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GM Kobolum's Way of the Wicked

Game Master Kobolum

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.


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3 people marked this as a favorite.

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

How to Make a Villain:
Everything you need is in the free preview from Pages 24 to 29. You're not allowed to use gunslingers, ninjas or samurai, and you are only allowed to use the core races, aasimar, fetchlings, tieflings, and dampires.

Focus and Foible or 25 point buy.

The only player information that I feel I need to add is that wizards and monks don't really have any specialized schools in Talingarde so they are either self-taught or had to learn from whoever was willing to teach them.

Background skills will see limited use but are in effect.

The only trait you're allowed is the crime you have committed, you'll receive plenty of power ups later.

Feat Tax is not in use. It would require me to go in and edit a bunch of stat blocks for characters which defeats the purpose of a pre-written adventure.

Character submissions are open until the 18th of next month, that will give you 20 days to work on a character.

Common Knowledge:
Here are thirteen things everyone knows about the
kingdom of Talingarde.

1. Talingarde is an island.

It is about the size of England in the real world. It is an isolated place far from any other nations and outsiders are something of a rarity. In the south it enjoys a temperate clime, but the north of the island is quite cold and often blanketed with snow. Most people avoid this part of the island because it is populated by monsters.

2. Talingarde is a lawful good nation.

Talingarde is a place of law and order. Violations of the law are punished severely but fairly. Talingarde is also a place that reveres the ideals of goodness. Clergy tend to the sick, often for no pay. Knights seek to protect the weak. Paladins are fabled individuals often featured in stories and songs. Talingarde might be, in all the world, the nation most committed ot the ideals of law and good.

3. Talingarde is a monarchy.

It is ruled by good kingMarkadian V called the Brave. Markadian is a much beloved ruler from a well established royal family known as the House of Darius.

4. The King has no son.

He does however have a daughter, the beautiful princess Bellinda who is twenty years old and still unmarried. The king and the princess are the only full-blooded members of the royal family, though they have lots and lots of cousins and more distant family. The King’s wife Lucinda died in child birth and he has never remarried.

5. The Victor was the first Darian king.

Markadian V is actually the great grandson of Markadian I called the Victor who established the House of Darius and defeated the former royal house, the House of Barca, at Battle of Tamberlyn. The Victor remains beloved in Talingarde even decades after his death and you still see statues of him everywhere.

6. The only god you are allowed to worship in Talingarde is Mitra.

Once other gods were worshipped, but that all came to an end under the House of Darius. Worship of Asmodeus, arch-enemy of Mitra, is outlawed and punishable by death by burning. Worshipping other non-evil gods is technically allowed but highly discouraged and very rarely seen.

7. Mitra is the Lord of Light.

Mitra is the god of light, healing, goodness and leadership. He is usually depicted as having three aspects – a king, a healer or a living flame. Mitra is benevolent god and the arch-enemy of the First
Tyrant, Asmodeus.

8. The Church of Mitra is everywhere.

No town in Talingarde lacks a church of Mitra. The priests are almost always important men in their community. The second most powerful man in the kingdom is the High Cardinal of the Church, Vitallian of Estyllis. There word is not law but it is heard and respected and ignored only infrequently. The House of Darius and the Church of Mitra are allies dedicated to keeping Talingarde the bastion of goodness, law and Mitran devotion that it is today.

9. Asmodeus is the enemy of Mitra and Talingarde.

Only one faith is banned and punishable by death within the kingdom of Talingarde – the faith of the devil-god Asmodeus, the lord of the Nine Hells. Before the House of Darius rose, Asmodeus was part of the pantheon of Talingarde. Asmodeus was not loved, but he was feared and respected alongside the other gods. Markadian IV called the Zealot outlawed the faith and unleashed the Inquisition against it. In the Asmodean Purges of the twenty years ago, every temple and high priest of Asmodeus was burned. The Temple of Asmodeus never recovered.

10. Talingarde is defended by the Knights of the Alerion.

The Knights are a storied and legendary order of warriors who uphold the right, protect the weak and work to see justice done. They are a religious order and everyone has sworn oaths to Mitra. Uniquely, they are not all nobles. Even those of common blood may become a knight if they are deemed worthy. Not every Knight is a paladin, but their order has produced more paladins than any other.

