
Aku Warashi |
Let me open my way of the wicked folder of possible characters. I think I will try out the anti-paladin. Always wanted to play one.
Do you mind of I have DM knowledge of the game?
Sorry, never really answered this one.
Well, if you are able to keep the game knowledge out of the game, I do not mind. And I do change things anyway.

Rasim |

If this is still open I'd like to roll ahead and see if I can come up with something. Different ideas floating in my mind, but seeing as the group has two casters I'll let the sorcerer idea slide.
Focus=Strength=18
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (5) + 7 = 12
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Foible=Cha=8
Hmmm interesting rolls. I hoped to get Con higher, but this might be an interesting Barbarian build. Reading through the OP, Barbarian will become LE right?
I'm thinking of a Demon-spawn Tiefling (Would fit well in the dumb but powerful category) or a Devil-Spawn Tiefling (for that would be more in tune with flavor).
His story in short, he is a red-scaled tiefling, very brawny, not so brainy. He was used as a mere underling for brutal extortions and intimidations, but he got carried away with his last mission, slicing his victim in two with his scythe/axe and stomping his head into the ground, before he realized he was in quite a public place.
He's proably going Barbarian (Invulnerable rager) into Pain Taster Prestige Class if that's okay with you DM.

Davor Elan |

Ok this is Bane88's character. I'm am still working on getting the crunch into his profile and writing a background.
But the overall feel for the character is a human dirge bard with the fraud campaign trait.
Going buffing/debuffing.
Probably going to use wands offensively instead of sucking it up in melee or ranged combat.

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concept for anti-paladin
if you like it let me know, if your not accepting any more, I apologize.

Seren Little |

@Lady Rose.
I only have a character's knowledge of the campaign so Aku would have final suggestions but what we've done so far I honestly don't think you would have to change much.
Remove Secret #1, and under Friends, Enemies: Remove Sir Balin, and the last sentence from Tiadora and the rest I think works well with the current campaign.
Like everything else in her life Daddy dearest took care of the problem that was Sir Balin by dropping him in a test chamber for his most recent recruits, upon which we systematically killed him. You thought you would lead him astray from Cardinal Thorn, but failed (or your father took matters into his own hands or something that leads to a similar result).

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Stats for anti-paladin.
Focus Str
Foible Wis
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Cha: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Con: 1d10 + 7 ⇒ (8) + 7 = 15
..... I Approve of this.
EDIT: I need to remove a bit at the end of my anti-paladin.

Fausto |

Hey Aku,
This is Fabian's PC (Fausto) for which I had previously posted the 'fluff'. I have now finished his crunch (see alias), had a change of heart, and decided to try out for the game after all.
Please consider Fausto when making your selection for the game.
Let me know if you need further information at this time.
Game on!
Fabian

DM Aku |

Stats for anti-paladin.
Focus Str
Foible WisInt: 1d10 + 7 ⇒ (9) + 7 = 16
Cha: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Con: 1d10 + 7 ⇒ (8) + 7 = 15..... I Approve of this.
EDIT: I need to remove a bit at the end of my anti-paladin.
** spoiler omitted **...
Okay, I think it was my fault for not explaining how F&F works!
You choose your Focus:
Str
You choose your Foible
Wis
Now, you need to roll in order;
I just copied your results and used then to show you your real scores.
Str 18 (focus)
Dex 1d10 + 7 ⇒ (9) + 7 = 16
Con 1d10 + 7 ⇒ (10) + 7 = 17
Int 1d10 + 7 ⇒ (7) + 7 = 14
Wis 8 (Foible)
Cha 1d10 + 7 ⇒ (8) + 7 = 15
This would be your rolls. :)

DM Aku |

EDIT: I need to remove a bit at the end of my anti-paladin.** spoiler omitted **...
Well, I liked some parts, other don't.
Parts I liked: His code, motivation and what he tried to do.
Parts I disliked: A lich for 'father', the corrupt church (believe-me, that is not so easy to see in talingard.) and the fact that it does not tell us how the was caught and how the escaped the salt mines.
I'm confused about one thing: The char will be the Father Paladin or the Paladin son? :D

DM Aku |

Ok this is Bane88's character. I'm am still working on getting the crunch into his profile and writing a background.
But the overall feel for the character is a human dirge bard with the fraud campaign trait.
Going buffing/debuffing.
Probably going to use wands offensively instead of sucking it up in melee or ranged combat.
Sure. Tell me when your concept and background are done!

DM Aku |

I'm willing to make any changes you'd like to fit your version of the NPCs and the things that have happened in the story so far. Changing most things in the backstory won't change the core of the character. Just let me know what you love and I'll ditch the rest.
Seren said it all. :D

DM Aku |

Hey Aku,
This is Fabian's PC (Fausto) for which I had previously posted the 'fluff'. I have now finished his crunch (see alias), had a change of heart, and decided to try out for the game after all.
Please consider Fausto when making your selection for the game.
Let me know if you need further information at this time.
Game on!
Fabian
hey. i liked you history and your concept seens really good.
I would like to read how you escaped, other than just saying you escaped. :D But it's not mandatory.

RebBrown |

I was thinking of rolling up a gluttonous bastard who got in above his head with a crazed cult and a goddess he does not fully understand. A slave to sensation, he ever dug deeper to sate his sick desires.
Human cleric of Urgathoa (no crazy undead naster here, but a plague-ridden unfortunate bastard):
Crime: Consorting with Dark Powers.
Focus: 18 Wis
Foible: 8 Dex
Strength: 1d10 + 7 ⇒ (7) + 7 = 14
Constitution: 1d10 + 7 ⇒ (3) + 7 = 10
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15
Charisma: 1d10 + 7 ⇒ (7) + 7 = 14
Im not sure what deities you'll use, but I was thinking of using Urgathoa as a base template. Whether she is as she is in Golarion, or a sick and twisted servant of Asmodeus who has something on the side, I'm fine with it all. Even after escaping, he should still be screwed over from time to time for his wickedness.

