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Well my original idea didn't pan out once I tried to build it, but I did fall in with a concept I did like. Which seems similar to several concepts but I can only hope that my backstory is better once is done :p
A Dhampir Caster, with a possiblity of dipping into Mystic Theurge, and following the Vampire chain of feats.
Other then that I should have a Background up sometime today.
Male moroi-born dhampir (svetocher) oracle 1/sorcerer 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 96)
LE Medium humanoid (dhampir)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2 HD; 1d6+1d8)
Fort +1, Ref +2, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); -1 vs positive energy damage, +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 30 ft.
Spell-Like Abilities (CL 1st; concentration +7)
. . 3/day—obscuring mist
Bloodline Spell-Like Abilities (CL 1st; concentration +7)
. . 7/day—grave touch (1 round)
Oracle Spells Known (CL 1st; concentration +7)
. . 1st (4/day)—divine favor, inflict light wounds (DC 15), shield of faith
. . 0 (at will)—detect magic, detect poison, ghost sound (DC 14), mage hand, purify food and drink (DC 14), read magic
. . Mystery Occult
Sorcerer Spells Known (CL 1st; concentration +7)
. . 1st (4/day)—magic missile, ray of enfeeblement (DC 15)
. . 0 (at will)—daze (DC 14), disrupt undead, message, prestidigitation
. . Bloodline Undead
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Statistics
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Str 12, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Eschew Materials, Improved Initiative, The Bitten
Traits consorting with the dark powers (witchcraft), deathtouched, focused mind, reactionary
Skills Bluff +8, Diplomacy +6, Disguise +8, Heal +5, Knowledge (arcana) +6, Knowledge (religion) +5, Perception +3, Sense Motive +3, Spellcraft +5, Use Magic Device +8; Racial Modifiers +2 Diplomacy
Languages Common, Goblin
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), oracle's curse (haunted), power-hungry, resist level drain, revelation (ectoplasmic armor)
Other Gear 0 gp
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Special Abilities
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Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Consorting with the Dark Powers (Witchcraft, Knowledge [arcana]) +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ectoplasmic Armor +4 (1 hours/day) (Su) Summon armor made of ectoplasmic force.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Mind +2 to Concentration checks
Grave Touch (1 rds, 7/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
The Bitten You have been bitten by a vampire and infected with the curse of undeath.
Undead Resistance +2 save vs. disease, mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

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It's a fun system,
Since it's your first time I'm going to give you the Ten Commandments of Gestalt.
1) Action Economy Is Still King
-Full Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.
2) Focus On One Theme
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle. If it can't be effectively done on one class, it generally isn't worth doing on two.
3) Strengthen Each Other's Weaknesses
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.
4) Remember Your Stats
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats
5) Remember Your Feats
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)
6) Dipping Is Easier
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Meldshaper levels, etc are all simple and powerful options.
7) Beware Wasting Identical Advantages
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).
8) Active/Passive Mix is Typically Best
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side
9) The Very Worst Classes Sometimes Aren't Bad Here
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)
10) DM Always Has Final Word
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."

Tanner Nielsen |

"Only Lawful Evil and Neutral Evil alignments are possible. All alignment restrictions on classes other than Antipaladin have been lifted for this purpose."
Really? REALLY? Awesome.
I'm going to make a LE Tiefling (Oni-Spawn) Barbarian (Brutal Pugilist, Totem Warrior) / Monk (Tetori).
The Talingarde Strangler

Nareth I'grada |

Thanks for that reference Lord Foul II. I've never seen that before.
I have the crunch for my character drawn up (things go significantly quicker without having to worry about gear).
The Sedition crime and Wicked Leader trait are both going to play big parts in his background, and that combined with his high charisma is definitely going to staple him as a leader type (or at least the face of leadership, his mental scores do not make him the best decision maker).
I picked antipaladin for pretty obvious reasons, I wanted a front line damage dealer who thematically fit (and how often do you get a chance to play antipaladins?) Rogue was a great compliment for the low-skill martially focused antipaladin class, and it will make him much better at infiltration and being a face. Also as a worshiper of Asmodeous the Sanctified Rogue archetype was a great flavor choice.
I'm going to start working on his fluff now, but if you want to look over the crunch (which is 100% done) feel free to.

GM Starsky and Cruch |

@Lord Foul: Understandable, but on the other hand you're already stripped of your possessions long before you're shipped off to Branderscar, so there'd be no reason to have them brought to the island with you.
@Kayne: Definitely not allowing Mystic Theurge since you can instead just progress all the way (if you wanted to) through two full casting classes and come out pretty beastly, especially in the Sorc/Oracle combo. Plenty of other cool prestige classes you could take to do stuff with those, though.

