Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Are you not tired of saving the princess?
In a fair land, were the good people live in peace. The Sun god watch over the good folk.
The good and just King see to everyone’s need…
All you need to do is forget all your previous belief, throw away your faith and only adore and pray to Mitra.

But I would see things differently. As last high priest of Asmodeus, I would burn Talingard to the ground; bring war and chaos to the same land that marked you forever as enemy of Mitra…
My agents fell short of one of their numbers; I seek now to enlist someone else with vengeance in his heart. But not a pointless, petty revenge. I seek someone who is fit to join my great plan and be my instrument of war.
Are you prepared to burn down Talingard?

===/===

Rules:

You will start at level four.
You will need to present your char concept and write up a background about your char, what was your crime and how you get caught. More than that, you were branded as Forsaken of Mitra, and sentenced to slave work until the time you die in the salt mines. Only that you were able to flee.
You will need to describe how you escaped the place.

A fair warning: Powerbuilds are not encouraged.

You can create your crunch and present it, but you are not required to create an alias for recruitment.
Stats:
25-point buy or Focus and Foible, your choice, no reroll.
Races:
Core races are encouraged, if you want to play anything else, your background need to have to be really well made to support your choice.
Classes:
No Gunslinger, Summoner, Samurai or any Playtest stuff. Paladins are banned classes. Anti-Paladin is allowed.
Alignment:
LE, you cannot be Neutral or Chaotic. If the class you want required one of those, you can assume the class will work with LE alignment.
Money: You will start with 1500gp.

The party consists for three players:
Eldred Crofter – Ranger(Urban)
Johan Hale – Inquistor
Malgrim Ironskin – Monk/Fighter

It would be good if you create your char considering the party balance.
I will choose the ones I like best and present then to the players and let then decide with whom they want to play.
I may recruit two players, but officially, this is recruitment for only one.

Recruitment will be open for 3 days (March, 5).

Any doubt drop me a line or send me a PM.
Looking forward to see your app. :)


sent you a PM already.

but looking at the rules looks like I am out...

why the summoner hatred on these boards?


will work on the backstory re-write first, crunch later.

can we roll first then decide to either take the rolls or use 25 point buy?


Sure. No problem with that.


shoot, I was viewing the map and meant to see what it was, I ended up moving the battlefield instead. I was thinking it was a drag the map, you know drag to view not drag to move didn't know it would drag the battlefield. Hopefully it can be fixed.


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

not bad equals a 34 point buy


DoubleGold wrote:
shoot, I was viewing the map and meant to see what it was, I ended up moving the battlefield instead. I was thinking it was a drag the map, you know drag to view not drag to move didn't know it would drag the battlefield. Hopefully it can be fixed.

Do not worry. It's not being used atm. :P

Ah, Forgot about something:

Two traits: One you choose, other from the Player Guide


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hrmmm. Looks as though you have Martial/Divine tolerably well covered. Might have some ideas for Magic/Skills. Actually, now that I think of it, One of my old characters would fit that almost perfectly.

Just how 'bad' are we expected to be? I realize PvP is right out, but how depraved are we expected to be? If NPC's go 'beyond the pale' for us is reconsidering our position allowable or even possible?


Very interested as well.

Focus: Cha
Foible: Wis

Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (2) + 7 = 9

A little bummed about the Int but very workable


Sounds cool

Focus: Cha
Foible: Dex
Str1d20 + 7 ⇒ (13) + 7 = 20
Con1d10 + 7 ⇒ (7) + 7 = 14
Wis1d10 + 7 ⇒ (10) + 7 = 17
Int1d10 + 7 ⇒ (6) + 7 = 13

Well, this could be neat.
I was thinking an oracle or cleric.
Human would make this even more nifty.

Dark Archive

Focus: Cha
Foible: Con
STR: 1d10 + 7 ⇒ (4) + 7 = 11
DEX: 1d10 + 7 ⇒ (3) + 7 = 10
WIS: 1d10 + 7 ⇒ (1) + 7 = 8
INT: 1d10 + 7 ⇒ (5) + 7 = 12

That is truly awful...


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Yep, you would honestly be better off taking the 25 pt buy...


Interested. I'll get something up later.


Btw GM, how's the HP calculated? Roll or half +1 before their bonuses?


Actually, I'm swapping the focus and the foible around, so Wis is focus instead of foible and cha is foible instead of focus.

By the way, do the characters need to be devotees of Asmodeus? I have an idea for a follower of Barbatos but will twist him to the old goat if needed.


Chyrone wrote:

Sounds cool

Focus: Cha
Foible: Dex
Str1d20+7
Con1d10+7
Wis1d10+7
Int1d10+7

Well, this could be neat.
I was thinking an oracle or cleric.
Human would make this even more nifty.

Chyrone, you rolled a D20 for str.

Chyrone wrote:
Btw GM, how's the HP calculated? Roll or half +1 before their bonuses?

Max at first level, roll the others.

Cuàn wrote:
By the way, do the characters need to be devotees of Asmodeus? I have an idea for a follower of Barbatos but will twist him to the old goat if needed.

