Gestalt Way of the Wicked recruitment


Recruitment

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This is Sir Geshko submitting the framework of Kaleb Iorek, former Mitran inquisitor in-training, jailed for abusing the trust given to his position to kidnap orphans and the homeless to sell them as slaves.

I should have the background done by Sunday. ^_^


Lord Foul II wrote:

Worth a shot, got lots of feats (as a human in this game, 5 at level one counting brew potion and throw anything)

Are we going mythi later? If so I'll take skill focus for one of them.
Also are we using "retraining"?

i have a gnome alchemist in my profile if you want to have a look at him. One is PFS the other not.


Dotting.

Shadow Lodge

Not directly helpful as those are range builds and mine's melee, but then I decided to treat the build as I would a fighter and it cleared it up, so thanks for making the wrong selection so I coup then make the right one I guess.


lol. every little bit helps

RPG Superstar 2012 Top 32

apparently i should play bad guys more often (ie, more than never) because i can't stop thinking of more ideas for sweet villains i want to play...

i haven't seen any answer to the 'so could we maybe, sorta submit more than two pitches' question... and since we're being villains i kinda want to take that lack-of-a-no as a yes, but i can see that there are already a lot of applications to read through and i don't want to evoke the GM's ire by posting too many, so here are 2 completely incomplete (but pretty awesome) concepts that i would be thrilled to play (and could completely assemble in less than 24 hours) in case you happen to like my writing/enthusiasm/whatever but don't think either of my 2 real submissions are quite the right fit...

melee/skills assassin-type guy:
a tiefling whose whole extended family are all tieflings. since the rise of the church of mitra they have been living in secret on the fringes of society, quietly killing, stealing, and working against the church and government. could have any number of crime traits- murder being an obvious option. he would be an anti-paladin/ninja probably for his entire career- strong combat ability, good infiltration (bluff/disguise/stealth), decent survivability (great saves).

ranged/skills/2ndary divine mercenary:
a tiefling whose family is all human. his mother was secretly an infernal sorceress who carefully hid his nature growing up. he is driven by greed and worked as a mercenary and bounty hunter (sometimes even doing secret jobs for shadier government officials). after his mother was convicted of witchcraft and executed, he gunned down her executioner and was charged with treason for it. he would be a gunslinger/inquisitor- strong ranged combat ability (and 2ndrary melee help- he will, after all, have full BAB + judgements/bane), variety of good skills, decent survivability, and 2ndary divine casting.


@nate: Only two applications per person.

@Kayne: Let's say there's 24 hours left. If everyone is ready to go a little earlier/won't be able to make the deadline, it'll end a little sooner.

@Lord Foul: No, you can't skip prerequisites for feats, yes downtime rules will be usable when you have the time, and there is literally zero reason to think there'd be Mythic involved. WotW is not a Mythic game and I would have said if I was running it otherwise.


oh, erm, sorry... the melee/skills assassin type guy, and the ranged/skills/2ndary divine mercenary are my two submissions...

"alias"?!? i, uh, what? what's an alias?

no don't click that...

shoot

Grand Lodge

Well I'm ready, not that it matters since I think we picked up a new contestant earlier today


Sweet! Cain is locked and loaded. Let the countdown begin!

Looking forward to hearing who you choose, DM. :)


Kayne Rhal wrote:
Well I'm ready, not that it matters since I think we picked up a new contestant earlier today

Well, they say competition brings out the best performance in everyone. Has anyone compiled a list of the applications? It would be nice to know what is already on the table so I can keep my submission as unique as possible...


I am completely done with my character, he is ready for review. Don't hesitate to ask me any questions, I'm happy to clarify anything you need. I'm really excited about this campaign and how my character could fit into. If I can alter anything to make my submission better please let me know.

Damien Dalkarta


Updated character list. This is all the characters I noticed that have both a completed backstory and character sheet. But, may have missed someone, so let me know if you think your character should be on here.

Alexander Torov, Human Ninja/Ranger
Alucard, Dhampir Oracle/Sorceror
Ankova Schwarz, Aasimar Slayer/Warpriest of Eiseth
Artemis Blackwell, Human Alchemist/Investigator
Aleksion Coric, Human Cleric of Asmodeus/Ranger (Divine Tracker, Skirmisher)
Blayne Markov, Aasimar Swashbuckler/Magus (Eldritch Scion)
Cain, Half-Orc Werewolf (going into Slayer)/Inquisitor of Asmodeus
Cole, Human Cleric (Undead Lord)of Asmodeus//Weretiger/Bloodrager
Captain Vraxim, Halfling Monk (Underfoot Adept)/Ninja
Damien Dalkarta, Fetchling Antipaladin/Rogue
Disma, Tiefling Conjurer/Rogue
Horace Green, Tiefling Slayer (Stygian Slayer)/Warpriest (Sacred Fist)
Kaddoc the Grey, Aasimar Monk (Tetori)/Summoner (Synthesist)
Lilith, Human Fighter/Sorceror
Maynard Blackburne, Human Alchemist (Infernal)/Sin Mage (Gluttony)
Cole, Cleric (Undead Lord) of Asmodeus/???
Sicarrius, Tiefling Cleric (Fiendish Vessel) of Asmodeus/Warpriest (Cult Leader) of Asmodeus
Shemeska, Tiefling Barbarian (Brutal Pugilist/Totem Warrior)/Monk (Tetori)
Urgir Kalfrison, Witch (White-Haired)/Brawler (Strangler)
Zolthan, Tiefling Cleric (Fiendish Vessel) of Belial/Wizard


Alexander Torov has two submissions by me under that name. I will use the same alias for either one if accepted.

Alexander the Half Fiend Alchemist

Character Sheet:

Alex
Half-Fiend Human Vivisectionist 1
LE Medium Outsider (Native)
Init +10; Perception +7
Senses Darkvision 60ft.
------------------------------------------
DEFENSE
------------------------------------------
AC 15, touch 14, flatfooted 11 (+4 dex, +1 natural armour)
HP[/b] 12 (1d8+3+1)
Fort +5, Ref +6, Will +4
Immunity Poison; Resistance acid, cold, electricity, and fire 10
DR 5/magic
SR 12
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OFFENSE
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Speed 30 ft.
Fly 60 ft. (good)
Melee
...2 Claws +5 (1d6+5/x2)
...Bite +5 (1d6+5/x2)
Spellcasting Concentration +5; CL 1
Extracts (2/day)
Special Ability Smite Good (1/day), Sneak Attack 1d6, Arcane Strike(swift, +1)
Half-Fiend spell-like ability Darkness (3/day)
------------------------------------------
STATISTICS
------------------------------------------
Str 18[20], Dex 14[18], Con 14[16], Int 14[18], Wis 12[16], Cha 8[10]
Base Attack 0; CMB +5; CMD 19
Feats Arcane Strike, Improved Natural Attack(Claws), Improved initiative, Brew Potion, Throw Anything
Traits Reactionary, Indomitable Faith, Slippery, Witchcraft
Drawback Warded Against Nature
Favoured Class Alchemist(1 HP)
Skills(11 per level) *only shows class skills*
1 Appraise +8
1 Craft(alchemy) +8(+1 when crafting alchemical items)
1 Disable Device +8
1 Fly +8
0 Heal +3
1 Knowledge(arcana) +9
0 Knowledge(nature) +4
1 Knowledge(planes) +9
1 Perception +7
0 Profession +3
1 Sleight of Hand +8
1 Spellcraft +8
1 Stealth +9
0 Survival +3
1 Use Magic Device +4
Languages Common, Infernal, Orc, Dwarven, Goblin
Equipment
Current encumberance
Money
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SPECIAL ABILITIES
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Sneak Attack 1d6
Extracts lvl 1 Crafter's Fortune, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Shield, Touch of the Sea
Extra Feats Throw Anything, Brew Potion
Mutagen 10 minutes, +4 str, +2NA, -2 int
Smite Good (Su) Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.
------------------------------------------
Racial Traits
------------------------------------------
Bonus feat Humans gain a bonus feat at level 1.
Skilled Humans gain a bonus skill rank at level 1 and each time they level up.
Darkvision Half Fiend can see perfectly in the dark up to 60 feet.
Natural Armour A half-fiends natural armour bonus is improved over the base creature by +1
Fiendish Resistances A half fiend gains immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35).
Fiendish Flight Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good).
Fiendish Weapons A half-fiend gains two claw attacks and a bite attack. Damage depends on its size.