Bane88 |

Ok seeing as there are many similar concepts to Sicarrius, here is another idea I had.
Valarauco the Liar
Half elf Sorcerer(Infernal)//Master Summoner
(Consorting with dark powers, planar savant traits.)
Half-elf sorcerer 1/summoner (master summoner) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Ultimate Magic 80)
LE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Bloodline Spell-Like Abilities (CL 1st; concentration +6)
8/day—corrupting touch (1 round)
Summoner Spell-Like Abilities (CL 1st; concentration +6)
10/day—summoning mastery
Sorcerer Spells Known (CL 1st; concentration +6)
1st (5/day)—charm person (DC 18), lock gaze[UC] (DC 16)
0 (at will)—eyes of the augur, prestidigitation, ray of frost, unarm foe
Bloodline Infernal
Summoner (Master Summoner) Spells Known (CL 1st; concentration +6)
1st (3/day)—enlarge person (DC 16), mount
0 (at will)—detect magic, mage hand, message, read magic
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Statistics
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Str 7, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials, Skill Focus (Diplomacy)
Traits planar savant
Skills Diplomacy +12, Knowledge (arcana) +5, Knowledge (planes) +9, Perception +2, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven, Infernal
SQ bloodline arcana (+2 DC for charm spells), elf blood, lesser eidolon, life link
Other Gear 150 gp
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Special Abilities
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Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Corrupting Touch (1 rds, 8/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 1 round.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Summoning Mastery I (10/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
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Ruin
Biped (claws)
LE Medium outsider
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +1, Will +2
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Offense
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Speed 30 ft.
Melee bite +4 (1d8+3), 2 claws +4 (1d6+3)
--------------------
Statistics
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15 (can't be tripped)
Feats Combat Reflexes
Skills Knowledge (planes) +2, Perception +4, Sense Motive +4, Stealth +5
Languages Common
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Special Abilities
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Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).

Rynjin |

Actually, I think I may have settled on something.
Build concept based on being unkillable. Character concept fuzzy, but I think I can make a brutal murderous bastard out of it. Perhaps a Tiefling, someone who has wholly embraced his Fiendish heritage.
Or a Dwarf. One who particularly hates Mitrans for some reason or another.

Nareth I'grada |

Bane88 - Tiefling Monk/Fighter or Half elf Sorcerer/Summoner
Alexander Torov - Ninja/Ranger
Andros - Tiefling Fire Wizard/Fiendish Vessel Cleric
Loup Blanc - Dhampir Antipaladin/Swashbuckler
GrinningJest3r - Sniper Rogue/Musket Master Gunslinger
Seth 86 - Human Fighter/Sorcerer
JackThizzleNack - Human Wizard/Alchemist
Ankova Schwarz - Aasimar Slayer/Warpriest
Alexander Torov - Human Ninja/Ranger
Wade Willhelm - Oracle/Warlock
Lord Foul II - Human Alchemist/Machinesmith
Embry - Human Barbarian/Alchemist
Kayne Rhal - Dhampir Oracle/Sorcerer
Tanner Nielson - Tiefling Barbarian/Monk
Nareth I'grada - Fetchling Antipaladin/Rogue
Nate Lange - Aasimar Swashbuckler/Magus
Jarred Henninger - Half-orc Barbarian/Monk

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I'm submitting this guy!
he's a deserter who chased after and killed an enemy, unfortunately he was a distraction and the outpost was lost because of it. so they blame him for leaving and he blames them for being weak.
Unnamed Hero
Male half-orc barbarian (invulnerable rager) 1/monk (hungry ghost monk) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 79, 110)
NE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 untyped bonus)
hp 15 (1d12+3)
Fort +5, Ref +4, Will +5
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Offense
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Speed 40 ft.
Melee unarmed strike +5 (1d6+4+1d4 bleed) or
. . unarmed strike flurry of blows +4/+4 (1d6+4+1d4 bleed)
Special Attacks flurry of blows, rage (6 rounds/day)
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Statistics
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Str 18, Dex 12, Con 14, Int 13, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Belier's Bite, Dodge, Endurance, Fast Learner[ARG], Improved Unarmed Strike, Punishing Kick[APG]
Traits deadeye, reactionary
Skills Acrobatics +5 (+9 to jump), Climb +8, Escape Artist +5, Perception +6 (+8 on sight based checks), Profession (soldier) +6, Sense Motive +6, Stealth +5, Survival +6, Swim +8
Languages Abyssal, Common, Orc
SQ fast movement, orc blood
Other Gear 150 gp
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Special Abilities
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Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Punishing Kick (Push 5', DC 12) You can push or knock down an opponent with an unarmed attack.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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Editing "Nareth I'grada"'s post to include party niches.
Bane88 - Tiefling Monk/Fighter melee
Half elf Sorcerer/Summoner arcane caster: focus (summoning)
Alexander Torov - Ninja/Ranger: skill/melee (possibly range not actually sure)
Andros - Tiefling Fire Wizard/Fiendish Vessel Cleric arcane and divine casting
Loup Blanc - Dhampir Antipaladin/Swashbuckler melee
GrinningJest3r - Sniper Rogue/Musket Master Gunslinger range/skill
Seth 86 - Human Fighter/Sorcerer melee/arcane casting
JackThizzleNack - Human Wizard/Alchemist arcane casting tertiary healing available later
Ankova Schwarz - Aasimar Slayer/Warpriest melee/secondary divine casting
Alexander Torov - Human Ninja/Ranger skill/melee
Wade Willhelm - Oracle/Warlock healing/ranged damage/necromancy/party face
Lord Foul II (Virgil Hass) - Human Alchemist/Machinesmith trap breaking/secondary healing/secondary casting/melee, includes pet
Embry - Human Barbarian/Alchemist melee/tertiary healing available later
Kayne Rhal - Dhampir Oracle/Sorcerer party face/arcane casting/divine casting
Tanner Nielson - Tiefling Barbarian/Monk
Nareth I'grada - Fetchling Antipaladin/Rogue melee/trap breaking
Nate Lange - Aasimar Swashbuckler/Magus melee/2ndary arcane casting
Jarred Henninger - Half-orc Barbarian/Monk melee