DM Aku |

If i can finish the nagaji, i think he'd argue with them. "nobody" save the great dark one makes demands of him. :)
Don't worry about this. Seren/Nahia don't try to control the party, but they do control everyone else around then(Poor Kenny). But if you take time reading the gameplay, will see it's really well done. Seren is the Bad/Scaring girl while Nahia is the charming one.
And just to remind you folks: Recruitment open until monday, march 31.

Aku Warashi |
Arson
You have willfully started a fire that destroyed prop-erty. To be sent to Branderscar, you didn’t start just a mi-nor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire
yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimi-date checks, and Intimidate is always a class
skill for you.
Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsid-er. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was,“May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you aban-doned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill.
Profession (Soldier) is always a class skill for you.
Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves
Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave at-tempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud some-one important of a huge sum of money. And it almostworked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm criti-cal hits
Heresy
You have denied the supremacy of Mitra and been con-demned for it. For this to be a crime, you were not con-tent to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you
was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.
High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.
High Treason
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now head-ed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.
Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly grue-some manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typi- cal killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ulti-mately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is al-ways a class skill for you.
Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action your-self. A subtle difference to be sure. But it is the differ-ence between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will fool-ishly make an incursion into Talirean protected territo-ries. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobil-ity to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Tal-ingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
I just want to note two things: You can create your own crime, but I must approve your benefit.
No matter what it's being said about the punishment, you were sent to the salt mines. :)

RebBrown |

Sourat Vi'Sapor in an easy to read google doc.
I'm working on the background as it is, should have it posted in an hour or two. But his personality in some keywords: Sourat is ambitious, calculating, gluttonous and has an addictive personality - when something tastes sweet, Sourat won't be able to keep his hands off. He is a former publican, a tax collector for the state, but his fat fingers got stuck in the cookie jar that is the imperial treasury. An attempted murder on the person who caught him got Sourat a one way trip to the Salt Mines, where he has to pay for his crime and the costs of his execution before he gets a one way trip to the Great Beyond. The shadow that washed over him when his mother was taken by Mitra is now a deep dark pool in which he's drowning, but never before has he felt this free. Ever deeper he dives, exploring entire new sides of his debased self.
Crunch wise he's a straight-forward casting cleric with atrocious combat stats *laughs*

Chyrone |

GM
My nagaji has 2 pet vipers. Should i make rolls for what tricks i might have taught them? He uses them for minor purposes. Nagaji have 2 racial bonus on handle animal vs reptiles.
Crunch
Vashkaji
Nagaji Rogue 4
LE
--------------------
DEFENSE
--------------------
AC: 20,16,15
Hp 34
AC 20 (+4armor,+4dex, +1 Racial +1 feat)
Mwk. Chain shirt (+4Ac -1 AC pen)
--------------------
OFFENSE:
Melee:
-Mwk. Morningstar +8(1d8+4/19-20 x2)
-Dagger x2 +7(1d4+4/19-20 x2)
Sneak attack: +2d6.
Ranged:
-Mwk. Shortbow +8(1d6/x3)
--------------------
Initiative (+4), Perception +9
--------------------
Save rolls: Fort: +3, Ref +8, Will +1
--------------------
STATISTICS
--------------------
Nagaji: +2 Str and +2 Cha -2 Int
Str 19 (17+2), Dex 18, Con 15, Int 10 (12-2), Wis 11, Cha 10 (8+2)
Base Atk +3, CMB +7; CMD 21
Feats: Toughness. +3hp and +1 hp per die beyond 3.
Traits:
-Stealthy Escape:When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.
-Murder. +1 Trait flanking dmg.
Skills:
-Acrobatics +10(3+3class+4Dex)
-Bluff +5 (2+3class)
-Climb +8 (1+3class+4Str)
-Disable Device +8(1+3class+4Dex)
-Disguise +7(4+3class)
-Handle Animal +4(1+3class)
-Intimidate +7(4+3class)
-Kn. Local +6(3+3class)
-Linguistics +5 (2+3class)
-Perception +7(4+3class)
-Sleight of Hand +10(3+3class+4Dex)
-Stealth +11(4+3class+4Dex)
Skillpoints per lvl 8
Languages: Celestial, Common, Draconic, Infernal
Inventory
Mwk Chain shirt 250gp 25lbs
Dagger x2 4gp 2lbs
Mwk.Morningstar 308gp 6lbs
Mwk.Shortbow 330gp 2lbs
Arrows, common x20 1gp 3lbs
Potion of CLW x2 100gp 2lbs
Flask of alchemist fire x2 100gp 2lbs
Backpack, common 2gp 2lbs
Pets: 2 viper snakes, 10gp
Poisons
DC 14 fort: Blue Whinnis x2 240gp
Total gp 1345gp spent
Total lbs 44lbs =light load
Favored Class Bonus: Rogue (+1HP)
Rogue talents
-Lvl 2: Bleeding attack: opponents damaged by sneak attacks suffer bleed effect.
==>Bleeding damage bypasses any damage reduction the creature might possess.
-Lvl 4: Combat trick; gain combat feat. ==>Dodge
Class features
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Nagaji racial features
Standard Racial Traits
Ability Score Racial Traits: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
Size: Nagaji are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Nagaji are humanoids with the reptilian subtype.
Base Speed: Nagaji have a base speed of 30 feet.
Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Feat and Skill Racial Traits
Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Senses Racial Traits
Low-Light Vision: Nagaji have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Bio will be up later today.

Fausto |

Fausto wrote:Hey Aku,
This is Fabian's PC (Fausto) for which I had previously posted the 'fluff'. I have now finished his crunch (see alias), had a change of heart, and decided to try out for the game after all.
Please consider Fausto when making your selection for the game.
Let me know if you need further information at this time.
Game on!
Fabian
hey. i liked you history and your concept seens really good.
I would like to read how you escaped, other than just saying you escaped. :D But it's not mandatory.
Yes, I have an idea of how he escaped that will tie back to his archetype. I will write that up this weekend.
Game on!
Fabian

Rasim |

HP: 12 + 3d12 + 4 + 4 ⇒ 12 + (10, 11, 12) + 4 + 4 = 53
Moloc ‘Spiky’ Romoth
Male Tiefling (Demodand-Spawn) Barbarian(Invulnerable Rager) 4
LE Medium Outsider (Native)
Init +3; Senses: Perception +9, Darkvision
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+1 NA, +1 Dex, +6 Armor) Fire resistance 5
DR 2/-
HP 53 (12 +3d12+4+4)
Fort +5, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Speed 30 ft. (Medium Armor) (+10ft when running, charging or withdrawing.)
Melee: Scythe +9 ( +4 Str, +4BAB, +1mwrk)(2d4+6/x4)
With Power Attack +7 (2d4+6+6/x4)
Earthbreaker +9 (+4 Str, +4 BAB, +1 mwrk) (2d6+6/x3)
Power Attack +7 (2d6+6+6/x3)
Javelin (2) + 5 (+4 BAB +1 Dex) (1d6+4/x2) 30 feet range
--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 12 (9+2+1), Int 10 (12-2), Wis 18 (16+2), Cha 8
Base Atk +4; CMB +8; CMD 19 (10 +4 Str +1 Dex +4 BAB)
Feats: Power Attack (-2+4)(1st), Endurance (3rd)
Traits:
Crime (Murder): Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Bloodthirsty: Benefit: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.
Skills: Acrobatics 1 rank (+5), Climb 1 ranks (+8), Intimidate 4 ranks (+6), Perception 4 ranks (+11), Profession (Torturer) 1 rank (+8), Sense Motive 4 ranks (+8), Swim 1 rank (+8) (AC penalty -3, -0 for Climb or Acrobatics to jump)
Languages: Common, Infernal
Combat Gear: Mwrk Scythe (318gp, 10lbs), mwrk Earthbreaker (340gp, 14 lbs), mwrk Agile Breastplate (550 gp, 25lbs), 2 Javelins (2gp, 4lbs)
Other Gear: Cloak of Resistance +1 (1000gp), 2 blankets (1gp, 6lbs), food equalling 6 trail rations (3gp, 6lbs), mwrk backpack (50gp, 4lbs), Peasant’s Outfit (1sp, 2lbs), Tabard of the Salt Mine Guards (5 gp, 1lb), Belt Pouch (1gp, 0,5lbs), Bandolier (5sp), 2 waterskins (2gp, 8lbs), Hip Flask filled with Whiskey (11gp, 0,5lbs), Chain (30gp, 2lbs), crowbar, (2gp, 5lbs), 2 potions of CLW (100gp), 100ft silk rope (20gp, 10lbs).
Encumbrance: 78 lbs; Light Load, (Light Load up to 116lbs, Medium up to 233lbs)
Money Spent: 2435,6gp spent, 64,4 gp left
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits
Demodand Spawn Tiefling. They gain +2 Con, +2 Wis, and –2 Int.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Spell-like ability: Demodand-Spawn Tieflings can use Bear’s Endurance once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Class Abilities
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to herStrength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
(11/rounds/day)
Rage Powers:
Lesser Fiend Totem Benefit: While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack).
Reckless Abandon (Ex)
Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Invulnerability (Ex)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, anddamage reduction.
Extreme Endurance (Ex)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.
Favored Class Bonus: Barbarian (+4HP)
Moloc had always been strong even as a youth. His strength was always attributed to his heritage, it was said powerful and strong demons bred into his family, perhaps even so close as his absent mother, whatever happened to her he didn’t know.
He always loathed the other child urchins, even at a young age, he had broken out and escaped from the obligatory orphanage where abandoned children grew up. He preferred to live out alone on the streets than with those do-gooder and strict old hags living there. They had treated him with such disdain ever since he could remember, punishing him for almost every misdemeanor or mistake he made, eventually he grew accustomed to their displinary methods of applying ‘pain’, it was just another rite to go through. I talmost felt as though they wanted to beat the fiednish blood out of him.
”A disfavoured of Mitra.”, ”His mother must’ve been a harlot and a sinner” and most of all he heard the following sentence: ”Pay attention to him, the devil’s inside of him, that demon-brood.”
Fine then he thought to himself all those years back, I’ve had enough of this place anyway.
He found himself going towards the handyman’s closet, picking up a crowbar from among the tolls to break open the door. When he was near the door, two older boys waited for him, arms crossed. ”You’re not going out, the ladies forbid it. Moloch!”
He had always hated that name when he First heard it being directed at him, it apparently was a name of an elder demon or so the tale went. Great, here I was hoping to sneak out unseen. Damn them holier than thou maggots.
Though Moloc was younger than they were, he was also bulkier and stronger, his skin harder than theirs. He felt the rage building inside of him, he had enough of this place and would even like to see it crashing to the ground and these two punks wouldn’t stand in his way. The ensuing fight was short and loud, the boys hit Moloc, but that seemed to only fuel his anger and power. Moloc hit them both with the crowbar, hard too and when the caretakers came down to investigate they only saw the boys unconscious, several bruises and minor trauma apparent. The door was open, broken at the sides, the locks destroyed in the process, Moloc was nowhere to be seen.
In the following years, Moloc spent his time going north, surviving most of his early teens alone until he met a black-robed man on the roads. The man never gave his name not even in the years to come, but only said this to him: ”I’ve heard of a red menace on the country roads. If you’re him I could use you.”
Though skeptical at first, Moloc became curious, this man wasn’t only not scared of him, he actually sought him out. Though the man’s true motives were unclear, the man offered him a new place, somehwere Moloc believed would be less judgemental than the orphanage and less harsh than living alone on the roads. He took the man up on his offer.
His new home also became his new training place, a small cottage outside of his old home city. In there his new master and keeper gave him a training schedule, expecting him to follow it. ”You do this for me and later tasks I give you and you can expect a good life here, one of comfort and of respect, at least from certain other employees I have.”
Most of the training involved Moloc doing hard labor, but it was also trying to perceive his master’s intentions as he spoke, learn to watch his surroundings and be subjected to extreme conditions in and outside the cottage. Blistering hot fires, sleeping out in the cold, being stung by multiple hornets, apparently his master’s intention was to make him oblivious to his own pain, but fairly known with it to inflict it onto others.
His first tasks did confirm his line of thought. He needed to get information, the hard way, either mentally or physically. He usually decided to do both, especially when it concerned some full-of-himself high ranking citizen. He had both his strength and body-size to intimidate his targets, though he had learned to also extract information via other means, actually enjoying that last specific bit i fit was needed. He dutifully fed his master the information he needed over the past seven years, mostly ambushing people he needed to question on the roads, sometimes within the city limits. In the city he was still branded as some sort of abomination and people didn’t care to really talk to him, rather called him names and curse words. His last trip however would make a lasting impression on the city guards, how could it not have done so?
Moloc was asked to question a young man, an upcoming magistrate in the city for information, this wasn’t at all unusual, but this time it was someone he knew. One of the boys from the orphanage who blocked his way made something of himself, when Moloc approached him he was already weary of all the insults thrown at him and was in a bad mood. ”Excuse me sir, I’d like to have a word with you.”while he placed a firm hand on the man’s shoulder. The man turned around and they both stared at each other for a long time.
Then the young magistrate started to laugh. ”I’ve always asked myself as to what had become of you. A beggar I see, no definitely better off than in an orphanage.” The man continued laughing and making insults, Moloc felt his rage building again and pulled out a scythe from underneath his brown cloak. In a fit of rage and anger he cut down the man and his old enemy, slicing him in two and used his now massive hooves to beat his body even further. Shortly after he realized he did this quite in a public place, close to the city stables. The multitude of guards surrounding him, knocked him out quickly and when he awoke he was in a dark room, only dimly lit.
”Good, you’ve awoken. I don’t know why they just didn’t kill you, but apparently they saw your size and judged you’d be a better worker than a corpse. Welcome to the Salt Mines.” A sharp voice said. ”Bring him down to work.”
Moloc tried to free himself every day he woke again in the mines, it seemed to be of no use. Days became weeks, became months as he worked load after load of salt. When the day came he had enough he gave the chain with which he was bound to the ground a final enraged pull and broke it in half. Some other slaves and prisoners looked up excitedly, but he gave them no second glance, this was just for him.
The two guards that were on patrol were taken by surprise, choked to death by using his old fetters. He quickly gathered their gear, raided their guard post and tried to make his way out of the mines into freedom again. Survival was first on his mind, revenge followed right after that. He already tried to figure out how he could go after the guard captain of the mines.
As I already mentioned he's mostly a brute, with a special set of skills. He endures pain and knows how to dish it out, on and off the battlefield. He's actually also very sadistic, a trait that makes him very dangerous when people are not careful, though with people that treat him as an equal that might not be a problem.
Obviously he is a character that likes to get stuck into melee.