Backstory of Fiendishness:

Alex always seemed to take the hard path in life. No matter whiat it was he didn't fit in well with others. Didn't get along, always tried to make things be done his way. As a boy he always wanted to be in charge of the other kids and tried to get them to follow. But he was never very successful or popular. This made him jealous of the other boys who got what he wanted. This continued throughout his life. Perhaps he was not destined to be a leader but he did not give up. One way he found that worked was to be a bully. They listened to him then because he was stronger and more aggressive. He thought they finally respected him but really they only feared. He attracted several followers, other unpopular and rough boys.

Like other he was indoctrinated into the faith of Mitra since he was young and this presented him with an opportunity which he could not turn down. As soon as he could he began training to be a priest hoping one day to lead his own flock of faithful to Mitra and Himself. Unfortunately he failed his tests but not for lack of effort. He was also disqualified from retaking the tests by Sir Balin. He saw the behaviour and problems that could come with one such as Alex leading the people. Alex always held a grudge against Sir Balin for this and would never forgive him. He would never forget. Balin was just another of those with the power but not wanting to share it with him at all. Alex turned away from Mitra after this and looked for other ways to occupy himself. A school of science and knowledge caught his attention and he studied alchemy. His teacher introduced him to many things he had been ignorant of. One of his own questions about history and other religions besides that of Mitra was the true turning point that set him down his dark path. For with this knowledge happily provided by his teacher, Alex came to hear of Asmodeus. This caught his attention after learning what had happened that had forced Asmodeus out of Talinguarde and feeling a certain connection to his own struggles he then respected Asmodeus more and more as the unfairly repressed deity in Talinguarde. Soon after he secretly became a follower and his teacher became his mentor.

Together they realised that it was time to act. Too many years of hiding in the darkness trying to survive was not working and they were being slowly exterminated as the years went by. They decided to make an demonstration of their lords power with an ancient ritual of power they thought would summon a fiend of hell to lay waste on Talinguarde. With the spilled blood of an innocent desecrating a Mitran holy site they began. They followed the ritual to the letter as they had translated but something went wrong. They had not done as they had thought but instead gave such a fiend power over them. Alex was siezed and pulled into the centre of the sacrifice unable to control his own body. He heard a voice inside his head telling him of the atrocities commited against asmodeus. You will be his revenge! He could feel himself changing from the inside out. Claws grew were he had nails, his teeth sharpened. His vision went blurry and dark then returned sharper than before. Kill your former mentor, now you have no master but Asmodeus. His will will you do to Talinguarde.

He awoke the next morning naked and covered in blood with a vague memory of what had transpired the previous night. As he tried to stand up he saw Sir Balin before him. The Knight had been travelling and happened to be visiting this exact site today with several other knights. He tried to plead that it wasn't him but it did not matter. There were other crimes he was guilty of. Ultimately the one that brought his sentence of death was Witchcraft and his evil ritual which claimed two lives. He was soon sent off to branderscar to await his end. Why give me this power then let me die! This cannot be what you want of me! He had payed in blood and would do so again if given the chance. He did not want to accept that this was to be his end after finally believing that he could have what he had always wanted.


Personality and Appearance:

Alex is tall and imposing with dark eyes that glow red at night. His fingers end in sharp claw like nails. His transformation has changed him and it is clear that he is no longer just human. There is an unnatural reddish hue to his skin most notable in the sun. He would say whatever necessary to get others to follow him and likes nothing more than showing mitrans how weak they are in following their deity. He seeks the return of his lord Asmodeus and would work alongside those that sought the same goals.

Alexander the fledgling vampire ninja/ranger

Stats:

Alexander Torov
Male Human Ninja/Ranger 1
LE Medium Humanoid(Human)
Init +4; Senses Perception +7, Darkvision 30ft.
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 10 (1d10+0)
Fort +2, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed +5 1d3+4(x2)[+1 to confirm crit]
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 10, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats The Bitten, Alertness, Power Attack, Weapon Focus(Wakizashi)
Traits Reactionary, Indomitable Faith, Grave Robbery
Skills 13/level) (only class skills shown)
1 Acrobatics +8
0 Appraise +1
1 Bluff +5
1 Climb +8
0 Craft +1
0 Diplomacy +1
1 Disable Device +6
1 Disguise +5
1 Escape Artist +6
0 Handle Animal +1
0 Heal +1
0 Intimidate +1
1 Knowledge(dungeoneering) +5
0 Knowledge(geography) +1
0 Knowledge(local) +1
0 Knowledge(nature) +1
1 Knowledge(nobility) +5
0 Linguistics +1
1 Perception +7
0 Perform +1
0 Profession +1
0 Ride +2
1 Sense Motive +7
1 Sleight of Hand +6
0 Spellcraft +1
1 Stealth +6
0 Survival +1 (+1 to follow tracks)
0 Swim +4
1 Use Magic Device +5
Languages Common, Infernal
Other Gear rags
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Special Abilities
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Favoured Class: Ninja All bonuses going to skill points.
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional skill rank each time he levels up.
Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack 1d6 The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target.
Favoured Enemy (Ex): Humanoid (human) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, +2 bonus on weapon attack and damage. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) +2 diplomacy checks on animals and can influence animals attitudes. Can influence magical beasts with int 1 or 2 but take a -4 penalty on the check.

Backstory:

Alexander lay there unable to move as the guards reached the cemetary. He could hear them entering the crypt even as the blood loss was causing him to lose consciousness. It was hard to keep his eyes open. Damn you Evena. He had been betrayed. Stabbed in the back. Or rather, bitten in the neck to be more exact. He had not closed his eyes long before he could hear they had found him. "Is he alive? Priest! Restore him to us so we may have answers." There must have been a Mitran cleric with them. Soon there was muttering, "Waste the holy lords healing on one of these they say. It will give us answers they say." Soon there was power flowing into him sealing up his wounds. They musn't have noticed the bites on his neck for all of the blood. "We don't need to ask any questions. Isn't it obvious? His friend betrayed him, sliced his neck open and escaped with the holy relics! Leaving this one here to slow us down. There are several tunnels leading out of here. Tell your men to go after it." Alex could see now. Soldiers and a man in robes stood around him. Several were ordered to search the tunnels for tracks and find the other man. Then the commander pulled him to his feet and questioned him. "Who was with you in this? Why did they leave you behind to die?" He wanted to answer and say that a vampire named Evena had forced him here. The only thing that came out of his mouth though was, "There is no one else. Just me." He pointed to his dagger that lay in the blood, "I accidentally cut myself. There are no relics missing from the tombs tonight. Everything missing I took previously." The cleric frowned, perhaps doubting but the commander either believed him or didn't care. The soldiers came back saying they could find no tracks or evidence of anyone else here. "Finally we have found the dirty little grave robber that has plagued us for almost a month. You were careful but not careful enough." The soldiers bound him and took him away. "The penalty for you will be a beheading." His trial was quick. Before the week was up he was sentenced and heading for Branderscar to await his penalty. The compulsion on his mind had still not worn off and he could not break it. He could still feel the vampire presence in him mind every now and then. As if checking on him to make sure that he was not causing any trouble. The compulsion held for him, for even though implicating himself was leading to his destruction, telling them the true story would not change any of that and he knew it. A lucky circumstance for the vampire.

He had fallen in with her not out of choice but by being forced to serve her. He had been part of a group tasked with killing her. They had been unprepared for her strength. She had torn apart each of them and left him for last. It seemed only on a whim she had changed her mind when regarding him. His asthetics pleased her and she kept him dominated. She was after several holy objects that she said she could corrupt. Use their power to strengthen herself further. She discovered their location and used his skills to infiltrate during the day. The first few items were easy. Minor magical things. But then she got bold and they started on the tombs and crypts of holy families. This of course caught the attention of the Mitrans and brought about his capture.

Perhaps if he had not been dominated and this was the only thing he had done then he would be allowed to make ammends as he was not in control of his own actions. The truth was that he hated Mitra just as much as the vampire who slew his fellow assassins. He did not consider stealing from Mitra to be a crime and did it almost willingly. His family came from an old line of worshippers of Asmodeus. They followed a dark and ancient path originating in another land. Theirs was one of the only families in talinguade to practise this art. Hudnreds of years ago his clan had almost been destroyed and they had been forced to flee across the ocean. They vowed to one day return and exact vengeance but recently the kingdom of Talinguarde had been whittling them down also. With a vampire threatening them and Mitrans on every side they could hardly survive. In an attempt to gain some breathing room they went after the vampire. Lured into her lair they were destroyed 1 by 1. He remains the last. Female and male alike dead. If he had his blade now and his own mind to do it he would restore what little honour they had with Seppuku. But the soldiers had raided his home after he freely gave them the location. All was lost and the last of the Torov ninjas would die by beheading. A most dishonourable death. They would be the lowest of status in the next life certainly.

Curse Mitra. Curse you Evena. Curse Talinguarde.


Description and Personality:

Alexander stands at 6 feet tall, with grey eyes and black hair. An angular face shows much training, hard work and no excess. His whole life he has known nothing but hardship. He has followed the ninja way every day, never allowed to relax, never allowed to sleep but with one eye open and a blade beside him. He cares only for honour, for himself and his family. Everything he does or would do is for his name. He conducts himself according to his ways. Religiously carries out all their rituals. Their worship of Asmodeus has never been more than a deep respect and admiration. Perhaps if they had been more faithful the family would have prospered more.

He is trained to blend in. To seem like just another average nobody. This helped him avoid capture for so long. He knows the right things to say, the right ways to do things to avoid notice.


Ah, right, thanks. There's a lot applications, which means it's a little hard to keep everything straight when it's scattered, so I appreciate the centralizing. In fact, if everyone who's submitted two characters could put them into one single post together, that would be much appreciated. Same goes for if you have your story in one post and your crunch in another. There's a lot for me to go through and consider, and the easier it can be the better.

Shadow Lodge

Virgil Hass:

Alchemist vivisectionist/machinesmith
Human
Str 16
Dex 12
Con 12
Int 18
Wis 12
Cha 12

HP 13 (8+3+1+1)
BASE ATTACK BONUS
+0
Basic Melee Attack +3
Basic Ranged Attack +1

FORTITUDE SAVE
+4 = 3 [base] +1 [Con]
REFLEX SAVE
+4 = 3 [base] +1 [Dex]
WILL SAVE
+1 = 0 [base] +1 [Wis]

CMB
+3 = 0 [BAB] +3 [Str] +0 [size]
CMD
+14 = 10 + 0 [BAB] +3 [Str] +1 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 76lbs.
Medium Load: 153lbs.
Heavy Load: 230lbs.
Lift Over Head: 230lbs.
Lift Off Ground: 460lbs.
Push or Drag: 1150lbs.

Alchemist Extracts Per Day
Level 1 2 + 1 [Int]
standard extracts prepared
1 enlarge person 2 cure light wounds

Machinesmith Prototypes Per Day
Level 1 2 + 1 [Int]
standard daily prototypes built
2 guardian drones, 1 obscuring mist

Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototype (Su)
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Feats
Toughness
Power attack
Dodge (will be swapped to extra discoveries as soon as I get downtime)
Throw anything
Brew potions

Traits
Spark of creation (+1 to all craft checks, 5% discount on all item creation)
Dragon blooded (low light vision, +1 perception +2 on saves vs paralysis)
Red haired ( jolt at will as a spell like ability)

Crime: murder

Drawback: power hungry


Here's Virgil, I left out skills, but if I'm selected I'll throw them together


GM S&C, it looks like you missed this submission, Molasbar for markofbane. This character sheet and background are in his profile. I've copied it here as well.

Molasbar:

Neutral Evil Male Elf Wizard (Diviner: Foresight) 1/ Ranger (Wild Stalker) 1
Medium Size (6’ 0”, 125 pounds, Blue Eyes, Gold Hair)
Age: 125
Move: 30’
Languages: Common, Elven, Draconic, Gnoll, Goblin, Orc, Infernal.

11 Strength
16 Dexterity
12 Constitution
18 Intelligence
12 Wisdom
12 Charisma

Initiative: +6 +3 Dex, +1 Class feature, +2 Trait
AC: 17 Mage Armor +4, Dexterity +3
Melee:
n/a
Ranged:
n/a
CMB: 1
CMD: 14
Fort: +3
Ref: +5
Will: +3 Immune to sleep, +2 vs. enchantments
Hit Points: 12

Traits/Feats
T: Focused Mind. +2 trait bonus on concentration checks
T: Warrior of Old:+2 trait bonus to initiative
T: Slave Trader: +1 skill point per level for Appraise
L1: Breadth of Knowledge. +2 to all knowledge skills; can make knowledge and profession checks without ranks
W1: Scribe Scroll: Can craft arcane scrolls
B1: Combat Casting: +4 to concentration rolls

Skills
13 points per level: 6 class, 4 intelligence, 2 AP, 1 trait (must be used for Appraise)
+8 - Appraise (1 ranks + 3 class + 4 attribute + 0 other)
+8 - Craft (Alchemy) (1+3+3+0)
+10 - Knowledge (Arcana) (1+3+4+2)
+6 - Knowledge (Dungeoneering) (0+3+4+2)
+10 - Knowledge (Engineering) (1+3+4+2)
+10 - Knowledge (Geography) (1+3+4+2)
+6 - Knowledge (History) (0+3+4+2)
+10 - Knowledge (Local) (1+3+4+2)
+10 - Knowledge (Nature) (1+3+4+2)
+6 - Knowledge (Nobility) (0+3+4+2)
+6 - Knowledge (Planes) (0+3+4+2)
+10 - Knowledge (Religion) (1+3+4+2)
+8 - Linguistics (1+3+4+0)
+9 - Perception (1+3+1+4)
+3 – Profession (Any) (0+3+1+2)
+8 - Spellcraft (1+3+4+0) +2 to ID magic items
+7 - Stealth (1+3+3+0)
+5 - Survival (1+3+1+0) +1 to track

Favored Class: Wizard (1 used for hit points)
Elven Abilities:
+2 Dexterity and Intelligence, -2 Constitution.
Medium size, Normal speed.
Elven Senses. Low Light Vision and +2 to Perception checks.
Elven Immunities. Immune to sleep effects, +2 vs. enchantment spells and effects.
Elven Magic. +2 to CL to overcome SR. +2 to Spellcraft to ID magic items.
Arcane Focus. +2 racial bonus to concentration checks.
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond: Familiar. Currently missing or slain.
Arcane School: Divination, Foresight Subschool (opposed: Enchantment, Necromancy).
Forewarned. Can always act in surprise round, but flat footed until takes an action. +1 bonus to initiative
Prescience. Free action, roll d20. May substitute it for later roll. Seven times per day.
Ranger Abilities:
Proficiencies. simple weapons, martial weapons, light armor, medium armor, shields (not tower)
Track. +1 to survival checks to follow tracks
Wild Empathy. can improve the attitudes of animals
Strong Senses. +2 bonus to Perception

Spells
Memorized
Cantrips (DC 14) 3: Detect Magic, Presdigitation, Ray of Frost.
1st level spells (DC 15) 2+1: Mage Armor, Color Spray, Feather Fall.
Spell Book
None.

Background
It has been a decade since Molasbar lived in Talingarde proper. He grew up in the bustling metropolis and loved life there. But as he grew more mature, he found it increasingly oppressive. Things he thought he should be able to do were condemned by the increasingly powerful Mitrans. He worked as a scribe and hedge wizard, but grew increasingly frustrated at the limitations put on his studies. When he was almost caught trying to steal books on necromancy from a vault within the Mitra cathedral, he was forced to flee the city.

For a decade he eked out an existence in the wilderness. For the most part, he tried to advance his studies in solitude, but generally lacked resources and funding. It was during one of his attempts to alleviate his poverty that he was finally caught and imprisoned. Molasbar used his knowledge of the wilderness to serve as a guide for black marketeers that wanted to bring slaves into Talingarde. They had just made it into the city limits when they were discovered. The patrol was too big to evade or fight clear of, and Molasbar was captured and condemned.

Now the brilliant elf awaits punishment, locked in a cell. While he sits in silence, his mind explores the possibilities for escape, and he dreams of the vengeance he can unleash.

