
DM Morvius |

I'm opening up recruitment again for a single character to be added to my existing campaign. The original description is as follows:
The story is a simple start - Queen Abrogail II has put out a call for groups of heroes that will proudly travel Cheliax and the surrounding lands helping to promote stability and address local (and greater) issues. While the PCs don't know this, it is the intent of the Queen to eventually retake Traitorous Sargava and show the world that Cheliax is once again at the height of its power. In order to accomplish this goal, she has decided to use these groups of heroes to increase public trust and patriotism as well as solidifying alliances with other nations and, through challenges, strengthen the groups and determine which one will rise to the top.
For this campaign, I am looking for characters that are loyal to Cheliax at lease in the general sense. Asmodeous worship is not required and characters need not be thrilled about the alliance with Hell (though that is also fine). This is a game about the peace that law brings with it winning out over chaos. This is a game about Chelish traits - the gorwing and solidifying of power, nationalism, patriotism, and peace through strength. Characters that have backgrounds in line with those themes and strong ties to the Chelish structure (anything from former slave up to aspiring noble) will be given preference.
Our game thread can be found here
For this addition we are looking for a character with the following creation rules:
No third party products of any kind will be considered.
Attributes: 25 point buy.
Races: Any up to 15 RP.
Classes: Any except the following: Antipaladin, Spiritualist, Summoner. Paladins, while permitted, are likely to be a hard sell.
Alignments: Evil (of some kind)
Traits: Three traits, one of which must be a Cheliax regional trait or a trait from Cheliax, Empire of Devils. No drawbacks.
Starting Level: 5
Starting Gold: 10,500 gp
Starting HP: Max first level. Subsequent levels will be average.
Special Notes: The character must have Disable Device. Trapfinding is a benefit, but not required. In addition, a character capable of helping the group make decisions would be preferable. Finally, please note that we have a Skald, so someone that can at least partially make use of the STR bonus would be nice.
Application Deadline: I'm going to try to close applications on April 8th at noon eastern time. I reserve the right to close early if we get a great fit before then.
Thanks for the interest and I'm looking forward to seeing some cool characters!

Cuàn |

This sounds nice.
The Disable Device actually leads me to a question. Would you allow the Trap Finding trait? It's officially a campaign trait for Mummy's Mask but it would open up quite a few classes.
Basic idea so far for me would be a devotee of Mammon. In that case the trait would also fit in as he uses it to "return funds to Hell's coffers, where they belong".

Cuàn |

One thing to keep in mind (as it comes up in very recruitment thread for this game): The worship of any Devil beside Asmodeus is strictly forbidden in Cheliax.
Where is that from exactly?
All I have been able to find in the most recent book on Cheliax is that it's not allowed to follow a faith that directly opposes Asmodeus. Mammon does no such thing, he just might be Asmodeus' most loyal subject.
EDIT: In fact, the introductory blurb of the "Life in Cheliax" blurb more or less states they are allowed:
The veneration of deities other than Asmodeus and subservient entities (archdevils, infernal dukes, malebranche, et al.) is permitted by the grace of Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, and may be revoked at any time at her sole discretion. Those practicing these faiths in opposition to the Church of Asmodeus may be declared heretics and tried for their crimes, the penalty being execution or, in the case of clerics of the Dark Prince’s enemies, damnation to Hell. Asmodeus is generous, and those who serve him will be rewarded, even with the ability to follow other gods, as long as none supplant the Archfiend in the hearts of his eternal servants - the people Cheliax.
Edict 4671.315A.2v5 §15j
(Revision 6)

Cuàn |

It's from the Cheliax Companion:
"Some faiths, however, are forbidden upon pain of torture and execution. These include the worship of any god of chaos or any demon or devil other than Asmodeus."
So that is in direct conflict with the Cheliax, the Infernal Empire book, as per the quote above.
As the new book supersedes the old by default, that means that worship of other devils is allowed (assuming they are subservient to Asmodeus so Lorthact isn't ok). Unless the GM rules otherwise.

TheWaskally |

I want to submit a character for this campaign, but I want to submit an antipaladin. I know! I'll plan on submitting a Hamatulatsu Master Monk.

Ihon Volarian |

Well, currently we have a Cavalier and a Skald as our "front line". We also have three casters (a bard, cleric, and wizard) as our support. Currently our issue is that we have a ton of support and not a whole lot of damage output.
Something that takes advantage of the bard's song and the skald's rage would be ideal.