Heavily encouraged, but not mandatory;


Oh, oops.
Str1d10 + 7 ⇒ (8) + 7 = 15


I am thinking about a (fe)male? human int caster wizard or witch.


Focus Int 18
Foible Str 8

Dex 1d10 + 7 ⇒ (7) + 7 = 14
Con 1d10 + 7 ⇒ (6) + 7 = 13
Wis 1d10 + 7 ⇒ (4) + 7 = 11
Cha 1d10 + 7 ⇒ (1) + 7 = 8

Str 8
Dex 14
Con 13
Wis 11
Cha 8

Human Necromancer? I'll think on it and post more details later


If you'd be ok with it I'd like to shift things a bit.

Moving the 9, my last roll, from Int to Wis, making Int my Focus and keeping Cha as foil. The idea is to turn my character into an Alchemist.


1d6 ⇒ 6
1d6 ⇒ 4
1d6 ⇒ 4


hp rolls:
1d8 + 2d6 ⇒ (8) + (2, 2) = 12

some other dice rolls:

1d10 ⇒ 4


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

I'm thinking of doing a Wizard of the Illusion school (Shadow subschool). Here's hit points.

1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 1


All right I'll throw my hat in. :D Apologies for the long background, I know you have a bunch of these to read.

Snedley Silversleeves:

The worst man in Talingarde is not a man at all, but a halfling.

Now having settled gracefully into middle age, Snedley was born to an impoverished halfling prostitute in Talingarde. His childhood was bleak, traumatic, and characterized by neglect and abuse. He grew into a wild, dangerous teenager noted for incredible aggression and ruthlessness. However, as a halfling in a city of humans he was physically dominated by all who met him and very quickly began to realize he had to use other tools to succeed.

His interest in magic came about while he was robbing a merchant's house and was almost killed by a magic missile the butler knew how to cast. While recovering, he became obsessed with the idea of casting spells. With a goal more established than just hurting people, he began to steal purposefully and dedicated himself to getting enough money to attend a wizard's college. After joining in with others on an incredibly dangerous heist of a wealthy family's vault, he murdered his co-conspirators in their sleep and boarded a ship to Korvosa.

There, enrolling in a school of wizardry, Snedley immediately ran into an environment of rules, learning, and patience. He hated it and only managed to avoid expulsion by blackmailing an instructor, having uncovered a flayleaf addiction. After his near-expulsion, he adjusted to the environment of the school and began to do quite well at his studies. Although he was a passable student, his real skill came in manipulating others. Through spying and carefully writing down all he saw, he managed to apply just the right pressure to others to ensure his own success at the school.

Upon graduating, Snedley returned to his home town to find his mother missing and the hovel he was raised in gone. Immediately he set to work, using illusions and enchantments to manipulate people towards his own ends. A blast from a color spray spell was enough to take out, and kill a small-time mafioso who controlled a poor neighborhood. Snedley put himself in charge, and involved himself in the drug trade. From there, things became easier.

For twenty years Snedley built his criminal empire, using his magic to unearth every dark secret in the town. He held nobility, knights, and others at his mercy - always careful to never push too far. Just enough to line his pockets a little more and to stay away from politics. Just a few months ago, he had a staff of twenty, thousands of gold in the bank, and a major plan under way to unearth a dark secret about King Markadian V himself.

Unfortunately, the affair he was convinced the King was having was a fabrication. After cruelly threatening a member of Lord Vastenus' family, the commander himself set a trap the halfling walked in to. Where he expected to find a royal tryst, he instead found a ring of guardsmen. In seconds, Snedley's empire turned to dust as he was tried, convicted, and sent to Branderscar to be transferred to the salt mines.

Stripped of everything, he was left to rot in the prison. However, his one saving grace were the spells left in his mind; invisibility and disguise. It was a simple enough manner to call for a guard, vanish, and wait for the door to open. Leaving the guard in a pool of her own blood, Snedley took the form of a dwarf he had seen patrolling the hallways. Always patient, he made a very slow exit of the prison and has now escaped.

Since then, Snedley is at large and has been busy searching out his scattered equipment and gold. His only goal now is to return to his power, and to destroy those who he feel wronged him.

Personality:

Snedley is smooth as silk, pleasant, charming, and utterly vile. He prefers to work within the structure of deals, rules, and formal etiquette which he feels he can manipulate to the best of his ability. He has a sharp tongue, quick wit, and when in a good mood has a light-hearted, if nasty sense of humour. However, his temper is quick to emerge and deadly once stoked. He is best when working with others, as he is well aware of his own physical limitations and happiest when somebody else is up front with a sword.

Crunch:

I am still working on Snedley's crunch and will use 25 point buy. LE alignment. I think he will be a rogue 1, wizard 3 to show how he's moved from one world to another and give him a wide, but shallow depth of different skills he can use. His wizard speciality will likely be illusion.

In a fight, I see him manipulating the battlefield through illusion spells and targeting and debilitating key opponents through various debuffs. Some battlefield control and utility. Snedley is less likely to use big blast spells.

Dark Archive

Think I'll abandon those rolls and go with 25pt buy.
Looking at Serpentine Blooded Sorcerer.


Hey, how are you?

Some asked me about Branderscar prison, what happened? Was it a grand escape causing allot of havoc?
Well, I think so! They are the butchers of Branderscar. Killed every one and all of the guards. Not even the servants survived.
Here and here.

For those that want to know more about Talingard, you can read here, under the Talingard spoiler.

Cuàn wrote:

If you'd be ok with it I'd like to shift things a bit.

Moving the 9, my last roll, from Int to Wis, making Int my Focus and keeping Cha as foil. The idea is to turn my character into an Alchemist.

Sure, no problem.


Thanks for the info, works well for what i had in mind.

Liked the burning down the prison bit, works well with my idea


I'll go for an oracle of the flame, with her mystery source being Doloras, the Whore Queen of pain. A fallen angel who joined Asmodeus in his revolt.

Personality:

Spoiler:

Delayla is a woman who takes pleasure in using her power to inflict pain.
She thinks society should be order, clear rules, those who don't adhere the rules should suffer.
Keen of wit and charm, but unforgiving, mercy is a thing for the softhearted.
Her healing skill can't just be used to help, but also torture while keeping someone alive.

In battle:
She isn't one to rush into the fray, but any who come close is sure to get a sample of fiery tempered woman. She will use healing, some buffing and use spells that are cruel or sadistic in nature.

I'll get her more detailed stuff up tonight.


Irnk, Dead-Eye's Prodigal wrote:

Hrmmm. Looks as though you have Martial/Divine tolerably well covered. Might have some ideas for Magic/Skills. Actually, now that I think of it, One of my old characters would fit that almost perfectly.

Just how 'bad' are we expected to be? I realize PvP is right out, but how depraved are we expected to be? If NPC's go 'beyond the pale' for us is reconsidering our position allowable or even possible?

You can be Bad to the Bone, but most of the times, your success depends on you being able to pass unnoticed. Being evil for evil sake is something I am trying to avoid in this game. Why would you steal the lollipop from the child when you can kill its father? Destroy its family? Kill all his friends and let it to suffer, alone and afraid?

Every gaming group has norms of acceptable behavior whether they realize it or not. For example, graphic descriptions of torture are rarely welcome. Still, there may be a compelling reason why villains need to torture someone. And why shouldn’t you? You’re villains after all. But if this is allowed unchecked, it is very likely that lines will be crossed and that the campaign may degenerate into out-of-character arguments about what is acceptable. The solution is to allow the action but to keep the descriptions and details in the realm of a PG-13 movie.
A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell.
“And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.
The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should the game. Instead, roll an intimidation skill check. Then cut back to the villain emerging from the cell.
“Her resistance to the mind probe is considerable,” our villain was forced to admit. Failure.
Even the greatest of dark lords have their bad days.


some more HP rolls:

(might be changing classes a bit)

1d8 ⇒ 8
1d10 ⇒ 9

DM Aku...I am trying to build a story with the character back ground. does length make any difference? (attempting to detail the character's escape from the prison to coincide with the the party burning it to the ground).


Focus-Foible Method

Focus: Intelligence
Foible: Dexterity

Str: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Wis: 1d10 + 7 ⇒ (8) + 7 = 15
Cha: 1d10 + 7 ⇒ (3) + 7 = 10


Hp rolls:

Spoiler:

Hp gain lvl 2: 1d8 + 3 ⇒ (4) + 3 = 7
Hp gain lvl 3: 1d8 + 3 ⇒ (6) + 3 = 9
Hp gain lvl 4: 1d8 + 3 ⇒ (4) + 3 = 7

1hp on fav class and +2 con.


ok have a story and it will most likely cause the submission to be rejected (I have a bad habit of creating long and elaborate stories for my characters.)

I am still working on the story for one of my rogue characters (he's already in a game but I am up to chapter 6 in the story with more to come)

anyway even if not accepted at least you can have a fun read.

Little Orphan Annie:

"Brown bear, brown bear, what do you see! hehehe!" Annie giggled as she danced around with her toy bear Tibbers in the forest behind her home off the main trails around the northern Shudderwood. Annie plopped down on her small wooden chair her father had made for her and set Tibbers down in front of her. Annie set down her tea set on the tree stump in front of her.

"Look Tibbers!" Annie held the teapot in her hands and closed her eyes. "Mmmm WAH!" The teapot let out a friendly whistle as steam rose from the top. Annie poured herself and Tibbers a glass and smiled mischievously at her bear.

"Tibbeeeeers are you hiding the honey again?" Annie said with a smile. She reached behind her toy bear and brought out a small bottle of honey. "Oh you silly bear, don't worry I'll give you extra!"

Annie couldn't have been happier with her tea party and favorite guest Tibbers. As a matter of fact so happy she forgot how long she had been out.

"Oh Tibbers mommy is not going to be happy with us." Annie said looking worried. She quickly grabbed Tibbers and started running back to her house.

A Noxian Demon in the Heartlands? Not since the destruction of the Gray Order. The hooded and cloaked figure slowly walked amongst the settlements founded by the old Order slowly navigating themselves towards the unsavory area of town. The figure walked into a nearby tavern and took a seat at the bar.

"What'll it be stranger?" The bartender asked trying to peer under the patron’s hood to make out a face.