Description
Molasbar is tall, fair, strong, fit and brilliant. Above average in every aspect, and certainly exceptional in some. He is generally calm and placid, even under duress. He doesn’t tend to be talkative; he used to lecture people at length but grew frustrated when his knowledge was not taken in and his sage advice was not heeded.

Before leaving Talingarde a decade ago, Molasbar would typically wear fine clothes worthy of a noble or courtier. Since he was forced to flee to avoid the attention of the Mitran authorities, his standards have fallen drastically; until this week, he wore leathers and furs he procured for himself from the wilderness. Now, he is reduced to mere rags in the prison.

Molasbar is not a religious elf, but he also holds nothing against those who are religious and could ally and/or hold allegiance with them if it furthers his vengeance against Talingarde.

Equipment
Encumbrance: 0#, light (38/76/115).
Prison rags.


Loup Blanc again, with a finalized Lysander Tremayne. The backstory is, as I feared it would be, very long. I apologize if it's more than you wanted to have to read through...

Backstory:
“Potentia in Malum”—Old Infernal motto of House Tremayne, translated as “Strength in Adversity”, though also meaning “Dominion in Evil”

House Tremayne was founded centuries ago by a knight who saved the life of the then king of Talingarde in battle. Granted full, if minor, noble status, Marcus Tremayne set his realm in the north of “civilized” Talingarde, on the edge of the Heartland and the Borderlands, with his manor nestled on a mountainside and his domain in the surrounding valley. A fair and honorable warrior, Tremayne was also a religious man, and paid great respects to Asmodeus, whose priests offered him wisdom and legal advising.

For many years, House Tremayne continued its existence as a more-or-less unimportant family, respected but viewed—rather truthfully—as a noble house of little strength, not known for great political clout, nor desired for any strategic positioning. Among the peasants of the Tremayne lands, the lords weren’t loved, but they were paid respect for their honor and upholding of the law. Crimes were harshly punished, virtues were justly rewarded, and what was written was upheld; so was the way Asmodeus, and so was the way of Tremayne.

- - - - -

Alexander Tremayne, Lord of his House, paced nervously outside the priests’ chambers, his hands clasped behind his back. A gaunt man well in his sixth decade, Tremayne had once been a skilled warrior, competing in tournaments and crusading into the Borderlands against the bugbears of the north. Now, his hair was more gray than black, his eyes had begun to change from blue of the sky to that of pale ice, and his strength was failing him. It was for these reasons he was here in his manor, rather than out there, chasing—

The great oaken door creaked loudly as it was pushed open, and into the hall strode Valerian Darius, heir to his own noble house, and a visitor these past months in Tremayne’s domain. The younger man was still in his prime, and it showed in his appearance: tall, athletic, walking with smooth ease even in his harness of plate and mail, and with a broad sword at his side. Clutched in his hand was a canvas sack, which swung with dead weight inside.

“You slew the beast?” Tremayne asked, turning to face the approaching knight. Wordlessly, Valerian nodded and reached into the sack. When he withdrew his hand, it held by the hair a pale, grotesque human head, the eyes gouged out and the jaw open, revealing sharp, bloodstained teeth, the canines pronounced. The tongue was blackened, and the stump of the neck looked like it, too, had been torched. Tremayne inhaled sharply, then nodded quickly and gave a sigh of relief. The creature, the undead abomination, that had assaulted his daughter Alinda two days past, had been destroyed. “You have my thanks.”

Valerian shook his head and replaced the head in the sack. “I’ve done only what should be expected of a guest in dark times like this. Virtue—”

“Should be rewarded,” Tremayne interrupted. “You’ve done a great service to my house, Valerian, and we will not soon forget it. Should you have need of House Tremayne’s assistance, should Darius ever seek our aid—we will answer your call.”

Valerian cocked his head to the side and regarded Tremayne. The offer was foolish, really, and potentially a far greater reward than Valerian’s actions deserved, should House Darius make good use of the favor. Even so, House Tremayne was of little strength in most regards, and Valerian had risked his life and those of his men-at-arms in hunting down the vampire. After a moment’s thought, he gave a curt nod and clasped Tremayne’s wrist. “I will tell my father, and you have our welcome.” He looked for a servant to have dispose of the head, but seeing none, turned back to the other lord. “How is your daughter?”

Tremayne frowned—more at the condition of the girl, rather than Valerian’s slip-up, as she was Tremayne’s daughter-in-law, married to his second son, Kyle. “The priests said it bodes ill. The bite seems to have caused complications with the birth, and she is ailing. They say that either child or mother may be saved, but both is…” He trailed off, seeing that Valerian was looking over his shoulder. The old lord turned to regard one of the priests’ assistants, standing in the doorway, his face anxious and worried. “Well?”

The young man swallowed and shifted his feet. “Your daughter is—you’d better see,” he stammered, and stepped aside. Tremayne gave him a confused look and stepped forward, only now hearing the cries of an infant beyond. He brushed past and into the birth room.

Candles were lit and the priests seemed to be readying to leave, although their leader, an Asmodean who went by Pious, was holding the infant close to his chest. Tremayne looked to his daughter and his breath caught—the body was covered in a sheet, lying with the still of death. He felt tears come to his eyes and fought them back, unwilling to show weakness even here, in the face of such ill as his house had not seen in decades. He turned to Pious and breathed heavily before asking him what the young man meant.

“The birth was a struggle. There was much bleeding, more than usual.” Pious spoke in his usual soft, low voice, and still cradled the infant, who had begun to calm. “But it was not merely quantity that struck odd tonight.” He looked up to Tremayne with a ghastly smile. “Your grandson seems destined for great things, my lord.”

At Tremayne’s questioning gaze, the priest turned the baby to the lord’s eyes, and he gasped. There, in the drying blood of his mother, on the chest of the infant, was, unmistakably, a pentacle of Asmodeus.

- - - - -

Throughout the first sixty-odd years of his life, Lysander was raised as a curiosity and an oddity, but still a member of the Tremayne clan. Despite the unusual condition of his birth, the child was by all rights a full-blooded, legitimate member of the noble house, and was brought up as such. The slowness of his maturity, however, meant that Lysander found himself first raised by his father, aunt, and uncles, then by his cousins.

During this period, Lysander learned many of the skills and responsibilities of his position as potential scion of a noble house. From an early age he presented himself as quick in body and mind, showing great promise in both intellectual and physical pursuits, although he was never a particularly strong boy. By the time old Alexander Tremayne died, he saw his grandson defeat his cousins in a match of swordplay, three-to-one.

The tutor Lysander seemed most taken with, however, was the elderly diabolist, Pious. The priest had kept a careful watch over Lysander from his ominous birth, and began tutoring the child on the ways of Asmodeus and his church as early as possible, even teaching Lysander to read himself just so the boy could peruse the religious texts. Under Pious’s scrutiny, his unforgiving but rewarding tutelage, Lysander grew to respect and believe in the equally harsh but fair judgment of the Prince of Hell. For his part, Pious communed with his patron’s intermediaries, and truly believed Lysander would do great things for Asmodeus.

Of course, things changed forever when the war of succession occurred, and because of favors long due, House Tremayne sided with Darius.

- - - - -

Never lose your faith, Lysander. Father Asmodeus will reward you, if only you serve him true. The last words Pious had spoken to him echoed in the dhampir’s mind as he stood in the courtyard of Tremayne Manor, not dressed for the chill in the air. He had come directly from the temple, from his lessons with the old priest. That was where the knights had burst in, snatched Pious, spitting accusations of blasphemy and other foul crimes. Consorting with dark powers. Lysander knew Asmodeus and his servants were often referred to as dark, but he didn’t know why that made it criminal for a priest to commune with his god.

There were many things now that Lysander didn’t fully understand. It had been barely a fortnight since the purges of Asmodeus had begun, with the new king, Markadian IV, blaming the cult of Asmodeus for the madness of his uncle. Lysander had heard a great deal about these new Mitrans, but he hadn’t expected to deal with anything here at home. Pious had spoken of them in hateful hisses, calling them “Monotheistic heretics!” Lysander was prepared to dislike these religious upstarts, from what he’d heard from Pious, but he wished he had a little more reason why.

