing any spells or uses of demanding channel, its soul is bound by Asmodeus and it cannot be raised or resurrected by any mortal means. The unholy barrister cannot have more than one use of this ability active at a time and cannot use it again until the first target is slain or it uses up all of the granted spells and uses of demanding channel. The unholy barrister can use this ability once per day at 8th level, plus one additional time per day at 14th level. This ability replaces the 8th level ability gained by the Evil or Law domains. If the unholy barrister has both domains, he chooses with one to exchange for this ability.

Infernal Apostle (Cleric, Drow) Will stack with Unholy Barrister
The Infernal Apostle is an archetype of the cleric class, available to drow clerics who worship Asmodeus or an Arch Devil.
In order to survive the purgings in Talingarde, the drow threw in their lot with Arch Devils. Infernal Apostles gain magical insight from their diabolical lords to dominate enemies by channeling infernal energy.

Class Features
An Infernal Apostle has the following class features:

Infernal Magic
An Infernal Apostle must choose to channel negative energy, and must select either the Lawful or Evil domain or the Devil subdomain as their sole domain.

Infernal Familiar
At 1st level, an Infernal Apostle gains a familiar as a wizard equal to their cleric level, or if they already have a familiar, their cleric levels stack to determine the familiar's abilities.
At 3rd level, their familiar gains the fiendish template.
At 7th level, the Infernal Apostle exchanges their familiar for an Imp without the need to take the Improved Familiar feat.

Infernal Channel (Su)
At 1st level, an Infernal Apostle can channel energy infused with hellfire to damage creatures of chaotic and good alignment, or, at higher levels, bolster the abilities of lawful evil allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are chaotic or good take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled infernal energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Infernal Apostle's level + the Infernal Apostle's Charisma modifier. Chaotic Good creatures take a –2 penalty on this saving throw.
At 5th level, lawful evil allies within the burst are affected as if targeted by a heroism spell with a duration of 1 round. While under the influence of the spell, your allies also gain fire resist of 5 and all unholy or silver weapons do an additional 1d6 damage.
At 9th level, chaotic or good enemies are also sickened for 1d6 rounds if they fail their saving throw against the infernal channel. Channeling infernal energy is a standard action that does not provoke attacks of opportunity.
This ability replaces channel energy.

Torture Master (Inquisitor Archetype)
Inquisitors are ruthless when it comes to rooting out traitors and the unfaithful, usually employing means that others find distasteful at best, but the torture master takes pleasure from his work. Learning their arts from blasphemous texts devoted to Asmodeus, these inquisitors specialize in causing pain, and using that pain to further the ends of their infernal lord. For them rooting out traitors is not just a duty, it is a sacred privilege and causing pain is the tool that they use to accomplish their goals.

Torture (Ex): At 3rd level, a torture master can spend one minute to cause a helpless target an extreme amount of pain and anguish. The torture master must have adequate tools on hand to use this ability, such as knives, fire, whips, and other grisly torture implements. At the end of this minute, the target takes 1 point of damage per level of the torture master and must make a Will save with a DC of 10 + 1/2 the torture master’s level + the torture master’s Wisdom modifier. The DC of this saving throw increases by +1 for each consecutive use of this ability. If the target fails his saving throw, he must truthfully answer any one question asked by the torture master that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This ability replaces solo tactics.

Lingering Pain (Ex): At 3rd level, whenever a torture master uses his torture ability on a target, that target gains a condition that lasts for a number of minutes equal to the torture master’s level. The torture master must select one of the following conditions at 3rd level and every three levels thereafter. Whenever he tortures a creature, he can select the condition he wants to apply to the target.

Fatigued: The target is fatigued.

Shaken: The target gains the shaken condition.

Sickened: The target gains the sickened condition.

At 9th level, he adds the following conditions to the list of those that can be selected.

Exhausted: The target is exhausted. The torture master must have selected the fatigued condition before selecting this condition.

Frightened: The target is frightened. The torture master must have selected the shaken condition before selecting this condition.

Nauseated: The target is nauseated. The torture master must have selected the fatigued condition before selecting this condition.

Staggered: The target is staggered.

This ability replaces any teamwork feat ability and all additional teamwork feats the torture master might gain.

Torture Touch (Su): At 14th level, a torture master gains the ability to use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of damage and must make a Will save to avoid answering a question as normal. This also allows the torture master to apply one of his conditions from lingering pain to the target, but the effects only last for 1 round per level of the torture master (instead of the usual 1 minute per level). The torture master can use this ability once per day at 14th level, plus one additional time per day for every two levels beyond 14th. This ability replaces exploit weakness.

Hand of Tyranny (Monk Archetype)
Those who find themselves heeding the call of self-perfection sometimes turn to Asmodeus to help the overcome their failings. Unfortunately, his dark gifts often twist the thoughts and goals of the wielder, turning them into an instrument of tyranny.

Unholy Command (Su): At 1st level, whenever a hand of tyranny makes an unarmed strike, he can decide to add an unholy command to the attack. If the attack hits, the target must make Will save, with a DC equal to 10 + 1/2 the hand of tyranny’s character level + the hand of tyranny’s Wisdom modifier. If the saving throw fails, the target must obey the order, as if a command spell was cast upon the target. The hand of tyranny can use this ability a number of times per day equal to his level. Using this ability is a free action. At 8th level, this order instead works like the spell suggestion . This ability replaces stunning fist.

