Big OM's Way of the Wicked (Inactive)

Game Master Big OM

It is good to be bad.


1 to 50 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Two points before you read any further. One this is a trial run before I run this in real life, so be prepared for the occasional error. Two read the posting requirements and agree to them before applying.

Campaign introduction:
The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honorably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.

There is a player's guide located HERE that is free to download.

Campaign Notes:

Talingarde is a virtuous kingdom that has all but rooted out the worship of Asmodeus more than 20 years ago. For this campaign the only two gods of note are Mitra and Asmodeus. There are minor deities and outsiders that serve both gods and are worshiped by some.

Mitra, the Shining Lord, is the god of the sun, bravery, honor, justice, charity. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

Asmodeus is the most powerful creature in all of Hell; his origins are lost in the first moments of time, and those who may have glimpsed the truth in such heretical texts as the Book of the Damned are loath to speak of them. He is the unquestioned lord of Hell, one of the oldest and strongest beings in existence. His schemes are intricate and myriad, and his patience spans eons. He is the keeper of cold order, a dark and lawful majesty who has no need to exaggerate his pedigree.

Talingarde has on its border to the north a savage region they have been unable to tame. Instead they have built a series of watchtowers that defend the south from any trouble coming from the north. So far this has been successful.

Posting Requirements:

I am going to hold you to a double standard here. I will try and post once a day, but will likely not be able to. However I expect you to post within a day of my latest post during the week and within 2 days during the weekend.

Character Creation:

Level: Everyone will begin at 1st level

Ability Scores: Ability Scores will be determined by the Focus/Foible system. Under the Focus/Foible system, each player will choose one stat to be an 18 (the Focus), and another to be an 8 (the Foible). Afterwards, each stat will be rolled in order by a 1d10+7 roll.

Races: All Paizo races are allowed but know that I am strongly favouring races from the Core book. If you choose a non-core race please consider that Talingarde is predominantly human with some elves, dwarves, and half-elfs so any other races are rare and will stick out in Talingarde. You will have options to hide who are are no matter what race as time goes on so don't let that scare you off, but be aware of it.

Alignment Restrictions: You can be either Lawful Evil or Neutral Evil. Certain classes may have restrictions beyond this.

Classes: No Paladins, Summoners, Gunslingers, Ninjas or Samurais. All other classes, prestige classes and archetypes from any Paizo source is allowed, though there. Also in the campaign tab there are prestige classes and archetypes that will fit the theme for this campaign. (as well as a path to become a lich or vampire)

The Anti-paladin has to be a follower of Asmodeus and is Lawful Evil. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment. Also, an anti-paladin uses their fiendish boon to add the ‘axiomatic’ property to a weapon.

Assassins can be a great choice for this campaign. Subtle killing can potentially be useful again and again.

Barbarians can be a good choice, but have to be neutral evil. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate.

Clerics and inquisitors must worship Asmodeus. All clerics of Asmodeus can spontaneously cast Infernal Healing (Spell Levels 1-3) and Greater Infernal healing. (Spell Level 4 and 5). Each Spell level of infernal healing adds a minute to its duration A third level Infernal healing would heal 1 hp/round for 3 minutes

Druids must be neutral evil but you must decide why such a character would ever join an organization that honors a lawful evil god.

Monks have to be lawful evil.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Traits: You get two traits, one will be your crime (see below) the other can be any Paizo trait. The fluff of a trait can be changed to something more appropriate as long as the mechanics are the same.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.

Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not have their animal companion with them as it was slain during their capture.

Inquisitors and Oracles lack their holy symbol if they need one.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Crimes of the Forsaken:

Every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are in Branderscar because you deserve to be.

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Asmodeus.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labor in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labor in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Background/Fluff:

Make sure to weave your traits, personality and motivations into your background. I would also like to see some personal goals and why you would want Talingarde brought to its knees.

After the group has been chosen there can be some re-writes for fitting in with the others or I may make some suggestions.

At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Recruitment Timeline:

Recruitment will last at least until Friday the 22nd of March. I may send out questions about your submissions. I might also close recruitment earlier if there are many submissions. You will be informed at least 24 hours in advance.

And if anyone feels they recognize the format, they might be right. I have borrowed heavily form GM Blood's recruitment thread with his permission.


Oh man oh man oh man. I'm itching to get into a way of the wicked game. When I decide to start gm'ing (later this year probably as I get help from my group of local fiends... er, friends) this is probably going to be the campaign I run. Anyways, I was an aplicant of GM bloods campaign and really hope I can get lucky this time around. Currently waiting on another WotW application to be accepted or not before I apply here. So this is a rather long dot... lol

Strength: 1d10 + 7 ⇒ (9) + 7 = 16
Focus = Dexterity 18
Foible = Constitution 8
Intelligence: 1d10 + 7 ⇒ (9) + 7 = 16
Wisdom: 1d10 + 7 ⇒ (3) + 7 = 10
Charisma: 1d10 + 7 ⇒ (5) + 7 = 12

Also you didn't say anything about feats, just wondering, are you going with GM Bloods, extra non combat feat at first level?


Dotting for interest.


