Post by Orbak the Monster on Apr 14, 2013 18:08:52 GMT -5
The world is at a turning point. Something is happening to Golarion: the factions are becoming more active... in particular, the forces of Good and Evil, resparking the war that has raged for centuries. This has made many things more difficult, doubly so for you.
Many would call you evil. The truth may be different, but you lust over things considered evil: power, wealth, immortality. Perhaps something more fleeting: pleasure, relief from social norms. Whatever the reason, you are not quite on the side of Good. You had intended to strike out on your own, like many of history's great villains. The forces governing good and evil has prevented you from doing this... forcing you to hold off.
On the brighter side, you're not alone. To your side stand like-minded individuals, ready to fight by your side. Perhaps, a long time ago, these would have been tools. However, these comrades in arms and magic represent... something new. You can't quite put your finger on it, but you believe these people... might actually help you succeed at your plans. Who knows? Perhaps the Inner Sea will tremble at your names. Time will tell.
*Alignment: Any Nongood.
*Array: 18, 16, 14, 13, 12, 11
*Starting Level: 1.
*Bonus Skills: +1 skill point per level.
*Flaws: A character may choose two flaws, but may only get a single bonus feat. The other flaw gives the character 3 bonus skill points.
*Background: A character may choose a background, as normal.
*Traits: A character may select two traits. One of them may be one of the following campaign traits:
Lowborn: Your parents were poor, but hard-working. They taught you that you should never be ashamed of honest labor, no matter how vile others might think it.
Benefit: You gain a +1 trait bonus to Profession (any one) and a +2 trait bonus to Fortitude saves against effects which would sicken or nauseate you.
Child of Crime: You were exposed to crime at an early age, for your father was a member of a criminal organization, constantly in debt, frequently drunk, and often angry. You learned to remain out of sight, but you were always listening to the gang as they talked.
Benefit: You gain +1 to initiative checks and a +1 trait bonus to Intimidate and Stealth.
Redheaded: In your land there is a saying that redheaded women are born with strange blood in their veins. Many are called witches and many do not survive. You not only survived, but learned the truth of your heritage. There is magic in your blood.
Benefit: You know one cantrip of your choice from the sorcerer-wizard spell list and can use it at will as a spell-like ability. This ability is cast at your character level. The spell-like ability's Save DC is Charisma-based. If you are an arcane spellcaster, you can instead choose one 1st-level spell and it is always cast as if one level higher.
Sodden: When the quake turned the Puddles district of Absalom's all-too frequent flooding problems into a permanent situation, every resident who could afford to leave moved on. You had nowhere else to go, and spent your days eking out a damp and miserable existence.
Benefit: You gain a +1 trait bonus on Climb and Swim checks, and Swim is always considered a class skill for you.
Exiled: You came to the path of the villain because you had nowhere else to go. Your companions are your family now.
Benefit: When you use the aid another action, you give the ally you are aiding a +1 trait bonus to AC, regardless of the type (or lack) of action the ally is performing.
Framed: You were accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but you had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer— thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in you being set free, the stigma was enough to badly damage your reputation.
Benefit: Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus checks with one skill of your choice.
Name:
Race:
Class:
Level:
Homeland:
Str: 10 | +0
Dex: 10 | +0
Con: 10 | +0
Int: 10 | +0
Wis: 10 | +0
Cha: 10 | +0
HP: 00
BAB: +0
AC: 10 | 10 | 0 | 0
Fort: +0 | 0 | 0 | 0
Ref: +0 | 0 | 0 | 0
Will: +0 | 0 | 0 | 0
Feats:
-
Flaws:
-
-
Racial:
-
Class Abilities:
-
Traits:
-
-
Skills:
Equipment:
Background:
-
----
Age:
Height:
Weight:
Hair Color:
Eye Color:
Appearance:
Backstory:
Favorite Food:
Favorite Color:
Life-Goals:
Fears:
Loves:
Many would call you evil. The truth may be different, but you lust over things considered evil: power, wealth, immortality. Perhaps something more fleeting: pleasure, relief from social norms. Whatever the reason, you are not quite on the side of Good. You had intended to strike out on your own, like many of history's great villains. The forces governing good and evil has prevented you from doing this... forcing you to hold off.
On the brighter side, you're not alone. To your side stand like-minded individuals, ready to fight by your side. Perhaps, a long time ago, these would have been tools. However, these comrades in arms and magic represent... something new. You can't quite put your finger on it, but you believe these people... might actually help you succeed at your plans. Who knows? Perhaps the Inner Sea will tremble at your names. Time will tell.
*Alignment: Any Nongood.
*Array: 18, 16, 14, 13, 12, 11
*Starting Level: 1.
*Bonus Skills: +1 skill point per level.
*Flaws: A character may choose two flaws, but may only get a single bonus feat. The other flaw gives the character 3 bonus skill points.
*Background: A character may choose a background, as normal.
*Traits: A character may select two traits. One of them may be one of the following campaign traits:
Lowborn: Your parents were poor, but hard-working. They taught you that you should never be ashamed of honest labor, no matter how vile others might think it.
Benefit: You gain a +1 trait bonus to Profession (any one) and a +2 trait bonus to Fortitude saves against effects which would sicken or nauseate you.
Child of Crime: You were exposed to crime at an early age, for your father was a member of a criminal organization, constantly in debt, frequently drunk, and often angry. You learned to remain out of sight, but you were always listening to the gang as they talked.
Benefit: You gain +1 to initiative checks and a +1 trait bonus to Intimidate and Stealth.
Redheaded: In your land there is a saying that redheaded women are born with strange blood in their veins. Many are called witches and many do not survive. You not only survived, but learned the truth of your heritage. There is magic in your blood.
Benefit: You know one cantrip of your choice from the sorcerer-wizard spell list and can use it at will as a spell-like ability. This ability is cast at your character level. The spell-like ability's Save DC is Charisma-based. If you are an arcane spellcaster, you can instead choose one 1st-level spell and it is always cast as if one level higher.
Sodden: When the quake turned the Puddles district of Absalom's all-too frequent flooding problems into a permanent situation, every resident who could afford to leave moved on. You had nowhere else to go, and spent your days eking out a damp and miserable existence.
Benefit: You gain a +1 trait bonus on Climb and Swim checks, and Swim is always considered a class skill for you.
Exiled: You came to the path of the villain because you had nowhere else to go. Your companions are your family now.
Benefit: When you use the aid another action, you give the ally you are aiding a +1 trait bonus to AC, regardless of the type (or lack) of action the ally is performing.
Framed: You were accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but you had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer— thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in you being set free, the stigma was enough to badly damage your reputation.
Benefit: Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus checks with one skill of your choice.
Name:
Race:
Class:
Level:
Homeland:
Str: 10 | +0
Dex: 10 | +0
Con: 10 | +0
Int: 10 | +0
Wis: 10 | +0
Cha: 10 | +0
HP: 00
BAB: +0
AC: 10 | 10 | 0 | 0
Fort: +0 | 0 | 0 | 0
Ref: +0 | 0 | 0 | 0
Will: +0 | 0 | 0 | 0
Feats:
-
Flaws:
-
-
Racial:
-
Class Abilities:
-
Traits:
-
-
Skills:
Equipment:
Background:
-
----
Age:
Height:
Weight:
Hair Color:
Eye Color:
Appearance:
Backstory:
Favorite Food:
Favorite Color:
Life-Goals:
Fears:
Loves: