Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Recruiting 3-4 people for a Way of the Wicked Campaign. Got a DM (me) and one player already.

What it is: The evil campaign. The critically acclaimed AP by Fire Mountain Games. You start as a helpless, penniless prisoner... but you're determined not to end that way.

Who I am: Experienced DM, longtime poster, first time running a PBP.

What we'll do: We'll run the first piece of the module, which will probably take a month or two. When we're done with that, we'll pause and see if we want to continue. There's no commitment beyond that -- but if you want to do this, you're expected to commit to playing through that first scenario. "Commit" means the usual stuff -- you try to get a post up every day, you let us know if RL is going to interfere, etc. (That includes me, obviously.)

How we'll do this: Recruiting is open for the next three days, which takes us to the morning of Saturday 11/3 EDT. If you think you might be interested, click on the spoiler and start writing.

Spoiler:

Stats: You have two options. One, you can take a straight 25 point buy. Yes, that's high. It's hard being a villain with the whole world against you.

Alternately, you can use the "Focus and Foible" system. Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Then hoose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.

Starting level and hp: 1st level. Max hp on the die at 1st, roll thereafter.

Race: All races are allowed, but if you're playing something weird you'd better have a good explanation. The setting is majority human.

Alignment: Any nongood. Lawful and Evil alignments are encouraged.

Classes: All classes are allowed. Clerics should consider worshipping Asmodeus, though this is not required. (Note: worship of evil gods is illegal in Talingarde. Maybe that's why you're in prison; see below.)

No paladins, obviously. Antipaladins are allowed if you can justify it. Note a minor rule change: antipals can be any evil, not just CE.

Druids, monks and barbarians, note the alignment restrictions -- so monks can only be LN or LE, Druids can only be N or NE, etc. You start as a prisoner with no stuff, so gunslingers and alchemists are at a disadvantage. Wizards are allowed to start with memorized spells (you got captured before you could cast).

Equipment: None. Also no mounts, animal companions, or familiars.

Crime: You must choose a crime that landed you in Branderscar Prison. You are NOT wrongly imprisoned -- you are GUILTY of this crime. You may feel it was the "right" thing to do (he deserved to die, it's a stupid law, I had no choice) -- but you are factually, legally, guilty.

You get two traits. Choosing this crime counts as one of them. I'll post a list of crimes and crime traits shortly.

Backstory: Give us a backstory that explains why this character would want to walk the Way of the Wicked. Backstories that include a revenge element -- especially revenge against the government of the Kingdom (Lawful Good) or the dominant Church of Mitra (also Lawful Good) are encouraged though not required.

There is a further requirement and it is something of an intangible quality. At some point in this adventure path (if we get that far), 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 AP assumes you say yes to this chance. Therefore, you should make a character who can say yes.

PvP: PvP is not forbidden but is discouraged. In the first scenario, you're a bunch of prisoners in jail together; you must work together to escape. Later on, you may all be sworn brothers in service to Asmodeus.

3PP: Nope. Paizo stuff only. Yes, there's some great 3PP stuff, but I just don't have time to review new races and classes and whatnot.

If you're interested, post your builds and backstories here. Again, recruitment closes Saturday morning and I'll make selection shortly afterwards. Thanks much, and I look forward to walking the Way of the Wicked with you!

cheers,

Doug M.


Presumably you're not choosing based on "first come, first served", so I assume you'll be judging based on backgrounds, character ideas, etc.?


Dotting dotting dotting!

Just going to see if there's a Player's Guide, or some info on the setting, as I know nothing about this AP except that it's an evil game :)


*pops up*

Heya! Saying my interest and submitting this character for consideration! :D

This was made for another WotW campaign so I'll only have to do a few adjustments.

(Oh hey, it's you Douglas Muir! Didn't notice until now. XD)


Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit: a "crime trait". This counts as one of your two traits.

This list of twenty crimes is not intended to be comprehensive. Feel free to invent your own crime, punishment and benefit (subject to my approval, obviously).

Besides simply 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.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. 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 worst prison in Talingarde unjustly.

You are here because you deserve to be.

The crime traits:

Spoiler:

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.

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 or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is 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 churchs, 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, cowardice or neglect 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 Branderscar 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 unforgiveable 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 agony of 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.

Doug M.


Awesome. Feverishly creating a villain now :)


@Hogarth, I'll judge based on character ideas, backgrounds, general presentation, and how interested/engaged you seem. Well-written, interesting backstories are likely to catch my interest.