11. Talingarde has six regions.

The Island of Talingarde has six parts – The Cambrian Ports, The Heartland, the Borderlands, the Caer Bryr, the Savage North and the Lands of the Yutak. The Cambrian Ports are the three large cities of Talingarde that sit upon the Bay of Cambria. The Heartland is the farms and rural parts of Talingarde. The Borderlands are the northern reaches of the kingdom protected by the Watch Wall. The Caer Bryr
is a great forest inhabited by the savage Iraen. The Savage North is a wasteland of ice ruled by monsters. And the Lands of the Yutak are scattered small northern islands inhabited by strange men very different from the men of Talingarde (or Talireans as they are sometimes known).

12. Talingarde is protected by the Watch Wall.

Twelve fortresses mark the northern border of the kingdom of Talingarde. These fortresses control every point of access from the Savage North and defend the land from incursion by the bugbears and other monsters that live there. Markadian V called the Brave earned that name defending the Watch Wall.

13. Talingarde is at peace.

But will it last?

The races of Talingarde:
Humans make up the majority on Talingarde with a significant portion of half-elves in positions of power as well. There's also a sizable dwarf population in the mountains.

Any other race is too small or spread out to really have much of a presence in any one area that has any effect on your allowed character creation.


Hmm...Focus Str, Foilable Wis

Dex: 1d10 + 7 ⇒ (5) + 7 = 12

Con: 1d10 + 7 ⇒ (9) + 7 = 16

Int: 1d10 + 7 ⇒ (3) + 7 = 10

Cha: 1d10 + 7 ⇒ (1) + 7 = 8

The gods have spoken....a martial class with possible emphasis on Barbarian.

Dark Archive

is the asmodean advocate archetype open in this game?


Apologies, Feat Tax is not in use. Is that meaning Feats are as normal and you must take Power Attack and the like...or they are free?


Here is a basic write up of Clyde McClod, follower of the voice from the well.

Spoiler:
Full Name : Clyde McClod
Race: Human
Classes/Levels : Brawler 1 (HP)
Gender : M

Size : M

Age 25

Special Abilities :

Alignment: NE

Deity : Mr.Eaten

Location : Talingard

Languages : Common

Occupation :Cook,Mercenary,Legbreaker

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 6' Weight: Very large Hair: Bald Eyes: Brown
Favored Class: Braweler (HP)
EXP: 0
Hit Points: 17
Spd: 30
Init: +6
AC:16 ( 3 armor 1 shield 2 Dex)/Touch 12/FF 14)
BAB: +1
CMB: +4
CMD: 16
Saves: Fort +5 Ref +4 Will +2

Weapons:
Unarmed Strike +4 1d6+3
Handaxe +4 1d6+3 x3 crit
Sling +3 1d4+3 50 feet

Skills: 5
Perception (1+2+3) 6
Acrobatics (1+2+3) 6
Climb (1+3+3) 7
Swim (1+3+3) 7
Sense Motive (1+2+3) 6

Background skills
Profession-Cook (1+2+3) 6
Craft- Food (1+3) 4

Feats:Improved Initiative (+4 Init),Toughness (+3 HP +1 level after 3)
Traits: Murder:You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Special Abilities:
Brawler's Cunning If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial FlexibilityA brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). 3

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial TrainingAt 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed StrikeAt 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Equipment
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
Studded Leather (+3 AC +5 Dex -1 ACP) (25)
Light Wooden Shield (-1 ACP) (3)
Handaxe (6)
Sling
20 Bullets (2 sp)
Potion of CLW (50)
1 gp 8 sp

Description: Clyde is a large and obese man who is shaved bald and has a nose that seems too pointed and big for his face, his eyes are dark and beady. Clyde dresses in loose clothes of brown and black pretty much everywhere.

Backstory:Always an obese child, Clyde was the son of a man who eventually worked himself to death and had little time for Clyde, not that he was cruel, but that he was home so little that Clyde often wandered and to escape the harassment of the other children he found himself a hiding place near an old well where he would gaze at nothing and listen to the lapping of water in the crumbling pit

When he was a teen, his father's heart gave out and Clyde couldn't afford anything other than a pauper's grave and with the last thread holding him to his birthplace gone he wandered once again to the well with a gnawing emptiness in his heart. How long he sat there he didn't know, he just felt crushing loss and a void that might have led to suicide but as he let himself be enveloped in the darkness, he heard slight whispers from the well and felt if not comfort, but a slight surcease, something that dulled his pain somewhat. when a mangy cat hopped down from the well's lip and stared into his eyes,
he knew of a way to slather numbness on his pain if just for a moment. And so Clyde vanished into the darkness.

Clyde eventually found himself finding work as a cook helped focus himself and the dribs and drabs of food kept the void inside
at bay. He does wish to seek opportunities to hone his abilities, for he knows that he will need to be strong to continue his journey, someplace that has been in the back of his mind for a long time. North.


Vitaliano da Riva wrote:
aFeats are as normal and you must take Power Attack and the like...or they are free?

Yes, me stating a popular alternative system is not in use probably means I'm not using an alternative system

Radavel wrote:
is the asmodean advocate archetype open in this game?

Yes. You are evil after all

Dark Archive

great. will submit one ASAP

The Exchange

Alrighty, lets see what we got here:
Strength: 1d10 + 7 ⇒ (3) + 7 = 10
Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
Constitution: 1d10 + 7 ⇒ (10) + 7 = 17
Intelligence = Focus
Wisdom = Foil
Charisma: 1d10 + 7 ⇒ (8) + 7 = 15

Yes!, my Twilight Sage shall live!


Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path Subscriber

I think I want to try for a witch, so going to go for INT focus, STR foible.

Strength=Foible
Dexterity: 1d10 + 7 ⇒ (7) + 7 = 14
Constitution: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence = Focus
Wisdom: 1d10 + 7 ⇒ (2) + 7 = 9
Charisma: 1d10 + 7 ⇒ (3) + 7 = 10

Not bad. Looks like it would come out to a 29 point buy all in all, I think. I can work with this.


I should also mention a completed character sheet is in no way required, it would be nice if you made one so that way I know you're committed, but I constantly ask if I can just submit a character backstory without a character sheet and I am not going to demand more from anyone else.


Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path Subscriber

How're we doing HP after first level? Working on a Tiefling Witch, possibly using the Winter Witch archetype. Still not 100% on that part though.


alexgndl wrote:
How're we doing HP after first level?

Roll your hit dice or half plus one, whichever is higher.


Alright. Let's see how Focus/Foible treats me!

Str - Focus
Dex - 1d10 + 7 ⇒ (4) + 7 = 11
Con - 1d10 + 7 ⇒ (10) + 7 = 17
Int - 1d10 + 7 ⇒ (9) + 7 = 16
Wis - 1d10 + 7 ⇒ (8) + 7 = 15
Cha - Foible

Oh wow. That is... really, really good. Time to put Myza together then.


I'll go with the 25pt buy. I'm thinking an Unchained Rogue.

I have played the start of this adventure before, is that going to count me out?


DBH wrote:
I have played the start of this adventure before, is that going to count me out?

No, as long as you promise not to share or use anything you know.


I was accepted into THIS WotW campaign that never received a Gameplay post beyond us all dotting in. After a most extended recruitment as well. Gngngngn. Where was I? Ah yes,

Dot.


GM Kobolum wrote:
DBH wrote:
I have played the start of this adventure before, is that going to count me out?
No, as long as you promise not to share or use anything you know.

No problem. I've played PBP's with some prior knowledge before and made sure that didn't effect my play.


Made this chick for another campaign I didn't get in.

25 point buy.

Can get rid of the VMC cause the campaign I was in had free VMC and DM made me a custom Ninja/Rogue VMC cause monk got some of the rewards given buy the Rogue already.

But yeah, here she is.

Her BG explains her race as a Tiefling, but that can change too if not allowed.


Looking to submit either an Inquisitor (Witch Hunter) of Mitra who has had unseemly relations with heretics, or an Oracle of Mitra who has been branded a heretic for claiming to have a direct communication with the Goddess.

Among their actual, other crimes. ;)


Unless of course worshipping Mitra is only for Good folk. Does that work GM Kobolum?

EDIT: Aaand Mitra is male. So my Oracle claiming Mitra is actually a Goddess might just work...excrpt that the real Mitra wouldn't be granting heretics spells. Hmm. Might have to think about this some more.


1 person marked this as a favorite.

Str: 1d10 + 7 ⇒ (4) + 7 = 11
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: Focus
Cha: Foible

Umbral Stalker Inquisitor I think...unless stat rolls completely stop me.

Hmm..yea bad stats for that..what uses good int and wis I wonder

a Psychic Could be fun. Occult Adventures ok?


So I am dotting in and am considering going for an Unchained Summoner; specifically a half-elf for it. Focus is Charisma, Foible will be Constitution (I know, I'm crazy)

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

Well then, I guess I'll make a torch-bearer or something with the 25pt buy. That is horrendous...


I can dot this.

I have a character that was in several wicked games that never panned out most ended long before we got very far. and one ended before we even opened gameplay.

as long as the posting rate isn't some crazy fast pace like >4 posts every day


Hmmm... At last, a chance to play the infamous Antipaladin!

I'll take the Tyrant archetype so that I can go Lawful Evil, along with Dread Vanguard since I like the abilities.

Str: Focus
Dex:1d10 + 7 ⇒ (2) + 7 = 9
Con:1d10 + 7 ⇒ (6) + 7 = 13
Int:1d10 + 7 ⇒ (8) + 7 = 15
Wis: Foil
Cha:1d10 + 7 ⇒ (9) + 7 = 16

Can't decide if that's good... or bad. I'll work with it, 16 Charisma was really what I needed.


Dotting this to let you know of interest and to roll my stat line. Will have an alias with full background done before 2/18

Strength: 1d10 + 7 ⇒ (4) + 7 = 11
Dexterity: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence (focus) = 18
Wisdom (foible) = 8
Charisma: 1d10 + 7 ⇒ (9) + 7 = 16

That will work for my plan nicely.


Had in mind a human Cleric of Asmodeus, using the Unholy Barrister archetype that was designed for this series.

Strength (Foilble): 10 (adding racial bonus)
Dexterity: 1d10 + 7 ⇒ (6) + 7 = 13
Constitution: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d10 + 7 ⇒ (6) + 7 = 13
Wisdom (Focus): 18
Charisma: 1d10 + 7 ⇒ (7) + 7 = 14

That'll work; I'll write it up today.

Scarab Sages

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Str: 1d10 + 7 ⇒ (8) + 7 = 15
Focus
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Foible
Cha: 1d10 + 7 ⇒ (3) + 7 = 10


The KGB here, got a start on the character application. The character sheet needs a little work, but the rough outline is here.


Vatra of the Burning Fist wrote:
Her BG explains her race as a Tiefling, but that can change too if not allowed.

Your background is fine, I can work with it. However I do need to point out that Mitra really wouldn't forsake you because you're a tiefling. The people of Talingarde certainly would, but the god himself wouldn't. He does at least require a reason, although murder is a good one.

And yes the VMC stuff has to go

Oceanshieldwolf wrote:
Looking to submit either an Inquisitor (Witch Hunter) of Mitra who has had unseemly relations with heretics, or an Oracle of Mitra who has been branded a heretic for claiming to have a direct communication with the Goddess.

No, in order for that to work you would have to be legitimately crazy. If this was some other country that just had Mitre in they're pantheon that be a different story, but on Talingarde, no, you have to be legitimately insane for that.

Scarab Sages

I'd like to apply with this character that I made for another WotW recruitment a while back. Looks like the only change I'd need to make is removing the two non-campaign traits. That's if you're agreeable to the Spheres of Power material, of course.


Keante wrote:
That's if you're agreeable to the Spheres of Power material, of course.

No. I don't own Spheres of Power and we come back to the point of a pre-written adventures entire point is so that I don't have to do more work. I'm going to make minor changes to NPC stat blocks but if I used the Spheres of Power magic system than that's an entire change to the mechanics of the game, which is exactly why I'm not using Feat Tax.


All right, I've always been dying to play a Diabolist in a WotW game so I'm jumping right on board with this one. Also going to be using Diplomacy a lot through Diabolical Negotiator, so if someone is very fond of the other Face skills and wants to take them to synergize.


@Understood GM Kobolum, thanks for the answer. Will reassess.


Str 8
1d10 + 7 ⇒ (2) + 7 = 9 dex
1d10 + 7 ⇒ (8) + 7 = 15 con
1d10 + 7 ⇒ (8) + 7 = 15 int
1d10 + 7 ⇒ (6) + 7 = 13 wis
Char 20 racial

Bard (Negotiator)
Fraud

Building an ex-solicitor who attempted a fraudulent suit against a noble.

