Way of the Wicked (Inactive)

Game Master Toodles or summat


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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.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Welcome,
In case there weren't enough Way of the Wicked campaigns already, here's one more. For any who don't know Way of the Wicked is a 3rd party adventure path for Pathfinder published by Fire Mountain Games wherein our heroes... are villains!

Without exception, each PC is a criminal of the worst sort, imprisoned in the highest security, most notorious prison in the nation and sentenced either to die or spend the rest of your very short lives slaving in the salt mines of Talingarde for crimes you HAVE committed.

But what if you could escape?... what if there was someone out there who could and would help you wreak a terrible revenge upon all those who've betrayed and imprisoned you?... what if he offered you a place at his side when he came to rule this pathetic nation of Sun worshippers?... what if you believed him?

This is Way of the Wicked

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Character creation guidelines are detailed here in the Players' Guide.

I will absolutely answer questions, but anyone who can't be bothered to read the Players' Guide first can't be bothered to have their submissions considered.

-We will be using the focus and foible method of ability scores assignment. You may roll TWICE.

-Anyone who prefers or for whom neither roll set gives them a point buy value of 25 or more may use a 25 point buy instead.

-All races detailed in the Advanced Race Guide's core, featured and uncommon lists are permissible with the exceptions of Aasimars, Merfolk, Strix and Svirfneblins, no others.

-Any class or archetype detailed in any portion of the PRD is permissible with the exceptions of the Synthesist archetype for Summoner and any archetype which features more than one companion or eidelon.

-I'll consider archetypes from other sources, but only if they are published by Paizo, no 3rd party source material beyond this game's players' guide.

-You must choose one trait and one crime (campaign trait). You may take one flaw in order to gain an extra trait.

-Your background is important, have one. It doesn't have to be long, but make sure it's reasonably well written.

-Divine characters are strongly encouraged to take Asmodeus as their deity.

-Be available to post at least once per weekday and once per weekend.

I think that just about covers it. I'm looking to select five or six characters of the usual varieties, and recruitment will close on Saturday, November 1 at 10:00pm est.


Im interested.
have a idea for a pirate cavalier and will probably be up by tonight.


1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (8) + 7 = 15

I will be making a cannibal witch like in the old fairy tales.

Dark Archive

Couple quick questions:

1. Do we need to roll in order for our stats, once we've chosen our focus and foible, or can we choose where they go?

2. I have a really neat idea for a LE Half-orc Skald. Would it be okay to use the Belkzan War Drummer archetype from the Advanced Class Origins book that just came out?

3. I am currently in a WotW game, but I started in book 2, and am capable of separating metagame knowledge. Would it be okay for me to apply?

I actually have a character mostly fleshed out that I will probably submit to this, I will just need to change his crunch around a little bit. :)

set 1: 1d10 + 7 ⇒ (4) + 7 = 11
set 1: 1d10 + 7 ⇒ (6) + 7 = 13
set 1: 1d10 + 7 ⇒ (5) + 7 = 12
set 1: 1d10 + 7 ⇒ (2) + 7 = 9

set 2: 1d10 + 7 ⇒ (8) + 7 = 15
set 2: 1d10 + 7 ⇒ (7) + 7 = 14
set 2: 1d10 + 7 ⇒ (9) + 7 = 16
set 2: 1d10 + 7 ⇒ (6) + 7 = 13

Wow, set 2 is probably the nicest rolls I've ever gotten for something like this. :3


I'm interested if you'll have me. I've got an idea for a pyromaniac sorcerer.

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (9) + 7 = 16

Also, just because I was slightly confused - races that are allowed are core plus the advanced race guide common and featured (except those listed), OR, only those from the ARG?


Dotting for interest. Would love the chance to play a Drow. I'll look more into things tomorrow and get a concept for you.

Thinking either slayer, ranger, or rogue.


Missed the we can roll twice bit when I was doing my post, don't know what happens to the first set of rolls of I go to edit that post, so putting them in second post.

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11

As I said, I have an idea for a pyromaniac sorcerer. The world is just so nice and clean and ordered when everything is ash.....


Oops I forgot to role
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (2) + 7 = 9

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11
Second rolles
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (1) + 7 = 8
edit:wow those are really bad rolles I will probably be going with point-by


Seranov wrote:

Couple quick questions:

1. Do we need to roll in order for our stats, once we've chosen our focus and foible, or can we choose where they go?

2. I have a really neat idea for a LE Half-orc Skald. Would it be okay to use the Belkzan War Drummer archetype from the Advanced Class Origins book that just came out?