@littlehewy, there's no players guide. My last couple of posts have everything you need to get started.

@Sindran, you'd need some minor adjustments (I'm not doing the seven sins, so no sloth).

Doug M.


Also: I'll be using this post as my guideline for play. Most of you will know all this already, but it's maybe worth taking a quick look anyhow.

http://paizo.com/threads/rzs2nr91?DHs-Guide-to-Play-By-Post-gaming

Doug M.


Thanks, Douglas!

That reminds me, I used the "Focus and Foible" method for my stats, so I'll have to reroll them again.

Focus: Charisma
Foible: Wisdom

Strength: 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity: 1d10 + 7 ⇒ (3) + 7 = 10
Constitution: 1d10 + 7 ⇒ (5) + 7 = 12
Intelligence: 1d10 + 7 ⇒ (7) + 7 = 14


How do you feel about 3rd party classes? I have a build for a Pugilist.

http://www.d20pfsrd.com/classes/3rd-party-classes/wordcasting-entertainment /pugilist

Essentially the pugilist focuses on unarmed combat, but instead of increased damage like a monk, they get enhancement bonus on his fists (which solves one problem monks always have). They then focus into one specific combat style. I'd want to go grappler. They essentially excel at grappling everything (even being able to grapple on equal terms with larger creatures at high levels). They are somewhat front loaded, but I don't plan on multi-classing so it shouldn't matter.

Let me know if its ok.


Wofguy, I prefer to stick with Paizo. (For that matter, there's some Paizo stuff that I'm not crazy enthusiastic about... but rather than go through every splatbook saying "this and not that", I'm just going to let people build what they please, and choose among them.)

But anyway: sorry, no 3PP. Should have made that clear! My bad. I'll edit the OP to make that clear.

Doug M.


I would like to present Lucius. He was built on the Focus Foible method.


dotting for interest...


I'm very interested in this AP always wanted to play evil.

I have an idea for a guy hoping i could PM you dougles with am idea/class/race and see if its ok with you before i start to write him up?

Grand Lodge

Any non-campaign traits?
Also, I'm interested. Point buying a knight of the sepulcher antipaladin.


@Lucius, clearly you're not one of those "resist the ancestral call to evil" tieflings.

@Ictoo (and anyone else) feel free to PM me. I try to respond quickly, though sometimes RL interferes.

@harte035, you get two traits, your crime trait and one other. Any Paizo trait that you qualify for is allowed. Playing an antipaladin is absolutely fine -- but remember, you have to come up with a backstory explaining how you became an antipal while living in a Lawful Good kingdom!

Doug M.


Douglas Muir 406 wrote:
@Lucius, clearly you're not one of those "resist the ancestral call to evil" tieflings.

:) Not as such. More one of the "Embrace evil heritage with eyes wide open and ecstatic grin on face" kind of tiefling.


Edmin Al'Roth
Human Lawful Evil Cavalier
Order of the Dragon

Stats:
25 point buy
S= 16 + 2Race = 18
D= 14
C= 14
I= 10
W= 10
Ch= 14

Crime:
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 unforgiveable 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 (his 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.

Background:

Edmin Al'Roth began his carrier as an officer in the military Like everyone else, his love of his country drove him to it. As time went on, more of his men and friends died. Each one taking a small part with them to the beyond. Campaign after campaign Al'Roth was asked to lead his men into battle, only to watch them die. His feelings turned inward, he became distant from all except his men, the sanctity of life no longer mattered to him, only the lives of his men that he could not save. His coldness and fury made him an excellent soldier, until he lived for combat, to kill the enemy. Everything else had lost it's appeal, wine only tasted good after a battle now, women only a pleasant amusement for his down time. His pride grew with each victory but so did his anger and depression afterwards.

The battle of the High Moors was the cavalier's breaking point. His unit had been sent into the heat of battle, out manned and unpready for what awaited them on the field. Captain Al'Roth was the only survivor. His men had died for nothing and it was the General's fault, not his, never his. The general died that night. The breath had been choked from his body and Al'Roth was found sitting next to him. Drinking the general's wine and waiting.