The stranger didn't say anything but just slipped the barkeep a note and an envelope.

"Ah alright." The bartender pocketed the envelope and beckoned over two mercenaries that were sitting in the corner of the tavern. The two got up and followed the stranger out of the tavern. Outside in the alleyway the mercenaries looked the hooded stranger up and down. Then they looked inside the envelope they were each handed. After smiling approvingly at the sum inside they walked off towards the Hastur residence.

"This is it man this is our big break." One mercenary said to the other nervously. "We just drop these summoning stones inside the house and no more scrappin’ for money."

"Shut up and cover your face!" The other said in a hushed whisper, "if that Gregori Hastur fellow is really as good as he's supposed to be we're DEAD MEN if they see us."

Night was already falling when they arrived on the hill with the Hastur residence. Only one light was on in the upper story window and the back gate was open. The mercenaries walked up along the side window and slowly lifted the latches.

"Hey Charles these void stones from that Demon feller will deal with the wizards inside so I got to thinkin that while they are busy with that why don't we see if we can get our hands on anything inside. These wizard folk always have all sorts of them magic items that we could sell off in the market ye?" The mercenary said excitedly.

"Alright we'll see throw those void stones inside and we'll sneak into the other window." The one called Charles instructed.

The two mercenaries dropped the two violet void stones they were given inside the window and ran to the far side of the house.

Gregori and Amoline were upstairs in the study reading from their collection of tomes and scrolls. They would have been too focused in their work to notice the crackling of summoning stones just one floor below them. Nor they would have noticed the demon that was lurching its way out of the temporary portal to the stones opened. They wouldn't have heard the beast dropping its clawed feet onto the wood floor and stretching its sickle hands into the air. Little did they know the foul stench of human only further enraged it and the taste of magic only empowered the being. The powerful mages would have been prepared for the beast crawling up the stairs. But that is the price of the endless pursuit of knowledge for the only things the mercenaries heard were the sounds of rippling bolts of magical energy and tearing of flesh; afterwards only the latter could be heard.

While the beast was quietly feasting on its new meal it did not smell the two mercenaries sneak into the house… but that is the price of an insatiable desire for flesh. But most importantly neither the beast nor the two now would be thieves noticed a little girl entering through the back door coming home after a long day of play.

As Annie slowly creaked her back door open she could sense something was amiss, "Mommy..." her call went unanswered, "Daddy?" silence. She clutched Tibbers tightly against her side. Annie let out a little whimper as she saw the entire first floor ransacked. The drawers were emptied and the shelves were all knocked over. The trembling little Annie flicked her finger to all lamps into the room lighting the area. Annie stood in place and looked around there were bloodied foot prints all around her some human some a shape she had never seen before.

"Mommy...?" Annie called. Then a single drop of blood fell from the floorboards above her and landed on Annie's cheek. The thing about frightened little children with immense power is that when their emotions are unstable so is their power. Annie's eyes lit up with flame and a molten sphere formed around her. She started giggling uncontrollably.

"Come out; come out where ever you are." Annie chirped as she hurled a fireball towards the closet door, blowing it off its hinges. As the smoke cleared Annie witnessed a man hunched over on the floor of the closet trembling as he tried to keep his partner from bleeding. There were vorpal spikes protruding from the mercenary lying on the floor, each infected wound bleeding profusely.

"Dammit Charles...ah jeez I'm so sorry man, just stop bleeding..." He looked up to Annie that was beaming as if she found a new toy.

"Have you seen my bear Tibbers?" She asked the mercenary and before he could answer a sickle claw burst through the side of the closet wall and dragged the screaming mercenary away. Annie giggled with glee thinking they were now playing hide and seek. Annie loved to play that game.

As Annie skipped over to the closet closer to the sound of gurgled screams she stepped over the dying mercenary and peered into the hole where the other one was just dragged through.

"I found you!" Annie said happily, "come out and play...heeheehee...don't make me hurt you!" Annie said in a sing song voice. Disappointed when nobody answered Annie rushed up the stairs to tell mommy about her new friends. When she opened the door to the study she didn't find her parents. What used to be a neat and orderly room was littered with scorch marks and blood. Annie slowly walked over to her mother's favorite chair and picked up the purple riding hood she always wore. Annie slowly started to sob. The child slowly came to the realization of what could have happened and this made her very angry.

Annie began to wail, kick and scream her tantrums causing the furniture around her to spontaneously combust.

"MOMMYYYY!!!" She yelled through her tears. Her cry did not fall on deaf ears, as she looked up she saw the beast staring right at her mouth agape from the door. Its glowing eyes and fangs dripping with blood hungered for her. Annie hurled a fireball at the beast which glanced off its plated back. The now irritated monster lunged for Annie and inches from her face let out a feral scream that would have silenced any normal human but Annie only screamed back at it. Almost on cue a Tibbers tore away from Annie's hand and grew into the feral bear. It lunged onto the beast and ferociously bit into the beast neck as the void creature tore into Tibbers with its own fangs and claws.