Now he had those reasons, as he stood with the other members of the Tremayne household, seeing the knights in their gleaming armor and with their banners showing a sun, and Pious, bound on his knees, an elderly man who’d been beaten and dragged out of his temple by these strangers. Lysander thought they looked pompous, strutting about the courtyard as if they owned it. He looked up to his cousin Arthur, now Lord Tremayne, but the nobleman just stared forward with a frown, his eyes unfocused and distant.

One of the knights stepped forward and unrolled a scroll—probably blank, just for show, Lysander thought. The man cleared his throat and began to speak in a loud, clear voice. “Pious of House Tremayne employ, you are today accused of blasphemy, of consorting with dark powers, of heresy in the highest degree, and of worshipping the Enemy, all committed knowingly, willingly, and in the face of Mitra’s holy light. Have you anything to say in your defense?”

Pious was silent.

“Should you recant your faith in the Enemy, and admit the supreme benevolence of Lord Mitra, your sin will be lessened, and your judgment, less severe. Do you recant your faith?” The knight lowered the scroll and looked to Pious, but the priest remained still and silent on his knees.

Lysander felt Arthur move forward before he saw the lord do it. “Recant, you damned old fool,” Tremayne called. “You may have lived in sin, but you can die in grace.”

At this Pious raised his head, and Lysander nearly gasped. Never had he seen such abject hatred and loathing on the face of the priest. Not even when he had accidentally spilled ink across an entire page he’d been copying from a manuscript had such anger and disappointment shown in the old man’s countenance. And when Pious pushed himself to his feet, he was, for all his frail thinness and age, more intimidating than the knights who surrounded him.

“Traitorous wretch,” he spat, glaring directly at his lord. “For how many centuries has Asmodeus guided your family? For how many generations has he shown order and justice to the whole of Talingarde? All my life I have served him, and now I am forced to see faithless worms cast down his name and stamp it into the dirt. The only heretics and blasphemers here are those who are too blinded by the light of one god to accept the others, to respect the one who has given them more than any. I recant nothing, and hope only that others will offer themselves to Asmodeus as I do today.”

There were a few moments of tense silence in the courtyard, and then Lord Arthur Tremayne stepped back to his place beside his family, and the knight with the scroll nodded to the others. “Then your crimes are mortal sin, and the judgment is that you will be, today, burned at the stake until dead.” He motioned to some squires Lysander hadn’t noticed, and they dragged over a cart that was already prepared for the flames.

Pious was muttering something to himself as a pair of knights approached to bind him to the pyre, and one of them cuffed him across the temple. The priest stumbled and fell, but even as he rose again, Lysander saw his lips continue to move silently. He was bound to the stake, oil was brought forth and poured on the hem of his robes and the tinder at his feet, and the knights stepped back as one lit a torch.

Just before the execution began, Pious locked eyes with Lysander, and the boy saw a fierce determination in the gaze of the old diabolist. After a moment, the priest shook his head. Don’t be a fool. You have more to offer Asmodeus than a death today.

When the torch was thrown, and the flames began to crackle and spread, Pious opened his mouth and began laughing. It was a coughing, raspy, awful laugh, filled with no mirth, only wickedness and hate. Lysander couldn’t help but look on as his teacher, his priest, his brother in faith, was slowly consumed by the blaze.

It wasn’t long before the laughter turned to hideous shrieks of unspeakable pain, but it was long after that when the Mitrans allowed the onlookers to disperse, having shown what happened to heretics in this new age.

- - - - -

For the next few decades, Lysander presented himself as a righteous and fine young man, an honorable and respected scion of House Tremayne. Among the people near the manor, he was known as a just and fair arbiter, knowledgeable and competent. He would spar with knights-in-training, sit at court with his cousins, and regularly attended the religious functions held at the new church of Mitra. In all regards, he seemed a model nobleman, and though he would never take the lordship of Tremayne, there was talk of his becoming a member of the Brotherhood of the Gryphon, or even a Knight of Alerion.

Yet in his heart, an all-consuming fire glowed, and behind his constructed mask of deference and justice, nothing but black hatred seethed for Mitra, for Markadian, for Darius… for all of Talingarde… for the Tremaynes. Lysander despised his kin, who had turned their back on their history, their faith, their priest, and he reviled the new church which had purged the old faith. He dreamed of tearing them down, laying them low, and rebuilding, bringing new and greater glory to Asmodeus.

But this fire simmered, the embers glowing hot but unfueled, for years and years. It was fate that brought about the change from smoldering cinders to a terrifying inferno within the heart of Lysander Tremayne, fate that played its hand to see events coincide as they did. For it was during a state visit, when the famous witch hunter Sir Balin of Karfeld came to Tremayne Manor, that Lysander found a letter penned decades before by his beloved teacher, hidden by his cousins in a storage room, along with artifacts from the old temple deemed inappropriate but not blasphemous by the Mitrans.

- - - - -

Lysander,
Things are changing in Talingarde, and I fear I will not be long for this world. There is much I would teach you of our ways, of the faith of Asmodeus, of his hatred and love, of his punishments for the unworthy and his support of those who serve him, of the power and ambition he glorifies. But the theicide preached by the Mitrans, by Markadian and his ilk, the purge of our church, is sweeping our kingdom, and it will come to Tremayne lands before long. I will not have time to teach you what I would, and so I leave this letter in the care of your kin, that they will give it to you once I am gone.
You are destined for greatness in the church and the kingdom, Lysander. I have been shown this in my commune with Asmodeus and his servants. They have spoken to me of your past and your future. The blood of death and dominion runs through your veins, and you will be a herald of both, a speaker and hand of the Lord of Hell.
You must first bide your time. The boiling hate for Asmodeus and his faithful is strong now, but it will not always be so. The people are weak, fickle things; let the rabble have their time of destruction, and ride out the storm. In a few short months, years at most, the purge will be over, and you will be able to practice. Perhaps in secret, and perhaps you will find others of the faith with which to share in our religion. Asmodeus smiles on those who pay their due, and so long as you pay yours, he will guide you.
You will grow in power, both mundane and magical. You will find the call of your blood, use the dark power of undeath to your advantage. You will be a true and righteous servant of our Dark Lord.
They will call you a blackguard, a blasphemer, a fiend. But you will be great.

- - - - -

Lysander looked up from his prayers as the doors of the hall burst open. He gazed calmly at Sir Balin and the other knights who had entered, took in their shocked expressions without blinking. Horrified, certainly, and he had expected as much. What he wondered was what caused it most. The dark candles, the incense which had been outlawed a generation before? The crimson pentacles?

Most likely it was the bodies. Lysander had silently and ritually sacrificed his kindred to Asmodeus in the dead of the night before, then stolen the bodies here, to the great hall of the manor. Offer themselves to Asmodeus. The words of Pious had echoed in his mind after reading the letter, and Lysander knew what he had to do. He had to give himself to Asmodeus, present the Prince of Darkness with a sacrifice, and offer his own life, that his god could show him the path. What better offering than the lives of his traitorous kin?

As Balin and the others drew their swords and approached, Lysander took another sip from the chalice before him. The metallic taste of his kindred’s blood was acceptable, neither a delicacy nor disgusting. Like a decent wine, the sort he would take with his supper most evenings. Intoxicating in its own way.

Lysander stood easily and smiled as the knights clapped him in irons. As a nobleman, he was given a trial, but it wasn’t long before he was on his way to Branderscar. And from there… Asmodeus willing, Lysander Tremayne would make his mark on Talingarde.

It's also in the alias profile. Good luck to all!

Grand Lodge

Here's my two submissions, I'm putting my preferred character as the top one. But I'm happy to play either one.