The trial did not last long, Al'Roth admitted to it. The cavalier leered at the other officers sitting int the jury. His so called peers, none had seen what he had, none of them had done the things he had done. Who in the hells did they think they were to judge him? No, they did not deserve the right to judge him, those weak fools. Sentinced to death? Al'Roth layghed at them all, Death was his friend, just like a butcher in the market, Al'Roth kept him fed. Now Death would get more, alot more before this was over.


I want to Submit My Summoner:
Xander Hemis

and of course his not so nice Eidolon:
Handsome Jim

https://dl.dropbox.com/u/33839348/Xander%20Hemis%20Background.pdf.
https://dl.dropbox.com/u/33839348/Handsome%20Jim%20Character%20Sheet.pdf.
https://dl.dropbox.com/u/33839348/Xander%20Hemis%20Character%20sheet.pdf.

The above are links to the following:
Character sheet for Xander
Character sheet for Jim
Character background

all in PDF form

I am happy to submit character sheets in any other format you wish

Thanks for the consideration


I am very interested in this. Here is a summoner that I created for another WotW campaign, but did not get into. If for some reason you are against Summoners, please let me know and I will put up another good(evil) submission.

Here is Judge Tohram Quasangi. (<-- Click Here.) Dhampir summoner and former judge in good Talingarde. Unfortunately, he became lax in his abuse of the system.

I am not directly posting with the character as I want to be able to delete the Alias if not selected.

Heh - got ninjaed by the other Summoner.


Strength 18 + 2 = 20
Dex 8
Con 1d10 + 7 ⇒ (3) + 7 = 10
Int 1d10 + 7 ⇒ (3) + 7 = 10 - 2 = 8
Wis 1d10 + 7 ⇒ (3) + 7 = 10
Cha 1d10 + 7 ⇒ (10) + 7 = 17 + 2 = 19

That worked out fairly well :-)

Here is a full build for Jethryk Devarre, a LE Tiefling Oracle of Flame

If the Tiefling is problematic, I am perfectly happy shifting him across to simply being human :-)

Who are you?:
There is a curse upon those of the Devarre bloodline: The Curse of the Black Blood. Sometimes it skips a generation, but its stain has marred those who belong to Jethryk's family for centuries. When it manifests, it victims are universally shunned, or worse, burned as witches, as they have obviously been tainted by Dark Powers.

In Jethryk's case, the taint manifested at puberty: He was wracked with fevers and chills for months, until one day, he started weeping tears of blood - black blood.

His parents, fearful of what might happen to their son, and, more importantly, the rest of their family, if Jethryk's condition became common knowledge, his parents quickly bundled him off to the capital, where he was nominally apprenticed to a local barrister that the family had had dealings with in the past.

Jethryk chafed at the virtual exile and imprisonment that had been forced upon him, but he studied the law, nursing a cold hatred for those who had abandoned him. One day, however, he found an avenue for escape: In an obscure legal codex, he discovered allusions to a contract that, when signed, granted the signatory unimaginable power... in exchange for a few small boons.

Blinded by thoughts of revenge, Jethryk failed to consider the implications of what he was seeking, and eagerly spent every waking moment he could call his own feverishly attempting to track down the hinted contract. His quest was largely fruitless for months, until, serendipitously, he found an ancient scroll, tucked into the space behind a shelf of tort law. When he read the words, he could barely contain his excitement, and eagerly whipped out a quill, using his own blood as ink. Upon signing his name, the scroll erupted into flame, and he was immediately beset with excruciating agony, as a glyph was seared into the flesh of his chest - an upside-down pentagram. Once the pain abated, he could feel warmth suffusing his body, his ice-cold heart melting as power thrummed through every fibre of his being. Torching his master's library, he left the capital, heading 'home'... It was high-time he paid his 'respects' to his parents...

What is your crime (Murder)?:

After his initial 'breakthrough' in the capital, Jethryk maintained a low profile, skulking his way across the countryside, until he arrived at his home village. Once there, he bided his time, until he had opportunity to plant evidence implying that his parents consorted with dark powers. He watched with satisfaction as a mob formed, his betrayers were tied to poles, and torched. Then, however, his ego got the better of him: He made the mistake of gloating over what he had accomplished, realsing a little too late that that merely made him a target... He fled into the darkness, but was eventually tracked down by a posse of local constables, who, rather then handing him over to the mob, had him sent to Branderscar Prison, there to face the full weight of the law...