Grumbaki |

How about a lawful evil hellcat Monk? Brawler Fighter (3) Unchained Monk (2)
Hellcat Archetype:
Monks of the hellcat sect follow the teachings of Asmodeus or another infernal power. Their brutal training strips away their physical weaknesses, and their vicious fighting style is inspired by the predatory techniques of the hellcat.
——
Str (10) Dex (18) Con (14) Int (12) Wis (18) Cha (10)
Race Tiefling
* Darkvision
* Hjdeous Laughter SLA
* Outsider Native
* Beguiling Liar (+4 Bluff)
* Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Traits
* Asmodean Demon Hunter (Raised in the church of Asmodeus (whether or not you are currently a follower), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.)
* Heavy Hitter (+1 unarmed damage)
Feats
Lvl 1 (Fighter) Improved Unarmed Strike, Dodge, Weapon Finesse (Fighter)
Lvl 2 (Fighter) Weapon Focus Unarmed
Lvl 3 (Fighter) Armor of the Pit
Lvl 4 (Monk) Dodge
Lvl 5 (Monk) Slashing Grace, Power Attack (no prereq needed)
Fighter
* Close Control (Raised in the church of Asmodeus (whether or not you are currently a follower), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.)
* Close Combatant (At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). )
Monk
* Flurry of Blows (At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).)
* Hellcat Fury (Hellcat Fury (At 1st level, a hellcat can deal slashing damage with his unarmed strikes. At 4th level, whenever a hellcat confirms a critical hit with his slashing unarmed strike, the target of that attack also takes 1d4 points of bleed damage. At 8th level, the bleed damage increases to 1d6 points; at 12th level, the bleed damage increases to 1d8 points; at 16th level, the bleed damage increases to 1d10 points; and at 20th level, the bleed damage increases to 1d12 points. This ability replaces stunning fist and fast movement.)
* Torture Training (At 2nd level, a hellcat who fails a save against an effect that causes him to become fatigued, sickened, or staggered can attempt a second save against the effect at the end of his next turn. Only one additional save is allowed. At 5th level, he can also attempt this second save against effects that would cause him to become frightened or shaken. At 9th level, he can also attempt this second save against effects that would cause him to become exhausted, nauseated, or dazed. This ability replaces evasion, purity of body, and improved evasion)
* Evasion (At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.)

DM Morvius |

So, responding to some questions:
I am not going to allow the Trap Finding campaign trait, though again, Trap Finding isn't necessarily required.
The new Cheliax book basically came out during this campaign, but to avoid player confusion I'll say that while I'll favor worship of Asmodeus over other archdevils, I won't outright prohibit characters from worshiping other archdevils.
Regarding party tactics, Ihon has it right. This is a good time to break out face beating concepts you might have as your character will have all of the buffs in the world to help make them shine.

Grumbaki |

I realize that as fun as a dex based character would be...raging song is best for Str based bruisers.
I’ll withdraw the Monk. Instead, I’ll put forward a Hellknight.
Question:
http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-palad in-archetypes/enlightened-paladin-paladin-archetype/
Could I make this into a LE Hellknight?
The archetype replaces the paladin code with individual self perfection. And it replaces aura of gold with aura of law. Together, I could see it as being a great Hellknight chassis.
——
Question 2:
Is VMC allowed?

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I realize that as fun as a dex based character would be...raging song is best for Str based bruisers.
Why not...
...both?
LE Medium humanoid (human)
Init +5; Perception +8
Favored Class Bonus +1 to HP, +1 skill point
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 45 (3d10+2d8+15)
Fort +5, Ref +9, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Dagger (+10 or +8/+8, 1d4+5+3d6 sneak attack)
Ranged Dagger (+9 or +7/+7, 1d4+4+3d6 sneak attack)
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +12; CMD 24
Feats Fast Learner, TWF, Improved Dirty Trick, Combat Expertise, Weapon Finesse, Accomplished Sneak Attacker(x2), Agile Maneuvres
Class Features: Sneaky Maneuvers, Maneuver Mastery, Trapfinding.
Skills: (48 + 10 Background)TBC
Languages Common, Infernal, Halfling, Taldane*
--------------------
Traits
Bred for War - You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
River Rat - You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Nonchalant Thuggery - You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions. Not sure how often that'll come in handy. But the name sold it to me.
--------------------
Equipment:
Belt of Dex(+2) 4000
+1 Dagger 2000
+1 Dagger 2000
Cloak of Resistance +1 1000
Masterwork Thieves' tools 50gp
Ioun Torch 75gp
2 Spring Loaded Wrist Sheathes 10 gp
10 daggers 20 gp
Rogue's kit
+1 Studded Leather Armour 1000 gp
For the backstory, I'm thinking of a former (and possibly future) gang member and thug, wisened up and realising that organised crime needs to have appreciation of the law in a land such as Cheliax. Outwardly, his heroic self would mostly be of someone who has been reformed in the ways of Hell, learning important lessons.
I'll work on that over the weekend, but as it's Easter, I might finish it some time during the week.