The louder Annie screamed the larger the flames emanating from Tibber’s body engulfed the two beasts, locked in a death struggle. Annie thinking the two were dancing wiped away her tears and skipped around the two as they tore at each other. In her delight Annie hurled balls of flame in all directions as her entire house was ablaze. She was the conductor of a fiery opera her hands waving madly as fire sprung from her palms and all around her.

"Ring around the rosy, a pocket full of posies, ashes, ashes, Your all Gonna BURN!!!" Annie shouted gleefully as the burning house started crumbling about her.

The house burned through the moonlight with the roars of Tibbers and the beast slowly dying down as the night passed on. The fires slowly turned to ash when there was no more left to burn. The burnt wood and smoking embers were all that was left of the Hastur residence. A hooded and cloaked character, The markings of Asmodeous cleverly hidden among his clothing, walks up to the wreckage and surveys the damage.

As the cloaked figure walks up the charred steps, stops and stares, at an unfamiliar sight, in the middle of everything; There lying in the middle of the wreckage was a little girl quietly sleeping while sucking on her thumb and holding a burnt stuffed bear by her side. Behind her lies what was the charred remains of a giant beast with its arms and legs torn from its body.

The figure chuckles, what is this, he wondered. A little child had slain the mighty Cho'gath? He bent over and picked up a small violet riding hood that was next to the sleeping girl, then slowly placed it on Annie's head and brought down the ends and tied it in a neat bow under her chin. He then turned to go “It’s not your time yet dark child, but I will have my eyes on you. You have yet one more test to pass.

The figure was startled by the sound of approaching footsteps. “Your next test begins now dark Child” he whispered. And with a wave of his hand he vanished along with the remains of the Demon Cho’gath.

“There!” One of the approaching soldiers exclaimed, seeing the charred remains of the manor. The soldiers, each bearing the symbols of Mitra. Looking over the wreckage, the soldiers come across the same scene. But this time, Annie stirs slowly waking.

“Captain!” one of the men yells “a little girl, she somehow managed to survive.” Soon the Guard captain arrives. Stooping down to see who this girl is, the Captain’s eyes grow wide. “this is no little girl” he says. With a wave of his hands and some arcane words the illusionary veil is removed. Annie is not the innocent little child but a gnome, a lava gnome, practitioner of arcane arts born of fire.

“This is our lucky day, It would seem we have finally caught you. In the name of Mitra and the Kingdom of Talingarde, I place you under arrest for the crimes of Fraud, Arson, and most likely the Murder of the Hastur family of the House Barca.

Annie slowly stood, looking for her bear, “Tibbers?” she wearily asks. Knowing that Tibbers cannot help her now, the energy spent, her magic gone. Removed of her bear and of her remaining magic Annie is carted off to Branderscar Prison, Sentenced to Death by fire.

Annie was only in prison for 2 days. She was drugged and kept in a state unable to use any of her magic. But she did manage to entice a guard to not administer her “treatment”. The guard took pitty on her, he fell for her guise. Surely a child could cause no harm.

But that ploy did not go far, a commotion started brewing; guards summoned from all parts of the prison to aid in suppressing an uprising. Fortunately for Annie, the commotion was just the distraction she needed. A repeated blast of fire, over and over and over, the anchor getting hotter and hotter, weakening them, but still they held fast. Annie tugged and pulled, she needed to be free.

Finally, just as her resolve was about to weaken she heard the familiar sounds of fire engulfing the prison. She sat a moment, mesmerized by the sounds; soon she realized that she was not trapped alone. She closed her eyes and whispered what seemed like a prayer. She had read of this Asmodeus during her time with the Hasturs, she only pretended to care, she only wanted to learn their power. And learn she did. Asmodeus proved to be a patron she could relate to.

Her prayer turned into a spell, and as the flames raged outside her stone cell, a creature formed of both fire and stone emerged. Doing her bidding, the magma elemental released her from her bonds. (it was at this point she leveled up and gained the ability to use summon monster 2 to gain a small elemental.)

Among the ruins Annie found Tibbers, lying among some fallen rubble. “Tibbers!!!” she yells with excitement. Rushing over to retrieve her friend and companion. Hugging the stuffed bear, Annie reveled in the burning prison, adding to the fire with her own bursts of flame. Again dancing like the night she was captured.

As the ones that started the turmoil head out, perhaps it was just the wind fanning the flames, or perhaps it was just their imagination…

“Ring-a-round the Rosie,
A pocket full of posies,
Ashes! Ashes!
Your all gonna BURN! “

Additional notes:
Little Orphan Annie is a gnome that plays the human child having found it easier to obtain free meals and free lodging. Many families take her in and most have left her back at various orphanages or just left on the street for one reason or another. (The Fraud charges)

The Hastur’s were the latest to take her in and she has been with them for a while. Annie learned to better control her magic through them. They were, after all, both wizards. But they were also scholars of the denizens of the hells. They possessed many books and conducted research into the destruction of evil cults. Annie liked this, she knew they held the key to her gaining power.