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Dotting for interest.
Couple questions for you:
1) Is it alright if the character up to this point in their lives before their crime was commited was not a wholly evil person? I have a concept that I am running with as I am formulating a character I would like to submit. Much of his backstory centers around being misunderstood due to his heritage, but he ultimately makes the decision to go evil, though he feels like he had no other choice.
2) Going with the same idea, the race I have planned for the character is tiefling. Is it alright that instead of having demonic origin, that he have devilish origin instead while still using just the base tiefling?

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rorek55 wrote:
EDIT: I need to remove a bit at the end of my anti-paladin.** spoiler omitted **...
Well, I liked some parts, other don't.
Parts I liked: His code, motivation and what he tried to do.
Parts I disliked: A lich for 'father', the corrupt church (believe-me, that is not so easy to see in talingard.) and the fact that it does not tell us how the was caught and how the escaped the salt mines.I'm confused about one thing: The char will be the Father Paladin or the Paladin son? :D
oops, sorry bout that, the lich wasn't his "father" sorry if it came across that way, that was a plot hook for waaaay back when. I can just cut thatpart out if need be. About the church, maybe instead of being corrupt, he THINKS they were, because they shunned him and "abandoned him" in his time of need, though I could just have it as, they didn't help, he got pissed :3. I was dead tired when I did this last night and just copied over a concept I had a while back that I unfortunately never got to play :(. Working on the caught/mines part as I type this. Thanks! never used FnF before, I just figured you rolled for w/e and kept it, like, this is my INT roll, oh. ok thats his Int. Sorry about that.

