
The Archlich |
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Under the leadership of a zealous paladin of Iomedae—goddess of honor, justice, and valor—a new knightly order called the Glorious Reclamation seeks to purge Cheliax of its diabolical taint by overthrowing the House of Thrune and reclaim the country for its people in the name of Iomedae. As the uprising gathers strength, the evil adventurers must defeat the valiant knights and their celestial allies to stop the rebellion's spread through Cheliax and preserve Thrune's oppressive rule. Will the wicked antiheroes quell dissent and uphold the infernal laws of Cheliax and its diabolic rulers, or will the heroic knights of the Glorious Reclamation overthrow the corrupt House of Thrune and usher Cheliax into a new age of peace, prosperity, and glory?
Hi team! This is a follow-up of the interest check. I decided to create a new recruitment thread as to refresh the interest. We found a GM to run it for us! I will put a link on the other thread to this one here, but I will now keep this one as the official recruitment thread.
HERE IS THE PLAYER GUIDE! THIS IS A REQUIRED READING BEFORE APPLYING!
As mentioned, I will be compiling and organizing the list here. I have a reserved spot, so keep it in mind to help with your concepts: the character I'm thinking for myself is a Tyrant Antipaladin Tiefling, potentially going for the Hellknight prestige class, with the related trait. We will try for a balanced party of five with the usual roles filled. Some overlapping is fine, especially considering how rich and hybrid the Pathfinder environment is.
- Keep things RAW - don't ask for exceptions. Let's simplify to our GM
- Only Paizo published material (No third-parties), Pathfinder 1st Edition
- 20-point-buy
- 2 traits, one of such must be from the Player's Guide. No drawbacks.
- Background skills and VMC are in use, no automatic bonus progression
- This is an evil AP. Alignment must be LE or within one step of it
- HP is max first level, then 1/2 + 1
- Classes: Use unchained version for summoners, barbarians, rogues and monks. Guns are emerging
- Races: Use CORE preferentially, and FEATURED up to 13 race points
- No hero points
- No "Elephant in the Room" rules or other customizations
- Average gold for the class, paying full price for gear (no crafting). Don't plan characters around crafting
- Try to avoid minmaxing - it will probably gimp your chances, focus on flavor
- Avoid classes with too many companions, familiars, summons, etc. as they usually slow down too much the game in the forums
The most important thing to keep in mind: Despite being an evil AP, the characters should be designed with an overall goal of working in a party; no backstabbing. This is not the AP for overly chaotic, "some people just want to watch the world burn" type of character. It's more about scheming evil. It's not for the "Joker" type of evil, or anything openly megalomaniac; it's more about devils than demons.
For your submission, please put up three things: your concept (just like a paragraph, mention the flavor of the character, what roles you plan to fulfill and overall plans for the future, no need to be too specific and it's not written in stone), your tentative sheet and a background matching the player's guide instructions. Feel free to create a new profile and link to it (don't post more than 10 times in it so you can delete if not selected). Please don't use this thread for RP or clog it too much.
The recruitment goes until December 11th, maximum. I might stop it before it if I find enough quality submissions. I will be doing a preselection of a suggested party to the GM, and he will review my choices to announce the selected ones.

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Neat! I have a PC in mind, a fighter going into the Sanguine angel PrC. She was a gray maiden trainee when the events of CotCT happened. She’s since transferred her obsession with Ileosa to Abrogail, seeing herself as the queen’s most loyal and competent subject.... Even if the queen doesn’t even know she exists.
One question, since some of the unchained systems are in play. Is the Stamina feat allowed, and do fighters get it for free?

Bayard the Axeman |

This is Ouachitonian, here and ready to go. I think (I’ll review details tonight and make sure he conforms to all the guidelines, but he should be pretty close).
Double checked, and he's good. His background does make it sound a bit like he wants to watch the world burn, but he doesn't. He *does* want to offer up every worshipper and holy site of Iomedae on a pyre, but Her Infernal Majesty has seen fit to allow such wretches to practice their detestable faith in the open, and as she is Hell's chosen representative on Golarion, he willingly submits to her authority. Sooner or later they'll screw up and he'll have his chance. Until then, Hell is patient, and keeps a detailed record of wrongs...
I do have one qustion: Will the DM allow the Fiendish Heritage feat from Book of the Damned? If so I'll swap power attack out for that and make my rolls on the variant table.