The plan was simple, get what knowledge she could and then see to their demise in an unfortunate accident. Well, all that did happen but not entirely as she had planned (the Arson charges, along with murder)

The hooded figure in this story could be a priest of Asmodeous maybe even the Cardinal Adrastus Thorn


Hey! Thanks for you interest! Daily update:

Applications so far:
Annie – Class: Sorcerer/Summoner - Complete: No?
Chyrone – Class: Oracle - Complete:No
Niles – Class: Necromancer – Complete: No
Cuàn – Class:Alchemist? – Complete: No
YanJieming – Class: Wizard – Complete: No
Snedley Silversleeves – Class: Rogue/Wizard – Complete: No?
Spinningdice – Class: Sorcerer – Complete: No
Artorius Pavo – Class: ? – Complete: No

Recruitment days remaining: 2

Drop me a line if I got something wrong.

Aku


Delayla is ready to be unleashed upon the do-gooders.
Inventory can be adjusted if she's picked.

Spoiler:

Delayla
Human Oracle 4
LE
--------------------
DEFENSE
--------------------
AC: 18,10,18
Hp 34 (4d8+12)
AC 18 (+6 armor, +2 shield)
--------------------

OFFENSE:
Melee:
-Mwk. Scorpion Whip +6 (1d4+2/x2), 15ft range.
-Kukri +5 (1d4+2/18-20 x2)
-Dagger +5 (1d4+2/19-20 x2)
-Mwk. Mace, Heavy +6 (1d8+2/x2)
--------------------
Gear:

15str=66lbs light
Mwk. Breastplate +6 500gp 30lbs
Shield, heavy wooden +2 7gp 10lbs
Mwk. Scorpion Whip 305gp 3lbs
Kukri 8gp 2lbs
Dagger 2gp 1lbs
Mwk. Mace, Heavy 312gp 8lbs
Potion of CLW x1 50gp 1lbs
Backpack, common 50gp 2lbs
Lamp oil x2 2sp 2lbs

Total 59lbs
Total 1234gp 2sp
--------------------
Initiative +0
--------------------
Save rolls: Fort: +3, Ref +0(1-1), Will +7(+9 if vs divine spells)
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Cha

Str 15, Dex 8, Con 14, Int 13, Wis 17, Cha 20(18+2)
BaB +3, CMB +5(+7 at disarm); CMD 14
Feats:
-Extra Revelation
-Exotic weapon proficiency: Scorpion whip.
Traits:
-Arson: Whenever you score critical with a fire attack, add +2 fire dmg to that dmg.
-Disdainful Defender: You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Skill ranks, total:
-Diplomacy 3 (+11)
-Heal 3 (+9)
-Intimidate 4 (+12) (Gained from Flame Mystery)
-Kn. Planes 2 (+6)
-Kn. Religion 2 (+6)
-Perform 4 (+12)[Act, for Bluff and Disguise] (Gained from flame mystery)
-Sense Motive 4 (+9)
-Spellcraft 2 (+6)

Skillpoints per lvl 6(4+1+1racial int)
Languages: Common, Infernal.

Crime: Arson

Spells

Spoiler:

Spells per day
Lvl 1 x8
Lvl 2 x2

Spells known from oracle:
Cantrips x6: Bleed, Detect Magic, Guidance, Light, Resistance, Spark
Lvl 1 x3 (DC16): Burning Disarm, infernal Healing, Murderous Command
Lvl 2 x1: Protection from Good

Oracle choice: either choose for all "cure" or "inflict" spells as auto learned when able. Chosen: Cure

Curse: Haunted
Bonus spells from curse:
Lvl 0: Ghost Sound, Mage Hand

Mystery: Flame
Bonus spells from mystery:
-Lvl 1: Burning Hands DC 16 (Reflex for half), 1d4 fire/caster lvl
-Lvl 2: Resist Energy (10 min/lvl, resist energy 10 vs a chosen energy)

Revelations:
-Lvl 1: Firebreath 1/day, DC17, 4d4 fire dmg. [As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.]
-Lvl 3: Touch of Flame 8/day, DC 17, 2d6+2 fire dmg. [As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.]
-Extra from feat: Burning Magic, DC17. [Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.]

Biography and prison-break history

Spoiler:

Delayla, said as Dee-lai-la, a young woman with a taste for sadistic revenge.
At a young age she was still a pretty normal girl. As she turned 15 her troubles began. She hated her aunt Donna. She spat upon the carriage, but her spit was a breath of flame, setting her aunt's carriage ablaze.
Being grounded the same night, she started to hear a voice that told her the fire was a gift and not something to ignore. The ghostly voice didn't leave her alone, attracting attention on occasion, displacing small objects. Something she had learned eventually from this visitor.
She was shunned for her fiery powers, rejected by anyone. "You don't belong here, leave!".."Fire powers, she must be a worshiper of Asmodeus, only an evil god would embrace such powers."

She had befriended two sisters from a Chelaxian family. Delayla did get to know about Asmodeus, but hadn't really had interest at that time.
As more of her powers manifested, the family hinted this could be a blessing from the infernal planes.

Eventually came the rise of Mitra and the extermination of followers of neutral and evil aligned deities. Followers of this do-gooder god hunting non-believers. Delayla saw how a group of men, led by a fat priest and zealous paladin. They zealously killed the father, raped and enslaved the mother and daughters. She tried to resist, but to little avail. She was whipped down and taken along for being at the house and resisting "divine justice".