3. I am currently in a WotW game, but I started in book 2, and am capable of separating metagame knowledge. Would it be okay for me to apply?

roll in order of abilities as they're listed after choosing focus and foible

I'll allow it

I'd be a hypocrite if I didn't say it was okay


In that case, I will take a second roll.

Focus = Int
Foible = Str
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12

Much better.


Spoiler:

Set 1
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (8) + 7 = 15
Set 2
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (9) + 7 = 16
Points=17+13+10+5+3-2=41


@BGGM - How much would you like of the character concept now? Going with my first set of rolls, focus of charisma, foible of str, I went with an Ifrit sorcerer. He took the Wildfire Heart alternate racial trait (so he doesn't have fire resistance), and is Efreeti blooded.

Abilities::

STR: 8
DEX: 10
CON: 17
INT: 15
WIS: 14
CHR: 20

Traits,Drawback,Feat,Skills:

Traits are Arson(crime), Reactionary, and Volatile Conduit
Drawback is paranoid
Feat is Elemental Focus(Fire)
Skill ranks in Intimidate, Kno(Arcana), Perception, Spellcraft, UMD

Spells Known:

LV 0: Detect Magic, Flare, Sotto Voce, Spark
LV 1: Burning Hands, Ray of Enfeeblement

Erum couldn't help it when, as a child, he looked a little like stereotypical pictures of The Fallen. The other children weren't particularly nice about it either, throwing stones at Erum on his way home from school. When his mother died, and his father remarried, it simply got worse. His new step-siblings would torment him - poke him with sharp sticks, pull his hair when he was sleeping, and would always whisper behind his back. Eventually, when even his father was starting to look at him askance, Erum decided enough was enough. He fled into the hills, where he could look after himself.

Erum had no idea he was descended from a line of Efreets, from long ago. He couldn't help how he looked. What business was it of anyone else's what he did? But, in living on his own, he discovered powers within himself. The first time he hunted, and killed another life, was a sense of power. Then, that night, as he cooked it, he couldn't look away from the flames.

Flame is pure. Flame is good. Flame doesn't mock. Flame does exactly what it says - it will burn you, and it will burn anything you give it.

Erum started small, with making a bigger fire than necessary for dinner. It was so peaceful, and he slept better that night. Over time, he worked up to bigger and bigger fires, until one night, after nightmares about the children who had tormented him, he decided to burn down his old house, and as much of the town as he could.

Seven homes burned that night. Eight adults and five children will be permanently scarred as a result of the fires Erum set. But it was so peaceful. Erum couldn't help but fall asleep there - it was his best night's sleep in years and years, filled with dreams of the whole world burning.


The BGGM wrote:
Seranov wrote:

Couple quick questions:

1. Do we need to roll in order for our stats, once we've chosen our focus and foible, or can we choose where they go?

2. I have a really neat idea for a LE Half-orc Skald. Would it be okay to use the Belkzan War Drummer archetype from the Advanced Class Origins book that just came out?

3. I am currently in a WotW game, but I started in book 2, and am capable of separating metagame knowledge. Would it be okay for me to apply?

roll in order of abilities as they're listed after choosing focus and foible

I'll allow it

I'd be a hypocrite if I didn't say it was okay

Alrighty, then. I've made the changes necessary, so here's Drath Ironmaw, complete with his huge background that I wrote for a WotW campaign he did not get into. If you like, I can link the 10-minute background questionnaire it was made from. :)

Strength: Focus = 18
Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
Constitution: 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence: Foible = 8
Wisdom: 1d10 + 7 ⇒ (9) + 7 = 16
Charisma: 1d10 + 7 ⇒ (6) + 7 = 13 + 2 racial = 15


mmm intersting I think for this campain I woukld try to play a

Spoiler:
Tieflings Oracle of Groetus. With the Wreaker Curse and the Apocalypse Mystery in the Monster Codex P.56

Set 1

Strength: 1d10 + 7 ⇒ (6) + 7 = 13
Dexterity: 1d10 + 7 ⇒ (6) + 7 = 13
Constitution: 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence: 1d10 + 7 ⇒ (1) + 7 = 8
Wisdom: Foible = 8
Charisma: Focus = 18