What do you look like?:

Jethryk is a tall, wiry human with coal-black hair, pale skin, and icy blue eyes. He rarely smiles, but is prone to fierce, fiery passions. A large burn-scar in the shape of an upside-down pentagram is emblazoned across his chest, but he prefers to hide this behind his rags as best he can.

Why do you want revenge?:
Talingarde has betrayed Jethryk - firstly in his youth, by necessitating his removal from his home to 'hide' his true nature, and secondly by sentencing him to death for seeking what he saw as 'justice'. As such, 'Talingarde' (which he sees as being synonymous with the royal family) deserves to perish.

He has no quarrel with the rank and file peasantry of the nation, though; provided they do not get in his way, he will leave them alone. He is not an anarchist, after all... He merely seeks redress for perceived wrongs; if doing so happens to place him in a position of power, so much the better.

Additional Information:
If it helps, I have a long pedigree of PbP involvement here on the Paizo boards.

In terms of character development, something to consider: Although Jethryk does not realise it (I will deliberately not take Knowledge(Religion).), the contract that he signed deeded-over his soul to Asmodeus, with the option for the Archfiend to call on him for service during life, as well. (To circumvent the need of a holy symbol, I will take the 'birthmark' trait to make the scar on his chest count as a holy symbol.)

Initiative: -1 [-1 Dex]
Senses: 60' Darkvision, Perception +6
Speed: 40 ft

AC: 10 (10 - 1 Dex + 1 NA)
Touch: 9 (10 - 1 Dex)
Flat-footed: 11 (10 + 1 NA)

Hit Points: 10/10

Fort: +0 Ref: -1 Will: +2

+2 trait bonus on all saving throws against charm and compulsion effects

Combat:
Base Atk: +0; CMB: +5; CMD: 14

Melee

Ranged

Skills:
Skill Points per level: 4 (Class) + -1 (Intelligence) + 1 (FC)
Acrobatics -5 (-1 Dex - 4 Curse)
Appraise -1
Bluff +4
Climb +5
Craft -1
Diplomacy +8 (+4 Charisma + 1 rank + 3 class skill)
Disguise +4
Escape Artist -5 (-1 Dex - 4 Curse)
Heal +0
Intimidate +8 (+4 Charisma + 1 rank + 3 class skill)
Perception +6 (+0 Wisdom + 1 rank + 3 class skill + 2 racial)
Perform(Oratory) +8 (+4 Charisma + 1 rank + 3 class skill)
Ride -5 (-1 Dex - 4 Curse)
Sense Motive +0
Stealth -5 (-1 Dex - 4 Curse)
Survival +0
Swim +5

Feats:
1st: Heavy Armor Proficiency

Traits:
Looking for Work:
Benefit: Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

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 unforgiveable act. You may also have killed someone with powerful friends.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Racial Abilities:
Scaled Skin (Ex):
The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Skilled (Ex):
Tieflings gain a +2 racial bonus on Disable Device and Perception checks.

Maw or Claw (Ex):
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Darkvision (Ex):
Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail (Ex):
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Class Features:
Spells
Orisons
Curse of Black Blood (Su):
All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and wounds she suffers are infected by her own power and are difficult to heal. She is immune to the effects (both beneficial and destructive) of black blood. Positive and negative energy affect a black-blooded oracle as if she were undead—positive energy harms her, while negative energy heals her (this aspect of the curse has no effect if the oracle is undead). The curse also dulls the oracle’s coordination somewhat, imparting a –4 penalty on all Dexterity-based skill checks. At 5th level, she gains cold resistance 5. This increases to cold resistance 10 at 10th level, and immunity to cold at 15th level.

This ability replaces the oracle’s curse.

Mystery - Flame

Revelations:
Cinder Dance (Ex):
Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

Spells:
Orisons: Create Water, Detect Magic, Detect Poison, Guidance
1st level (0/4 used): Bless, CLW, ILW


I'll throw my hat in the ring with an (heretical) inquisitor.

Background:
Brother Alexander was a witch hunter in training at one of the major abbeys to Mitra. However, one night during a prayer session he was divinely inspired by the idea that Mitra was really Asmodeus's secret lover and that he was destined to spread this new "faith".

Before he was apprehended, he managed to seduce five nuns in a neighbouring convent, claiming that they were his spritual wives under his new heretical doctrine. Ultimately, one of his "wives" repented and reported him to the authorities. Now he sits in prison, awaiting his turn to be burnt alive at the stake.