The Lobster |

Chuck. Charlie "Chuck" Belmont.
NE Gnome Unchained Barbarian (Drunken Brute) 2/Brawler (Mutagenic Mauler) 2/Fighter (Mutation Warrior) 1.
STR 16 DEX 14 CON 20 INT 8 WIS 7 CHA 9
62 HP
The Chelish people's embrace of Hell is shocking. At best the people just turn a blind eye or die in senseless revolts. Many of the country's citizens openly embrace the state religion and walk in the company of devils without fear. I saw firsthand the devastation brought by diablerie.
But the most terrifying devil I ever saw in Cheliax called itself Chuck.
He found the natural world dull and uncaring. His bright red hair and deep brown skin began to fade quickly, and the pleasures he remembered from his childhood did not sustain him. Drinking helped some, but it also fed his anger, a rampant, unchecked anger that had helped him survive as a wild thing but that had held him back in his attempt to become a proper Chelaxian.
He had no idea how to bring his color back. He searched high and low for the answer, only to find that the truth lie with his own people, but he had scarcely met another gnome, and the ones he did meet were loathe to speak with him.
After the course of several years, he came across a traveling gnome alchemist, the first of his people willing to give him the time of day since he left Egorian. Though he didn't know at first, the woman was a Bleachling.
Though he loathed her company, he traveled with her for a time, during which he learned many things. On her insistence, he learned how to concoct basic alchemical formulae and mutagens. He learned the language of his people and of their history on Golarion. He learned the affliction of his people, but more importantly, he learned how to counteract it.
He was dying, she explained, and at a faster rate than most gnomes. He needed to be selfish and bold and experience danger and new understandings, or he, like her, would lose all color and either become very boring, or simply insane. Or he would just die.
She brought him back to Egorian, where he began a long career as a mercenary. Chuck preferred jobs serving diabolists or where consorting with devils was a requirement, as these had the most drastic effects on reversing his Bleaching.
After over fifty years, his color is back where he remembered it, his skin a ruddy chestnut color, and though his hair has grown black and grey, after particularly dangerous encounters, it grows red and orange as if it were coal, stoked.
Now 87, he has become a patriot and a true believer.
I'll post more tomorrow, as it is getting very late.

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Human Rogue 5
NE
Init +7;
Senses Darkvision 60ft; Perception +10
DEFENSE
AC 21; Touch 16; Flat-Footed 15
Fort +3 ; Ref +10 ; Will +3
OFFENSE
Speed 30ft;
Melee +10 Dagger +1 (1d4+9, 19-20/x2); P;
Melee +8/+8 Daggers +1 (1d4+9/1d4+6, 19-20/x2); P;
STATISTICS
Str 10, Dex 22, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +3
Feats
Weapon Finesse, Weapon Focus, Dazzling Display, Gory Finish, Skill Focus (Intimidate), Piranha Strike, Two-Weapon Fighting
Skills
Acrobatics +10, Bluff +4, Climb +10, Diplomacy +4, Disable Device +14, Escape Artist +10, Intimidate +12 (3), Linguistics +4, Perception +10, Sleight Of Hand +14, Stealth +14, Use Magic Device +8
Languages
Common, Halfling, Infernal
Traits
Bloody Minded, Memorable, Wharf Rat (Cheliax)
SQ
Sneak Attack (3d8(4)), Dimdweller, Weapon Training (RT), Combat Trick (RT), Finesse Training, Uncanny Dodge, Evasion, Debilitating Injury, Rogue's Edge (Intimidate)
Gear
Belt o Dex +2: 4k, 2x Dagger +1: 4k, +1 Mithril Chain Shirt: 2.1k;
Money
400 gp