Set 2

Strength: 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity: 1d10 + 7 ⇒ (10) + 7 = 17
Constitution: 1d10 + 7 ⇒ (5) + 7 = 12
Intelligence: 1d10 + 7 ⇒ (9) + 7 = 16
Wisdom: Foible = 8
Charisma: Focus = 18

Will take set two for this

So for final stats

Spoiler:

Strength: 12 + 2 =14
Dexterity: 17
Constitution: 12
Intelligence: 16 - 2 = 14
Wisdom: Foible 8
Charisma: Focus 18 + 2 = 20
with my Demon-Spawn (Pitborn) stats


Focus = Str
Foible = Dex
Con = 1d10 + 7 ⇒ (7) + 7 = 14
Int = 1d10 + 7 ⇒ (9) + 7 = 16
Wis = 1d10 + 7 ⇒ (3) + 7 = 10
Cha = 1d10 + 7 ⇒ (8) + 7 = 15

Con = 1d10 + 7 ⇒ (9) + 7 = 16
Int = 1d10 + 7 ⇒ (1) + 7 = 8
Wis = 1d10 + 7 ⇒ (1) + 7 = 8
Cha = 1d10 + 7 ⇒ (7) + 7 = 14

First lot look pretty good, I'll have a think and get back to you.

Are you are allowing the vampire chain of feats from one of the later books path?

Dark Archive

I'm interested :) will post a full concept and backstory tomorrow. GM: are you okay with Hunters? What about the archetype "Primal Companion"? I see you already mentioned the races; what's your opinion on Drows and Kasathas?


Are you prohibiting aasimars? If so then durn.


I'll throw my hat in for a cleric of Asmodeaus that I submitted for another campaign. I can link the die rolls if you wish.

Background:
Azmoth was the son of a minor merchant. His mother had died giving birth to him dispite the efforts of the clerics of Mitra. While he only survived with their help, he forever blamed the church for his mother's death and, by extension, leaving him with his father. His father tried to advance their fortunes but squandered their wealth on women, booze, and bad investments.

As his inheritance was spent, Azmoth turned to other ventures to increase his wealth and power. In his quest for advancement he turned to old books and ways now forbidden. In a moldy tome he found a ritual to summon a minor imp whom indoctrinated him in the ways of power by service to Asmodeus. In order to seal his pack for power and fortune, he was to slay a Priest of Mitra; however, that is where it went wrong.

On the morning of his assassination attempt, a paladin sensed his intend before the poisoned blade reached the Priest's back. Before he could call to his dark power, he was knocked unconscious. Upon waking he was summarily tried and sentenced to prison to await beheading. He imagines every day on his trip to prison choking the life out of the priest and the paladin. Perhaps Asmodeaus will give him a chance to settle the score

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Time to dust off and rebuild Aldroit Quortz, Oread Warpriest of Asmodeus. Nah, campaign like this needs an evil version of Kyle Reyford, master of the small blade...

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (3) + 7 = 10

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (7) + 7 = 14


Making my rolls:

Set 1: 1d10 + 7 ⇒ (1) + 7 = 8
Set 1: 1d10 + 7 ⇒ (8) + 7 = 15
Set 1: 1d10 + 7 ⇒ (4) + 7 = 11
Set 1: 1d10 + 7 ⇒ (3) + 7 = 10

Set 2: 1d10 + 7 ⇒ (1) + 7 = 8
Set 2: 1d10 + 7 ⇒ (5) + 7 = 12
Set 2: 1d10 + 7 ⇒ (1) + 7 = 8
Set 2: 1d10 + 7 ⇒ (7) + 7 = 14

Looks like 25 point buy it is. LOL


@topherhughes: what you have there is fine

@Eibon Allister: I'm afraid I'm going to have to disallow Groetus. Even if your character is NE, if you're following a CE deity the Asmodean patron won't deal with you

@Tim Woodhams: they're your feat slots, you can do with them as you please... eh, within reason

@Cedric Calzir: sorry, it's not that they can't be evil, they absolutely can, I've just seen it done badly too often

@Azmoth Areal: new campaign, new rolls, them's the rules

@Adsapiens: Primal Companion Hunter is fine, it augments your companion rather that multiplying them; just realize that you'd be starting the campaign without a companion of any kind. Drow are fine, they're listed in the featured races list. Kasatha are disallowed, aren't two arms enough?


This is Caeser and i finished my character, will have the fluff up soonish.


set 1
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
set 2
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (4) + 7 = 11


@Namicon Ansan: I assume you're going to dial him back to first level.