I am currently working on getting the feats from GM Bloods campaign up in the campaign tap. It'll get it up later to day. Do note that this is not a gestalt campaign.


Ok, I think I am going to try for an int Caster build.

Str. - 1d10 + 7 ⇒ (7) + 7 = 14
Dex. - 1d10 + 7 ⇒ (6) + 7 = 13
Con. - 1d10 + 7 ⇒ (7) + 7 = 14
Int. - 18
Wis. - 1d10 + 7 ⇒ (6) + 7 = 13
Cha. - 8

Edit: Thinking Magus now... :)


I'd be interested in a martial build of some sort. Probably a Ranger, Monk, or Rogue.

STR 1d10 + 7 ⇒ (10) + 7 = 17
DEX 18
CON 1d10 + 7 ⇒ (9) + 7 = 16
INT 1d10 + 7 ⇒ (9) + 7 = 16
WIS 1d10 + 7 ⇒ (5) + 7 = 12
CHA 8

Edit: WOW! I'll need some time to think about this....


The feats, archetypes etc. is up in the campaign tap.


Dotting for interest, I am on my phone at the moment so I cant se the players guide but I will be downloading it later today, my question is, can I be a follower of a lesser god that still venerates Asmodeus? Say one of his generals? I would love to play a politician (bard) who was caught sacrificing innocents to Asmodeus. Or something along those lines.

Srt = 8
dex: 1d10 + 7 ⇒ (5) + 7 = 12
con: 1d10 + 7 ⇒ (3) + 7 = 10
int: 1d10 + 7 ⇒ (5) + 7 = 12
wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha 18

Wow, every roll sub par


STR 1d10 + 7 ⇒ (3) + 7 = 10
DEX 1d10 + 7 ⇒ (3) + 7 = 10
CON 1d10 + 7 ⇒ (9) + 7 = 16
INT 1d10 + 7 ⇒ (9) + 7 = 16
WIS 8
CHA 18

Hmmm ...feels like an oracle ...maybe a sorcerer ...hmmmm. Ideas flowing.


Mmmm, I think I'll take Str as my strong point (pun intended) and go with Int as my foible ...let's see what sort of dim witted brute comes about.
Of course, stats are before racials if I'm reading this right?
STR 18
Int 8
Dexterity 1d10 + 7 ⇒ (6) + 7 = 13
Constitution 1d10 + 7 ⇒ (4) + 7 = 11
Wisdom 1d10 + 7 ⇒ (9) + 7 = 16
Charisma 1d10 + 7 ⇒ (8) + 7 = 15

EDIT: Ouch, that weak con roll stings for a melee type. I can't complain about the others though


The background is here, wanting to submit an Elven enchanter (manipulator). I'll have to readapt the crunch though, I'll try to do that over the weekend.

Strength: 8 = 8
Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
Constitution: 1d10 + 7 ⇒ (6) + 7 = 13
Intelligence: 18 = 18
Wisdom: 1d10 + 7 ⇒ (9) + 7 = 16
Charisma: 1d10 + 7 ⇒ (1) + 7 = 8

EDIT: Hmmm, 8 charisma doesn't work with this character very well at all. That will definitely require some rethinking on it's part. May have to abandon it.


@ TrueRepentance - No I am not going with his extra feat. I would like to try and run this as close to the recommended to access if I need to change anything.

@ VDZ - I am sure we could come to some sort of agreement on a selection of a lesser deity. Lets take it in spoilers if you decide to apply.

@ Ridge - You are correct, these stats are before racial, though I would prefer if you did not dump a stat below 8. You might consider going undead with your low con and high charisma, take a look in the campaign tap.

Feats: You get what your character normally would have, no freebe here.


This sounds like an amazing game, and a great chance to play a necromancer.

STR 8
DEX 1d10 + 7 ⇒ (4) + 7 = 11
CON 1d10 + 7 ⇒ (5) + 7 = 12
INT 1d10 + 7 ⇒ (5) + 7 = 12
WIS 1d10 + 7 ⇒ (7) + 7 = 14
CHA 18

Thinking maybe a Dirge Bard?


All right, I've decided to submit a Monk of the Empty Hand. If he's accepted, I'll create an alias for him, but here's the basics.

Soren
Lawful Evil Human
STR 17, DEX 18, CON 16, INT 16, WIS 12+2, CHA 8
Campaign Trait: Heresy
Feats: Deflect Arrows, Crane Style (human), Catch Off Guard (monk)

Backstory:
Growing up, Soren always dreamed of becoming a Monk of Mitra. As a result, joining the Monks of St. Macarius should have been the highlight of his life. Unfortunately, the tenets of the Order didn't sit well with Soren. Why are so many people allowed to sit around on their lazy asses all day begging for charity? Why am I helping to enable them? When he asked his superiors these questions, however, they merely spouted some rubbish about "sharing what Mitra has generously blessed us with". HAH! As if Soren didn't know that everything he'd received thus far was the result of his own hard work and effort.

As he slowly became disillusioned with Mitra's religion, Soren began to secretly research forbidden Asmodean writings. Now here was something I could get behind. A social contract... Order... What is written here is true: giving away something for nothing is weak. Better to create a society where everybody has his/her own place, job, hierarchy.