GM Starsky and Cruch |

@Petty Alchemy: I'm going to try for a party that between the eight classes has at least one of a martial, a divine, an arcane, and a skill class, but that's very easy to do if people aren't just building pure martial characters en masse. I'm much more concerned with interesting characters than I am with trying to pidgeonhole in a party by role. Especially since rewriting encounters to gestalt everybody the hell up means I can take weak spots into consideration more easily.

Shemeska |

Here is the submission for Tanner Nielsen.
Shemeska
LE Male Tiefling (Onispawn) Barbarian (Brutal Pugilist/Totem Warrior) / Monk (Tetori)
Crime: Kidnapping
"So it was Harrigan." Shemeska walks over and sits cross-legged in front of the human woman. He takes a dagger from his belt, using it as a pointer to emphasize his words. "That was sloppy, little assassin. Which I suppose is just the cherry on top, compared to being captured by mission ancillaries and interrogated by your targets." He taps the flat of his blade on her cheek. "Sloppy. Sloppy. Sloppy.... What shall we do with you now, little assassin? Your only currency is sharing how you found us, but my dagger here will get that for us for free. Won't we, little dagger?" He traces the point up and down the woman's cheek. His voice is a high-pitched sing-song, as a parent would to a young child. "The little dagger will be used on the little assassin, until all of her secrets are shared. Then what? Will we kill her, little dagger? Will we keep her as a puppet in a cage? Will we do horrible, lurid things to her body and spirit? We will slice off little pieces and make her eat them?" He laughs a deep, belly laugh and smiles, his eyes wide with anticipation. "There are so many possibilities, little dagger! Perhaps we can have more than one? Yes.... perhaps we can have all of them. Perhaps we should start with the slicing. Yes, little dagger. Yes."
He leans in closely, staring into her eyes, and whispers. "Tell me how you found us, little assassin. Or I will make you eat your own ear."
Shemeska comes from a house of minor nobility - filled with honorable generals and governors, talented musicians and painters, and pious clerics and saints. But he's never met any of them. Shemeska was born of a dalliance between a daughter of the family and a merchant prince visiting from a distant land to broker a trade agreement. The merchant seduced the young woman, and nine months later it was discovered that he was not what he seemed. Shemeska was born with green skin, coal black hair, orange eyes, blue tongue, and great tusks protruding from his lower jaw. He was a tiefling, and the house patriarchs may have been willing to accept a bastard from a third daughter as kin and a trusted retainer, but this was an assault on their national faith. The pregnancy was hushed, the mother was whisked to a nunnery, and Shemeska was taken to a remote village on the frontier.
Unwilling to kill an infant, scarred by the devils though he was, the family placed Shemeska with a local widow looking for a boy to help her on her farm. She gave him his name, and swore to never reveal his true heritage. Shemeska grew strong and hale, working the land and helping the woman tend to her stocks. She was the only mother he knew, and they grew to love each other.
But the lad knew no love or friendship from the other villagers. They scorned him, shaming him for his physical appearance. Over the years the criticism grew, until several villagers accused the old woman of witchcraft, and of conceiving the young tiefling herself. In a fervor of righteous piety, she was dragged before a court and summarily found guilty of congress with Asmodeus. She was burned at the stake by a mob in the village square, while Shemeska watched from the nearby forest. He was too quick for them to catch, but not too quick to save her from their wrath. His anger and rage boiled over, and that night he crept into the home of the village mayor and strangled him in his sleep. He made the old man stare him in the eyes as he died, to see his rage and to know the depths of his hatred. Next was the sheriff, whose fat wife joined him when his gurgling woke her. Last was the priest of Mitra, who stood silent and did not lift a finger to stop the mob - his thin, old neck snapped like a reed before he could fall asleep forever.
He fled, eventually making his way to the capital and falling into the criminal underworld. His prodigious strength, stealth, and ruthlessness earned him a reputation as an interrogator. For the right price, he would abduct a target, and find out anything the employer might wish to know. But like most criminals, he was eventually caught. Former criminal associates testified against him, and he was sentenced to die in Brandescar prison for his crimes.