Cuàn |

After further looking at what the group has, what it needs and what I'd want to play I decided to let go of the Mammon idea.
Instead I'll be looking at a Slayer with either the Vanguard or Butterfly Blade archetype, depending on whether I want to dual-wield or not. I'll also take 2 levels of Fighter with the High Guard archetype, possibly taking a few more at a later point.
The character would be an ex-slave, though a (possibly exotic) high end slave and personal assistant. Her master was the younger brother of the previous head of House Jeggare in Cheliax. A well known courtier in his younger days he was now an eccentric old man. He bought her as his personal bodyguard but the two quickly took a liking to each other.
Soon she not only protected him but also served him tea, laid out his clothes for him, did his planning and helped him to pick (paid) bed partners, though she never partook. At the same time he regaled her with stories of his past at the royal court and how he knew the current queen when she was still an infant.
As a final thank you he arranged for her freedom in his last will and testament. That was several years ago now and she has filled her days with mercenary work for various Chelaxian nobles, though always avoiding the close family of her old master. They still harass her with questions about their uncle, thinking he must have had more riches stashed somewhere.

Trinam |

His name is Decius Narikopolus. He is the tenth son of the main line of the Narikopolus family, and as such he has at best a minimal inheritance and minimal prestige waiting for him. No titles, no nothing.
Still, he's a noble and he's going to ACT like a noble. He's trained endlessly with a bow as is his family's tradition, and he's also struck out as an adventurer in order to work on increasing his own prestige. I could definitely see him accepting a request to help deal with the strix, since his archery talents are useful against flying enemies. I plan on grabbing major magic (obscuring mist) so that he can both keep the backline safe and also throw out a massive number of sneak attacks from the total concealment of a magic cloud.
LE Medium Humanoid (Human)
Init +6; Darkvision 60ft, Perception +10 (+2 vs traps, +1 vs surprise)
Defense
AC 18; Touch 15; Flat-Footed 14; (+4 dex, +3 armor, +1 deflection)
(+1 vs traps)
HP: 38 (5d8+10)
Fort +4 (1 base+2 con+1 resist)
Ref +9 (4 base+4 dex+1 resist) (+1 vs traps)
Will +4 (1 base+2 wis+1 resist)
Offense
Speed 30 ft
Space 5ft; Reach 5ft
Melee
m/w Rapier +8 (d6+4), melee, crit 18-20/x2, P
Ranged
+1 Adaptive Shortbow +8 (d6+4), range 70ft, crit x3, P
RS Shortbow +6/+6 (d6+4), range 70ft, crit x3, P
Special Attacks
Sneak Attack +3d6
Debilitating Strike
Deadly Aim -1/+2
Skills
9/level+2 background
Acrobatics +12 (5 rank+3 trained+4 dex)
Disable Device +14 (5 rank+3 trained+4 dex+2 circumstance)
Escape Artist +12 (5 rank+3 trained+4 dex)
Perception +10 (5 rank+3 trained+2 wis)
Stealth +12 (5 rank+3 trained+4 dex)
Sense Motive +10 (5 rank+3 trained+2 wis)
Spellcraft +10 (5 rank+3 trained+1 int+1 trait)
Bluff +7 (5 rank+3 trained-1 cha)
Use Magic Device +7 (5 rank+3 trained-1 cha)
---
Knowledge (Engineering) +12 (5 rank+3 trained +1 int+3 trait)
Appraise +9 (5 rank+3 trained+1 int)
+2 Stealth/Intimidate/Perception when in concealment due to dark/dim light
+2 Perception/Disable Device vs traps
Statistics
Str 14 +2
Dex 19 +4
Con 14 +2
Int 12 +1
Wis 14 +2
Cha 8 -1
Base Atk +3; CMB +5; CMD 20
Feats
1 Noble Scion (Narikopolus) Whenever you use a composite Strength bow of your Strength bonus or lower, you deal +2 points of damage with it.
B Point Blank Shot
B Weapon Finesse
B Rapid Shot
3 Precise Shot
5 Deadly Aim
Traits
Egorian School Apprentice (Egorian): You studied under one of the masters of the Egorian School style of architecture. You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.
Classically Schooled: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Reactionary: +2 Initiative
Racial Modifiers
Bonus Feat
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Languages
Common
Infernal
Class abilities
(5/6 bonus rogue talent)
Sneak Attack +3d6
Finesse Training (Weapon Finesse, Rapier)
Trapfinding +3
Evasion
Danger Sense +1
Uncanny Dodge
Debilitating Injury (-2(-4) AC, -2(-4) attack rolls, or halved speed, cannot 5ft step)
Signature Skill (Stealth)
Rogue Talents
2 Combat Trick
4 Minor Magic (Detect Magic @ Will)
Gear
Combat Gear: 40 arrows, 20 blunt arrows, 20 incendiary arrows, 20 whistling arrows, 10 dye arrows (Efficient quiver holds 10 of each arrow type, 20 normal arrows), 2 cure light wounds potions, invisibility potion, adamantine weapon blanch, silver weapon blanch
Other Gear: m/w Rapier, +1 Adaptive Composite Shortbow, +1 Studded Leather Armor, Cloak of Resistance +1, efficient quiver, Ring of Protection +1, backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), waterskin, m/w thieves' tools, adventurer's outfit, 131 gp