Naturally, Soren was discovered. His books and writings were burned, and he was ordered to recant. Upon his refusal, the Monks expelled him. Soren wandered the land for a time trying to establish a foundation for a new church of Asmodeus. Lacking in charisma, however, he angered too many people and was eventually locked away in Branderscar.


STR:8
DEX:1d10 + 7 ⇒ (5) + 7 = 12
CON:1d10 + 7 ⇒ (3) + 7 = 10
INT:18
WIS:1d10 + 7 ⇒ (10) + 7 = 17
CHA:1d10 + 7 ⇒ (1) + 7 = 8


Str 1d10 + 7 ⇒ (1) + 7 = 8
Dex 18
Con 1d10 + 7 ⇒ (7) + 7 = 14
Int 1d10 + 7 ⇒ (1) + 7 = 8
Wis 8
Cha 1d10 + 7 ⇒ (1) + 7 = 8

Wow, thats some crappy stats. Let me put some thought into it.


STR 18
DEX 1d10 + 7 ⇒ (7) + 7 = 14
CON 1d10 + 7 ⇒ (6) + 7 = 13
INT 1d10 + 7 ⇒ (1) + 7 = 8
WIS 1d10 + 7 ⇒ (4) + 7 = 11
CHA 8

I'm thinkin an inquisitor (looks like not a very bright one). For now I'll say he worships Asmodeus unless I can find a minion of Asmodeus that fits better, or maybe I can enter into negotiations like DVS. Not sure what race I'll be. I might go with something uncommon in Talingarde and add the race card to my motivation.


STR:1d10 + 7 ⇒ (1) + 7 = 8
DEX:1d10 + 7 ⇒ (3) + 7 = 10
CON:8
INT:1d10 + 7 ⇒ (1) + 7 = 8
WIS:1d10 + 7 ⇒ (1) + 7 = 8
CHA:18


Bili the Shiv - elven rogue NE
S 8 D 20 C 12 I 10 W 8 Ch 8
Campaign trait: murder

background:
Bili had a lot of trouble growing up. No matter how she tried, she just could not connect with the other children. She always seemed to say the wrong thing, at the wrong time... in the wrong situation. As she grew, the abuse grew from merely physical to mental and social abuse. Objectively it may not have been that bad, but at the same time Bili's mental illness began to show itself, an almost pathological sense of paranoia.

She plotted for months before committing her first murder... another teenager who had been particularly vile to her. The rush she felt as she watched the blood spurt from the slashed throat was the closest to pleasure she had ever felt. It became a need for her, so much so that her periods of planning became shorter and shorter, until finally she was cornered by the Guard. As she was dragged to prison, she cried out that her revenge would cause the streets to run red!

Dark Archive

Big OM, would you be willing to allow a Kuru in to represent a cannibalistic human?

Str: 18 = 18
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 1d10 + 7 ⇒ (8) + 7 = 15
Cha: 8 = 8


@ Twilsemail - That depends on how you reskin it. Post a suggestion and we'll see if we can't work something out.


Strength: 18
Dexterity: 8
Constitution: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d10 + 7 ⇒ (3) + 7 = 10
Wisdom: 1d10 + 7 ⇒ (9) + 7 = 16
Charisma: 1d10 + 7 ⇒ (9) + 7 = 16

I'm thinking Dragon Disciple, starting off with a level of Sorcerer. I don't have a full build yet.


Would it be acceptable for my inquisitor worship Malaconda? If I understand Hell's hierarchy correctly, Malaconda is basically a general of Hell and subservient to the arch demons, of which Asmodeus is the most powerful, so my character would be worshiping a servant of Asmodeus.

Dark Archive

Str: 1d10 + 7 ⇒ (8) + 7 = 15
Dex: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis: 8
Cha: 18

Dark Archive

Definitely going for Anti-paladin with this.


Ok, definitely going to work out a Dirge Bard, probably Human, who is pursuing lichdome. I'd like to have him as part of the Asmodean clergy, or at least strictly devout. His performance style would be percussion and oration, and he would recite devotions and prayers to Asmodeus as inspiration.


Yeah, a flame oracle ...channeling Hell itself. The world must be made ready for Great Asmodeus.


Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 8
Int: 18
Wis: 1d10 + 7 ⇒ (2) + 7 = 9
Cha: 1d10 + 7 ⇒ (8) + 7 = 15

Hmm, not great, but sufficient enough for a Gravewalker Witch. Perhaps one pursuing undead-ness himself. Though I like Vampirism better than Lichdom, a lich might fit better.


Ok, Ridge here. I took an old alias no longer in use, and re-purposed it for the game. So here is Randu the Hunter, LE Human Ranger and ex-noble. As his story in the spoiler below indicates, his crime is Murder. I didn't bother to name the noble family he hails from as I wasn't sure if I'd be allowed to make one up, or if my options would be more limited. I put the +2 racial bonus on his con, bringing it to 13. Perhaps I'll bump it to 14 if he makes it to 4th level.

Fluff:

Background: Once Randu had a family name, and not just any, but that of a noble family no less. But he was disowned when he was brought to justice. He was accused of murder. Randu had another word for it; he called it hunting.