Seren Little |

@thestrongangel
Obviously Aku word is the final say but I think I can answer your questions pretty well:
1) That should be fine seeing as Seren was raised in the Mitran church and they were good days for her (i.e. She truly was a good person through most of the beginning of her life). I can't speak for Aku but a fall to evil can be just as good a background as always being evil.
Only caution I could think of, is to make sure that the character is fleshed out enough that if a path to redemption is handed to him, he is unlikely to take it, he shouldn't begrudge the fact that he has to be "evil" and do "evil" things.
2) During the campaign we've had some fairly significant fluff changes already to spells, abilities. So long as it doesn't affect the base stats/abilities of the Tiefling I don't see why that would be a problem.

DM Aku |

Dotting for interest.
Couple questions for you:
1) Is it alright if the character up to this point in their lives before their crime was commited was not a wholly evil person? I have a concept that I am running with as I am formulating a character I would like to submit. Much of his backstory centers around being misunderstood due to his heritage, but he ultimately makes the decision to go evil, though he feels like he had no other choice.
2) Going with the same idea, the race I have planned for the character is tiefling. Is it alright that instead of having demonic origin, that he have devilish origin instead while still using just the base tiefling?
Both questions: Sure
Edit: Damnit Seren, you beat me by 30 seconds :(

Aku Warashi |
oops, sorry bout that, the lich wasn't his "father" sorry if it came across that way, that was a plot hook for waaaay back when. I can just cut thatpart out if need be. About the church, maybe instead of being corrupt, he THINKS they were, because they shunned him and "abandoned him" in his time of need, though I could just have it as, they didn't help, he got pissed :3. I was dead tired when I did this last night and just copied over a concept I had a while back that I unfortunately never got to play :(. Working on the caught/mines part as I type this. Thanks! never used FnF before, I just figured you rolled for w/e and kept it, like, this is my INT roll, oh. ok thats his Int. Sorry about that.
Don't worry, no real harm done here. I'll be waiting for the next part of the history. :)

Kazul the Bear |

This is Lucendar's submission. Tough competition!
Will buy gear if selected.
HP rolls for levels 2-4: 3d12 ⇒ (7, 10, 11) = 28
Imprisoned at the salt mines, Kazul never forgot his plan for vengeance and grew stronger and heartier each day. Finally, after years of weakening day by day his chains, he was finally able to break out of his confinement. He killed various guards with his bare hands before escaping into the wilderness. Now, he looks forward to wreaking more havoc on Talingarde. The Bear shall feast again!
Personality: Kazul is massive, over 6’5” and 250 lbs of muscle. Image He carries an earthbreaker across his back but prefers to engages his opponents with his claws and bite in melee during his rage. He appears a brute but is quite intelligent and patient. Hence, how he bided his time until he escaped his confines. He’s looking for any way to avenge his clan.
Kazul the Bear
Male Half-Orc Barbarian 4
LE Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 60 (4d12+20)
Fort +9, Ref +4 (+1 bonus vs. traps), Will +4
Defensive Abilities trap sense +1, uncanny dodge
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Offense
--------------------
Speed 40 ft.
Special Attacks rage (14 rounds/day), rage powers (animal fury, beast totem, lesser)
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Statistics
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Str 18, Dex 14, Con 18, Int 13, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Improved Initiative, Power Attack
Skills Acrobatics +9 (+13 jump), Climb +10, Intimidate +5, Knowledge (nature) +5, Perception +9, Survival
+9, Swim +10; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ fast movement, orc blood, weapon familiarity, tireless rage
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Special Abilities
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Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Crunch Are traits being used? Also, could I take the alt. racial truespeaker? also, can we use oaths and the like as anti-paladins and feats that replaces the same things? Such as Oath of vengeance and or extra lay on hands or ToC?
Angel-kin Aasimar (fallen) anti-paladin. Lord of darkness(yay, I get to use it! It fits perfectly! )
Str:20
Dex:16
Con:17
Int:14
Wis:8
Cha:18 (+1 from levels)
Feats- Power attack, extra touch of corruption, (depending on DM ruling) (-2/+4/+6)
Gear- +1 Breastplate, Mwk light steel shield, MWK Longsword, Greatsword, backpack, waterskin (3), silk rope 50ft,
Skills +
Perception-4
Bluff-4
Know Religion-2
Climb-2
Linguistics-4
Intimidate-2
Know. Planes-2
Spells- Divine Favor-2
HP:13+6+6+7= 34. (bleh....)
HP: 1d10 + 4 ⇒ (2) + 4 = 6
HP: 1d10 + 4 ⇒ (2) + 4 = 6
HP: 1d10 + 4 ⇒ (3) + 4 = 7
special Abilities- touch of corruption 8/day w/ Command, +cha to all saves, smite good 2/day,
Aura of Evil (Ex)
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp)
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Unholy Resilience (Su)
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su)
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Aura of Cowardice (Su)
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.
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su)
At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
At 3rd level, the antipaladin can select from the following initial cruelties.
Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the antipaladin.
Sickened: The target is sickened for 1 round per level of the antipaladin.
At 6th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Dazed: The target is dazed for 1 round.
Diseased: The target contracts a disease, as if the antipaladin had cast contagion, using his antipaladin level as his caster level.
Staggered: The target is staggered for 1 round per two levels of the antipaladin.
At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.
Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.
Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.
Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.
Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin’s level as the caster level.
At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.
Blinded: The target is blinded for 1 round per level of the antipaladin.
Deafened: The target is deafened for 1 round per level of the antipaladin.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the antipaladin.
These abilities are not cumulative. For example, a 12th-level antipaladin’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.
Channel Negative Energy (Su)
When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spells
Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.
To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin’s spell is 10 + the spell level + the antipaladin’s Charisma modifier.
Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.
gear isn't fully done, but. The easy part is done, now to finish the fun, yet bit more difficult part :3. should have posted by tonight/tomorrow.