Although of average looks and rather mild of manner, Brother Alexander has a wild intensity in his eyes when speaking of something he truly believes in. Although devoted to his particular heresy, he's slightly vague on the exact details outside of seducing nuns.

Stats:
Brother Alexander Peel
male human inquisitor 1 (heretic archetype, conversion inquisition)

Alignment: lawful evil
Age: 27

STR..13 (3)
DEX..18 (10) [+2 race]
CON..12 (2)
INT..10 (0)
WIS..16 (10)
CHA..10 (0)

Hit Points: 9 [8 + 1 con]
AC 14 [+4 dex], Touch 14, Flat 10
Initiative: +4
BAB/CMB: +0/+1 [+0 bab, +1 str]
CMD: 15 [+0 bab, +1 str, +4 dex]
Speed: 30 ft
Saves: Fort +3, Ref +4, Will +5

Weapons:
ranged weapon (varies), +4 [+0 bab, +4 dex]
melee weapon (varies), +1 [+0 bab, +1 str]

Armor: none

Feats:
Point Blank Shot [human]
Precise Shot [lvl 1]

Traits:
Heretic (+1 to saves vs. divine spells)
Charming (+1 to Bluff, Diplomacy and language spell DCs against possible attractions)

Racial and Class Abilities:
Favored class (inquisitor)
Charm of wisdom (use Wis instead of Cha for Bluff, Diplomacy and Intimidate)
Lore of escape (add Wis to Bluff and Stealth checks)
Hide tracks (-5 to tracking checks against him)
Stern gaze (+1 to Intimidate)

Spells Known
Level 0 [DC 13]: Light, Stabilize, Detect Magic, Read Magic
Level 1 [DC 14] 2/day: Cure Light Wounds, Command

Skills [6 inquisitor + 1 favored + 1 human]
Armor Check Penalty: -0
Bluff +10/+11 [1 rank, +3 class, +6 wis]
Diplomacy +7/+8 [1 rank, +3 class, +3 wis]
Intimidate +8 [1 rank, +4 class, +3 wis]
Stealth +11 [1 rank, +3 class, +4 dex, +3 wis]
Perception +7 [1 rank, +3 class, +3 wis]
Knowledge (religion) +4 [1 rank, +3 class]
Sense Motive +7 [1 rank, +3 class, +3 wis]
Survival +7 [1 rank, +3 class, +3 wis]

Languages: Common

Other Items (0 gp starting): none


Wow, that's eight characters so far. Nice to see so much interest!

A thought on the backgrounds: it's not a bad idea to include a short paragraph at the end on the characters personality and/or motivations.

"Smith is a neutral evil sociopath. He is not cruel, but he is utterly remorseless. He wants what he wants. Why do people keep getting in his way? Other people aren't really real to Smith, and he has nothing remotely resembling a conscience. So while he won't go out of his way to hurt anyone, that's only because he's not interested in wasting time and energy. In order to get what he wants, he'll commit the most monstrous atrocities without a flicker of regret."

"As an aristocrat, Jones still holds to a code of honor. He keeps his word and despises those who do not, and he will not betray a comrade. He could almost be Lawful Neutral... were it not for his arrogance, hot temper, and cruelty. Jones is proud, and will generally consider others to be his inferiors (both in social standing and in competence) unless proven otherwise."

Doug M.


Focus: str
Foible: wis
Dex:1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (3) + 7 = 10
Cha: 1d10 + 7 ⇒ (9) + 7 = 16


Okay, I've got the stats and background for Hector the Mad, an antipaladin knight of the sepulcher.

wall of text

:
Hector the pure was a young paladin of great virtue and promise. He was very popular with the people of Talingarde, and

was well respected by the church. He was given the honorable and important duty an eight hour vigil over the royal

sepulchres, a very rare duty for a young paladin to draw. He was, needless to say, very proud to be serving his country in

such a regard.

Until he actually experienced his duty.

His first night on duty he was alone in the quiet and dark crypt, a creepifying enough prospect on its own. Near the end

of the first hour of his watch, he began to hear what may have been whispers, just quiet enough that they may have been the

wind. Near the end of the second hour, they coalesced into the first understandable call: "Come, join us." They said. He

tried to block it out of his mind, but by the end of the fourth hour they had risen almost to shouts "Come, Join us!" they

demanded. He could no longer ignore the call, and the constant demand of the whispering voices of the dead were beginning

to wear down his resolve. By the end of the fifth hour, the shouts had transformed to a litany coursing through his brain

and entering his very being. Near the end of his vigil, he had promised the dead his very soul, and was about to plunge

his sword into his own stomach.