Cam James |

I have another character written up, a goblin reaper using the mindblade class who pulls his Soul Scythe out of thin air but alas, not for this game :(
Instead, I am thinking of a human noble who was going around with forged documents as a way of increasing his own social status and wealth, but he got caught. Turns out his claim to nobility was fabricated as well and revoked. Stripped of his title and his possessions siezed, he was thrown into jail.
A human investigator/something into based, maybe mind chemist with the forgery crime.
And with his love of contracts and words, he should quite enjoy Asmodius :)
My other idea is for a human oracle of flames with the burned curse. Basically everything fire related I can, except he was burnt really badly by the fires of his own making, and now is deeply afraid of fire, instead focusing his power on ice, its polar opposite. He would be a blaster caster, something I don't normally go for but I like his dual nature.
Also, when he is confronted/forced to choose Asmodius, he will be wracked with his conflicting nature, not wanting to be tied to the prince of hellfire, but he will anyways (because I want him too >:) it will take some persuading, but he will).
I'll have to keep thinking, working this out, but this is a start =^^=

Vraxim |

Usually, I like to mix casting in gestalt. But ultimately I've come up with this character.
Petty Alchemy's submission:
Captain Vrax, Halfling Monk/Ninja (going into Kobold Style). Reflavoring all the mysticism as inherent magic (ultimately sourced from Asmodeus). He's meant to be a brutal tripper (Underfoot Adept) who makes a bloody mess of his foes with his bare hands and teeth (not actually a bite attack, just a flavor of unarmed strike). Also handy in the skills department.
A Talingarde native who left as a ship hand, and came back the captain of his own slave ship.
"This is yer own fault, cap'n." First Mate Davor mumbled. Despite his hunched posture, the half-orc still stood twice Vrax's height, and it was making the silvered chains that bound them together quite uncomfortable.
Both were drenched in blood, their own and of the soldiers that ambushed them on their ship. They wouldn't have been able to get out of port without the crew anyway, which was already slaughtered or captured, but then to make matters worse, the tall black-haired knight got on the ship and blocked their escape. Now he was leading them to the wagon that would take them to Branderscar, with a squad of spear men as escort.
"The stories claimed you to be a were-shark. That's why they sent me. But it turns out you're just simple slave-running scum." Sir Balin spits over his shoulder, and then gives the chains a tug. "Waste of good silver".
"Funny how when I was younger, the stories of brave Sir Balin made me feel so safe."
The knight stops for just a moment, but Davor doesn't see the chance to make a play, sulking was always a weakness of his. Vrax sighs, and trudges on as the spearmen prod at him. Davor catches on five steps later.
"Well, yer's was always escalation, cap'n. Never could know when to stop."
Damn, how does he do that? I'll miss the sunnovab+&&$.
Vrax turns his head slightly to give his first mate a grim smile.
"Wouldna made Captain in a year if I did, would I?"
The rest of the trip was made in silence, and the guards lead Davor off in another direction once they arrived.

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Here's the rest for Alucard, will put it all together in a post in tomorrow, maybe even make an Alias for it.
Alucard's stay at the orphanage was a short and brutal one by his measurement of years, maintaining discipline through severe beatings were the way of things and brutality between the boys common, gangs were formed and miniature wars fought between them. Alucard lasted nearly fifty years in that hell hole. Year after year he stayed in the younger departments till he was nearly twenty in human years, by that time he had already realized how different he was, watching the children around grow strong and move on as he stayed the same, always the same. By his twentieth year Alucard was moved in with the older boys and there he learned to fend for himself, he grew cunning in the halls of Widows' Crossing, he also grew to be dark and twisted, relying on dark powers that he soon discovered that gave him power over the spirits that resided in these dark halls.
Running away by the age of fifty Alucard wandered between cities and towns, running with various cults for short periods of time, stealing for food, fighting for dominance and staying one step ahead of the law. Alucard calls this time his chaos years, his forming years, and mostly refuses to talk about them because he has a hard time remember most of it, since this was the time when Alucard picked up his first permanent haunting, with its joining he discovered a whole new path for his powers. So, those years are mostly a haze of a flurry of activities and faces, waking up in pools of blood and corpses then leaving town, arriving at a new site and starting anew. This faze ended with Alucard being found by a full blooded vampire, seeking him out to serve her as a combination daylight guardian and lover.
After spending close to 40 years as a guardian, using that time to hone his skills and seek out other similar powers to draw on he parted with the vampire Vanessa, saying he had to seek out his own path and grow his own powers. But he would seek her out one day if she would still have him. So he spent the next years building a cult built on the power of blood and the worship of death, his overall goal to gain immortality by embracing his heritage and doing what he could to draw out that side of himself.
But of course fate wouldn't have that.
As the power of the cult built, so did those wanting the power for themselves, now while Alucard was charismatic and had the talent to run and control those that wished to follow his path, he was not prepared for those that had better skill. So as they took the cult over they brought more attention then was needed getting the Mitra Knights searching. It would take the knights another 2 years and those making a play for power to betray the cult for Alucard to be caught. The fight was short and brutal and the only reason Alucard survived was because they wanted to burn the leader as proof of their victory. With a quick sentence by a nearby judge he was sentenced to Branderscar, before being shackled and knocked out for the trip.
The branding woke him up real good as the pain seared into his right forearm but as he looks around his cell with clear eyes for the first time in a very long time all he can do is smack his lips and think how badly he needs a drink and that given the first opportunity he would save that drink for the man holding the brand.

Urgir Kalfrison |

Here is the submission for jooker.
Tiefling: Witch (white haired witch) 1, Brawler (strangler) 1
The character is built around the idea of grappling/tripping/etc opponents. He will also be a full arcane caster focused on debuffs and battlefield utility. Out of combat he has high bluff and knowledge skills.
Are there any regional languages? I have one open language and am looking for ideas.
Urgir Kalfrison was born in the savage north. He is a short man when comparred to his peers. More of a dwarf than a (Ulfen? Viking? Not sure the term for this setting).
The first thing most people notice is his hair. All over his body his hair is pure white, except his head. His head is completely bald. He keeps his beard long and braided with small trinkets tied in, and thick metal clasps at the ends. His arms are that of a white gorilla, not that of a man. Urgir is an ugly man. His face is asymmetric with bulging features, lined with scars from a hard life. His teeth are pointed and sharp, and his eyes are such a pale blue he is occasionally mistaken for blind. But, for all of his strange features, he seems pretty normal until his devilish features show through. Urgir has a tail. He keeps it hidden under flowing clothing and allows only a small slit for it to snake through when needed. His beard and other hair, where it grows, grows back almost instantaneously when cut. He has little fear of the elements, where his peer may freeze or burn to death.
Urgir was bullied and harassed his entire life. He knew few friends and even his family kept him at a distance. He has always tried to fit in, but has never succeeded. When he hit puberty, he was exiled from his home. His family had secretly been working with a priest, and the priest filled their heads with the idea that their son was cursed and that he would be a blight on the town. He was forced to go out into the world alone, pennyless, and scared.
Due to this, he has become very bitter and cold. Calculating and vicious. He thinks of people as either a means to and end, or a roadblock in his way, with very few exceptions. He has learned to turn his fear into hate, and his hate into power. He takes work where he can find it. He spent several months on a pirate vessel, a few more with a group of bandits, and most recently he has been traveling with slavers. Well, he was until yesterday. They were sold out by a former ally and captured. Stripped and bound, Urgir sits. He sits, waiting for his name to come up for execution.
Personality traits: Sociopathic, cold-hearted, seeking acceptance, bitter
Likes: Rules, dedication, exploration, intelligence, planning
Dislikes: Beautiful people, vapid lifestyles, ignorance, rash decisions, bullies
Tiefling: Witch (white haired witch) 1, Brawler (strangler) 1
Init +4; Senses darkvision; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +3
OFFENSE
Speed 30 ft.
Hair +5 (1d4+4+grapple)(+8 grapple with hair)
Touch +5
Special Abilities: prehensile tail, darkvision, skilled, fiendish resistance, tiefling variant (+2 cmb), white hair, strangle, martial flexibility, martial training.
Witch Spells Prepared (CL 1st; concentration +5)
1:
0:
Witch Spells Known
1:
Base Atk +1; CMB +3; CMD 15
Skills: Acrobatics +8, Bluff +11, Climb +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +5, Spellcraft +8, Stealth +10
Feats: weapon finesse, combat expertise
Traits: clever wordplay, fast-talker, slave-taking
Languages: Common, Infernal, Abyssal, Draconic, (one more local language?)