Ya I fixed him and will have the fluff some time tomorrow.


ok thanks for the update I think I'll think of something else. Cause I dont think that char would work any other way :P
should I use the Same rolls or just redo them with the new Charater Sub

Scarab Sages

tossing around a few ideas, we'll see what's what when the dice hit the floor.
Set 1
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10

Set 2
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (6) + 7 = 13

That second set i can definitely work with!


Eibon Allister wrote:
should I use the Same rolls or just redo them with the new Charater Sub

same rolls, just shift the positions up or down depending on your new focus and foible


Is Anti-Paladin allowed? Is the archetype Dark Lord allowed from the fire mountain games?

Darkness Lord archetype

Focus: cha
Foible: wis

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (5) + 7 = 12
-----------
Focus: str
Foible: wis

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (9) + 7 = 16


Since I haven't quite decided on a class, let's see how the dice roll. I am currently eyeballing an inquisitor (sanctified slayer) of Asmodeus.

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (2) + 7 = 9

-------

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (3) + 7 = 10

Ouch! They're both only 20 points. Ugh.

Dark Archive

Thanks BGGM :) no problem if the companion is down at the beginning. I have an interesting concept with the Hunter PC in mind. Here are my two sets of rolls (focus and foible will probably be str and int or str and Cha... Finishing some details):

Set1: 1d10 + 7 ⇒ (7) + 7 = 14
Set1: 1d10 + 7 ⇒ (1) + 7 = 8
Set1: 1d10 + 7 ⇒ (4) + 7 = 11
Set1: 1d10 + 7 ⇒ (7) + 7 = 14

Set2: 1d10 + 7 ⇒ (8) + 7 = 15
Set2: 1d10 + 7 ⇒ (5) + 7 = 12
Set2: 1d10 + 7 ⇒ (10) + 7 = 17
Set2: 1d10 + 7 ⇒ (9) + 7 = 16

Dark Archive

Thinking a halfling Oracle, let's see what we get
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (2) + 7 = 9

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (2) + 7 = 9

They're both pretty awesome rolls for me, my dice rolling tends towards the abysmal.

Dark Archive

Ok, as a Drow Hunter and my rolls, I end up with a cool Str 18, Dex 17, Con 10, Int 8, Wis 17 and Cha 18. Very happy with it and matches the story I'm writing :) I'll post it here soon for your appreciation and review, GM.

Dark Archive

Here's my backstory :)

Spoiler:
Son of the high priestess Jaleena from the depths of the dark mountains of the drows, Krayn was never a spoiled child - rather, he always asked too much of himself, and tried too hard to deserve the pride of his highborn roots. He lurked for decades on the shadows, training with the armies, until finally decided that to prove his worth, he'd have to go out of his own world.

Coming from a culture of hatred and pain, Krayn fed his appetite by hunting unprepared travelers on the black forests. He had a preference for elves and dwarves, but wouldn't steer his bow and sword away for humans either. However, as times passed, the dark elf felt the overwhelming influence of the sun god protectors spread across the roads and forests, and decided to retire back to the shadows with his loyal companion, the giant spider Ahggadad.

Resting, now peacefully, for years, the dark hunter started studying more on the primal forces of nature. He became recluse - with his single ally and friend - but his heart learned to accept the times had changed. For each new thing he'd learn about nature, a bit of his hatred would leave him. The area on the forest where now he lived - before, filled with darkness, death and despair - was now alive, full of animals and harmony. His heart had no room for the past; he'd even see the eventual travelers and just avoid them.

It changed a certain night. The game of shadows isn't fair. Krayn and Ahggadad were returning from a hunting, tired, bringing bags of fruits and a deer. This would feed the two friends for a good time, and the drow was looking forward to his meditation to the primal forces. His plans were frustrated on the first arrow.

The trained eyes turned back and he saw the men coming to him - elves, dwarves, humans, halflings, it was a big group. Ahggadad first turned, her black hairs intimidating the air itself, but quickly looked at Krayn. She couldn't feel fear, he thought; but he knew the critter had reasons to be concerned. He ordered her to flee, and shot a single arrow behind to try to delay the pursuers.

They hode, but the dark elf could hear sounds all around him. They were too many, surrounding him and his friend. He ran - the hunter was now being hunted. He heard laughs; it was fun for the hunters, a game maybe. No time for care; he ran more. And then he heard the last sound of Ahggadad.