"Wait!" they implored him

"We require your services..."

"I live to serve" He said, as his mind shattered

His relief, marched at the traditionally slow pace to the front of the sepulcher. As he turned the final corner, he saw a

flash as Hector slashed wildly at him, gibbering unintelligibly all the while. It was a simple feat for the experienced

paladin to subdue the almost feral Hector, disarming him and pinning him down to the ground.

"Hector, what are you doing? Have you gone mad?" the paladin demanded, unintentionally providing his new sobriquet.

Hector was quietly shuffled under the rug, and disappeared entirely from the public eye. Charged with attempted murder,

Hector was sentenced to death by beheading.

TL;DNR:
Hector was driven crazy by ghosts (?) and decided he needed to become undead. Attempted to murder a paladin (crime:Attempted murder). He is, as one would imagine, quite crazy. Not so much gibbering insane murderbastard crazy anymore, since he has cooled his heels a little on the way to prison and decided he has an agenda that needs to be accomplished (become undead, serve the dead, swell their ranks] and understands subtlety is useful. He's a pretty typical 2-handed fighter paladin, power attack/furious focus. I took reactionary as his non-campaign trait, to boost initiative a bit.

If selected, look forward to gordian knot style solutions and lots of mad laughing and probably more than a little gibbering in combat.


"Wow, that's eight characters so far. Nice to see so much interest!"

Hahahahahaha, if this is like most AP recruitments you're probably gonna end up with twenty+ characters to choose from.

I'm mulling over ideas now, I'm thinking a female orc scarred witch doctor. It's quite late in my time zone right now, but I'll write her up tomorrow. Her crime was probably desecration. I'll have to think about what and why some more.

Is Mitra the only good god? I take it this isn't set in Golarion. Are there other evil gods than Asmodeus?


Made this one for another WotW, did a cut and paste so I need to clean it up some.


Just wondering, is there a reason why several of you, including you DM DM406, have not added avatars to your aliases? Personally I find it much easier if I am scanning for something to just look for the avatar as I scroll through the page. For instance if I am looking for something the DM posted regarding application requirements or the like.

I know it is not necessary, I just find it interesting that the last 4 posters all are lacking avatars.


Runner188 here with my submission


Tirion Jörðhár wrote:
Just wondering, is there a reason why several of you, including you DM DM406, have not added avatars to your aliases?

Because I'm at work and I don't have the time to spare browsing through a bunch of images trying to find the perfect one. :-)

I'll add one later.


I will be submitting a elemental (fire), gnome sorceress who committed arson. A *lot* of arson...

I'll be taking the Pyromaniac alternate racial trait if that is alright with you.


Tirion Jörðhár wrote:

Just wondering, is there a reason why several of you, including you DM DM406, have not added avatars to your aliases? Personally I find it much easier if I am scanning for something to just look for the avatar as I scroll through the page. For instance if I am looking for something the DM posted regarding application requirements or the like.

I know it is not necessary, I just find it interesting that the last 4 posters all are lacking avatars.

The only alias of mine that doesn't have an avatar is the one I use to express interest. That one's mostly for my use, and doesn't usually have much info that's needed to be accessed easily, so I've never bothered to add one. Didn't care one way or t'other. Though, I totally agree with you about making it easier when you're looking for a specific poster.


Here is paragraph on Xander's motivations.

Mental State and modivations:
Xander is a natural Summoner, he was born with a link to an evil Outsider (Handsome Jim). His exposure to the outsider and the physical/emotional abuse and mental stress he lived under from such a young age turned him into a high functioning sociopath. Xander is codependent on Jim and has developed an appetite for the blood games they play. Xander is intelligent, calculating, and very goal oriented. He is also ruthless and without empathy for others. He understands the moralities of society but does not feel compelled to follow them in the least.


Dotting for interest. Gonna go focus/feeble method I hope the e-dice are good for me, lol. Prolly won't have anything up soon but I have tomorrow off of work so it will give me something to work towards.

Strength 1d10 + 7 ⇒ (4) + 7 = 11
Dexterity 18
Constitution 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence 1d10 + 7 ⇒ (9) + 7 = 16
Wisdom 1d10 + 7 ⇒ (6) + 7 = 13
Charisma 8

Not bad, overall a decent rogue in the making, not what race to be...hmmmmm :)


Hopefully this is in line with what you are looking for.

Dren of the Dark Tapestry:

What is it that thinking creatures fear? Is it death, is it harm, is it poverty?
No, it is becoming helpless against these forces, helpless to act. That is what pure darkness means to most. I was born into this darkness, such an unyielding darkness that even those born with the ability to see into the dark could not grasp its meaning. When I crawled from the belly of that darkness I knew little. You see I was the experiment of a wizard, a dark one that played with unnatural things. He wanted to create a human so adept at living in the dark that he would change and become able to pierce that darkness, even the magical kind.
I was one of the few that showed promise. I was a human able to see in darkness. What he did not perceive was that it was a divine spark, a gift that allowed this. Not an arcane one. A connection with the “Dark Tapestry” had been made in me, an alien connection. Voices spoke to me, from the darkness and pulled me to it. Most would think of as madness...

I was reared like a prized animal at first and it was early on that I knew my master feared me in an odd way. I slept little even as a baby and sometimes he would awaken to me standing by him...quietly watching him. Although I seemed to have little arcane talent I was skilled at stealth and disguise. As I grew up he used me and my gifts as a courier, spy, and sometimes thief. I kept my divine spark from him, hidden within the darkness inside.

The years passed and I became a young man, the voices sometimes guiding me to other, sometimes odd interests. There was purpose in my ways, but the voices sometimes guided me to do awful things, but in the end I didn’t really care. Morality was something I had never really learned and although I had heard about the “good” people around me I saw little of it in my world.
My master continued his plotting, although I knew little of it. I did as I was bidden and enjoyed my time at night, alone in the darkness with the voices. I returned home after an errand to pick up some rare summoning materials. I had to be careful, to be in possession of such items was enough to get you hanged. You had to buy each piece individually, from different merchants each time or you may be turned in. Disguises were handy and I never left the manor without one. I returned via the rear entrance and crept downstairs through my master’s hidden door and gave him the packages. There was never a thank you or an acknowledgment of a job well done, just a nod. I stood back and watched him work. The Demon he was looking to summon was fairly powerful, things can go wrong and we could both end up dead. Part of me wished for him to fail, for the creature to escape and rend his arms from his body while he screamed in pain. Another part of me thought of this creature as my father, although a twisted one.
He began the ritual later that night. Everything was going as planned when the I heard the rush of footsteps down the staircase. I wondered what it could be…or who.

When Sir Balin of Karfeld himself came through with city guards in tow I was confused…how could they how found us? Without an exit it didn’t take them long to subdue me but the battle with my master turned ugly. He slew at least a half dozen of the guards before Sir Balin himself ran my master through. I was chained and dragged out to Branderscar Prison. High Treason was my crime and I was guilty of supporting my master, who was actively involved with a plot to overthrow the kingdom. That I did not know the details made no difference. I knew I had helped with their plots. There were others, I didn’t know them but it was enough.
Drawn and quartered eh…the darkness told me there were worse ways to go. I awoke, beaten in a cell…I had one advantage, not even my captors knew of my powers. Maybe this wasn’t the end for me afterall…

I hope his background gives you a good semblance of this character. He can work well with others, although the voices may sometimes get in the way. He values life little, but his ambition will grow once he is not under the yoke of a controlling force. But he is a creature of the darkness, stealth, and guile so will be a good secondary scout, healer, spellcaster. His is slightly mad, but retains his sanity most of the time so that he will not be disruptive to a party.

Character Summary:

Oracle of the Dark Tapestry.
Traits:
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.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Feats:
Extra Revelation x2
Revelations:
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Pierce the Veil (Su): Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Str: 8
Int: 12
Wis: 10
Dex: 14
Con: 13
Cha: 18+2=20
Spells and some other items TBD if chosen.


Additional Background:

Edmin Al'Roth believes himself to have a code of honor that has been tempered by his real life experiences. Others may see him as a remorseless killer, maybe even a bit psychotic, but he sees himself as someone who gets the job done, any job. He will not sacrifice his comrades but will slay anyone man woman or child they he deems a threat to himself or his companions. If his comrades turn on him then they have become the enemy, worse a traitor that deserves harsh punishment before an agonizing death.

"Victory by any means necessary!" Is the words he lives by. Those that don’t follow this are naive and week to Al’Roth. They are sheep, and he is a wolf. They do not understand the real world, how the end does justify the means. He will not kill a prisoner unless he has a reason. Slowing him down, giving away his position, or hindering his companions is good enough reason in his book, other reasons are negotiable.


I'll submit Herzog Hagruk for the campaign.


Background for Ember the Pyro:

Ember had always had a fasination with fire. As a small child she would spend hours just watching the flames in the fireplace dance. Her mother reckonized in her the same innate talents that she also possessed. The elder Firesong (Brianna), was a sorceress in the employ of a local theives guild. She would provide the occasional magical support during disputes with other guilds and would also cause building to burn down when their owners failed to pay their "protection" money.

Life was good for Ember, her mother earned good money as was beginning to take her along with her on her assignments, training her to one day take her place. However, everything changed when a violent change of leadership occured in guild and everyone loyal to the former guild leader was killed. This included Ember's mother, though Ember herself was able to escape during the blaze her mother caused while defending
herself. As she watched their home burn down, Ember knew just what she was going to do.

Since Ember knew she would never be able to get near enough to the new guild leader to kill him personally, she decided a scorched earth policy would be her best bet at vengance. That way, even if he did managed to escape, he would have nothing left, just like she had nothing left now. Ember picked several strategic locations to start her fires and soon had the entire city block that housed the guild headquaters ablaze. She even attacked the guardsmen who arrived to try to put out the blaze, not wanting them put out her fires. Eventually Ember was overcome by the guards and placed under arrest.

Ember was later charged with arson that led to massive property damage and loss of an unknown number of lives. The ashes of the building were still being sifted through when she was sentanced to death by burning. The same fate that all her victims had suffered.

Appearance:

Ember stands just a few inches over 3 feet and is slender, weighing only 56 lbs. Her skin has a reddish tint to it, almost as if she suffers from a continual sunburn. Her hair is streaked in several shades of reds and oranges, resembling a fire and her overly large eyes are a dark amber in color.

Lantern Lodge

Pathfinder Adventure Path, Rulebook Subscriber

Somehow it seems appropriate to have been very, very tempted by this and to finally give in. Going to try the Focus and Foible method and see what I can do with a dwarven inquisitor of Asmodeus with the Heresy crime.

Focus and Foible Rolls:

Focus: Wisdom
Foible: Charisma
Strength 1d10 + 7 ⇒ (10) + 7 = 17
Dexterity 1d10 + 7 ⇒ (6) + 7 = 13
Constitution 1d10 + 7 ⇒ (6) + 7 = 13
Intelligence 1d10 + 7 ⇒ (5) + 7 = 12


Mini here doing Focus and Foible rolls

DEX focus CHA Foible

1d10 + 7 ⇒ (6) + 7 = 13 STR
1d10 + 7 ⇒ (7) + 7 = 14 CON
1d10 + 7 ⇒ (3) + 7 = 10 WIS
1d10 + 7 ⇒ (9) + 7 = 16 INT

Trait is High Treason


For kicks, I'll do a focus/foible set of rolls:

Str: 18
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 8
Wis: 1d10 + 7 ⇒ (6) + 7 = 13
Cha: 1d10 + 7 ⇒ (1) + 7 = 8

Whoa. Yeah Herzog will take those.

Edited for 1d10: Not nearly as good, for the concept I have. I'll stick with the 25 point buy.


Tim it is d10+7


Okay, yeah, looks like we might hit twenty. And, definitely some strong submissions so far.

I've never had an image. Does the DM need one?

Doug M.


dont need one, but they are fun :)


MiniGM wrote:
Tim it is d10+7

You're right. My bad. Edited, and I'll take the 25 point buy.


dotting for interest


Mini here.

I added a brief backstory and appearance as well as putting in most of the details. I might change out 2WF, but I think he is built for Planning and fighting. The relatively low WIS I think represents his overconfidence, and CHA the surliness, perhaps eventually a shadowdancer or assassin.


Everyone knows you're being watched right? Well you do now. :)

Gary McBride
Fire Mountain Games
Check out our kickstarter! Creature Cards


You don't need an avatar, but they can be fun. I used to be Tirion before I became the master of chaos.

Oh, and watch out for that "Fire Mountain Games" character, I think he is stalking Way of the Wicked games.


Bref is now a goblin!

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