wanderer82 |

Interesting concept, a str-based character that must have Disable Device. Working on a concept now. Tiefling bounty hunter, working on two build concepts. The first is a Ranger (divine tracker + trapper or urban ranger), the second is a Rogue/Bloodrager. Off to work for a bit, should have something posted tonight.

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Human Rogue 5
NE
Init +7;
Senses Darkvision 60ft;
Perception +10
DEFENSE
AC 21; Touch 16; Flat-Footed 15
Fort +3 ; Ref +10 ; Will +3
OFFENSE
Speed 30ft;
Melee +9 Dagger (1d4+8, 19-20/x2); P;
Melee +7/+7 Daggers (1d4+8/1d4+5, 19-20/x2); P;
STATISTICS
Str 10, Dex 22, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +3
Feats
Weapon Finesse, Weapon Focus, Dazzling Display, Gory Finish, Skill Focus (Intimidate), Piranha Strike, Two-Weapon Fighting
Skills
Acrobatics +10, Climb +10, Disable Device +14, Escape Artist +10, Intimidate +15, Knowledge (Local) +8, Linguistics +4, Perception +10, Sleight Of Hand +11, Stealth +14, Survival +11
Languages
Common, Halfling, Infernal
Traits
Bloody Minded, Orphaned, Wharf Rat (Cheliax)
SQ
Sneak Attack (3d8(4)), Dimdweller, Weapon Training (RT), Combat Trick (RT), Finesse Training, Uncanny Dodge, Evasion, Debilitating Injury, Rogue's Edge (Intimidate)
Gear
Belt o Dex +2: 4k, 2x Mwk Dagger: 0.604k, +1 Mithril Chain Shirt: 2.1k; Mortuary Mask: 3.5k
Money
296 gp
The infamous "Pestis" had not escaped the notice of powerful people in the service of Thrune. Soon after his arrest, a man was hanged for the crimes of "Pestis", but that man was not the criminal himself. The true Pestis was offered and ultimatum, "kill for us or hang". The decision was made quickly. Now Pestis serves house Thrune, taking care of problem people.
Pestis can deal with traps, but unfortunetely the STR and decision-making aren't really aspects to this character. His damage output will be high as well as a bit of a debuff from his intimidation

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dropping a dot. will look at the current members of the group, and see if I can find something I like.
so correct me if I am wrong but, you have a cavalier, a cleric, a skaald, and a wizard? I may make a monk. Dex based, but would be able to take advantage of the skaalds benefit. Unsure yet as I am stil kicking around ideas, but this was a first idea. Slayer or inquisitor working as a "witch hunter" of sorts would be cool as well
would you prefer a melee or ranged character submission?
Edit: The more I think, the more I like the slayer angle. A mercenary of sorts, a "They pay me, I make their problems go away" type. If that works.

Ihon Volarian |

We also have a bard.
Either melee or ranged would be fine. We could use more ranged damage, but we could also use more bodies in melee. Given the amount of casting in the party already, I wouldn't go out of your way to be too self-sufficient. If your character would be much more efficient with a certain spell cast regularly, you can almost definitely find someone in the party that can cast it.
Decision making (or driving) is probably even more important than taking advantage of the Skald rage. Disable Device is a must, but ideal characters will also be at least willing to provide direction and some leadership. While you might often be at odds with the cleric of Erastil, that will be valuable for the party dynamic.