Some steps from him he found her. Two arrows on its back, the spider was coming trembling from biting an elf to unconscience. He approached her, but before being able to touch his companion, she dropped on all legs. She was gone. Krayn looked around, at the forests, and could still hear the sounds and laughs. He bit his lips, in hatred, and closed his eyes. The split of a second passed; on that moment, he was confused, remembering all the years with her. Evil, however, invaded him; took him by the heart; revenge infested his very soul. He climbed a tree and hode on the dark. That wasn't the night to fight. He closed his eyes, and the last image was the symbol of Mitra on the necklace of the elf.

A week passed. The city was vibrant as always, even at the beginning of the night; the peasants, coming from excellent harvesting, were reunited at the cathedral, thanking their sun deity for the blessings. Happiness and peace could be smelled on the air; for Krayn, it was all disgusting.

The celebration was at its middle when he stood up and walked to the center of the temple. Standing there, he pointed to the fire at a large candle by the altar.

- So, that's your sun deity? The one that feeds the fire?

People turned to look at him as he screamed. There were no soldiers at the cathedral, but the ones outside were warned and ran in as fast as they could. Krayn walked, fast steps, towards the altar where the priest and the candle were.

- That's the fire that gives you light? - asked, to no answer. A man tried to stay on his path, but was stabbed with a small dagger and pushed back. He finally reached the altar and held the candle.

- Hear my prophecy! Your light god will fall, as his temple. It will all fade, and then burn in the engulfing shadows!

Darkness followed, centered on the candle, on Krayn's hands, and spreading across. The fire on the candle was still burning, but no one could see it anymore, and despair and screams followed. People running everywhere. The priest, in shock, fell to his knees, and was the first to feel the burn on the candle on his own flesh.

Krayn started running through the church and inciting pure fear. He would break statues and benches, burn and stab people, and then laugh hard and loud - now he was again the hunter, and the game was his again.

Eventually he got captured and sent to Branderscar for multiple crimes. Condemned specially for the crime of Desecration, he now waits for his sentence to be executed on the next days.

Dark Archive

Jerana Weatherwatch, Female Halfling Oracle:

Jerana Weatherwatch
Female halfling oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NE Small humanoid (halfling)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 dexterity, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cure light wounds, murderous command{super}UM{/super} (DC 16), summon monster I
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), light, mage hand, spark{super}APG{/super} (DC 15)
. . Mystery Ancestor
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 9, Wis 8, Cha 20
Base Atk +0; CMB +0; CMD 14
Feats Childlike[APG]
Traits consorting with the dark powers (witchcraft), fast-talker
Skills Bluff +10, Diplomacy +9, Disguise +6 (+8 to pose as a human child (and ignore the penalties for different race and age while doing so)), Knowledge (arcana) +4, Perception +1; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ mystery (ancestor), oracle's curse (haunted), revelation (voice of the grave)
Other Gear 105 gp
--------------------
Special Abilities
--------------------
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Consorting with the Dark Powers (Witchcraft, Knowledge [arcana]) +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Fearless +2 racial bonus vs Fear saves.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Voice of the Grave (1 rounds/day) (Su) You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty o
--------------------
Jerana's tale is a sad one, though few who meet her (the real her) feel sorry for her.

Her family were Witches, and not poor misunderstood ones, they worked magic of the blackest kind, manipulating people with spells and charms and working enchantments over generations to keep their position. When the purge came they took to ground, hiding and playing kindly - though still the lured innocents to their home to sacrifice and toy with.

Jerena killed them all, she broke he summoning circle as they called a demon down to them, freeing it from it's confines and hiding as it tore her family apart. When the watch came they found naught but a young girl, soaked in blood - her mind broken.

Reluctant to jump to conclusions, for once cleaned up she was a sweet looking child they assumed she had just been present when the Witches spell went wrong. However all was not well with Jerana. Far from escaping her family she made things all the worse for herself, they haunt her and whisper in her ear - making her one of them and taunting her for it every step of the way.

Jerena was driven to deeper and deeper dispicable acts of blasphemy against the Lord Mitra, until she eventually slipped just a little too far and finally Balin of Karfeld caught her, ascertained that she was not just some young girl, but an adult halfling and brought her before justice. A part of her even welcomed it.

NB: A quick note, while its not really Jerena's fault she's evil, her mind is too far gone for her to be an anti-hero. She's also not Chaotic, her insanity is a somewhat ordered thing, driven by lusts of an old family.


BCGM wrote:
-Be available to post at least once per weekday and once per weekend.