Victor Grem |

Hey Archlich,
Here with Grandlounge's submission.
Here is Victor. Victor is an obsessive gatherer of information, especially focused on that information that will give him an upper hand over other people. He worships a god of madness and knowledge, wanting to surround himself with people that can help him achieve his goals and thus is highly amenable to working with others. He comes from a good scholarly family but has become unrelentingly focused on information gathering and reading people. To that end, he has abilities that make him much more powerful in a team. He is slightly menacing with a hunched bookish physicality but a large physique when he stands straight.
Roles: In the nature of Pathfinder, Victor does a few things. As an inquisitor, he is a solid front liner, and the madness domain means he can make any teammate more successful through debuffing, and spells will expand his utility. He is a knowledge character, especially monster knowledges. High wis makes him an excellent observer perception and sense motive (track and detect alignment). I have left a trait open currently to allow him to either be more of a face or improve his combat. Right now, he is building toward intimidation and sense motive for social situations (inquisitor strong points). I plan to stay pretty focused on the versatility of class-specific feats on the build playing with spell bane, focuses target, and teamwork feats.

Danio Vibolus |

Here is my submission (Details in the profile)
Danio is a loyal Thrune Informant working as spy for the royal house for a while already. I plan to develop him into the direction of an assassin if fitting with the campaign.
If Ninja is to exotic a class for that setting, please tell me I will rework him into a fitting rogue archetype.

Memorysquid |
Good evening Archlich,
My character concept is for a wizard, Dexter, currently an apprentice, fairly unreligious, and in terms of the campaign, willing to work with anyone so long as it supports his goal of POWER!
He comes from a noble family and was basically farmed out as an unnecessary child, stuck into a wizard's care as a moderately acceptable profession for someone with the talent, possibly more useful than stuffing him into some church monastery.
His master in magic was thoroughly amoral and abusive and this definitely shaped his formative years. He's clearly learned that the route to getting what you want in life is the careful acquisition of power to crush any opposition and take what you want.
To that end, he's been carefully plotting his escape and with luck the murder of his tormentor, at the same time, and then striking out on his own to make his fortune. Dexter really respects the whole will to power, crush the weak into servitude, ideology, and should fit well into the campaign to defend Cheliax.

The Archlich |
1 person marked this as a favorite. |

@Ouachitonian: let’s keep it to the usual racial stuff so no rolling in tables for tieflings or aasimars.
@Danio: ninja really is kind of weird for the setting, but feel free to submit it like that if that’s what you prefer. I think a rogue would obviously be easier to get through, but at the end of the day we’re looking for compelling concepts that make sense on the setting.
@Mauve: interesting angle with the albino thing!

Ouachitonian |

@Ouachitonian: let’s keep it to the usual racial stuff so no rolling in tables for tieflings or aasimars.
@Danio: ninja really is kind of weird for the setting, but feel free to submit it like that if that’s what you prefer. I think a rogue would obviously be easier to get through, but at the end of the day we’re looking for compelling concepts that make sense on the setting.
@Mauve: interesting angle with the albino thing!
No problem. I built him with Power Attack because I figured that would be the answer.

MauveAvengr |

@Mauve: interesting angle with the albino thing!
Reading up on the Uskwood Druids - they are all albino! (Also more info on the NPC! Basic backstory: his parents gave him up for adoption because he was albino. The druids of Uskwood raised him. Last he heard about them, they were wandering Cheliax. He wants to hunt them down and make them pay for what they've done.
Will spend some time tomorrow with character creation to iron out the details!

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My character concept is a human cleric of Asmodeus. His build will be focused on casting evil subtype spells. They range from damage, to buffs, to healing.
Procchus Henderthane II is a devoute nationalist and chellish noble. His father, Procchus I, was a cousin of Einmarch and thus avoided the devil Orxines' machinations. Their branch's main estate is in the city Corentyn, where Procchuc II was raised. He is venturing north, enroute to the Egorian Academy, when he passes through Longacre.
His future is very fluid.
Mechanics-wise I'll be focusing on spellcasting. I would very much like to take the Damnation feats, with the GM's permission (they are not 3rd party).