DM Morvius |

Question:http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-palad in-archetypes/enlightened-paladin-paladin-archetype/
Could I make this into a LE Hellknight?
I'd prefer not, though I think a fighter (or warpriest, etc.) that went into the Hellknight prestige class would be a great fit for this game.
Question 2:
Is VMC allowed?
Nope, but regular multiclassing is fine.

Ihon Volarian |

To be honest, this seems like the perfect opportunity to play a face-beater that stands on the front line. What we really need is another body up front. The Skald, while surprisingly durable, is still a secondary melee fighter and will get crushed if she's the only melee target. And the Cavalier is eventually going to be running (or riding) in and out of combat. You're going to get *all* the buffs, so if you've ever wanted to play a bruiser but couldn't get a high enough attack from a non-full-base-attack class, or wanted to play a defender and just couldn't get the damage output high enough, this is the time to break that character out.
This isn't to say that a ranged build won't work. I think one would fit fine. It just wouldn't solve the problem of having bodies on our front line. So get used to having things in your face during fights.
A note on Disable Device: while we need the skill, it doesn't have to a character optimized for it. We just need to have it as an option.

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I think I will still stand by my rogue submission. I can see him giving strategic input. As a frontline fighter, he'd be more of an AC tank. And, with even a modicum of buffs, would put out enough damage that they couldn't ignored him due to not hitting.

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oh thats fine didn't notice that bit of requirement (wasn't sure how much it would vibe with a cleric of Erastil) He can be evil about as easy as being neutral. Is there a certain race needed? I was considering Half-orc but can be human or something else if that would fit better.
The only other idea I had was a full on two weapon fighter, with 1 level of rogue for disable device. If you and the GM think this would be a better fit than a TWF slayer (with a lean towards sword n board)?
though, I think the slayer would be able to provide more input and decision making being a professional type of sorts.

DM Morvius |

I think "standing in melee" is a pretty flexible description on purpose. So I wouldn't worry about a character fitting an overly specific build. But someone that can stand up front is going to be handy.
Really, other than the requirements in the initial post we are trying to make such a broad box that lots of characters can fit into it. A switch hitter is great, a shield wielder is great, a barbarian is great, a rogue wielding two swords, etc. as long as the character can stand in melee and do fine, the character can really excel.

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After some thought, I think I switch-hitter half-orc wielding an orcish double-axe fits the theme of what I am planning better than an axe and shield. Its probably not optimal to lose the 3 ac, but eh. Rule of Cool, and speaking of that rule,
@ Morvius, would you be willing to allow me flavoring the double weapon as two axes that combined? (as in, when two weapon fighting, they are separate weapons, but when using it as a two handed weapon, He reattaches them together) Of course, all the normal rules for it will be followed, as this is purely a thematic thing.

Cuàn |

I'll be submitting Kheru Oda, a Hungerseed Tiefling Slayer with the Butterfly Blade archetype. The crunch is still very much under construction.
She was trained to be a weapon in Chu Ye and then to be a hidden weapon after being gifted to an allied noble in Goka. When that noble found out she was also a back up plan to take him out should he ever endanger the deal with the oni, he sold her off to a slaver. In hindsight, that was probably one of the best moments of her life.
After being bought and sold by several different slavers and months of not years on different vessels she ended up in one of the fighting pits in the Chelish city of Ostenso. It was there that she was noticed by archcount Thulio Jeggare, younger brother of the then head of House Jeggare, as she impassively took out her competitors. He bought her from her owner right there, laying down more money than she probably was worth.
Back then the archcount was already starting to feel his age and he sought a slave that could help him as he grew older, intimidate those seeking to profit from an old man and defend him should it ever come to blows. That and she looked like she came from the Dragon Empires and he loved exotic things.
The two of them quickly grew rather fond of one another. In the archcount Kheru found a father figure, someone who saw her as more than just a weapon and actually appreciated her. In her he found someone he could confide in as she had no connections to anyone in Cheliax other than him. In the many hours they spent together he taught her the common tongue in order for her to better fulfill her purpose. At the same time it helped him stave off boredom as he role in family affairs dwindled after his brother passed away and was succeeded by his son. Eventually the two of them became so close that the archduke arranged for her freedom should he pass away.
When the day of her master's passing came, after serving him for just over three decades, his family flocked to the estate, almost all of them never seen before that day. They all came in the hope to inherit but all of them came out cheated. Most of the money was put back in the coffers of various family businesses, Kheru was freed and the estate was back in the hands of the head of the House.
That was almost two years ago now. Two years free to go where she wants to go, yet she stays. Cheliax had become more of a home than her motherland had ever been. This was a place with the order and strictures of back home but without all the hedonism and rampant cruelty. This was a country that fit her like a glove.

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here's a fairly brief, descriptive background for Arrac, my slayer. I'll try and flesh it out more as the week progresses but I have 3 Exams to study for.
I also haven't decided on a trait for him yet.
Arrac was born into the low-lifes, thugs, and cretin that shadow the darkest corners and holes of the ourskirts of the cheliax kingdom. His mother, an orc slave, used in many manner of jobs and fetishes. His father, he never knew. He served as a slave for most of his childhood. Learning the way of the cruel world when he was young. He would be raised as a manual laborer, a guard, and even a thief and thug. He learned through many harsh lessons that it was through strength, and usefulness that one survived. Indeed, when he turned 19, he was already the most trusted slave, and held the highest position a slave could in the his masters "work". It would be on the eave of his 20th year that he would finally take revenge for himself. A quick, deft strike of his double-axe, an orcish weapon that his master thought would make Arrac more "intimidating", a long, cold stare into the eyes of the man that had belittled and tortured him for most of his young life. He left quietly, the odd man that saw him, would never tell anyone. Arrac would come to name his weapon Severance, as it had severed his bounds, and his past, in one swing. He would spend the next two years wandering. Honing the skills he had learned Eventually, He began working as a mercenary, and quickly made a name for himself and would come to work with many of the nobles and Chelixian military personnel. His reputation as a "no hassle, gets the job done" merc serving him well. During his time as a hired blade for Cheliax he picked up more knowledge of Asmodeous, and while he doesn't worship him, holds somewhat of a respect for him.
It was these connections, and his already proven track record that gained him an audience, and service to, the queen herself. While he is no patriot, he enjoys the thought that, here, anyone with enough strength, determination, and proper skills could gain neigh anything. He had been born a slave, and now, he was serving the queen of the nation. though, money was largely the main reason he was working for her. While some would hold ideals and grand plans, Arrac was more grounded. He worked to better his lot, not someone else's. For if they deserved a better lot, they could damn well work for it like he had. The Strong lead, the weak served. That is how it was here, and he had grown to like it that way.
Half-Orc Slayer
Alternate Racial Traits: Sacred Tattoo, Dimdweller
Traits: Fates Favored, Life of toil,
Str: 20
Dex: 16
Con: 14
Int: 12
Wis: 12
Cha: 07
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Defense:
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HP: 41 [4d10+12]
AC: 18[19] FF: 14[15] T:14 (10+5armor+3dex+1buckler)
Saves:
Fort: +10 [4base+2fort+1resistance+2race+1]
Ref: +10[4base+3dex+1resistance+2race]
Will: +6 [1base+1wis+1resistance+2race] effects
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Offense:
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Movement: 30ft
Bab: +5
Severance(twohanded): +12 [+10]
Damage: 1d8+8 [1d8+14]
Vengeance and Lament(twf): +10/+10 [+8/+8]
Damage: 1d8+6 [1d8+10]
Longbow: +9
Damage: 1d8+5
Feats:
1- TWF
2- Double-slice
3- Power attack
5- Weapon focus double-axe
Slayer Talents:
2- Ranger combat style
4- Trap Finding
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Skill: 4+Int/level 5/level SP:25
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Stealth: 4
Acrobatics: 4
Perception: 5
Sense Motive: 3
Bluff: 2
Intimidate: 2
Survival: 3
Disable Device: 3
Climb: 2
Swim: 2
Ride: 1
Disguise: 1
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Equipment:
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Arms and Armor: +1/+1 Orcish Double Axe (4.5k), +1 chain shirt(1.1k), MwK Adaptive Longbow(1.3k), 40 arrows, 20 blunt arrows, 20 durable arrows,
Magic Items: Ring of Sustenance,
Magic Consumables: In progress.
Misc Items: In progress.