Do I read this minimum expectation as two posts per week?


Jubal Breakbottle wrote:
BCGM wrote:
-Be available to post at least once per weekday and once per weekend.
Do I read this minimum expectation as two posts per week?

I believe this means that you are expected to post at least six times a week. Once on Monday, once on Tuesday, once on Wednesday, once on Thursday, once on Friday, and once at some point during the weekend.


Hope so, but wanted to align expectations.
cheers


Namicon's fluff is now done, but I have bin having some difficulties with the site so if you see anything I might have messed up please say so.


Alright, I have an idea of what I would like to play and how to build it. Now lets see if my rolls agree with me.

Roll Set 1:

Focus: Strength
Dexterity: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 7 ⇒ (4) + 7 = 11
Intelligence: 1d10 + 7 ⇒ (10) + 7 = 17
Wisdom: 1d10 + 7 ⇒ (2) + 7 = 9
Foible: Charisma

Roll Set 2:

Focus: Strength
Dexterity: 1d10 + 7 ⇒ (4) + 7 = 11
Constitution: 1d10 + 7 ⇒ (4) + 7 = 11
Intelligence: 1d10 + 7 ⇒ (6) + 7 = 13
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14
Foible: Charisma

The first set of stats looks pretty good, althought it's unfortunate to see his constitution at an 11. I'm considering some kind of brawler. Probably one that has committed murder or is known for slavery.


Born with an intellect rivaling the gods and an ego to match, Kyle Reyford sees the world through a prism of empirical science. While the mindless sheep around him mill about doing as they're told, believing what those with power tell them is true, Reyford's mind is not so occluded. He knows that power begets power and that those who have it will do anything to hold it.

His impoverished parent knew nothing, and accomplished less. His father channeled what little resources he earned into a medium of escape in the form of alcohol.. Kyle's face still bears the scars of early childhood lessons on the capacity of chemicals to alter one's priorities and passions. A few pinches of another chemical and Kyle never had to face his father's drunken wrath again.

From such beginnings, a man of cunning and guile was formed. His intellect devoured whatever humble teachings the schools could provide, until he surpassed his teachers and began teaching himself. His experiments didn't bother to follow the petty social morals inflicted upon lesser minds. And in leaving behind such trappings, his knowledge grew to proportions frightening to those who had power and longed to hold it.

So they've sent him to Branderscar. They say what can and cannot be done with power. They say he cannot buy lesser beings and subject them to his experiments. They say this is slave trade, is illegal, is punishable by death.

As much as it pains Kyle Reyford to admit it, there is one being whose intellect eclipses even his own. Asmodeus knows a waste of talent, of intellect. Asmodeus has asked Reyford to put his mind to the task of vengeance, of sedition, of taking the power from those who cling to it so tightly. Reyford was going to do it anyway, but it's nice to be asked.

Dark Archive

Following the backstory I posted, here's the sheet ;)

Spoiler:

Krayn
Male Drow Hunter (Primal Companion) 1
NE Medium Humanoid (Elf)
Init +5; Senses Superior Darkvision 120 ft.; Perception +9, Light blindness
------------------------------
Defense
------------------------------
AC 13, touch 13, flat-footed 10 (+3 dexterity)
HP 9 (1d8+1)
Fort +2, Ref +5, Wis +3
(+1 trait bonus on all saves vs. divine)
Resist None
Spell Resistance 7
------------------------------
Offense
------------------------------
Speed 30 ft.
Melee +4, Ranged +3
Spell-Like Abilities (CL 1st; concentration +5)
.. 1/day - Charm Person (DC 16)
.. 1/day - Dancing Lights
.. 1/day - Darkness
.. 1/day - Faerie Fire
.. 1/day - Feather Fall (DC 15)
.. 1/day - Levitate
.. At will - Detect Magic
Hunter Spells (CL 1st; concentration +4)
.. 1st (1/day) - Liberating Command, Summon Nature's Ally I, Unbreakable Heart
.. Orizons (At will) - Create Water, Mending, Purify Food and Drink, Read Magic
------------------------------
Statistics
------------------------------
Str 18, Dex 17, Con 10, Int 8, Wis 17, Cha 18
Base Atk +0; CMB +4; CMD +7
Feats Drow Nobility
Traits Crime (Desecration), Reactionary
Skills Acrobatics +4, Intimidate +8, Linguistics +0, Perception +9, Survival +7
Languages Elven, Undercommon, Common
SQ Spell-like abilities, Primal Transformation 1 min/day
Other gear 0 gp
------------------------------
Special Abilities
------------------------------
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid.
Crime: Desecration You receive +1 trait bonus on all saving throws vs. divine spells.
Drow Ancestral Grudge The enmity between the drow and elves and dwarves is long-standing and deeply entrenched. Drow with this racial trait gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes (with the exception of drow) because of their special training against these reviled foes. This racial trait replaces poison use.
Drow Nobility You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.
Drow Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and shortsword.
Drow Spell Resistance Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Keen Senses Drow gain a +2 racial bonus on Perception checks.
Light Blindness As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Nature Training (Ex) A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Primal Transformation (Su) At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level. Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill. If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use. This ability replaces animal focus.
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.
Seducer Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities.
Superior Darkvision Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Wild Empathy (Ex) A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
------------------------------
Evolutions (Pool: 3)
------------------------------
1 Improved Natural Armor (Ex) +2
1 Claws (2 x 1d4)
1 Reach (Claws)


