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| 1 to 50 of 137 |
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| Ryuko |
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Evening all, I've been absent from these boards for awhile and seem to have lost a few games. Can't be mad since I did lose internet for months, but I find it leaves me with some space for a new one. And just in time, I noticed the banner ad for Way of The Wicked.
Having bought and read through it.... oh yeah... I can do this.
So, to put it simply, This is an opening recruitment for five characters to run through the Ways of The Wicked Adventure Path, which will essentially have characters beginning with breaking out of prison and eventually driving them to bring the whole heavenly kingdom to its knees.
Stat Creation will have one Focus, one Weakness, and a roll of 1d10+7 (in order) for all other stats. This is a powerful method and will make powerful characters. Got a MAD concept? Try it out here.
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 and cowardness 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.
Forgery:You have forged documents issued either by the crown
or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security
of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud:You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
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 have 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.
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.
Piracy:You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.
Sedition:You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
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 (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.
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.
All right, if that didn't scare you all off, post up your thoughts and/or a character.
Lastly, In a spoiler, I'd like a written description of how your character was caught committing his crime (and yes you are guilty. You're a villain remember?). This will be used to judge writing ability and should be nicely detailed, hopefully including plot hooks I can work into future adventures.
| Lyrysa Shadowhisper |
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Strength Weakness
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (4) + 7 = 11
Intelligence Focus
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17
This is a character I made for a previous entry. I have to adapt stats and choose that other feat, but here's the basics of it.
hmm, darned to a negative con modifier. Guess I should ask if Toughness is a non-combat feat, lol.
| Ryuko |
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Sorry Lyrysa, but I consider toughness combat. Essentially a noncombat feat is more of a flavor choice. The +2 to skills are some, as is Skill Focus. Endurance, Fleet, Run, Breadth of Experience, Childlike, Cosmopolitan, Eclectic, Gnome Trickster, Go Unnoticed, Groundling. Hopefully those give you ideas, and if you're not sure, ask.
| Ryuko |
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Question. Are you allowing some of the Lovecraftian Deities from Wake of the watcher?
Absolutely! I'd love to see some Lovecraftian Old One horrors.
As stated above any deity from any world as well as any homeland can be adapted to fit. I will not be fleshing out anything past this small island so go nuts with your background.
| Slevin Wraith |
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I won't stop you and will make some effort to place a gun here or there for you, but know they will be extremely rare in order to keep up verisimilitude.
@Slevin: love the slevin reference, but inquisitor of whom and what focus and weakness stats?
Goddess of Night, darkness and secrets. Always been partial to Shar from the Forgotten realms
Will retool, change feats and spells etc. It is level 1 right?
| Olav the Grim |
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Thought I'd jump in here! Ello Ryuko! Been a long time. I see you have had the same problem as myself, losing internet access for a few months! :) Im just back myself, looking for a game to get my teeth in to. Here goes...
Marius Freyd "The Bloody Rose" CE Human Rogue
1d10 + 7 ⇒ (3) + 7 = 10
Dex - Focus
1d10 + 7 ⇒ (1) + 7 = 8
Will - Weakness
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
So thats -
Str- 10
Dex- 18
Con- 10 (+2Racial)
Will- 8
Int- 17
Cha- 9
Not exactly what I wanted for my idea but... Ill work with it! :D
| David James Olsen |
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Ryuko,
My idea is a NE Dhampir anti-paladin of Urgathoa. Writing up the background now but I thought I better ask if that is an acceptable race before going too far with it. (and can he use Touch of Corruption at second level on himself as a swift action like a paladin can do lay on hands on himself?)
| JasonX |
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Ok, here is Devon Gerhart.
and....
--------------------
SPECIAL ABILITIES
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Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Narrows Survivor You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Tin Jasha
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I understand the 1d10+7, Do the racial traits come into play ie Halfling +2 Dex,+2 Ch,-2St? Or is it a straight roll?
For your consideration, I offer Tin Cornbloom, diplomatic courier(former).
Strength 8 (weakness)
Dexterity1d10 + 7 ⇒ (9) + 7 = 16
Constitution1d10 + 7 ⇒ (3) + 7 = 10
Intelligence1d10 + 7 ⇒ (6) + 7 = 13
Wisdom 1d10 + 7 ⇒ (4) + 7 = 11
Charisma 18 (Focus)
edit: I just saw the -2 strength with the base 8. Perhaps not my brightest request.
| dathom |
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I have a few character concepts running through my head. I'll make some roll ans see where the two set stats might go fit the ideas I have.
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (5) + 7 = 12
Edit: wow, not sure what I can make with this. Let me see what I can do.
| Brass Pigeon |
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I would love to participate! I also have an existing entry that didn't make it (bummed!), a gnome Oracle. Since there's already an Oracle applying (nice feat choice btw!) and my previous attempt wasn't good enough I'm making a new character: a thief! Not sure on race, probably a human but I'll look into other races too.
Aim of the character will be a (very old school) greedy thief. Ready to help other but at a high cost.
STR 1d10 + 7 ⇒ (8) + 7 = 15
DEX Focus = 18
CON 1d10 + 8 ⇒ (3) + 8 = 11
INT 1d10 + 7 ⇒ (10) + 7 = 17
WIS Weakness = 8
CHA 1d10 + 7 ⇒ (1) + 7 = 8
| Hu5tru |
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Okie. I've been liking druids lately.
Str 1d10 + 7 ⇒ (2) + 7 = 9
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (5) + 7 = 12
Int - Foible - 8
Wis - Focus - 18
Cha 1d10 + 7 ⇒ (3) + 7 = 10
Wow... that's pretty s!&$. Those are stats for an extremely focused cloistered cleric who isn't the brigh...