It has begun when lazy sharecroppers tried to take advantage of Randu's father, Randol. Lord Randol often despaired of his son grasping the higher nuances of nobility. While Randu was charismatic, despite his flashes of often uncanny insight, the truth was he could be a bit direct even when directness wasn't called for. Randu liked things simple and rulership, at least benign rulership, was complex.

Indeed, the only lessons that held Randu for long were those of fighting and hunting! Randu loved to hunt. It was, to him, the way things SHOULD be. Man establishing his dominion over beast and land as a two legged predator showing his superiority over mere prey.

Randu wasn't entirely impressed by his own father either, though he tried to honor the man. To Randu's thinking, father was soft and over thought things. Might for Right was, to his thinking, just another term for submitting to the weaker. For a noble to negotaite with peasants in his debt made no more sense than a wolf stepping aside for a rabbit.

Trying to teach his son responsibility to his people, Lord Randol sent Randu to aid some Sharecroppers in finding some way to make up their debts. They claimed to have fallen on hard times, and asked for extensions, leniency, and mercy. Randu tried it his father's way, but it seemed no sooner had they been shown kindness once, then the sniveling peasants would fall behind again and make MORE pathetic excuses.

Finally, Randu decided it was time to teach them a lesson. He trailed the individual sharecroppers, by order of the magnitude of their debt, and waited till they were near the wild. And then, by the pale light of a hunter's moon, he stalked them, and slew them.

It was exhilarating! Hunting men was truly the greatest game, and it gave Randu a dark thrill he'd found in any other prey. Nobles were predators, and peasants the prey. They had forgotten that, he would remind them!

The mysterious deaths of their lazier brethren had the peasants fearful, and debts were paid off quite quickly when it was noticed that those who owed the most were most likely to be found dead in the morning out in some misbegotten part of the woods. Randu was filled with pride. His methods were getting the job his father had tasked him with done!

Which is why his father's betrayal hurt all the more when finally one of the peasants escaped to him and begged Lord Randol for protection from his own son. Rather than putting family first, the weak old man sided with the lowly. He arranged his own son's arrest, and stripped him from the family records.

Motivation/Goals: Randu plans now to kill his father, and all weakling nobles like him. There will be no more of wolves coddling sheep. The strong will rule the weak. Might will make right.

All as it should be.

First, however, Randu must escape the beheading that awaits him.

Personality: Despite his might makes right belief system, Randu does not believe in wanton destruction for its own sake. One can over hunt anything if one gets too eager. While he uses hunting metaphors, he's quite aware that the peasants have their uses. He just finds it offensive that so many in the land don't know their place.

When his own somewhat twisted sense of order is NOT being offended, Randu can be a most likable fellow. He laughs easily, shows an appreciation for natural beauty (Be it the sway of a woman's hips or that of trees leaves in a steady wind), and is surprisingly kind to animals. He is aware he is not the most clever person around, but he also knows he doesn't have to be. One hires some peasants for their muscle, and others for their minds.

He would be content not to rule, as long as he could honestly respect the ruler in question and was treated with respect in return.


1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (4) + 7 = 11

Why did you have to arrange yourselves in that order. Why!?


I'm going to go ahead and bow out of this one. I explored making a dirge bard, sorcerer, and oracle, but decided against it. I had hoped to make a necromancer of some flavor but the one most interesting is the Wizard, and my stats don't match up to that. I hope y'all have fun with this campaign. It looks like it's going to be a blast!


@ Pocsaclypse - I am not ruleing it out, but could you give me link, my google fu is weak.

@ Ridge - Feel free to make a minor noble family. I would like to be consulted if you want to go for one of the major ones presented in the players guide.

@ Lloyd Jackson - What is your focus and fobi?@ Sean FitzSimon - How you choose to integrate him in the asmodian church is up to you but if you need to bounce some ideas feel free to post here in spoilers.


No problem


Finally thought of a character concept, so here is the roll may the nine grant me luck:

STR:1d10 + 7 ⇒ (7) + 7 = 14
DEX:18
CON:8
INT:1d10 + 7 ⇒ (4) + 7 = 11
WIS:1d10 + 7 ⇒ (1) + 7 = 8
CHA:1d10 + 7 ⇒ (7) + 7 = 14


@ pocsaclypse - He seems like a fine chioce for a lesser deity of asmodeus. Go ahead.


Enchanter Tim wrote:

Str: 1d10+7

Dex: 1d10+7
Con: 8
Int: 18
Wis: 1d10+7
Cha: 1d10+7

Hmm, not great, but sufficient enough for a Gravewalker Witch. Perhaps one pursuing undead-ness himself. Though I like Vampirism better than Lichdom, a lich might fit better.

Ok, character idea is starting to form. She will be a young mother who's child dies in an accident, but while she's watching. It drives her into grief, depression, and eventually insanity. She begins to hear her dead child's voice and it pleads with her for a body. Thus she begins a mother's misguided journey into necromancy. She seeks out Asmodeus to cut a deal and keep her son's spirit from departing. Eventually she sill seek out Lichdom to try to be closer to her child.

I'll have a more details background later, but I had to get that down. Probably looking at Grave-Robbing (though the benefit doesn't do much for her) and the Occult Patron.