In custody, she was whipped as punishment since she wasn't a worshiper of Asmodeus. The other 3 women weren't so lucky. When Delayla found out where they were held, they turned out to be killed, burnt at the stake.
"By fire be purged.", was what the paladin said.
The ghost commented she should use her power to exact revenge upon those responsible. During the following years, she became versed in using her beauty to lure men in so she could torment them into giving information. The oppressors deserve no mercy. She found the paladin eventually in a tavern. Disguised with a wig and cloak, she got him outside. Seducing him into a kiss, she exhaled her entire airsupply in the kiss, burning the man alive from within. "The irony, huh Mitran?"
She narrowly got away. She resented all the wrong order that was being imposed, she hated it with a fiery passion.

Arson..
On he 20th birthday she discovered the fat priest was holding a sermon for his fellow clerics and paladins at a newly erected church.
She waited for the door to be closed, the time to strike was there.
She melted the iron middle of the door shut. Wrapping a firm stone in loth, she set it ablaze and tossed it through the window, lighting up the banners. As the banners caught fire, so did the wooden support of the structure. The masses couldn't escape the inferno that ensued, the screams of many faded as the fire went on. 100 people died in the fire.
This time she didn't get away, having spent her power had left her somewhat tired and she was taken into custody. Tried and condemned to the heavy prison, the future was looking bleak.

Time to get out..
The young woman was brooding on her escape. Imprisoned by so-called followers of goodness, they deserved to die.
The moment came when the two guards who were near her cell were alerted by a loud noise. One took off to check it out, but never came back. She casted Mage hand and took away the cell-door's key from the table. Opening up, the surprised guard soon had two flaming hands covering his face and the back of his head, scorching his head till he went numb and fell down. Anarchy and fire was in the prison. Many lay dead, either butchered or burnt. She cast resist energy [fire] on herself, moving effortlessly past the flames, eventually finding the exit.
She stumbled upon a small enclave of Asmodeus worshipers. The elder welcomed her.
<"Child, have you come from the prison?>"
"Yes, and i am sick of those Mitran bastards.", she screamed into the air and exhaled the brightest fire yet.
<"Child, if you've been sent there and hate them that much, would you accept the teachings of the Dark Prince? He welcomes those with your quality, no oppression, just order.">
A wicked smile on her face, "After all i've been through, yes, indulge me old man.".....
She trained in use of armored combat along with her magic while with the enclave. Her favorite weapon, the scorpion whip, a whip with exquisite sharp additions. Additions with which one could more inflict pain as well as nasty tricks.

Appearance

Spoiler:

Delayla is a graceful looking young woman with long blonde hair, partially kept together at the back. Her looks are one of her valuable features, being able to smooth-talk through a lot of situations.
She wears a breastplate and carries a wooden shield. Her scorpion whip is hanging on the right side of her belt.


If possible I would like to revise my submission (Artorius Pavo) to Fet the false-hearted. I sent a PM.


Withdrawing


Snedley is incomplete. I'll have crunch up tonight.


I am also withdrawing, I can't come up with any good backstory.


DeMondes Uriostigui presents himself to be judged, though I chuckle at the irony. I will march to the salt mines bemused by a kingdom which actively persecutes its strongest and most talented citizens. I will survive. I will THRIVE! The weak will choke on their own mush.

The men I slew - we are blessed to be rid of them, they died in honest combat, proof they were not fit to lead, that they had insulted their betters. You sneer that I took money, that I am just a hired wand. I am the hand of evolution. If I was not meant to kill those men, they would have slain me in their stead. Judge me Talingard. Judge the symptoms of this land's inevitable decay and demise. I will be back when strength is a virtue again!

DeMondes Uriostigui is a disgraced hired wizard duelist who slew the wrong officer at the wrong time and stands unapologetic for the crime.

Scores.

Wisdom 8
Str 1d10 + 7 ⇒ (7) + 7 = 14
Dex 1d10 + 7 ⇒ (8) + 7 = 15
Con 1d10 + 7 ⇒ (6) + 7 = 13
Cha 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence 18

Hit points
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 2

Background and stats to come. One question, can we take a flaw for an additional trait?


He'll be an Alchemist yeah, Beastmorph/Vivisectionist to be precise

HP:
1d8 ⇒ 4
1d8 ⇒ 5
1d8 ⇒ 3


Dolarre wrote:


Background and stats to come. One question, can we take a flaw for an additional trait?

Hey, thanks for your app.

No drawbacks allowed.


Hmm....I'll try to think of something. I rather like the idea of an evil bard...it always seems to be a good route.

Wisdom 8
Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex: 1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (6) + 7 = 13


Holy hell....Gonna go 25 point build thanks to those terrible rolls.

Dhamphir Sandman LE
Str 14
Dex 16
Con 12
Int 13
Wis 10
Cha 18 (+1 from level 4)

I'll bring in the backstory when I can come up with it. Should be by tomorrow. Deity will be Asmodeus

Hp: 1d8 + 1 ⇒ (2) + 1 = 3
Hp: 1d8 + 1 ⇒ (6) + 1 = 7
Hp: 1d8 + 1 ⇒ (1) + 1 = 2

Below average...damn the die are greedy again me today. Oh well


I'll do the shopping for Snedley if he gets the green light. Otherwise, here he is! Rogue at level one, illusionist for the rest.