This is topherhughes - created an alias for Erum the Ifrit pyromaniac sorcerer, hopefully all the background, etc shows up there as it should.


I may be interested, if my submission for another WotW falls through. Dot!

Edit: Forgot to roll.
1
Weal: Intelligence
Woe: Strength
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 1d10 + 7 ⇒ (4) + 7 = 11
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

2
Weal: Intelligence
Woe: Strength
Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Cha: 1d10 + 7 ⇒ (3) + 7 = 10


Here is my application: Doctor Yanev

General concept: A power hungry mad scientist/doctor who is injecting himself with vampire blood to gain their strength.

Background:
Yanev has always been fascinated by power. While interested in all of its aspects right now, imprisoned like he was, it is the power that the God Mitra had over the country that captivated his mind. In other countries he would not have been arrested for what he had done, perhaps he might have even been rewarded for his work. Given more time and resources he may have been able to make the king immortal, and wouldn't that fundamentally out balance any perceived evil he did along the way?
The Academy: Yanev was the son a very successful merchant, and his father had ambition for his son beyond his birth and so he arraigned (paid a lot of money) for his son attend the most prestigious elite school in Talingarde, a place called St Martin's Academy.
His time at the academy was tough as many of the children of nobility took it upon themselves to teach him he did belong. While he learnt many lessons, every one was painful, he survived and was stronger from it.
He learnt the power of the position of your birth. While he couldn't change who his father was he learnt to exploit the expectations placed on those of 'better' birth.
He learnt of physical power. As he grew he fought hard and eventually was the match for anyone.
He learnt of social power. Any group of insiders was defined by who they rejected. He learnt to to unite and manipulate those rejected to form an extension of his power.
He learnt of power of Religion. The actions of many of children of the Nobility did follow the teaching of Mitra. Rejecting Mitra as a way to be control he found the most powerful God he could and dedicated his life to power through Asmodeaus.
Doctor: After the academy, Yanev was sent to be trained as a Doctor. A respectable profession for from his birth but without the power that Yanev desired. Most of the powerful positions of healing were taken by those granted powers from Mitra. He was little better than a mixer of medicines and carer of those too poor to pay for the temple's help. Caring for little for either left him plenty of time to experiment. He made endless variation on the standard medicines and fed them to those that sort his help. Some had wondrous results and other killed those who consumed them. Needing to know the affect on those that had died he befriended the undertaker and abused that friendship access the bodies and dissect them. He learnt of the power of knowledge, of both potions and workings of a human body.
The Lord Michaux's son: His opportunity for greater power came by luck. A local lord's son, Sir Seth Michaux had been unlucky enough to be bitten by a vampire. When the healing magics of the priests seem to have little effect on his waning life they advised killing and destroying him before he could rise again as a vampire. The Lord could not give up so easily and called on Yanev to help.
Yanev flattered himself in to a position of trust such that even after Seth death he was kept on and mostly left to himself. Watching and experimenting on Seth's ending life was interesting, but the true interest was in the vampire he would become. With excessive research he learnt to trap the young vampire. Straight after the death he stole the coffin with his body back to his laboratory. Impressed by the strength of the new vampire he worked on ways to distill this power. Over time he developed a serum made of the vampire's blood that gave him extraordinary powers, his strength became superhuman and his perceptions became sharper he could even see in complete darkness. While these abilities died away shortly after the injection he found that with daily doses they persisted, at lower intensity.
The discovery: A year after Seth's death luck ended his freedom. A new maid lost in the manor turned the wrong way and stumbled into his laboratory, her scream brought the Lord Michaux and his guard, not to mention most the rest of the household. What they saw stunned them and there was no hope of talking his way out.
While the Judge struggled on what crimes to commit him on it was always clear he was guilty and would be killed. In the end was found guilty of:
Consorting with the Dark Powers - not only dealing with the vampire, but they also found a holy symbol of Asmodeaus.
Grave Robbery - taking Seth's body.
Kidnapping - While it was debated if trapping the vampire counted, there was little question about the previous maid that he hadn't finished feeding to the vampire.
Murder - Again the evidence on if he had caused Seth's death was poor but the bodies of those he fed to the vampire and then buried was easy to prove.