Danio Vibolus |

@Danio: ninja really is kind of weird for the setting, but feel free to submit it like that if that’s what you prefer. I think a rogue would obviously be easier to get through, but at the end of the day we’re looking for compelling concepts that make sense on the setting.
No problem. I change him to a unchained Rougue. Without a KI Pool to fill he might have a bit less charisma, depending on the need to be the partys face, which he would normally rather avoid. WIll do the nitty gritty when selected, but dont expect something completely different.

Sha'ir |

I have a NE Dhampir Spiritualist with the Necrologist Archetype. I'll take Blooddrinker as a 1st level feat. This is someone who moved to Cheliax specifically for the decriminalization of necromancy and the subjugation of halflings whose blood he has a taste for. In fact his Phantom servant is the first 'slip' he ever drained. He doesn't have fangs, he prefers to cleanly and clinically retrieve blood and other fluids from corpses.
His life goal is to become a lich. Until then, he is happy to sell his services (necromantic lore and Comity's powers) to whomever. Discretion is of course his highest virtue given his... predilections.
The Spiritualist is a very nice class which I feel offers a lot in terms of roleplay potential and it makes an interesting option for a necromancer. I'm intending this to be a creepy Gothic PC with most of the badness being implicit rather than explicit.

Stalwart |

I've got an idea for a Red Mantis Assassin character who would be allied with House Thrune. Achaekek the Mantis God is LE, so this should work nicely. The players' guide also mentions RMAs as being an option.
I would go with Slayer and eventually work towards taking the Red Mantis Assassin prestige class.
Quick backstory:
Astrid Tith'kali was born to be a Red Mantis Assassin. Her mother conceived her during a mission -- killing the target (her father) in the act of copulation. Children conceived by this method (think of how mantises actually mate) are considered especially holy and blessed by He Who Walks in Blood.
Astrid was raised on Mediogalti Island, learning the ways of the Red Mantis assassins and becoming thoroughly indoctrinated in following Achaekek.
The Red Mantis have a long-standing contract with House Thrune, and regularly send assassins to Cheliax to do the crown's bidding. When Astrid came of age, she was sent to test herself by working for the diabolists of House Thrune.
Personality:
Strangely enough, Astrid is rather cheerful. Though she's a cold-blooded assassin when the time comes to strike, when she's not on the job she's jovial and friendly. "Nowhere is it written that we're not allowed to smile behind our masks," she is fond of saying.
Campaign trait would probably be a reskinned Scion of the Nine Circles or Thrune Informant.

Edelsmirge |

Alright Archlich, I am going to go with a magus eldritch archer/hexcrafter who comes from a minor noble family as a human.
Fcb gets me 1/4 extra arcana which can be a hex. Going to be using hex to buff with fortune and some other utility goodies. Just all around a utility magical archer.
I am going to take the racial trait fey magic to pick up some cool druid stuff in urban or underground terrain( a hint would be good which is better)
Str 13 Dx 18 Cn 10 Int 14 Wis 10 Cha 12
Feat: point blank, rapid shot
Skills perc 4, stealth 8, umd 5, know nobility 7 (last skull bluff)
Background craft boyer/fletcher 6, profession soldier/bodyguard to the rich
Jarithe (need. A minor noble last name) grew up in Cheliax in the lap of luxury and despite being a bit above average looking and pretty quick with his feet and his eyes and having slightly elven features from his grandfather's side he enjoyed good wine, good women, and making enough money when his family couldn't give him coin to have both. Now there was some opportunity. House Thrune was looking for support. They were pulling in everyone they could. His family was well connected and he needed to raise their place in the houses of power. It didn matter how his name came up, he would be there when they asked him to show up!

The Archlich |

Going through the concepts people are posting, we're probably already close to a well balanced party. I'll compile the full list on the next day or so and include my built profile as well.
@Sha'ir: I have a feeling we will have some necromancers being built. As long as we keep it on the "LE" side the AP preaches I think we'll be good - I can see a lich being more tied to a certain code of conduct.
@Stalwart: I like the Red Mantis approach and I believe they fit the AP well!
@Edelsmirge: Glad to see a ranged build! Make sure the archetypes don't clash.
As for the damnation feats someone asked: I think they're fair game. There will always be some feats stronger than others, but I feel that if we all thrive to avoid minmaxing we should be golden!