Cain... |

This is Eben theQuiet, submitting Cain.
Last member of a pack hunted nearly to extinction by the Church of Mitra. Survivor of a life of persecution and pain on the streets of Talingard. Raised-up, favored tool of the Prince of Hell. Born with the blood of orc and wolves. Thief and enforcer. True Believer and apostle of Asmodeus. Cain is a hunter born into world that hates him, a tool crafted in the fires of Hell for a grand purpose, and a half-blood with the will and skill to tear the heart and throat from the Crown and Church that has failed to do the same to him. And he will have his vengeance.
Looks can be deceiving, though, and Cain is more than he appears in a few ways. While he is capable of every bit of the brutal viciousness that his thuggish appearance suggests, he’s got a surprisingly sharp mind and the patient mentality of a predator. Further still, despite a natural inclination towards blunt straight-talk and loud, black, sarcastic humor, he’s far more capable at deception, coercion, and persuasion than most would suspect. And in addition to be a half-breed slum-rat, in Cain’s veins runs the blood of nature’s paramount hunters … werewolves.
Altogether, Cain is supremely confident to the point of arrogance … both in himself and his heritage. He is resourceful and resilient. Patient and pragmatic. He is a creature capable of powerful, brutal physical violence, but has been tempered by life and his new Asmodean family to be cautious and careful in his approach to problems. His loyalty is to his pack, and he is as implacable in combat as he is on the trail of quarry.
And while his quarry is often enough any human unlucky enough to be marked as his next meal, nothing heats the blood in his veins like the scent of those of the Crown of Talingard of the Church of Mitra. Cain is committed to tasting their lifeblood for what they’ve done to him and his kind.
Cain was marked for greatness from birth. Unfortunately for Mitra and Talingard, these were not the markings of a hero, but of Asmodeus (Sacred Tattoos & Trait: Fate’s Favored). The half-orc child was born with the five-sided star of the Prince of Hells marking the gray flesh of his chest. And proving that Asmodeus’s willingness to create the greatest tools from the most meager resources, Cain was born into the half-orc slums of Talingard to a family that was feared, hated, and actively hunted by both the Church and State.
Cain’s family—in addition to being poor, half-orc, slum-trash—were a pack of werewolves … hiding and scrapping out a living on the edge of metropolitan Talingard (City-Raised). Creatures created to be some of nature’s paramount hunters were themselves hunted by the expansive powers of Mitra and the Crown … reduced to hiding in the shadows of society’s castoffs. It was a tough childhood, one that most of his bothers and sisters didn’t survive. But it taught a growing Cain important lessons. About the importance of loyalty to family and pack. About the importance of discretion and caution. About hiding one’s true self in the face of superior opposing power. It also taught him to hate his persecutors, whether they answered to the King or the hypocritical Mitra … who espoused love, freedom, and acceptance while systematically eradicating an entire people. Cain’s people.
So Cain grew up learning to do what his people did to survive (Endurance & Diehard). His trade skills were thuggery, theft, and murder. To use whatever tools you could find (Catch Off-guard, Trait: Trap Finder) to do whatever it took to maintain their small range of power in the slum streets … always with an eye towards staying one step ahead of Mitra’s own thugs.
It was enough to keep their heads down and their fur intact, but against enemies the size and scope of the Church and Crown, it was only a matter of time.
A New Family
Cain remembers when the last of his family were killed. His brother murdered in broad daylight by a paladin. His mother taken, tried, and hanged in the square to the cheering of Talingard’s citizens. All of them dead, murdered by those who feared his kind.
It was in the weeks and months that followed that his other birthright re-exerted itself. His family had never made much of his mark … it was just another thing to keep hidden from Talingard. Asmodeus, however, had different plans. Cain, on the run and alone, was found and approached by a stranger speaking of his ‘proper place’ and ‘fate’. A stranger bearing markings that mirrored the birthmark on his chest. With few other options, and no little bit of suspicion, Cain followed the stranger. In the years to come, his relationship with his new family grew … the family of the Prince of Darkness.
It was no easy path, but Cain knew how to survive. And for once, his heritage wasn’t a death-mark, but an asset. This was a time of amazing growth and new experiences for Cain. In time, his skills learned in the streets and slums were built upon. he was no longer just a thug and thief, but a favored tool for Asmodeus, and was taught the skills to do his part. He was no longer a blunt instrument, but one just as capable of subtly and precision. And in time he was given the responsibilities to see the Prince’s vision for Talingard realized. The fact that that vision included the destruction of the current ruler as well as the Mitran church only made Cain more committed.
This was a purpose worth having. This was a pack worth protecting. And Cain was good at it.
Getting Caught, Imprisoned, and Today
After a lifetime of brutality and crime, the ridiculousness of his situation isn’t lost on Cain. To be tried, convicted, and sentenced to death for a crime he didn’t actually commit. Attempted Murder (the trait crime) … horse-sh!t is what it is … his objective had been to abduct a child and send a message to his patron’s enemies. It should have been a simple job. A job he’d done many times over the years. But somewhere in Asmodeus’s circles was a turncoat. There must be. Someone must have warned Mitra’s followers because their paladins were waiting in ambush. Cain was good—it wasn’t pride if it was true—but he hadn’t caught their scent until it was too late, and they were too many. Cain takes a dark pride in known that he’d bled a few of them before they overpowered him.
Then it was business as usual for the Crown’s machine of “justice”. A trumped up charge of Attempted Murder on one of the Crown’s blood was treason. A short stay in Branderscar followed by death by beheading. Talingard and that whore Mitra thinks the hunt is over … that the last of his pack is taken care of.
Well, the hunt’s not over until it’s over. And Cain hasn’t given up just yet. Now, if only he could figure a way through these chains…
Cain sees the world in a unique way. His family, a pack of half-orc were-wolves, were denied their rightful place in nature as dominant hunters … hunted to extinction by a hypocritical King and Deity who spoke of peace and love while murdering his people. Within Asmodeus’s plans, Cain seeks to restore his rightful place in the world. To reclaim his right to hunt openly in his own range. To kill and eat the sheep (humanity) as nature intended. When Talingard is reshaped under the Prince of Darkness’s dominion, he will see this vision come true and will reestablish his own pack in a place of legal, recognized authority.
Personally, he would also see who betrayed him to the Mitrans and kill them.
Male half-orc natural werewolf inquisitor of Asmodeus 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 198)
LE Medium humanoid (human, orc, shapechanger)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +5, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks curse of lycanthropy, judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—divine favor, litany of sloth[UC]
. . 0 (at will)—brand[APG] (DC 13), detect magic, detect poison, stabilize
. . Domain Conversion inquisition
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 12, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 16
Feats Catch Off-guard, Diehard, Endurance
Traits fate's favored, trap finder, Attempted Murder (+2 Intimidate)
Skills Bluff +7, Climb +7, Diplomacy +7 (+11 to change attitude vs. animals related to lycanthropic form), Disable Device +6, Intimidate +10, Knowledge (religion) +5, Perception +7, Sense Motive +8, Stealth +7, Survival +7
Languages Common, Infernal, Orc
SQ change forms, lycanthropic empathy, monster lore +3, orc blood, stern gaze +1
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contractd lycanthropy (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Despite a sharp mind, a hunter's instincts, a prideful streak as wide as Talingard, a considerably diversified set of skills, and the physical capabilities to back it all up, Cain doesn't see himself as the Alpha. Asmodeus has built on Cain's natural pack mentality to meticulously cultivate him to be the perfect right-hand man. Loyal, reliable, determined, resourceful, deadly, resilient, and absolutely dedicated to a very specific worldview. He's 'man with a certain set of skills' ... with those skills including those to act as an infiltrator, scout, thief, thug, enforcer, hitman, and tracker/bounty hunter.
Mechanically, Cain's built to bring a flexible skillset to the crew. He's an an excellent scout, whether in a dungeon, outdoors, or urban environment ... complete with Darkvision, Scent, Low-light vision, tracking, trap/lock-breaking, and the ability to collect all the useable Knowledge skills to keep the crew one step ahead. His Conversion Inquisition makes him a reliable social-skill asset ... able to convince, deceive, or threaten effectively as the situation demands. And the combination of consistently-strong physical attributes and the Slayer and Inquisitor class abilities (uniquely outfitted to bring the unusual suite of weapons provided by Catch Off-Guard, Bounty Hunter archetype, and City-Raised ... improvised weapons, whip, bolas, and nets) makes him capable of playing an extremely versatile role in combat. Floating from martial controller to ranged & melee damage-dealer, keyed to our opponents' weaknesses fairly quickly, means he can always contribute meaningfully in a number of ways. And finally, some light healing spells means he can help support the group's healer in a pinch.
_______
So that’s Cain. I hope you like him as much as I do. I really hope to play him in this game. Let me know if you have any questions, concerns, or thoughts, GM. :)