Aleksion Coric:

Male human cleric of Asmodeus 1/ranger (divine tracker, skirmisher) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 108, Pathfinder RPG Advanced Player's Guide 128)
LE Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 12 (1d10+2)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel negative energy 5/day (DC 14, 1d6), favored enemy (humans +2)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—fire bolt (1d6 fire), touch of law
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands[D] (DC 14), command (DC 14), cure light wounds
. . 0 (at will)—bleed (DC 13), detect magic, guidance
. . D Domain spell; Domains Fire, Law
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +1; CMB +3; CMD 13
Feats Improved Channel, Improved Initiative, Selective Channeling
Traits blasphemy, keeper of the veil, marked by unknown forces, reactionary
Skills Bluff +7, Disguise +3, Intimidate +6, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +5, Perception +7, Profession (scribe) +7, Sense Motive +7, Spellcraft +5
Languages Common, Ignan, Infernal
SQ human cleric, track +1, zealous
Other Gear 150 gp
--------------------
Special Abilities
--------------------
+1 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Blasphemy +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Cleric Channel Negative Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Fire Bolt 1d6 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Marked by Unknown Forces People who recognize sigil start attitude at +/- 1 level.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Track +1 Add the listed bonus to survival checks made to track.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you.

Background:
Right from birth Aleksion was prepped to be raised in the faith of Asmodeus. Schooled to know both the Mitrian faith and the Asmodean, he was a small child in the city when his parents were found out. The priests wanting to hope he wasn't corrupted, raised him in a watched church were others like him were sent and watched. He saw many other children who were raised to blend in, but either they weren't taught as well as himself or thought it was time for them to do something. Either way they got them selves exposed, or choose to seek forgiveness by Mitra.

Aleksion choose to wait, he became a faithful servant to all those, even so much that it seemed that those watching him started to move on, believing he had forgotten or moved on to seek forgiveness. Truth be told, he felt it wasn't time to act. So during the day, he was as faithful a son of Mitra he could be, seeking work in the church as a scribe, even seeking out work as an initiate. Showing that he had a talent with several domains associated with the combined faith. In truth with a talent to summon a Mark of Asmodeus, he was able to use two of Asmodeus' domains.

As the years went, he was soon trusted in the management of several clerics books, making it looked like they might have ties to darker faiths for those that looked into it. But he real plan came, when one day while going through the books, he found a note in one address to him saying that they were closing in. Its time to act, if you prove worthy we shall meet and I will set you upon a vengeance filled path. Signed AT. With that the note burned to ash and were scattered by a slight gust of wind.

With that note Aleksion left the city, knowing he would be hunted. He was on the road several days when he came across a small chapel to Mitra. There he discovered a cultist of Asmodeus being strung up and being set to the torch. Having had enough, he tapped into the power and skill he held back for all these years, raining fire down on those with weapons, bringing his weapon to bare on the soldiers left remaining, it was hard fought, and in the end the cultist was still killed, but Aleksion felt had had done right by the man.

With a smirk, he took the dead into the chapel and after killing the priest found there he used the blood and bodies to desecrate the holy place in the name asmodeus. Doing his best to make sure it would be a long time before it was forgotten. But the desecration took time, and in that time the people found Knight of Mitra, some with the job of hunting him. Ambushing him as he left the chapel.
Upon waking he found himself in a prisoner's transport, headed to Branderscar, as he watched the gates come closer he thought he heard another voice in his head, You might do, we shall see. With that he was through the gate and on his way a destiny that would change the face of Talengarde.

Alucard of the Dark:

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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
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.

Description:
Alucard stands at 6' and weights 168 lbs with dirty blonde and pale skin, he is tall and angular, lithe and graceful with grey-blue eyes and would be considered a picturesque beauty in all regard were it not for his tendency to stare uncomfortably in prolonged silence or to sneer, revealing overlarge, vampire like canines, to the simplest of questions.

Background:
Not really surprisingly Alucard is an orphan. Drawing his last name from being raised in the less-than-charming orphanage of Widows' Crossing, more like a prison in most regards than anything else, and his first name given by a widow working there with a lack of over-abundance of imagination and a habit of telling ancient vampire tales to all those raised in the home with Alucard. He was left in the deep of winter at the orphanages doorstep, a baby in swaths with no note and barely a knock on the door is the first thing Alucard came to know about himself for who, if any, would love such as himself.

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.

RPG Superstar 2012 Top 32

here are my 2 submissions in no particular order (i'd be excited to play either)

Blayne Markov (swashbuckler/eldritch scion):

Blayne Markov
NE Aasimar [Musetouched]
Gestalt: Swashbuckler/Magus [eldritch scion] 1

Str 10
Dex 18 (16+2 race) [10]
Con 13 [3]
Int 10
Wis 12 [2]
Cha 18 (16+2 race) [10]

HP: 12 AC: 14 (t14, ff10)
Fort +3 Ref +6 Will +3/4*

Racial: 60’ Darkvision; fly 20’[poor]; resist 5 v. acid, cold, electricity

traits:
Crime [fraud] (+2 Bluff)
Innocent (+5 ‘opponent wants to believe’ bonus to bluff with believable/unlikely lies)
Resolve of the Rejected (+1 v. charm/compulsion, 1/day regain 1 panache on save)

feats: WF[scimitar], Slashing Grace[scimitar]

skills:
Acrobatics +8 (1 rank +3 class +4 Dex)
Bluff +10/15* (1 rank +3 class +4 Cha +2 trait; +5 to believable/unlikely lies)
Diplomacy +10 (1 rank +3 class +4 Cha +2 race)
Intimidate +8 (1 rank +3 class +4 Cha)
Sense Motive +5 (1 rank +3 class +1 Wis)
Use Magic Device +8 (1 rank +3 class +4 Cha)

Eldritch Pool [5/5]
Mystic Focus: spend 1 point (as swift action) to enter focus for 2 rounds, gain use of bloodrager bloodline powers (as bloodrager of your Magus level) while in focus; can only use spell combat while in focus.

Bloodline: Destined
Destined Strike: insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack (free action; 3/day).

Panache [4/4]
Derring-do: +1d6 to acrobatics, climb, escape artist, fly, ride, or swim (1 point)
Dodging Panache: move 5’, add Cha mod to AC vs trigger attack (1 point, immediate act)
Opportune Parry: use AoO to parry attack with opposed attack, win=free attack(1 point)

Spells Known:
0th- Acid Splash, Detect Magic, Mage Hand, Prestidigitation
1st (2/day)- Color Spray, Shocking Grasp

Background
Blayne Markov was the answer to his parents’ prayers. His father Fordin was the sixth son of Fyodor, the sixth son of Lord Thaelyn Markov. Lord Thaelyn was one of the angelkin and through his connections with the church of Mitra and his expert political maneuvering he had done quite well for himself, rising to a position of wealth and power. Unfortunately for Fordin being the sixth son of the sixth son meant he inherited very little of either. When the time came to wed he selected for his spouse Aina Redmont, a barely-noble woman whose uncle had gained some reputation as a sorcerer of celestial blood. Together, they hoped that some or all of their children might exhibit signs of their shared heritage, and that that gift might be a means of advancing their station... when Blayne was born and the priest confirmed his nature there was great rejoicing.
His 5 older brothers were all hard working and committed to the family’s interests, and his sister was a lovely girl sure to secure a fine husband, but Blayne was spoiled as the favorite child and savored every minute of it. When he came of age he was sent to the temple of Mitra to train as a priest. He resented the rules of the order and the way the elder priests treated him like a normal person, and he quickly grew frustrated that the spells and powers of the faith would not immediately manifest for him. He did, however, find many things he enjoyed at the temple, including strong drink and dalliances with women, and occasionally certain men. He discovered that there was a great deal he could gain with his words and that his natural gift for lies could do more for him than any prayers to a god whose rules he had no wish to follow.
Even with his silver tongue, his carousing lead to repeated disciplinary actions at the temple. On one occasion he even got into a drunken tussle with one of the elders. He accidentally manifested his first magical effect in the brawl, electrocuting the old man nearly to death. Out of new ideas for punishment and now aware that power grew within him from some other source, the elders unceremoniously expelled him from the temple. His parents were devastated by his dishonor and cut off all ties to him. Blayne quickly grew quite bitter towards the church of Mitra over losing his parents financial support but embraced the life of a vagabond. As a youth he had always enjoyed his sword lessons and with his new found time he convinced a teacher to instruct him (free of charge, of course) and found that he really had a talent for it. He conned his way into all manner of homes and inns and earned his food and drink through lies and deception, and he revelled in the unfettered freedom of his lifestyle.
After many years living like this he grew weary of always having to find new marks so frequently. When he heard stories of a local priest who had gone missing he saw a golden opportunity. He convinced the leaders of the local church that he’d been sent as a replacement, then convinced the bishop’s attendant that the priest had been found and no replacement was necessary... and so became the vicar of a small but fairly affluent church. For the 6 years that he held the position, he abused his power to satisfy his appetites for rich food, strong drink, fine clothes, and frequent sex. He might still hold this position if not for the diligence of one highborn husband who, on his wedding night, discovered his young bride was no virgin and publicly charged him with misconduct. Once the first allegation was made others came pouring out and when an inquisitor arrived it took almost no time for him to discover what had happened.
Blayne fled and evaded capture for several days, but before the week was out servants of the church had apprehended him. His trial was brief and harsh, behind the closed doors of the bishop’s office, and in the end he was sentenced to life in the salt mines for fraud...

Appearance
Blayne has a narrow frame and a slight build, both of which serve to accentuate the lewd bulge in his pants. His skin is like fine porcelain and his hair like finely spun gold. His eyes sparkle like sapphires and even a cursory glimpse of his beauty is enough to reveal why so many people are drawn to him.

Personality
Blayne is not aggressively evil- he is not on a profane quest to destroy goodness or establish an empire of evil... He is a spoiled, intensely self-centered, hedonist for whom nothing is as important as his own satisfaction. He understands that sometimes the best way to get what he wants is by working with others, and can do so for long stretches of time as long as he remains convinced that he is benefitting from the arrangement, but he never puts the needs of others above his own. He lives ‘in the moment’ with little concern for the future nor spite over the past, though he’s not above seeking revenge if he thinks the pursuit will be enjoyable, or suspects the outcome will amuse him, or is bored.


Horace Green (stygian slayer/sacred fist):

Horace Green
LE Tiefling [Motherless]
Gestalt: Slayer [stygian slayer]/Warpriest [sacred fist] 1

Str 15 (13+2 race) [3]
Dex 14 [5]
Con 12 [2]
Int 8 (10-2 race)
Wis 18 (16+2 race) [10]
Cha 14 [5]

HP: 12 AC: 18 (t16, ff16)
Fort +3 Ref +4 Will +7

Racial: 60’ Darkvision; SLA (1/day)- rage; resist 7 v. cold, electricity, fire; prehensile tail; beguiling liar

traits:
Crime [high treason] (+1 will saves)
Heavy Hitter (+1 damage with unarmed strikes)
Unscathed (+2 to energy resistances)

feats: Armor of the Pit, Weapon Focus [unarmed strike]

skills:
Acrobatics +6 (1 rank +3 class +2 Dex)
Bluff +6/10* (1 rank +3 class +2 Cha; +4 lies)
Cimb +7 (1 rank +3 class +3 Str)
Know [religion] +3 (1 rank +3 class -1 Int)
Perception +8 (1 rank +3 class +4 Wis)
Sense Motive +8 (1 rank +3 class +4 Wis)
Stealth +6 (1 rank +3 class +2 Dex)

blessings (0/3):
fire- fire strike (grant weapon +1d4 fire damage for 1 minute)
magic- hand of the acolyte (Wis based attack with weapon, up to 30’ range)

spells:
0th- detect magic, purify food and drink, spark
1st- cure light wounds, divine favor

studied target: move action- +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it.

Background
The man who today goes by the name Horace Green was given no name at birth. His mother did not speak nor react to any speech for a full day after discovering her son’s tail. When she finally managed to piece together sensible words she began by arguing with her husband over whose blood might carry such a curse, or whose actions may have drawn Mitra’s ire. Together they decided on a terrible plan- they set the baby out in the wind and snow to die. Minutes turned to hours and the baby seemed unfazed by the freezing chill; eventually it grew hungry and they brought it in for fear that someone might hear its cries and come to investigate. Desperate, and quite beside himself, her husband shoved the newborn into the burning woodstove. Minute after dreadful minute its hungry cries echoed in the little iron box, unaffected by the heat and flames. Broken, the two accepted the child as a punishment from the gods and resolved to bear their curse in secret. They locked the child away in a large, sturdy, windowless room where they left it food and had as little contact with it as possible. Years passed this way until an elderly washerwoman who secretly served the Lord of the Pit discovered the boy while making her rounds. She freed the child and vanished with him into the night.
She delivered him to the cult with whom she worshiped and there he found acceptance and meaning. The confused creature was full of hurt and anger and was easy to shape into a merciless weapon. Empowered by his natural gifts, his aptitude for deadly combat, and the blessings of Asmodeus he quickly grew to a position of prominence within the group. In order to avoid the attention of Mitra’s faithful, he was given the banal name Horace Green and trained to fight without arms or armor.
Along with his power, his pride grew as well. He began concocting grand schemes to agitate rebellion, to assassinate high ranking priests and nobles, and to bring about such a state of chaos in Talingarde that its people would cry out for the authoritarian church of Asmodeus to bring it order. One plan in particular was deemed by most in the cult to be surprisingly feasible and they began pursuing it, and even recruiting new followers to aid in the work. Unfortunately, one of the elder cultist, bitterly jealous that Horace’s position was rising even while his own was falling, brought it to the attention of the royal guard. Horace was arrested and tried, and in the end sentenced to 4 consecutive executions for sedition, heresy, blasphemy, and high treason. At first this sentenced seemed like a punchline to many, but it became far more serious after he survived his first burning at the stake. Now there is guarded talk of exactly what order the remainder of his sentence should be carried out in and he can only sit and wait and wonder how many more times the Prince of Darkness might deliver him from these sanctimonious dicks.

Appearance
Horace is slightly larger than an average human--standing 5’11” with fairly broad shoulders--but not so large as to stand out in a crowd. When allowed to grow out, his hair is a deep, unnatural purple- which is why he keeps his head and beard cleanly shaven. As often as possible he clothes himself in robes and cloaks to obscure his tail and the bony plates that protect many of his vital areas.

Personality
Solemn and harsh. He is quick to hold grudges and merciless in dealing with enemies.


I just have the one, Cole background and everything in the alias.


Pathfinder Rulebook Subscriber

Here is my submission.

Nikos Demyan:

Nikos Demyan
Male human cavalier 1/inquisitor (infiltrator, sanctified slayer) of Asmodeus 1
LE Medium humanoid (human)
Init +3; Senses Perception +6
___________

Defense
___________

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +4; +1 vs. abilities that detect lies or force the truth
___________

Offense
___________

Speed 30 ft.
Special Attacks challenge 1/day (+1 damage), tactician 1/day (Precise Strike, 3 rds), studied target +1 (1st, move action)
Inquisitor Spells Known (CL 1st; concentration +3)
1st (2/day) - cure light wounds, divine favor
0 (at will) - brand (DC 12), create water, detect magic, light
Domain Heresy inquisition
___________

Statistics
___________

Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Mounted Combat, Power Attack, Precise Strike
Traits bloody-minded, sedition, wicked leader
Skills Bluff +9, Diplomacy +6, Intimidate +7 (+8 when at or above maximum hp), Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Ride +6, Sense Motive +6, Spellcraft +5, Stealth +6
Languages Common, Infernal
SQ flame's skills, forbidden lore, glorious challenge, misdirection, mount (horse named Desdemona), necessary lies, order of the flame
___________

Special Abilities
___________

Animal Companion Link (Ex) You have a link with your Animal Companion
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack
Flame's Challenge +1 +1 to damage target, -2 AC vs. others when used, can issue glorious challenge
Flame's Skills +1 +1 bonus to intimidate when at or above maximum hp
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity
Glorious Challenge If dropped foe, free challenge vs. new foe within 15 ft with stacking -2 AC & +2 damage
Guileful Lore Add wisdom modifier to Bluff and Diplomacy
Misdirection (Lawful Good) (Sp) When preparing spells choose an alignment to count as for magical detection
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat
Necessary Lies +1 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth
Power Attack -1/+2 You can subtract from your attack roll to add to your damage
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target
Sedition +1 to bluff and +1 to Leadership score
Studied Target +1 (move action, 1 at a time) (Ex) Study foes as a Move action, gain +1 to attack/damage & some skills vs. them
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies within 30 ft
Wicked Leader +1 on charisma checks against evil creatures, cohort is 1 level behind instead of 2 as long as they are evil


Background:

The Demyans were once a very powerful family. When the last war ended in favor of the Mitrans the family lost much of it's power. Nikos's grandfather correctly predicted that the Mitrans were going to be victorious and managed to salvage the tenuous situation by betraying House Barca. The family lost the title of lord in the ensuing regime but were allowed to keep their wealth and noble status.