Roldy Heson |

Ok, background added. Still not sure if I want him to be Lawful evil or Neutral evil, but aside from that, I think that I'm done.
Hometown: Egorian
Father: Lovac Heson
Mother: Lekani Anoteka
Roldy had everything he ever wanted. His family had ties with House Leroung which gave him entrance to the University of Egorian where he learned the secrets of alchemy. He was promised an excellent prospect for a future union that would secure a better standing for his family. And finally, thanks to his parent wise investments, money would never be a problem.
But there was one problem that his parents and Roldy tried to make sure never surfaced. Roldy wasn't human. He was a Grimspawn. A tiefling born with the tainted blood of a Daemon. While on the outside, the only visible sign was his light gray eyes, on the inside, Roldy had dark black blood coercing through his veins. The blood was also thick has oil. For years, lies and schemes were used to hide the fact. Allowing Roldy to rise in standing at the university. But all came to an end on the day of the accident.
On that Day, a young student was executing an experiment way beyond his understanding. As one would have expected, a mistake was made and the energy overload destroyed multiple rooms at the university. The student, among other people were killed in the explosion, but for Roldy, a fate worst than death happen. Not only was he injured, but the incident happened while he was with important people from House Leroung. The reaction was immediate. Roldy was kicked out of the university. His parent disowned by the rest of the Heson family.
Now on his own, Roldy does jobs here and there, gathering what knowledge he can to increase his power. He dreams of the day when he will be back in the high echelons of society and bring back honour to his family name. To that end, he always keep and ear out for opportunity that would attract a powerful house to accept him in their rank. One thing he did learn during his time at the bottom, the world is without mercy, and so would he.

JoshB |

Here is my submission:
Kreel, tiefling Ranger(trapper archetype)
Kreel
Devil-spawn tiefling ranger (trapper) 5 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 65)
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 13, flat-footed 18 (+5 armor, +1 deflection, +2 Dex, +2 natural)
hp 49 (5d10+15)
Fort +8, Ref +7, Will +7
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee
. . unarmed strike +9 (1d3+4 nonlethal)
. . dagger +8 (1d4+3/19-20)
. . bite +9 (1d6+4), 2 claws +9 (1d4+4)
Ranged
. . mwk composite shortbow +8 (1d6+3/×3)
Special Attacks combat style (natural weapon[APG]), favored enemies (chaotic outsiders +4, humans +2)
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Statistics
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Str 17, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Armor Of The Pit[ARG], Aspect of the Beast[APG], Endurance, Iron Will, Power Attack
Traits dangerously curious, dump salvager, truth’s agent
Skills Climb +7, Diplomacy +2 (+3 to gather information), Disable Device +14, Handle Animal +3, Heal +7, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (geography) +7, Knowledge (local) +5, Knowledge (nature) +4, Perception +11, Ride +6, Sense Motive +6, Stealth +7, Survival +10, Swim +7, Use Magic Device +7; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Infernal
SQ favored terrain (urban +2), hunter's bond (companions), prehensile tail[ARG], track +2, trap 5/day (alarm, snare), trapfinding +2, wild empathy
Gear: +1 mithral chain shirt, dagger, mwk composite shortbow (+3 Str), amulet of mighty fists +1, cloak of resistance +1, ring of protection +1, bandolier[UE], bedroll, belt pouch, concealable thieves' tools[UI], flint and steel, grappling arrow[UE], grappling hook, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), torch (10), trail rations (5), waterskin, 154 gp, 5 sp
Consumables:
cold iron arrows (50), oil of bless weapon, potion of cure light wounds, potion of jump, potion of protection from chaos, scent blocker, tanglefoot bag (2)
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Special Abilities
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Tiefling Racial:
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Feats:
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Trapper Ranger:
Favored Enemy (Chaotic Outsiders +4) (Ex) +4 to rolls vs. chaotic outsiders foes.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Track +2 Add the listed bonus to Survival checks made to track.
Trap (5/day, DC 15) Learn to create traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

DM Morvius |

Okay, after some deliberation, we'd like to invite Arrac, the half-orc Slayer (played by Rorek55) to join our game! Please check in on our discussion thread here.
Thanks to all of the other applicants and it was a tough choice!