Oh ho ho ho.
I think I just had a head movie.
| Waltz |
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Question: I know it's kind of lame, but can we simply resubmit a character from the most recent recruitment for way of the wicked?
It's not that I wouldn't mind re-rolling for a new one, but I kind of like the character I made and a reroll would likely mean I'd have to rebuild a character from the ground up (which is totally fine). It just means his class/concept/stats suddenly change likely prompting me just tossing the idea out and making a new character.
Direct like to the post for the dice rolls is: Here
Character Profile is: Here (Vladimir Velrusso)
Radavel
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| Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules, Comics Subscriber |
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I'll make a cleric of Asmodeus.
Strength 1d10 + 7 ⇒ (7) + 7 = 14
Foible Dexterity 8
Constitution 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence 1d10 + 7 ⇒ (8) + 7 = 15
Focus Wisdom 18
Charisma 1d10 + 7 ⇒ (9) + 7 = 16
I'll post my character tomorrow as it is already almost midnight where I am.
| korlash |
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Here is my submission from the other thread will update as needed.
Can we keep our same rolls here are my new ones,
STR Focus 18
Dex 1d10 + 7 ⇒ (5) + 7 = 12
Con 1d10 + 7 ⇒ (1) + 7 = 8
Fobile intelligence 8
Wis 1d10 + 7 ⇒ (3) + 7 = 10
Cha 1d10 + 7 ⇒ (4) + 7 = 11
Stats with new rolls
STR 18
DEX 12
CON 10 ( race mod)
INT 8
WIS 12 ( race mod)
CHA 9 ( race mod)
For extra feat, I will take skill focus perception.
Wandslinger
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Might as well get my rolling done here.
Strength1d10 + 7 ⇒ (9) + 7 = 16
Dexterity Focus
Constitution1d10 + 7 ⇒ (7) + 7 = 14
Intelligence1d10 + 7 ⇒ (7) + 7 = 14
Wisdom1d10 + 7 ⇒ (9) + 7 = 16
Charisma Foible
EDIT: Also, I can take Master Craftsman to qualify for Magic Arms and Armor. Taje till lvl 7, bur can be done.
| Brass Pigeon |
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Working on Lorn the Barber, human rogue (and barber!).
Crunchy stuff will follow.
| Vladimir Velrusso |
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Well then introducing Vladimir Velrusso fallen noble, arrogant dick, and all round evil bastard.
Fluffy Stuff:
Vladimir was born to a once noble family whose fall from grace came upon the dawning of the shining lord and the outlawing of devil worship.
His family once had high hopes for him as his conception was overseen with a dark ritual with the intentions of breeding a fiendish prince to take the reigns of the noble house as even before their fall due to more recent events had been struggling and doing quite poorly.
Upon his houses fall from grace Vladimir swore off Asmodeus and all forms of reverence for evil deities along with turning on his former siblings and various other family members. An act which spared his head the bloc and allowed him further ability to scavenge the financial remains of his noble house at the price of the blood of his own kin.
Vladimir is a liar and over the course of the next 15 years of his life he restructured his assets and harbored the storm. All the while he masqueraded as a philanthropist accumulating followers and power. In time he began to hold secret meetings where he would discuss politics often critical of the government among like-minded individuals that over the years began to morph from mere anti-establishment political discussions to outright plans for revolution and with it the resurgence of the worship of Asmodeus and evil gods outlawed by the current establishment.
Over time his secret cabal grew splintering off into terrorist cells dedicated to causing chaos among his competitors and outright violence against the government masquerading about as a fight for religious freedom.
Eventually he was implicated and his assets where seized and his ambitions as an aspiring noble where crushed a second time. Furious at his trial he promised to burn this country to the ground with hell-fire as a new land under the banner of his dark lord would rise from the ashes like a great phoenix for the grievance of twice damning what is rightfully his birthright a calling to hold great power and influence.
Words that would unfortunately fall on deaf ears none expecting the true hell he had promised them all....
His infernal heritage is noticeable by his small vestigial horns that his long hair usually obscures. Even so he's fond of tri-cornered hats to hide that particular curiosity even further. His nails naturally grow in at sharp points and an odd natural odor of sulfur that persists about him usually obscured with cologne. He has a birth-mark that resembles three eyes the infernal symbol of Barbatos the gate-keeper of hell upon his back. Vladimir also seems to never cast a shadow.
In an ironic contrast any misfortune that befalls himself he views as an twisting of the natural order of the universe (which obviously should revolve around him) and a heretical perversion reality that is manipulated by the weak and undeserving.
He thinks of himself as a political prisoner. He worships Asmodeus as well as other arch-devils and holds reverence for other evil deities and outsiders he views as strong and powerful in contrast to the weakness of good deities displayed by their pitiful tenants of compassion and mercy.
Vladimir is uniquely suited for a prison break out due to his ability to grow claws as a free action giving him offensive capability in melee without needing a weapon. As well as a full range of spells available to him without the pesky need for material components.
His trait allows him to buff with Mage Armor increasing it's duration for 3hrs at it's first casting. At later levels he'll be able to combine his natural attacks from his claws with touch of fatigue to fatigue opponents who get to close to him in melee.
Primarily he'll be blasting with ranged spells (acid splash/daze) or ending fights quickly with color spray and stabbing those with his claws if anyone gets too close to him.
As a sorcerer he's relatively powerful and has ample opportunity to cause arcane havoc with little to no resources, which should be nice given our position.
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