MauveAvengr |

Hey - so I'm thinking of creating a Nature Priest druid of Zon-Kuthon. The Uskbond Domain stood out to me as well. Normally they wouldn't be able to mix, but for thematic reasons would I be able to combine the two?

Anthorg |

Hello, I'm submitting Masin, a vivisectionist looking to see House Thrune's triumph.
Masin is a stoic bitter man. Losing his family made him focus on his work, both as an alchemist and a Thrune informant. He means to rise in power and to show how only discipline brings order and peace.
He will probably be a alchemist (vivisecionist) all the way to 20. If the party wants, he can dip one or two levels in rogue or slayer for the trapfinding trait. He can disable device, has some knowledges and is very versatile, bringing varied extracts (infusion is a probable 2nd level discovery) and potions (buffs and heals) to the mix. I know crafting is not recommended, but I imagine potions and alchemical items are not so bad, they're rather fast to make.
In combat, he will sneak attack and bring buffs. Out of combat, he brings extracts, some skills, diplomacy and a likes-to-roll-his-eyes attitude.
Masin hasn't always been a discipline fanatic. He used to have a family. A wife called Pamin and a five years old daughter called Haroba. They lived in Egorian and approved of House Thrune's rule. Pamin was an accomplished alchemist and her store in the city was known for its good quality product.
It was Pamin who taught Masin the basics of alchemy. They meant to teach their daughter as much. Only they differed in method. Masin wanted Haroba to explore her creativity, but Pamin wanted her to learn the discipline and preciseness that alchemy requires first. Despite his potential, Masin never progressed much, spending more time with his daughter than the workbench. He loved her very much. So much so that he let her play near him when he was working. And she paid the price of his sloppyness as one day she knocked over a vial of very concentrated acid on her head. Masin never forgot the screams her daughter did as she died.
Pamin never forgave Masin and left him not long after the burial. He never forgave himself either. He started viewing all the problems in the world as lack of discipline. As he fought to find himself a reason to live, he began working as an informant for the government and found some solace in the fact that he was helping an important group of rulers.
Masin started focusing more on his alchemy as well, and some fighting techniques with light weapons. His loyalty moved completely towards the government as he desperately tries to fill the void that his daughter's death left. In this endeavour, he began to like the power that he can potentially gain as he climbs the social ranks.
STR 10, DEX 14, CON 14, INT 18, WIS 10, CHA 10
Male
Medium Size
LE Human Alchemist (Vivisectionist archetype) 1
BaB +0
Init +2; Senses: Perception +4, Sense Motive +0
CMB +0 (0BaB)
CMD 12 (0BaB +2dexterity)
Favored Class Alchemist (+1 skill points)
Defense
AC 15, touch 12 flat-footed 13 (+3 Armor +2 Dex) (add 4 with Dex mutagen) (add 4 with shield extract) (add 2 when reduced)
HP 10 (8 + 2 (1*2Con))
Fort +4 (+2 base +2 Con)
Ref +4 (+2 base +2 Dex)
Will +0 (+0 base)
Offense
Speed 15 ft
Melee Dagger +2 (1d4/19-20x2)
Melee Full attack Dagger x2 +0 (1d4/19-20x2)
Ranged light crossbow +2 (1d8/19-20x2), Range 80ft
Sneak attack +1d6
Space 5 ft, Reach 5 ft
Extracts
CL 1
Extracts level (slots): Prepared
1 (2): Shield + FREE SLOT
Formula book
1: Comprehend languages, Cure Light Wounds, Keen senses, Reduce person, Shield, Touch of the sea
Traits:
Clever wordplay (Diplomacy): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Thrune informant: You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.
Feats:
Lvl 1 - Weapon Finesse
Human - Two-weapon Fighting
Alchemist lvl 1 - Throw anything
Alchemist lvl 1 - Brew potion
Skills - (4 class +4 Int +1 favorite class = 9 ranks/level):
ACP -1
Diplomacy +8 (1 Rank +4 Int +3 CS) (add 1 to gather info)
Disable Device +6 (1 Rank +2 Dex +3 CS)
Knowledge arcana +8 (1 Rank +4 Int +3 CS)
Knowledge local +6 (1 Rank +4 Int +1 trait)
Knowledge nature +8 (1 Rank +4 Int +3 CS)
Knowledge planes +5 (1 Rank +4 Int)
Perception +4 (1 Rank +3 CS)
Spellcraft +8 (1 Rank +4 Int +3 CS)
UMD +4 (1 Rank +3 CS)
Background skills:
Craft alchemy +8 (1 Rank +4 Int +3 CS) (add 1 when creating alchemical item)
Profession researcher +4 (1 Rank +3 CS)
Languages: Common, Celestial, Elven, Infernal, Shadowtongue
Equipment
Will buy if selected
105gp