Scarab Sages

Pathfinder Starfinder Society Roleplaying Guild Subscriber

Peter:
Peter was born in the heart of Talingrade to a father who was a dock worker and who’s mother died giving birth to him. Peter spent much of his beginning years alone, his father splitting his time between work and the tavern. Peter quickly joined up with a child gang being as he was a scrawny kid. He made friends pretty easily and found his niche doing the agile work of the crew. Occasionally Peter behaved erratically claiming that he heard someone change the plans. With his talent however, such occasions were overlooked.
As time passed however more strange things began happening. Peter would not show up for excursions, but any security would be completely absent. Only for rumors to appear later that the security was dead. When asked about this Peter would claim that he had no knowledge of the happenings because he was sleeping.

The local officials began taking action however, finding the crew and arresting them all. Inside the interrogations his friends sold him for their freedom after finding out about the gruesomeness of the murders. When Peter was questioned, he denied any involvement and showed disgust at the details. Confused, the officials seeked aid from the local mitran church. Though magic was used, Peter still appeared innocent. The murders had stopped however, so the officials dubbed Peter as ‘crafty’ and sent him to prison convinced that somehow he was the murderer.

I left the background not overly specific to allow for character development.


Saashaa wrote:
I left the background not overly specific to allow for character development.

I just need to know if he did it. Yes or no.

The Exchange

GM Kobolum wrote:
Saashaa wrote:
I left the background not overly specific to allow for character development.
I just need to know if he did it. Yes or no.

According to the players guide, you're required to have committed the crime you are accused of. "You must pick a crime (there is a list provided below) that you were condemned for. They are only two requirements – you got caught and you really did it."

Question, the players guide mentions 2 extra skill points per level, do we get those and background skills, or just background skills?

Sczarni

Backstory:

So, I'm in the locker, innit?

Gotta say, boss, didn't think this is how I'd end. At least, didn't think I'd get caught. That's the embarrasing part, innit? But, damnit, it's not like they didn't have their chance. I mean, the Knight broad could've not poked her long nose in my business, innit? And she could've just smacked the tot around, rather than breaking his fingers on the spot. So yeah, she got pissed, and them fingers were in her pouch, true. But if you don't want fingers in your purse, you keep it hidden.

So we look after each own. I had to give the tot somethin', and it's not like I'm letting that slide, innit? So, yeah, I follow the broad to her house. Should've locked the door, could be anyone on the streets. And yeah, that sword was real nice and pretty, but you don't bring a sword in a knife fight, boss, 'specially 'gainst Topper. 'cause even when Topper gives ya time to draw the sticker, you've got his stickers in your kidneys, see.

And yeah, maybe I shouldn't've taken my sweet time listening to her scream as I twisted the knives and then let her bleed out, boss, but, b&%+@&*s, you mess with me and mine, you get shanked, and you get a message.

So, yeh, boss, Topper's biting the axe. But them hoity-toity Knights gonna remember them screams in their sleep 'till they kick the bucket, 'cause they didn't break down the door on time. And they'd remember my s@~# eating grin when I surrendered and they'll remember than no armour is without a gap big enough for a good dagger. Heh. Gonna remember the screams of that b&#*~ now, like angels singing on my funeral. Wish they'd let me keep her fingers.

So, I'm presenting Topper's backstory for your consideration. The main idea is - The Head Mook, The Cleaner, The Thug, and the voice of the Streets. A man with no moral guidance except three rules: a jaw for a head, a head for a hair, and don't mess with me and mine.

The general build I'm planning to go for is the person who brings a knife and a vest to a sword and shield fight and wins out of pure spite and hatred for those better dressed, better educated and with better social standing. Most likely will go for mainly fighter with a dip of a couple of levels in rogue.

Sovereign Court

Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Focus: Con (18)
Fobile: Int (8)
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha: 1d10 + 7 ⇒ (1) + 7 = 8

Ironically, very average rolls. Two fives, a 10 and a 1. Actually makes for pretty optimal Earth Kineticist, which I've always wanted to play. Should be a good ranged character for the group.