Pain Touch (Su): At 7th level, a hand of tyranny can touch a living creature, causing it to become wracked with pain. Using this ability is a standard action that requires a melee touch attack. If successful the target is nauseated for 1 round and then sickened for a number of rounds equal to the hand of tyranny’s level. A successful Fortitude save, with a DC of 10 + 1/2 the hand of tyranny’s level + the hand of tyranny’s Wisdom modifier, reduces this effect to sickened for one round. Using this ability consumes 2 points from the hand of tyranny’s ki pool. This ability replaces wholeness of body.

Tongue of Lies (Ex): At 17th level, a hand of tyranny receives a +10 competence bonus on any Bluff skill check made to lie. Any lie he tells cannot be detected via detect lies , zone of truth , or similar spells. This ability replaces tongue of the sun and moon.


Prestige Classes:

Any Paizo prestige class is fine.
Prestige Classes from D&D 3.5 sources are USUALLY okay but check before making too many plans. :)
Check out http://www.dandwiki.com/wiki/Tome_of_Necromancy_%28DnD_Other%29/Necromancy_ with_Class
OR
http://www.themarcia.com/RPGA/DnD35references/Complete%20and%20Races%20Book s/Libris%20Mortis.pdf
Some good ideas that could be incorporated there.

Path of the Vampire Feats:

These feats are required to become a vampire. (I've taken the liberty of modifying some of them from the original source)
The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 60 ft. and the alertness feat, however your Constitution score is lowered by two permanently

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves by +2, you gain a +2 racial bonus to Perception and you gain the toughness feat. You also gain DR 2/silver and magic.
However your Constitution score is again lowered by two permanently. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full repercussions of this dark gift. Still, you are fast as lightning and full of fury. You can barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex and Chr scores are improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template) and a slam attack. You now cast no shadow and have no reflection in a mirror.
However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water. and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. You are also at risk from the effects of Hunger (Blood of the Night p.22-23). If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). Your strength score increases by +2. You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points. However, you now recoil from mirrors and strongly presented holy symbols.

Undead Focus
You have focused your mind and insight into that of a cunning hunter.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You ability scores now resemble that of a true vampire. Gain +2 int, +2 wis and +2 chr and a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth checks (these bonuses stack with the skill bonuses from The Initiated.)

Strength of the Grave
You have perfected your mind and body into a true creature of the night.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You ability scores now resemble that of a true vampire. Gain +4 str, +2 dex and you also gain the Change Shape Special Quality and a slam attack that is treated as magical for the purposes of overcoming damage reduction.

Ascending Undead
The last esoteric powers of vampirism are almost within your grasp.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 11th level
Benefits: Gain two special abilities from the following list: Children of the Night, Create Spawn, Dominate, Energy Drain. You also gain a +2 bonus to you natural armor.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: Ascending Undead, The Bitten, the Dying, the Risen, The Initiated, 13th level, Either Strength of the Grave or Undead Focus.
Benefits: You gain the full benefit and weaknesses of the vampire template.


Asmodeus Feats:

The wicked have a variety of tools at their disposal to bring pain and misery to those around them. These feats are just some of the options they gain from their service to Asmodeus.

Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.

Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GM interpretation).

Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.

Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creatures that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pack one additional time per day.

Devil’s Pact
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.

Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefit: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.

Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.

Firebrand (Combat)
You can make use of a torch as a deadly, macelike weapon.

Prerequisite: Worshiper of Asmodeus

Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.

Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Ignore Pain
You are familiar with pain, and have become adept at ignoring when needed.

Prerequsite: Toughness

Benefit: Whenever you have the sickened condition, you only take a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Whenever you have the nauseated condition, you can take a move action and a standard action, but take a –4 penalty on any check associated with an action that requires a standard to complete (such as attack rolls, weapon damage rolls, some skill checks, caster level checks, and so on). When nauseated, you cannot take full-round actions.

Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.

Ordered Mind
Your study of Hell's laws improves your counterspells.

Prerequisites: Caster level 7th, lawful alignment, worshiper of Asmodeus.

Benefit: You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent’s spell is equal to 20 + the spell level of the opponent’s spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe’s spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe’s spell.

Priest’s Pact
You have devoted your divine talents to serve the will of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: You can call on the power of the Devil’s Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell’s level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil’s Pact one additional time per day.

Sacrificial Channel
You can consume the soul of a dying creature to heal the unholy.

Prerequisites: Channel negative energy 2d6, evil alignment.

Benefit: Whenever you make a coup de grace against a living creature, you can spend one use of your channel negative energy class feature as a swift action. If the creature dies and has at least as many Hit Dice as the number of dice you roll for channel negative energy, the channel heals all evil creatures (living and undead) within a 30-foot burst instead of its normal effect. If the creature does not have enough Hit Dice, the channel energy attempt is wasted.

Unholy Spell (Metamagic)
You can enhance your spells with the power of Asmodeus, making them more deadly to those who oppose his infernal will.

Benefit: An unholy spell has a different function depending on the target. Good creature’s take a –2 penalty on any saving throws made against an unholy spell, while evil creatures gain a +2 bonus on such saving throws.
In addition, if the spell deals damage, half the damage is considered unholy damage, which bypasses any resistances the target might possess. If the saving throw reduces the damage, if halves the unholy damage and the normal damage. An unholy spell takes up a spell slot one level higher than the spell’s actual level.

Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.

Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.


Player Expectations:
Being able to post once per day is a general requirement. Of course, missing a day or two isn't the end of the world but I'm not afraid to 'ghost' characters if I feel the game needs to move along. I generally give 24-48 hour leeway.

About me:
I have over a decade of experience playing and GMing D&D games in RL. I've also joined a few PbP games on the paizo boards.
However, this will be my first attempt at running a PbP game. You've been warned. :)

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I'm hoping to start a Pathfinder Society at Penrith Tin Soldier,
if you're interested in joining, reply to this thread or msg me.
- Neil