Nikos is the eldest offspring of Achan Demyan. Achan, while grateful for continued financial prosperity, resented Nikos's grandfather's decision. A staunch worshiper of Asmodeus, Achan refused to stop worshiping. In secret he ran a church in his master's name and taught his children the ways of Asmodeus. A few years ago Achan was found murdered in an alley and the killer was never found.

Nikos loved his father dearly and mourned his passing. His fervent faith in Asmodeus matched, if not exceeded, that of Achan. However, Nikos was no longer content to hide in the shadows forever. He learned the sword and the ways of war. He joined the local guard and began slowly fomenting a rebellion. Nikos is not a stupid man and made sure to have a figure head in case things went south, but someone betrayed him and reported him to the Knights of the Alerion. He was arrested for sedition and was sent to Branderscar Prison, where he awaits beheading. He has vowed revenge on whoever betrayed him.

Nikos has two siblings, a brother and a sister.

The youngest, his sister Melaine, is a cleric of Asmodeus and has taken over her father's duties and kept the faith alive.

His brother, Mirrikh, despises the Mitran's as much as his family. Despite this fact, he recognizes the power and money to be had under their rule. He believes that the Mitrans' strict laws has created a unique opportunity to create a black market. He thinks his father is a fool and, unbeknownst to his siblings, is the one who murdered him. He is also the one that turned his brother in, making him the heir and gaining himself the public image of an upstanding citizen. Ironically, Mirrikh didn't even know about his brother's plans and was just trying to get rid of him, figuring that the Knights would find Asmodean paraphernalia during their investigation and arrest him.

Nikos is 6'2" has brown hair and striking hazel eyes. His skin has an olive tone and his demeanor is often quiet contemplation until action is required and then he becomes a boisterous leader shouting orders and willing his allies to victory. He has long waited for the day when he can strike at the heart of the Mitra corrupted Talingarde.


Damien is my one and only submission. I really wanted to focus on making him the best I could. However I did notice you are noting the archetypes of classes, so I wanted to point out that Damien's rogue half has both the Acrobat and Sanctified Rogue archetypes. I think this may be the first time I've ever gotten to pick the Sanctified Rogue archetype, and it goes so well with the flavor!


I only have Lillith

Shadow Lodge

A note about party niches, Virgil does melee, healing, trap breaking and has two secondary casting classes
Machinesmith spells are good at battlefield control, alchemist spells are good at healing and buffing
Later the natural armor bonuses and immunities from the PrC I'm going for will make me quite the tank too.


Meant to post last night, but better almost late than never I suppose!

Here is GenThunderfist's Submission!


Don't think I'll be submitting an entry. I did put together a character, but the more I thought about it, I wasn't sure if I'd actually want to play. I love gestalt, and love the idea of being able to play a lycanthrope, but I'm just not that into evil. I played through a small portion of the WotW path, and it kind of fizzled out. For me the challenge was getting into the character; I'm just too into saving the world and such. So best of luck to everyone, hope you have a great game!


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Rigor Rictus wrote:
I'm just too into saving the world and such.

Ah but dear Rigor, that's exactly what we're doing! We are saving the world from the rule of incompetent fools who are leading it to destruction. We are saving it from its inevitable demise by establishing a new order to keep it strong...ours of course, for who else knows better than us?


1 person marked this as a favorite.
Nareth I'grada wrote:
Rigor Rictus wrote:
I'm just too into saving the world and such.
Ah but dear Rigor, that's exactly what we're doing! We are saving the world from the rule of incompetent fools who are leading it to destruction. We are saving it from its inevitable demise by establishing a new order to keep it strong...ours of course, for who else knows better than us?

This. Exactly this. Far too often, people play evil characters like the Saturday morning cartoon villains who are committing evil for evil's sake, rather than considering what path might lead someone to evil naturally. People often quote the line, 'the road to Hell is paved with good intentions,' but rarely stop to think about the implications.

For evil characters, the ends justify the means, and if you have to break a few dozen eggs just to make one omelet... well... maybe you'll do better with the next omelet. Nobody admits they might want to live under a brutal dictator, but there is a certain efficiency in running a government by decree rather than by committee. Sure, those oppressive taxes may keep the peasants in poverty, and it's pretty unfair that you can be drawn and quartered just for stealing an apple, but now the kingdom has schools and libraries because that's what the dread overlord wanted built.


Yah, finding a believable motivation and worldview is what makes an evil character fun for me. I can really get into their skin that way.


A cleric of Iomedae sees that all the banks in town are owned by Prophets of Kalistrade... so she takes out a loan to finance buying a better longsword.

A cleric of Abadar sees that all the banks in town are owned by Prophets of Kalistrade... so she opens up a competing bank.

A cleric of Asmodeus sees that all the banks in town are owned by Prophets of Kalistrade... so clearly they're all conspiring to control society and need to be eliminated in order to turn their joint wealth to the cleric's own ends.


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"That's the problem with heroes, really. Their only purpose in life is to thwart others. They make no plans, develop no strategies. They react instead of act. Without villains, heroes would stagnate. Without heroes, villains would be running the world. Heroes have morals. Villains have work ethic."
—Kang the Conqueror

I'll just leave this here....


Just waiting here nervously :)

Grand Lodge

i know, i'm so nervous


Don't worry, if we are all true villains then our carefully laid plans will soon come to fruition and we will all get in...

Or not.

Either way, good luck to all, and may the odds be in your favor.

RPG Superstar 2012 Top 32

it could be a while...

there were quite a few applications for him to read through in the first place, and assembling a party is a little bit trickier than just picking the 4 you like best- there has to be some consideration of covering various roles, you don't want all the characters to be too similar in terms of personality/backstory typically (otherwise they blur together and seem bland), and (especially in an evil) party you have to make sure there's gonna be some compatibility and no (or, at least, very few) contradicting goals.

on top of all that, playing through a whole AP is a big commitment and GM's often check players' posting history (for things like how long they've been around, how often the post, etc) because those things can help predict how likely individual players are to stick around and see things through.

Add all that together and GM has his work cut out for him!


Crunch:
Sicarrius
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
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Statistics
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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
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Special Abilities
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+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 Summoning 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.

Backstory:
When Sicarrius was a child, he had been cast out of society by the inhabitants of Talingarde. His infernal appearance frightened other children, those in the orphanage where he grew up, those in the streets of the city he roamed alone. He only wanted to be accepted, only wanted to play.

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.

Grand Lodge

So anyone know whats going on?


Anyone get picked?


Not yet to my knowledge, still awaiting the GM. I believe the cutoff date was Sunday/Monday so it hasn't been that long. I've seen games wait weeks.

Shadow Lodge

possibly relevant


Sooo ... ?


I think it might be dead, but here's to hoping

RPG Superstar 2012 Top 32

I'm a bit surprised the GM hasn't posted anything at all... He might have had something pop up in RL... Or he might have bailed- either because he got overwhelmed by the number of applicants or found we all made guys out of line with what he was hoping for... Or maybe this was all an elaborate rouse to get us to make villains for his home game, lol i wouldn't give up hope yet, it really may just be taking him a while to assess everything, though it would be nice if he made some comment to that effect

Shadow Lodge

If he doesn't come soon, maybe one of us with DMing experience could run it


It's only been a few days, and there are a lot of complicated and detailed characters for him to go through. Not to mention that he most likely won't allow one person to play two characters so he has to keep that in mind when he's building the party. I'm sure he's just weighing the applicants and will be back to us soon.

Shadow Lodge

Oh sure, I wasn't saying immediately, give him at least a week


[waiting intensifies]


Nareth I'grada wrote:
It's only been a few days, and there are a lot of complicated and detailed characters for him to go through. Not to mention that he most likely won't allow one person to play two characters so he has to keep that in mind when he's building the party. I'm sure he's just weighing the applicants and will be back to us soon.

To be fair to the others' worries, his/her posting history isn't helping there (only posts are in this topic/thread).

Grand Lodge

Makes me think that the idea of him needing some character ideas for a home game is more likely. Not that I wanna speak ill of him if I'm wrong.

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