Background:

Life on the streets of the Cambrian ports is not always easy. Least of all if you are the child of a criminal. Inarus' father was a laborer, who worked at the docks after coming from the countryside to find work. When he lost his wife to sickness, he turned to the bottle to dull the pain. Inarus saw little of his father, who worked long hours to pay for lodging, his son's necessities, and his drink. This was destined to end in sadness, for as his drink intensified, so too did his anger, and it correlated with poorer work. Eventually, he lost his job after one too many mistakes on the job, and his employer refused to pay him his last wages 'to pay for the damage he caused.' In a fit of anger, Inarus' father burnt down the man's warehouse. He was soon arrested...and was sentenced to death by burning.

Young Inarus found himself homeless, with no family to call his own. The pain, the loneliness, and the hunger, caused something within him to snap. He could see the country for what it was. A shining beacon of hypocrisy. Of the masses toiling away, living and dying in squalor, while the gilded lords and ladies played the parts of heroes. Throwing crumbs from their banquets and demanding praise. Of rich nobles becoming 'paladins' while pretending to be better than everyone else. Of clergy who never knew a day of hardship in their lives, condescendingly preaching to everyone that they should just accept their lot in life. And then smiling as they burned men like his father alive. He found that he hated them all, and all that they stood for. He prayed, to any who would listen, for the power to tear their world down around them, and to make them feel the pain that they never knew and could never understand.

It was while huddling on the streets that the changes first started happening. It began with him being able to see in the dark, and soon continued to being able to make rocks move with his mind.

Without any skills, he turned to the only thing he could: thievery. Never one to know how to pick a lock or a pocket, he instead practiced extortion. Give him what he needed to survive, and he wouldn't bash your face in with a floating rock. He figured that it was a fair trade.

But word soon got out of the 'demon of the night' with the 'floating rocks.' It was decided that this was not something for the guards. This was a job for paladins, and clerics. Needless to say, Inarus stood no chance and was quickly captured, having only caused a minor dent in a paladin's armor.

His trial was just as fast as his capture. With dizzying speed, the courts gave him the 'mercy' of only sentencing him to a lifetime of hard labor in the salt mines. Something that was deemed appropriate for a young man who 'liked to throw rocks.'

Now, sitting in prison, awaiting his fate, all he can think about his the smug look on the faces of the shining paladins who had captured them, and how dearly he wanted to apply a rock to them.

Earth Kineticist Crunch:

Str (12) Dex (17+2=19) Con (18) Int (8) Wis (12) Cha (8) HP (12) Saves (6/6/1)

Human
* Dimdweller (Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60)
* Bonus Feat

Traits
* Extortion (+2 intimidate)

Feats
* Point Blank Shot
* Precise Shot

Skills
* Stealth: 1 skill point (+8)
* Perception: 1 skill point (+5)
* Intimidate: 1 skill point (+5)

Class Earth Kineticist
* Burn (At 1st level, a kineticist can overexert himself to channel more power than normal, pushing past the limit of what is safe for his body by accepting burn. Some of isr wild talents allow him to accept burn in exchange for a greater effect, while others require him to accept a certain amount of burn to use that talent at all. For each point of burn he accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though he can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.))

* Physical blasts (30ft, standaard action, ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.)

* Gather Power (If he has both hands free a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around him. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on his next turn by 2 points (to a minimum of 0 points). If he does so, he can also gather power as a move action during his next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, he must succeed at a concentration check (DC = 10 + damage taken + effective spell level of his kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.))

Earth

* Basic Geokinesis
- Element(s) earth; Type utility (Sp); Level 1; Burn 0
- You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

* Earth Blast
- Element(s) earth; Type simple blast (Sp); Level —; Burn 0
- Blast Type: physical; Damage bludgeoning, piercing, or slashing
- You shape earth into clumps or shards and send them flying at a foe.


Barebates wrote:
Question, the players guide mentions 2 extra skill points per level, do we get those and background skills, or just background skills?

Good question, the simple answer is just background skills. The division of skills implemented in the background skill system compensates for the 2 extra skill points that the guide recommends.


I'm gonna throw this guy in there: Morthos

I've been in a few Wicked games with this guy. Obviously they all went south in one way or another. I got no problem in keeping game knowledge and player knowledge separate.

He's not up to mechanics at all but this is the gist of him.