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Well here is my adjusted background including daring escape from the salt mines as requested. I'll put it on my character in the next day or so.
Mysty had been on the streets her entire adult life.The lot of halflings was a lessor one in Talingarde. They were seen as a happy, child people, with no voice in the rule of the nation. Most halflings are happy with that. Sometimes though, a halfling will rebel. Case in point is Mysty Heartglow.
Mysty ran away from her conformist family and took up the life of a criminal. During her life on the streets she had learned a thing or to, how to sneak. pick locks and steal.. One other thing she learnt was to listen to her instincts, but unfortunately sometimes the potential reward overroad that.. She was given a job to steal a golden cup from the cathedral, with an offer of good reward AND cash up front. Her instincts said be careful, but her heart said gimmi. Especially if she could acquire other loot on the way. The plan was good, and a good fire would cause a distraction while she slipped in, swiped the cup and whatever else she could, and then spend, spend, spend. .
But the plan didn't allow for another Thieves gang group to have the same idea. Disorganisation, she hated it. It still might have been salvaged if it wasn't for those meddling kids. Seeing the other group the kids screamed to high heaven, and then there were guards, priests, glowing light ball things, the other thieves and a friking PALADIN. Even then, she might have just walked out, after all she was an innocent bystander. Then the cathedral caught on fire! Oops the distraction, heh,heh well she had to have some fun. Racing through falling embers and smoke, Mysty decided to go for the cup, as the thieves gang fought priests and guards, with that Paladin chopping his way through them. Then as per the plan, she used the fire and conflict to cover her escape. Then a few stabbed guards, and a busy body priest sliced and she was off. But she was spotted, those idiot kids again, and suddenly she was being chased by what seemed like every guard and religious person in Talingarde.
I mean really. She is just a thief. It's not like she did anything really wrong. Now she had knights and inquisitors and bounty hunters and probably flaming angels of mitra chasing her. The only way to cover her retreat was to throw the damn cup as a distraction. Time to get out of here. She got back to her room in time to grab her gear, .She left through the hatch in the floor to the sewers just as the door was smashed in. She heard the WHOOMPH of the alchemist fire trap she had set. Try track her now, mitran scum. But that damn Paladin was waiting for her in the sewer, with a group of priests and Inquisitors. One spell later and she was paralyzed.
During the trial she was condemned as a habitual criminal and an arsonist. She wasn't even allowed a lawyer, just a damn priest who pleaded guilty on her behalf and begged for mercy. Apparently lawyers are all servants of the devil. And according to the trial so was she. She was sentenced to death, by burning. But the sentence was comuted, showing mercy to a child race under the benevolent protection of the kingdom. Typical patronistic guff. Mysty was about to go off at the smarmy, smug bastards running the court when a voice said "wait". Startled she kept her peace.
So she was shown "mercy". She was sentenced to the salt mines. As she left she said to her defender, smiling "thank for your help father. I hope I may repay and this court the kindness you have shown." The priest paled and left quickly.
She was quickly shipped to the salt mines, shackled and in a cage with others fated for a short, mean life. When they arrived they were assembled for the warden, a grizzled retired inquisitor. He told them "It has been determined that you are no longer fit to associate with decent people. So you are to work here until you die, when you will be buried in unconsecrated ground. Mitra have mercy on you." With that her new life began.
Within a week she had seen people dying with a horrible hacking cough, with sores and failing health, their skin cracked and bleeding. She lay awake, thinking. "I'm going to die here." Then that voice returned to her mind. "So ready to give up, little flame?"
Mysty turned to look. "Whos there? Am I going crazy?"
The voice laughed. "No. you're not crazy. I need you for a task. Say yes and I'll help you."
"What's the task?" Mysty asked, suddenly cautious.
"Oh, you'll like it. but I'm not going to tell you right now. You have to pass a test. Escape. That's all."
"Oh and why don't I steal the crown jewels while I'm at it" Mysty retorted sarcastically.
"Well, I'll help you. I am going to give you two things. Firstly, you need a spark."
A spark appeared in the air, lighting the room. All of the other prisoners there, stayed sleeping. "Don't worry, no one will interfere. I made certain of that." The spark circled her head, then plunged into her chest. Mysty convulsed in pain, as every nerve in her body seemed on fire.
"Soon be over. No pain,no gain I always say. You see you have an interesting ancestry. You see somewhere in your family line, a creature called an efreeti made its addition to your bloodline. I'm waking that up."
Seconds past like hours. But when they past Mysty felt good. Better than she had in a while. Her cracked skin was healed, and she felt like she just had a good meal. Inside she had a warm glow, like fire. She liked fire.
"There you go. Now your second piece of help."
In Mysty's hand was a lockpick.
"if you escape, I'll give you directions. The rest is up to you."
In under a minute Mysty had undone her shackles and was silently moving through the room. The locked door was no obstacle to her skill. On the other side she saw a guard, asleep on duty. She crept up, and was inspired to extend her finger. A small flame light there. Mysty stared at it in wonder, then she looked at the guard. A smile grew on her face. her finger moved to the back of the sleeping guard and with an act of will, he was sent to his god.
As his headless body fell to the ground, she grabbed the bottle of spirits on the table, a piece of paper and a dagger from his belt. Rolling the paper she shoved into the bottle and walked out side into the camp. She slipped through te camp, avoiding guards and came to the outer wall. It was well guarded.
"I need a distraction" . Looking around she saw the stable, and right next to it was the dog kennel. "Well those need to go anyway, so they aren't pursuing me effectively." instinctively she incanted a few words and a spark lit the paper in the bottle. then she threw it into the stable's hay loft. Then she moved away picking her spot to cross the wall. A loud whoomp annouced the fire and cries of alarm echoed across the camp. The screams of horses and howls of hounds rang through the night. Distraction achieved.
Mysty climbed over the wall, the usually alert guards watching the fire. Once on the other side she slipped into the night, like a ghost.
As she moved the voice said "Well done. Now I will explain your task."
As the voice did so, Mysty's face was wreathed in a grin. Now she has the chance to get power and revenge. By the time she was finished no one would think of halflings as a child race. All who wronged her will burn. And she will be one of the rulers of Talingarde.
Deep in the depths of hell a pell of laughter rang out.