Sha'ir |

Here is the profile for the Phantom Comity
Comity is actually undead and is a twisted borken version of who he was in life. Defined by the despair of his last moments he has no capacity beyond suffering and pain.
He was a Halfling and one of Muldis' first 'blood donors'. He doesn't remember the details of what was done to him he simply cowers before his master and obeys without question...

Oxnard Kettlebeak |

I present for approval: Erliana de Armagine-Thrune
Erliana de Armagine-Thrune
LE Human Female Psychic (Variant Multi-Class Bard) 1
Str 12 Dex 12 Con 12 Int 18 Wis 12 Cha 15
HP: 8
AC 11 FF 10 T 11
Fort +1 Ref +1 Will +3
BaB +0
Favored Class bonuses: level 1 (HP)
Caster Level 1 Concentration +5
0th Level save DC 14; Daze, Detect Magic, Lullaby, Read Magic
1st Level 3/day, save DC 15 Charm Person, Magic Missile, Persuasive Goad (D)
Phrenic Pool: 2
Bluff +6 (2 CHA, 3 CS, 1 Rank)
Intimidate +6 (2 CHA, 3 CS, 1 Rank)
Knowledge (Local) +8 (4 INT, 3 CS, 1 Rank)
Knowledge (Nobility) +9 (4 INT, 3 CS, 1 Rank, 1 trait) (background)
Knowledge (Planes) +8 (4 INT, 3 CS, 1 Rank)
Perform (Sing) +3 (2 CHA, 1 Rank) (background)
Perception +5 (1 WIS, 3 CS, 1 Rank)
Sense Motive +5 (1 WIS, 3 CS, 1 Rank)
Spellcraft +8 (4 INT, 3 CS, 1 Rank)
Languages: Common, Infernal, 4 bonus from INT
[spoiler=Traits & Feats]
Chelish Noble You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charisma-based checks against other members of the Chelish aristocracy. The Noble Scion feat does not have a Charisma prerequisite for you. Lastly, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Outsider Ties (Devil) An outsider visited you at a young age, and you have had a significant affinity with that type of outsider ever since. Choose a subtype of outsider, such as angel or elemental. When you summon an outsider of that subtype via summon monster, planar ally, planar binding, or similar spells and abilities, the summoned creature gains a number of temporary hit points equal to the level of spell used to summon it.
Noble Scion
Amateur Investigator Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
Phrenic Pool Ability: Charisma
Bonus Spells: persuasive goad (1st), pain strike (4th), vampiric touch (6th), mass pain strike (8th), synapse overload (10th), mass inflict pain (12th), waves of exhaustion (14th), horrid wilting (16th), mass suffocation (18th).
Discipline Powers: Your powers allow you to cause and endure pain.
Painful Reminder (Su): As a swift action, you can cause an enemy to take 1d6 points of nonlethal damage if you dealt damage to that enemy with a spell since the start of your previous turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This damage increases to 2d6 at 8th level and to 3d6 at 15th level.
Power from Pain (Su): If your painful reminder deals at least 5 points of damage, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom Charisma modifier.
Focused Force (Su) When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Giant Halfling |

I hate to step on any toes but, if it’s not too late, I’d like to submit another Asmodean cleric. Mine would be a hellspawn tiefling with the Asmodean advocate and foundation of faith archetypes, and probably VMC inquisitor. His background (in a nutshell) would be that he was the b@stard son of a scullery maid and eager to align himself with a powerful house like Thrune in the hopes of improving his station. If there’s still time before Archlich submits his preliminary group suggestion I’ll stat him up and post an official submission.