Question: I'm rolling with 25 point buy on mine. Is it one or the other in regard to Focus/Foible vs. point buy or can we try the Focus/Foible and if it turns out horrible can we go with the point buy? (I ask because my rolls are more often than not quite horrible) :P

Also in regard to the Background skills: Would it be possible to exchange those for the 2 extra skill points?


Javell DeLeon wrote:
Question: I'm rolling with 25 point buy on mine. Is it one or the other in regard to Focus/Foible vs. point buy or can we try the Focus/Foible and if it turns out horrible can we go with the point buy? (I ask because my rolls are more often than not quite horrible)

It's one or the other, not both. A point buy gives you a standard that you can use, but a roll can get you higher than a point by or lower than a point buy. The point of this is do you take the risk or do you control your destiny.

Javell DeLeon wrote:
Also in regard to the Background skills: Would it be possible to exchange those for the 2 extra skill points?

I'm going to have to say no. I want everyone working on the same mechanics.

The Exchange

Are you okay with pcs being middle aged? (-1 str/dex/con, +1 int/wis/cha)

Also, what post rate are you expecting?

Scarab Sages

Pathfinder Starfinder Society Roleplaying Guild Subscriber
GM Kobolum wrote:
Saashaa wrote:
I left the background not overly specific to allow for character development.
I just need to know if he did it. Yes or no.

Oh he definitely did it.


Got this character I made a while ago.

He's a Vatala-born Dahmpire Dark elementalist Chaokineticist that will eventually multi-class into some sort of investigator. His crimes included numerous counts of assault, the drinking of blood and finally, the main crime in his sentencing, kidnapping a nobelmans daughter.

_________________________________

Aviaun had lived a lonely life up to the point that he attempted the kidnapping. Moved from town to town constantly in search of places that he could pick off a careless drunk woman for a quick drink. The kidnapping was honestly a very spur of the moment sort of thing, he had heard rumors that the man beat his child. Feeling both enraged and lonely due to his own fathers penchant for beatings, Avian waited for his opportunity and took it. Stealing the child away at the age of three years old as it still slept.

It was only through pure and honest bad luck that Aviaun was caught. Four years later, the child grew ill whilst they where only a town or two away from her fathers estate. Caring for her well being, Aviaun took what after 5 years would be a trivial risk and brought the child to a doctor. It was however this act that saw him caught, he was peddled to brandscarr on special request and the little girl was returned to her family.


Someone said wrote:
Are you okay with pcs being middle aged? Also, what post rate are you expecting?

Whatever age you want is fine, and all I ask for is consistent posts.

Grand Lodge

Hmm, not sure what I want to create but definitely something that is wisdom oriented. Foil will be charisma.

Str: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 1d10 + 7 ⇒ (9) + 7 = 16

Godly rolls. Just what I need.


I am have been interested in this AP gor a while now, i'll throw my hat in when i get home tonight.

For now; rolls, i'm liking the idea of fovus/foible.

Str: Foible (8)
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: Focus (18)
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Cha: 1d10 + 7 ⇒ (5) + 7 = 12

[Edit]
Not terrible. Not what i'd have bought, but not terrible at all, although i might make slight changes to my initial plan.

On that note: variant heritages gor tieflings: go/no go/only with the feat?

Lantern Lodge

I'm in doubt between two concepts.

One idea is a merchant and Divine Paragon cleric of Mammon who has been arrested for fraud. Not because that's the only thing he has done, far from it, but because it is the only thing they could prove.

The other would be a Feral Champion Warpriest of Alocer. It would be a Half Orc hunter who started hunting humanoids for a bigger challenge. The fact that he greatly respects his prey and always goes for a clean kill wasn't something they cared about after he killed a noble's son, who himself was out hunting.


Are you good with a Dwarf cleric of Norgorber? Not a very well-accepted faith in most regions. Would be willing to worship Asmodeus instead but the domains don't fit what I'm going for at all.

Str: Foible = 8
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (7) + 7 = 14
Wis: Focus = 18
Cha: 1d10 + 7 ⇒ (4) + 7 = 11

Going 25 pt buy instead.

Stats:

Str: 8-1 age
Dex: 15-1 age
Con: 13+2 racial-1 age
Int: 13 + 1 age
Wis: 15+2 racial + 1 age
Cha: 15-2 racial + 1 age

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