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Cedric- backstory. I may change a couple more things before monday, but I think this covers most everything. Heh, once I stared typing it just came together.
Where there is darkness darker than night, I shall bring a shining light. Where despair, suffering, and oppression run rampant, I shall bring a mighty hope. When demons and undead run amok, I shall bring them to heel. When Evil threatens the world, I shall stand against the tide. When all hope is gone and evil has seemingly won, I shall stand strong. Where tyranny reigns free and tyrants oppress the people, I shall bring freedom. Where sin and evil run rampant, I shall bring redemption. Where disease, death, and strife are present, I shall bring relief. Never Shall I yield, never shall I waver, and never shall I falter. I am the sword of justice, the hammer of the righteous, the shield of the people. I am a warrior of the holy light, and evil shall fear my name. It cannot run, it cannot hide, and it shall not best me. This is my oath, my vow, my life, be I live by it, or die by it. I, am a Paladin.
At least, that is how it was. For a great time he was a champion of good, if not on the field of battle, in the courts and politics of government seeking to end corruption and bring about a way for the people to lead themselves, for there good. He took a wife, the love of his life whom he had met within the church and had one son. Alas, the corruption of the Nobles within the kingdom was far greater than he, or anyone, knew. One fateful day an assassination attempt was made on him and his family. He and his son survived, but his wife did not. It was this day he attempted to lead a revolution, seeking the aid of the church and the people. He was cast out of the church,He was told his path lead to destruction, pain, misery and death. Shocked, from being abandoned so wrongly he denounced his order, and turned instead towards the people of the kingdom. But instead of turning on the nobles whom were oppressing them, they, in there greed attempted to capture Cedric and turn him over for the bounty that had been placed on him that morning. The nobles had claimed him an outlaw, murderer, and a fraud, and the people ate it up. Disheartened, abandoned, Shunned, outlawed, and broken, he collected what he could from his home before it was seized. It was at this point Cedric came to the realization that the common man cannot be trusted to govern themselves, that humans and other mortals alike are all fallible, and that the gods care not about the workings of men. His entire moral code, his perception of life, all of it was shattered in one day. Before he left the kingdom, he returned to the order and struck down all within, before leaving he denounced Iomeadea and Sarenae. Cedric concluded that in order for the best good to come, he himself would have to rule, that he alone should be trusted with the power to form laws, that he alone was worthy. The man he had been, the man he was meant to be, all but disappeared that day. He was caught soon after by a group of bounty hunters being lead by one of his childhood friends. They captured them, and when the boy resisted, killed him on the spot for being "devil's Spawn". At the trial, Cedric's anguish and despair turned to anger, and hate. At the words of the court, the one himself Had served in for so long, He was sentenced to the salt mines. For weeks he let his hatred fester, until one day he heard a voice in the dark.
I come with tiding for you, I am sent from Asmodeous, He wishes to make a deal with you. He offers you freedom, and power, power enough to escape this place and bring the world to heel. All you must do is serve him, champion his name, and bring about order and tyranny to those who need, nay, want it. Whether they know it or not. It is after all, for there own good.
Cedric pondered only a moment, He embraced the deal, He signed the blood pact, and as soon as he did he felt dark power surge through him, once again he was a force to be feared. He spent the next couple of weeks making deals, arousing anger and spreading dissent, then on one night, he subjugated several guards, and aroused a riot, during the commotion he used the guards to escape along with the few other slaves who had given fealty to him. He slew any who got in his way though few would. After he escaped he executed the guards, unsavory, but loose ends are never a good thing. His path down the dark road sealed. He strode forward boldly, and never looked back. There were people who he needed payback, after all.
I am working on a code for him as an anti-paldin, but its a tad difficult as he is the tragic villain. I will get something though.

Lady Rose |

I'm not going to have reliable time to edit my sheet as I am currently on a road trip and posting sporadically from my phone.
That being said, please consider the recommended changes made. The entire Sir Balun thing is dropped, Tiadora is firmly a friend, and Rose was sent to the salt mines rather than Branderscar after her little killing spree.

Nahia |

Would you be open to another Witch or Oracle? What is their current focus? I am interested in a necromancer but could go cleric if you want some variety in classes. Multiple witches do work well together however. 8)
Hello! Seren is an Oracle of Bones and (is / will be) focusing on undead (I believe) and I'm a straight witch with the enchantment Patron. I'm not a very offensive witch and (attack wise) am going mostly with slumber and evil eye.
Beat me to it Seren!

born_of_fire |

I'm working on a enchantment/charm focused sorcerer. Since it's so different from my original plan, should I roll another set of Focus and Foible? I've used a 25pt buy for what I've got so far so that is just fine too.
His crime will be Fraud and I've chosen Extremely Fashionable for his other trait; hope that's ok. Would I be allowed to use the Vampiric bloodline from The Player's Guide to the Crossroads? It came up as an option for me on HeroLab. If not, I think Rakshasha will work out almost as well.
He will be a master manipulator, not very capable in combat himself but able to use the people around him to his benefit by treating them all like the pawns they are.