GM: If she were to take Devil's Pact feat, does the dying clause also pertain to becoming a Lich? It would seem no one trying to be a Lich could ever take Devil's Pact.


Well finally done with my character.


@ Enchanter Tim - Ilike your thoughts on the subject of Lichdom vs Devil's pact. I am going to rule that you can, but in game you'll have to account for the fact that your soul is promised to Asmodeus in the ritual. Also when you become a lich the Devil's pact feat is lost and you'll have to choose another feat, perhaps exchanging it for the Lich feat. Sounds good?


Pathfinder Adventure Path Subscriber

Str 1d10 + 7 ⇒ (2) + 7 = 9
Dex 1d10 + 7 ⇒ (4) + 7 = 11
Con 1d10 + 7 ⇒ (5) + 7 = 12
Int 1d10 + 7 ⇒ (10) + 7 = 17
Wis 8
Cha 18

May use these stats to present something.


Ok here goes. :) Truerepentance here with a Deserter rogue eventually turning into a vampire.

Appearance/Personality:

Orodreth once stood tall before his fall.
Now reduced to rags, and the company of prison hags.
Little is left of what he once was.
A proud man who caused many eyes to shy,
Now finds his are the ones to low, lie.
A confident man who would always speak his mind,
Now his lips seem tied shut, with twine.
He now tries to hide, to disappear, but too late.
He now looks inward, focusing on the mistakes that led him to this fate.
He rubs the bite marks on his neck without thought,
Unaware of where, or when, they were bought.
His lifeless eyes and pale skin,
Now adjusting to the dark within.
Can he find a second chance to be,
A better man than he had ever been?

Background:

Orodreth was a soldier. When young he had joined the church of mitra along with his parents and two sisters. When the war began he was one of the first to sign up to remove all evil from the land. Unhappy with his post, he only saw a few small skirmishes against a few bands of commoners and farmers hiding in the countryside. No real deciding battle. He wanted to join the paladins, sure they would be on the front lines of this fight, but was not accepted into their ranks. Instead, because of his skills, he was to work with the inquisitors uncovering secret groups hiding in the cities. He took to this with all the skill he possessed to show them he was worthy.

He was either very good or very lucky, for in the first year of his assignment he played a major part in in the arrests and subsequent deaths of over one hundred men and women. All members of the cults of asmodeus which he despised and hated. Following this he was promoted and sent to another city where they were having a more difficult time rooting the secret groups out. He made little progress until one day a prominent man of the cult was captured. He broke very quickly and told them much. Orodreth requested the prisoner be used by him to get to know the cultists better in order to uncover them sooner. It was granted.

He made little progress over the next few years and the pressure from above was mounting on him. The prisoner was telling him all about their practises and rituals and he was getting closer to the leaders location, but could not blow his cover. He had made few arrests and his superiors were not happy. He saw only one way to finish this completely. Deserting his job, he took the prisoner and went underground into the cult. Releasing the prisoner in order to show them he could be trusted. There was one thing he had overlooked. He had studied too much gotten too close. The evil had rubbed off on him, stained him. The prisoner had sowed the seeds in his heart and the began now to grow in the dark.

The search for him was on also. The following months avoiding being found forced him to further embrace the dark. Killing several officers, former friends that had found him in a raid, he blamed them for getting in his way. The search for him was slowing his own investigations. But he was getting close. When he had the leader he would be able to return and redeem himself. But the months wore on, the hunt intensified and finally he was forced to run. All his work over, the job he had had been given to another and they had found the group. Almost everyone was taken. The former prisoner was missing and Orodreth ran. He went north, seeing the only option of escape being over the wall where they had no jurisdiction. He was hunted all the way and left several bodies, innocents who got in his way and might have revealed him. His dark heart thinking of nothing now but survival.

He stumbled into a crypt one night to escape a raging storm. Perhaps it would throw them off his trail and give him enough time to escape. Unknown to him the crypt was already inhabited by an ancient vampire who had awoken because of the war. Fortunately for him it had recently fed and only watched him from the shadows. He was forced to stay for three days in which time the storm intensified and his food ran out.

On the fourth day the storm stopped and he made his way to the nearest supply depot to rob and fill up on food and water. As he filled his waterskin a metal glove grabbed his shoulder. He spun around with a dagger ready but another hand held his wrist and forced him to drop the dagger. His former captain stood there and other surrounded him quickly. It was over. "Orodreth you are charged with theft, aiding an escaped prisoner, MULTIPLE murders in cold blood, killing kingdom soldiers, consorting with the enemy, but above all. Desertion of your post. For this you will be hung, and may mitra have mercy on your soul."

He was stripped and thrown in a wagon with a couple rags to cover himself. It was to branderscar he knew. The opposite direction to where he wanted to go. Hanging... what had he done...

Current Equipment:

Prison rags 0gp/1pound

Character Sheet:

Orodreth Míriel
Male Human Rogue(Chameleon) 1
LE Medium Humanoid(human)
Init +6;
Senses Perception +6
Darkvision 30ft.
--------------------
Defense
--------------------
AC 14, T 14, FF 10
HP 7(1d8-2+1)
Fort -2, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed +1/+1 (1d3+3/1d3+1)
--------------------
Statistics
-------------------
Str 16, Dex 18, Con 6, Int 16, Wis 10, Cha 14
BAB +0; CMB +3; CMD +17
Feats Two-Weapon Fighting, The bitten, Alertness
Traits Desertion(campaign), Reactionary(combat)
Skills 8(rogue) +3(int) +1(skilled) +2(bonus) +1(trait) = 15
Languages Common, Elven, Infernal, Undercommon
SQ Sneak Attack 1d6, Misdirection
Other Gear none but his wits
Outfit Prison rags
--------------------
Special Abilities
--------------------
Desertion You gain a skill point per level that can only be spent on profession(soldier). This is a class skill.

Reactionary +2 trait bonus to initiative.

Two-Weapon Fighting Penalties for attacking with two weapons are reduced to -2/-2 with a light weapon in the off hand.

The Bitten You have been bitten by a Vampire and lived. -2 Constitution. Darkvision 30 ft. Alertness feat.

Alertness Your senses are heightened. +2 bonus to Perception and Sense Motive. At 10 ranks this bonus increases to +4.

Darkvision You have darkvision out to 30ft.

Skilled Humans get an extra skill point at each level.

Bonus feat Humans get a bonus feat at first level.

Favoured Class(rogue) 1 extra skill point or hit point per level or 1/6 of a new rogue talent(1 HP/0 skills/0 talent points).

Misdirection At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces trapfinding.

Sneak Attack 1d6 Rogues get extra precision damage when enemies are denied dex bonus to their AC or when the rogue is flanking.

Weapon and Armour Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
--------------------


Rolling for stats:

Strength: 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity: Focus - 18
Constitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence: 1d10 + 7 ⇒ (9) + 7 = 16
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14
Charisma: Foible - 8

Alright, here's a character I presented for another Way of the Wicked game.

Ten Minute Background:

Six Important Things about the Character
1. Arash was raised in secret by one of the bishops of Mitra’s clergy, Bishop Buram Landrhew. Bishop Buram had him raised as a secret “inquisitor”, whose goal was to strike at evil in the very heart of the country without raising suspicion. Arash’s seclusion allowed Buram to tightly control Arash’s development as a person and to easily manipulate Arash’s worldview.
2. The tales of Arash’s parentage are that he was born to a devil-worshipping mother and a cambion father who had aided the hidden cell of Asmodean worshippers. He was taken by the Bishop when he was but a child and secreted away from the inquisitors so that he might have a chance at redemption.
3. Arash was trained by Moran, an archer with an unorthodox approach, but one that worked well. As Arash was trained in the bow, Moran also provided lessons in stealth, traps, and more esoteric ways of killing and manipulating others. He took to the lessons well, but the more spiritual pieces have evaded him for the time being.
4. After being confined for so long, Arash longed for the outdoors. He kept to himself outside, but occasionally had close calls with others. On a few instances, he was spotted by hunters, trappers, and others that travelled in the wilds. He ambushed them, determined to keep his existence a secret and praying that Mitra would forgive this as all other things would eventually be.
5. Arash wanted to know more about his past, so that he could hunt down his father, who had supposedly escaped. He investigated it from time to time, but during the reports he read over for another mission, he came across something overlooked in the archives. One of the inquisitors had looked into a report of a mother who had given birth to a fiendish child, but the child had disappeared before the inquisitor could arrive. This occurred in the town that Bishop Buram, then just a Father, served and the vague reports of the baby seemed similar to that of Arash. He was intrigued, but thought nothing of it until recently.
6. He truly believed that what he was doing was striking down opponents of the faith, but in reality it was those that prevented Bishop Buram’s rise in the ranks of the clergy. Even when pursuing the king, he had been convinced that the king was corrupted, much like Markadian III had been.
7. This came crashing down around him when he was taken. He’s spent the time since going over the events of his life again and again. Everything has been a lie. The salvation he sought has been ripped from his grasp, his own actions taking it further from him. In this state, he’ll probably lash out at things that remind him of what was done to him, but eventually he’ll stabilize and channel that hatred and rage into a new goal.

Four Goals:
1. Short Term: Arash wants to see Bishop Buram, Moran, and the others in Buram’s employ die slowly for what they did to him
2. Long Term: Arash will want to find a new purpose, particularly salvation through something. That salvation doesn’t need to be a removal of his “sins” but rather a justification of his life and actions. It is likely that the Church of Asmodeus will provide that for him, but another faith, such as Norgorber or even a cause may lend him that.
3. Long Term: Find out the truth surrounding his mother and father. The seed of doubt was sown long ago, but now it has taken root and he wishes to find out more about his parentage.
4. Long Term: Arash wants a last name. He long ago thought about using Bishop Buram’s, but that was too dangerous. Now, it is a reviled thing to him. He wants a last name that shows his purpose and carries meaning. It is important that he earn it rather than simply decide on one.

Two Secrets, One Known and One Unknown:
1. Arash deeply believed in the power of Mitra and salvation brought by faith in him. He followed the twisted doctrine that Bishop Buram taught him. This now shames him that he believed in such a lie.
2. Although his father was indeed a cambion, his mother was far from a devil-worshipper. She was a faithful Mitran and young woman, Lucasta Torvine, who was seduced by a passing dark stranger, the cambion Theribus Vordeth. Theribus had been working as a mercenary at the time in Talingarde, using magic to keep his identity secret.

Five People that are tied to Arash, Three Friends and Two Enemies:
1. Rana Edelvin: A young human girl that worked in the church that Arash was kept at. She was Arash’s handler and surrogate mother. He wants to hate her for everything, but can’t bring himself to. Little known to him and to Bishop Buram, she is a follower of Asmodeus who has been whispering in the bishop’s ear and provoking him to further atrocities.
2. Tunivel Sorish: Tunivel is a scoundrel and information broker that has helped Arash in the past in accomplishing the missions that were given to him. He seems to be only interested in coin, but seems to have taken a liking to the naïve tiefling.
3. Theribus Vordeth: A cambion who fathered Arash and then left. Whether or not he knows about Arash, he seems to have little interest in the tiefling he created.
4. Cardinal Buram Landrhew: The bishop that raised Arash, used him as a tool to rise in power, and then discarded him when it was convenient. His activities were close to being discovered, but in a twist of fate and a cunning maneuver, Bishop Buram managed to elevate himself and implicate a few of his opponents by sacrificing a pawn and forging some documents.
5. Moran: The harsh instructor of Arash. The tiefling has little love for the man, but seeks to apply his lessons as best he can. Arash suspects he had a hand to play in all of it beyond molding the tiefling as a tool, but Arash is not sure how much of one.

Five Mannerisms:
1. Arash is extremely uncomfortable being away from his weapon. It holds significance to him, including a feeling of safety and power, but also, he feels incomplete when he is separated from his bow. The weapon he wielded previously reminds him too much of the shattered delusions he believed in before, so he will seek to find a new one.
2. Arash stares at people in a manner that leaves them feeling a bit uncomfortable. If asked, most people say that it reminds them of being watched by a predator.
3. He hates the indoors and will often seek to be outside rather than stay inside. Nature appeals to him and outside lets him feel free. These feelings will deepen after he escapes.
4. Arash has had to lie numerous times about unusual things about him, even though he tries to avoid social encounters with others. This has led him to embracing the well-known silver-tongue of tieflings. He does this mostly to avoid problems and to try and compensate for his utter lack of socialization otherwise.
5. Arash has a keen mind that lends itself well to reading. His stunted upbringing combined with his training as an assassin have given him a great deal of book knowledge on esoteric topics, but relatively little practical know-how.

Writing Sample/Background:

"The bow and you are one. Think not of it as a tool, but as an extension of yourself." Moran examined Arash’s form, nodding slightly and mumbling to himself all while adjusting Arash’s posture with slight pushes and slaps.

"What does that mean, teacher? I don’t understand it." Arash asked, careful to keep his eyes straight, focused on the target. Avoiding a beating was almost as important as learning the lessons taught. His volatile teacher ensured that he learned quickly or earned a new scar to remind the boy.

"You will, Arash, or you will suffer, but this is a lesson best grasped over time." He looked once more at the boy, giving a final examination. “Perfect form… Now release. Let the arrow take flight and follow it. Never let it leave your sight.”

The arrow flew straight, striking the target perfectly, nearly a hundred feet from where student and teacher stood. He followed the arrow the entire time in its flight, letting his arms sink as the arrow flew. Yes, Arash thought, that’s sure to please. He turned to look at his master, but found Moran staring at the target, a frown on his face.

Moran lashed out at Arash, striking the boy in the face. "When did I say let your weapon fall?! Always be ready for the next shot! Learning new lessons is no excuse to forget the old!" Moran sighed and shook his head, "You may never be ready to receive the grace of Mitra, Arash, so foolish are you. Your heritage will never be forgiven." Moran smirked slightly, just out of sight of his young pupil.

Arash righted himself and with grim determination he nocked another arrow. I am a faithful believer. I will one day be worthy. Focus. Concentrate. Follow the arrow. Remember your lessons. I will be ready. I will serve. My place in the light will be secured.

--------------------------------------------------------------------------- --------------------------------------------------

The king sat in this throne surrounded by shining kinghts. The palace itself was a testament to the glory of Mitra, and the opulence of the aristocracy. Arash kept his eyes low, not out of shame, but a distaste for the décor around him. It reminded him so of his tainted heritage. His tail lashed back and forth wildly, his frustration evident. How was I caught? Arash asked himself. I followed the plan outlined by Moran. The king stood up from his throne and stepped forward a couple of steps.

"Did you think you could take my family and I here in the palace, devil spawn?" Markadian shook his head. "Fortunately, I was forewarned about your plan."

Forewarned? Arash raised his head to meet the boots of the king. Who? Moran, Tunivel, Rana, and maybe a few others knew the plan, but... He kept his eyes low as he swept his gaze about the room. "Looking for your co-conspirators? They’re being rounded up as we speak." Arash lowered his eyes to the floor again, confused and searching for possibilities. It was all he had now. He had failed and the tainted king had him. He would never see Mitra’s glory.

Markadian’s boots appeared in front of him. "Lift him up. I wish to look him in the eye as I tell him his fate." Arash felt the cold, sharp metal of the knights’ gauntlets as they roughly lifted him to his feet. I will at least deny him this. He kept his gaze at the king’s feet. "Lift his head! Make him look at me!" More metal, enclosing grasping fingers, was on his head and his face now. They forced him to look the king in the face.

"There, spawn of evil. You now know the face of the man who orders your execution. You will die for your sins, for they are many. Extortion, kidnapping, and murder, but the most recent is high treason. You will die for all of these, and I wish that you had multiple lives so that I could take them all, but for the charge of high treason you will be drawn and quartered. May the pain give you clarity of the magnitude of your damnation as you die." The king gestured to the guards, looking away from Arash. "Take him away. I wish him to taint this room no longer."

The only clarity that I need is th- The thought died in his head as the guards spun him about and he saw Bishop Buram. Why is father here? The guards pulled him on, taking the bishop and the king out of his sight. The king spoke as Arash was being dragged from the chamber. "Bishop Buram Landrhew, I thank you for your aid in this matter. It was fortunate that your men discovered this plot in time."

The world became muted for Arash. Assistance? But father was the one that I aided. I... He... We... destroyed evil. He set me on the road to redemption... right? I...

The bishop’s words broke through his malign reverie, "Of course, my king. I am only too glad to serve. It was through the guidance of Mitra that I and my men were able to discover that foul creature’s plans before they could come any closer to fruition. His punishment is just."

Pain flooded Arash’s world, drowning out everything else. The palace was filled his screams, unholy rage given voice for moments before the knights dragging him gagged the tiefling. He raged and sobbed as he was thrown in the wagon. Death. Death to them all. It was all he had left.

Crunch:

Arash
Tiefling Ranger 1
LE Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (1d10)
Resistances cold 5, electricity 5, fire 5
Fort +1, Ref +7, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Unarmed +4 (1d3+3)
Special Attacks favored enemy (humanoid[human]) +2
Spell-Like Abilities darkness (1/day)
--------------------
STATISTICS
--------------------
Str 16, Dex 20, Con 9, Int 18, Wis 14, Cha 6
Base Atk +1; [b]CMB +4; [b]CMD 19
[b]Feats
Point Blank Shot
Traits Convincing Liar (Bluff), High Treason
Trained Skills Bluff +6, Climb +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Stealth +11, Survival +6, Swim +7
Untrained Skills Acrobatics +5, Appraise +4, Diplomacy -2, Disguise -2, Escape Artist +5, Handle Animal -2, Heal +2, Intimidate -2, Ride +5, Sense Motive +2
Languages Common, Dwarven, Elven, Gnome, Halfling, Infernal
SQ prehensile tail, track, wild empathy -1
Gear None
--------------------
RACIAL ABILITIES
--------------------
+2 Dexterity, +2 Intelligence, -2 Charisma
Type Outsider (Native)
Darkvision 60 ft.
Fiendish Resistance
Skilled
Spell-Like Ability: Darkness (1/day)
Prehensile Tail


I think I'm going to back out of this game. I hope you guys have a good time.


Just to give everyone a look of what has been submitted. These are the submission which is far enough along for me to identify them. If I missed anyone let me know.

Dancing Shadow - Tiefling Ranger
TrueRepentance - Human Rogue
Rafael Bronzatti - Half-elf Rogue
Randu - Human Ranger
Lunatic Fringe - Elven Rogue
Whack-a-Rogue - Human Monk


Lyrysa Shadowhisper wrote:

The background is here, wanting to submit an Elven enchanter (manipulator). I'll have to readapt the crunch though, I'll try to do that over the weekend.

[dice=Strength]8
[dice=Dexterity]1d10+7
[dice=Constitution]1d10+7
[dice=Intelligence]18
[dice=Wisdom]1d10+7
[dice=Charisma]1d10+7

EDIT: Hmmm, 8 charisma doesn't work with this character very well at all. That will definitely require some rethinking on it's part. May have to abandon it.

If I swapped my focus out for Charisma, it'd give me base stats of

Strength 8
Dexterity 15
Constitution13
Intelligence 16
Wisdom 8
Charisma 18

Would that be acceptable, Big OM?


still looking for players here?

I have a submission that has been trying several different games if interested.


@ Lyrysa - Fine by me. I have no problem with switch focus and fobi as long as the original rolls are kept and placed in the order they were rolled.

@ Cyx - Submissions are open until the 22nd so feel free to apply.


Submission should be completed.


Ok so here we go again.
(I've rerolled this guys stats enough times he been regenerated more times than the Doctor.)

anyway here we go

Str: 1d10 + 7 ⇒ (6) + 7 = 13
Dex: focus = 18
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis: 1d10 + 7 ⇒ (8) + 7 = 15
Foible Cha = 8 +2 Human = 10

unless I can keep the stats that are already in the alias from the last application (same method used)

besides the stats everything else is pretty much in the profile


@ Cyx - No, use the stats you rolled here.

1 to 50 of 178 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Big OM's Way of the Wicked recruitment. All Messageboards

Want to post a reply? Sign in.