Appearance:

The doctor is currently in very dirty and shabby robe. It was probably once white and many of the stains have the dark reddish colour of dried blood. The hair would be shoulder length if more controlled, instead his mated by dirt and knots causing it go everywhere. His eyes have complement the hair by looking similarly crazy as they dart quickly around looking for opportunity.

Goals:

Short: Freedom and then get more Power
Medium: Rule Talingarde or any other country whose picky
Long: Rule the World or become a God

Character sheet:

Male Human Alchemist (Vivisectionist) 1
Lawful Evil Medium Humaniod/Human

Init -1
Darkvision 30ft, Perception = +6

• Defence
AC 9, touch 9, flat-footed 9 (-1 Dex)
HP 10 (8 Dice, +1 Con, +1 Favoured Class)
Fort +3, Ref +1, Will +0
BAB +0

• Offence (+1d6 sneak attack damage)
Spd 30 ft
Melee
Unarmed +3 (1d3+3, 20x2)
Ranged
None currently

• Statistics
18 Str, 8 Dex, 12 Con, 18 Int, 10 Wis, 15 Cha
Base Atk +0; CMB +3; CMD 15

• Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)

• Skills (4 Alchemist +4 Intelligence +1 Human = 9 Ranks per level)
Craft (alchemy) 1 rank = +10 (+2 from Class ablitity)
Heal 1 rank = +4
Knowledge (Arcana) 1 rank = +8
Knowledge (Nature) 1 rank = +8
Knowledge (Nobility) 1 rank = +5
Knowledge (Religion) 1 rank = +5
Perception 1 rank = +6 (+2 alertness)
Sense motive 1 rank = +3 (+2 alertness)
Spellcraft 1 rank = +8

• Languages
Common, +4 (to be worked out)

• Traits
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.
Enduring Mutagen: Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level.

• Feats
The Bitten: You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly more aware of that every day; you are changing into something both more and less than mortal. You have only begun your transformation into the living dead. Benefits:You gain darkvision 30 ft. and the Alterness feat, however your Constitution score is lowered by two permanently.
Arcane Strike: You draw upon your arcane power to enhance your weapons with magical energy. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Brew Potion: You can create magic potions. Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Throw Anything: You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

• Special abilities
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.

• Discoveries
None currently

• Extracts
First level extracts 2/day Known:None currently
Prepared: None currently

• Equipment
None currently


Are we doing the extra skillpoints houserule?

Dark Archive

Shub-Niggurath's cousin Al wrote:
Are we doing the extra skillpoints houserule?

I was under the impression that we were, because the Player's Guide suggests it's a good idea.


Thinking of going for a slayer, if at all possible. Strength focus, foible charisma.

1st Try
Dex: 1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wis: 1d10 + 7 ⇒ (6) + 7 = 13

2nd Try
Dex: 1d10 + 7 ⇒ (7) + 7 = 14
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (10) + 7 = 17


@BGGM

Anti-paladins. Instead of the Anti-Paladin. Can we we play the Paladin and exchange all good for evil and holy with unholy? Anti-Paladin Lay on Hands is a standard action instead of swift. I'm thinking of a Dhamphir for the healing.

OR should we use Lord of Darkness Anti-Paladin archetype from the publisher's of WoW?

thanks


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I, the (in)famous Ravingdork wish to apply.

Given the choice, I will be using 25-point buy, as I always desire to control my own fate. I will be attempting to recreate my witch, Hama, though since we are starting at 1st-level I will obviously have to make a few changes.

I strongly suspect my base ability scores will end up as follows:

Str 07
Dex 12
Con 12
Int 14
Wis 15
Cha 17

What level does this campaign play out to?

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