Seth86 |

Here is Lillith. Might add a bit more later
Lillith
Female human fighter 1/sorcerer 1
LE Medium humanoid (human)
Init +4; Senses darkvision 30 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 10 (1 HD; 1d10)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—corrupting touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—charm person (DC 18), mage armor
. . 0 (at will)—daze (DC 14), detect magic, message, resistance
. . Bloodline Infernal
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 11, Int 10, Wis 10, Cha 18
Base Atk +1; CMB +3; CMD 16
Feats Alertness, Dodge, Eschew Materials, Mobility, The Bitten, Weapon Focus (nodachi)
Traits domineering, grave robbery, reactionary
Skills Bluff +8, Diplomacy +8, Intimidate +8, Knowledge (arcana) +4, Linguistics +1, Perception +2, Sense Motive +2, Spellcraft +4
Languages Common, Infernal
SQ bloodline arcana (+2 DC for charm spells)
Other Gear 0 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Corrupting Touch (1 rds, 7/day) (Sp) As a standard action, touch shakes foe and they radiate evil for 1 round.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Domineering (Charm Person) DC of selected spell increases by 1.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Robbery +1 trait bonus to confirm critical hits
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
The Bitten You have been bitten by a vampire and infected with the curse of undeath.
--------------------
Lillith
Lillith is a beautiful looking female, agile, lithe, everything a man could want with his eyes. And more. Long red hair, green eyes, pale, soft skin.
But in her heart, in her core, she is twisted, arrogant, destructive and sadistic. To build a person up, just watch the fall. Knowing that she was the one who did it, and there is nothing they can do to stop it.
She has power, over martial and magic, the blood of devils run through her. Their magic fuels her ever growing lust for power. Her magic to influence and corrupt the minds of those lesser than her. Of those she sees only as tools and play things. Her martial skills are not far behind, quick with a blade, always ready to fight if her words fail to deliver the desired result.
This led her to the graveyard, to where those who failed in life end up, where those to weak to survive end up. She planned to learn of weaknesses, to learn the precise point to strike to deliver the killing blow. She learned a lot that night, till one of her targets decided to fight back. She was quickly overpowered, she felt a strong pain in her neck, the darkness
When she woke, she was on a prison, or on her way to one. She wasn’t sure, her head was still spinning, her neck felt like it was broken in more than one place, and she felt… different… more aware of that that was going on around her, even in her befuddled state. It didn’t matter now, if her mind was right, the little bit she could make out, she would not see the outside to find out what had happened to her

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Just a warning, as a fighter/sorcerer if you're planing on melee then be prepared to deal with either arcane spell failure or no armor
It's widely regarded as one of the worst gestalt choices mechanically speaking
That said, having fun is the important part so if you're ok with it have at It I guess, and it's a cool backstory

Seth86 |

Combined with natural armor from vampire, dex bonus, and the ever awesome magic armor, i will be okay. By level 5 i should have about 21 or 22 armor with magic armor :) but thanks for concern.. this AP with vampire progression, it makes the gestalt viable. Combined with Spring Attack. It should be fun :)

Petty Alchemy RPG Superstar Season 9 Top 16 |

Sounds like he wants Spring Attack, which has hefty prereqs.
I too know the sting of heavy feat requirements.
I need IUS, Combat Expertise (just as prereqs, damn this feat), Improved Trip, Greater Trip, Combat Reflexes -> Vicious Stomp, Kobold Style, Kobold Groundling for the core of my concept, so it's gonna take some growing into. Monk bonus feats help out, and I might need to Ninja Talent Kobold Style at level 2.

Sicarrius |

Ok I actually ended up changing Sicarrius to a fiendish vessel cleric of Asmodeus // Cult leader warpriest eventually taking maybe rogue or slayer.
It just fit the backstory I came up with better.
Oni-spawn tiefling cleric (fiendish vessel) of Asmodeus 1/gestalt 1/warpriest (cult leader) of Asmodeus 1 (Pathfinder RPG Advanced Class Guide 60, 128, Pathfinder RPG Advanced Race Guide 168, 170)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft., scent; Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks blessings 3/day, sacred weapon (1d6, 1 rounds/day), sudden shift
Warpriest Spell-Like Abilities (CL 1st; concentration +5)
At will—enthrall (uses 2 fervor) (DC 10)
Cleric (Fiendish Vessel) Spells Prepared (CL 1st; concentration +5)
1st—burning disarm (DC 15), command[D] (DC 15), forbid action[UM] (DC 15)
0 (at will)—detect magic, mending, read magic
D Domain spell; Domains Trickery (Deception subdomain), Devil (Law) Evil (Devil (evil) subdomain)
Warpriest (Cult Leader) Spells Prepared (CL 1st; concentration +5)
1st—murderous command[UM] (DC 15), obscuring mist
0 (at will)—bleed (DC 14), create water, light
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 9, Wis 18, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Combat Casting
Skills Disguise +2, Intimidate +4, Perception +8, Sense Motive +8, Stealth +3
Languages Common, Infernal
SQ blessings (evil: battle companion, unholy strike, trickery: double, greater invisibility), channel evil, fiendish summonining, hell's corruption, tiefling cleric
Other Gear 150 gp
--------------------
Special Abilities
--------------------
+1 to overcome the SR of outsiders. Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Channel Evil 1d4 (DC 8) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devil
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Hell's Corruption (1 rounds, 7/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Cast out of the orphanage when he was ten, he lived in the alleyways and gutters of the capital of Talingarde. Kids in his neighborhood would disappear from time to time always, finding their way home a few days later and speaking of the monster that had taken them from their beds and talked to them while they were bound in the dark and cold. He needed to be shown another way, before his unfocused dark tendencies got him killed. Then Eli found him.
Eventually a man found Sicarrius, brought him into a home, confirmed Sicarrius’ own suspicions, that Mitra had abandoned him. Eli as his adoptive father was called, introduced him to a new master, a harsh and demanding lord, Asmodeus. The Duke of Hell, reflected the harsh world Sicarrius had come to expect. Eli led an underground church of those still loyal to the Dark Prince. Sicarrius helped him, studied under him for years in secrecy, learning all that Eli taught, fighting, using divine power bestowed by Asmodeus for rituals and spells.
When his human father grew old and died, Sicarrius took over his father’s small flock of secret worshippers. His father had always been careful, ratifying and checking all those who were interested in joining his group. Sicarrius was more zealous, spreading the word of Asmodeus in pamphlets and pubs, growing his congregation. A Mitran cleric infiltrated one of his services, and that night, the soldiers came. Most of his group had left and Sicarrius alone was arrested and charged with blasphemy.