DM Aku |

I'm working on a enchantment/charm focused sorcerer. Since it's so different from my original plan, should I roll another set of Focus and Foible? I've used a 25pt buy for what I've got so far so that is just fine too.
His crime will be Fraud and I've chosen Extremely Fashionable for his other trait; hope that's ok. Would I be allowed to use the Vampiric bloodline from The Player's Guide to the Crossroads? It came up as an option for me on HeroLab. If not, I think Rakshasha will work out almost as well.
He will be a master manipulator, not very capable in combat himself but able to use the people around him to his benefit by treating them all like the pawns they are.
Hey again.
If vampiric bloodline is not an 3rd party, fell free to use it.
One advice about your char: You seems to be focused into manipulating ppl around you, but that is exactly what our witch does. And since it will be the party members that will choose with whom they want to play, it may lower your chances if you try a concept that a member of the ground (not someone in the recruitment) is already using.
That being said, the group now has: A divine caster (Seren), tending to necromantic effects. A arcane caster(Nahia), manipulative and enchanter. A melee/skill character (Zerik), he is a urban ranger that atm is acting both as melee and trap finder.
A focused melee char would be mostly welcome in the group as would a wizard or sorcerer (I’m thinking here someone that can pull damage); someone that works in the sidelines (Bard, alchemist). Just do not forget that this group does not resolve everything with swords; they talk, lie and use everyone around then.

Chyrone |

Vashkaji would be sort of an infiltrator, mingling with people to gather info or to get to the perfect spot for a setup. A user of a forked tongue...literally...
(ok, so that applies to many rogues..but let's ignore that for now)
His sneak attacks cause bleed and he uses poison if it is in his possession. He'll advance into assassin as it goes, maybe lvl 5, maybe a little later. Depends if the situation benefits from rogue talents.
Him being nagaji would draw unneeded attention, so he'd disguise alot if on an assignment.
If a victim is very unlucky he'd
Appearance & Personality
Vashkaji is a muscular 6ft 2 tall Nagaji. His ears are mere holes and his nose is rather flat. He doesn't have the usual eyelids, giving off a certain vibe. His most used disguise resembles...or is?....the head of what seems to be a half-elf.
Vashkaji, like the common nagaji, doesn't easily trust humans he meets. He measures people by their capabilities. He hates incompetence and arrogancebut respects competence. The nagaji value of honor is lost to him, getting a job done is what matters, by any means necessary.
Bio
Vashkaji always had the drive to rise above his brethren. Some say it's good to be motivated, others viewed it as arrogance. He didn't bother though. "They lack the will to better themselves, so they have no right to complain." In his teens he joined the military, quickly honing his physical abilities. He was very keen in the art of getting to places where others would quickly be spotted. The special scouting group of the army recruited him, despite his zealous drive. Picking up skills like linguistics, he even learned the celestial tongue spoken by the great Royal Naga. He completed some vital infiltrations along Nagajor's borders. That it ended up with bodies didn't matter, he served the naga lords this way.
The act of killing foes for a cause rather excited him. However, this just infuriated the bordering nation and raids from that nation became more frequent. The military council deduced he should be kept from any operations too close to the border.
Angered and blaming his superiors for being too soft, they cast him out of the army and Nagajor itself. A small group was to take him to the coast and toss him, rather his corpse, into the sea. He fought back, resulting in his 3 escorts' demise and him falling from a cliff into the sea below, drifting into the sea. Incidentally, a Cheliaxian ship was sailing and picked up the scaled figure. He had nowhere else to go and he was on a Human ship of all things. During the journey, the ship was attacked by pirates and the red-robed one was cornered by a muscular brute, likely the captain. Despite being a human, the cleric "did" relieve him from uncertainty. As the brute was about to strike, suddenly a sharp dagger was sticking out of his chest. The brute fell to the floor. Vashkaji had been fiercely fighting, and despite being severely injured, he took the brute's head, cut it off and tossed it back onto the pirateship. Morale was lost and they aborted the attack. He himself also fell to his knees, likely beyond normal healing. He knew he wasn't going to last much longer, he'd miss out on the thrill of combat and espionage he enjoyed so much. A low voice came to him.
"You there, scaled one. You have saved an important servant of our lord Asmodeus. Your prowess and cruelty is most enjoyable."
Delusional as he was;"What's it to you? My society has forsaken me and i am about to die, you mock me the last moment?"
"Oh scaled one, but i offer you a deal. We save your life and in return you serve our master as an agent of his will. You'll get much of what you clearly do so well and eager." He didn't need much time to think it over, "Do it, i wished to perfect myself and don't want to die before i do."
"Excellent...". A red aura flowed over Vashkaji, his mind rushed wit the knowledge of the infernal tongue and his vains pulsed violently as his heart started beating excessively for a minute. He rose back up with a devious smile.
"I feel good....What is my first assignment?"
The cleric stepped up. "Welcome to our lord's service. Your first assignment will be the repulsively pure city of Talingard. There are key figures to be removed. The following are the details..."
Over the next months, Vashkaji removed some minor characters, but made an error in the inn. A man insulted the profession of assassin, something Vashkaji viewed as a goal to perfecting his skills. He stabbed the man in the back, several patrons were off-duty cityguards. A quick trial sent him to the salt-mines. A destination he was eager to escape.....
Escape to come tomorrow, it's late and i'm off to bed.