HP: 1d6 + 2 ⇒ (1) + 2 = 3
Hp: 1d6 + 2 ⇒ (6) + 2 = 8
Hp: 1d6 + 2 ⇒ (1) + 2 = 3

Snedley:

Snedley Silversleeves
Male Halfling Rogue 1/Wizard 3
LE Small humanoid (halfling)
Init +6; Senses Perception +8

--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 24
Fort +4, Ref +6, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Special Attacks sneak attack +1d6
Wizard Spells Prepared (CL 3rd; concentration +6):
2nd—detect thoughts (DC 15), invisibility [S], web (DC 15)
1st—charm person (DC 14), color spray (DC 14), mage armor, silent image [S] (DC 14)
0 (at will)—detect magic, ghost sound (DC 13), mage hand, prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 14
Base Atk +1; CMB -1; CMD 11
Feats Combat Casting, Improved Initiative, Scribe Scroll
Skills Acrobatics +1 (-7 jump), Appraise +8, Bluff +9, Climb -2, Diplomacy +9, Intimidate +7, Knowledge (arcana) +10, Knowledge (local) +10, Perception +8 (+9 to locate traps), Sense Motive +5, Spellcraft +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ arcane bonds (arcane bond [object]), blinding ray, extended illusions, opposition schools (abjuration, evocation), specialized schools (illusion), trapfinding +1

Other Gear 1,500 gp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Necromancy You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Fearless +2 racial bonus vs Fear saves.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps.


Grr...I'm waffling a bit, thinking Antipaladin instead.
Do you allow the Black Knight Archetype? I know it's not a normal archetype but there is but one paizo made archetype unfortunately.

It is from a A Tome of Wicked Things


Here is my anti paladin I made for a different WotW campaign which fizzled after a few fights due to RL issues. Backstory up, let me know what you think.

Wealth?

May I keep previously rolled stats or would you like to to reroll?


I hereby recant my decision to withdraw.

Here is my character, a future Diabolist

Unnamed Wizard 4:

Picture for reference
Male Human Wizard 4
LE medium humanoid
Init +2 Senses Normal Vision Perception +5
DEFENSE
AC 12, touch 12, flat-footed 10
hp 28
Fort 3 ,Ref 3 ,Will 4
OFFENSE
Speed 30 ft
Melee Masterwork Club [Gem topped Cane] +2 (1d6-1/x2)
Space 5 Reach 5
STATISTICS
STR 8 DEX 14 CON 14 INT 20 WIS 11 CHA 8
Base Atk 2 Grp10
Feats Spell Focus (Conjuration), Augment Summoning, Combat Casting
Skills Appraise +9, Bluff -1, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +13, Knowledge (religion) +11, Linguistics +10, Perception +3, Spellcraft +12
Languages Common, Orc, Infernal, Abyssal, Ignan, Sylvan
Gear Masterwork Club

Monies Spent: 300GP on Gem Topped Cane [Mw club] 750GP on 5 2nd level scrolls to add to spellbook. 450GP remaining, saving for a scroll of Lesser Planar Binding which is lvl 5 and costs 1125GP.

Human Traits (Core 27)

• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Favorite Class Options
• Add 4 spell known from the wizard spell list. This spell must be at least one level below the highest spell level the wizard can cast.

Traits

• Consorting with the Dark Powers
(Witchcraft) (Custom): 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!
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.
• Diabolical Dabbler (CHE 19): Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Class Features

Benefits of Familiar
• You gain +3 on Appraise checks*
• Alertness (Ex) (Core 83): The familiar provides you with the Alertness Feat
• Empathic Link (Su) (Core 83): The master can communicate empathetically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
• Weapon Proficiency: You are proficient with the following weapons: Club; Crossbow, heavy; Crossbow, light; Dagger; Quarterstaff; Unarmed Strike; Pistol, dagger (melee attack)
• Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Raven)
• Arcane School (Core 79): You are a specialist in arcane spells of the Conjuration spell school. Your prohibited schools are: Enchantment Evocation

• Summoner's Charm (Su) (Core 80): Whenever you cast a conjuration (summoning) spell, increase the duration by 2 rounds.
• Acid Dart (Sp) (Core 80): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6+2 pointsof acid damage. You can use this ability 8 times a day. This attack ignores spell resistance.
Feats

• Spell Focus (Conjuration) (Core 134): Add +1 to the Difficulty Class for all saving throws against spells from the school of conjuration.*
• Augment Summoning (Core 118): Each creature you conjurewith any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

• Combat Casting (Core 119): You get a +4 bonus on concentration checks* when casting on the defensive or while grappled

• Scribe Scroll (Core 132): You can create a scroll of any spell you know

• Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.*

This wizard was a noble born human from the city. His family enrolled him in the most prestigious Arcane University in the kingdom and he began his studies at a young age. All was great in the world, but secretly this young man yearned for more. His world changed when he "discovered" a book of forbidden knowledge detailing the way to summon a minor devil from Hell itself. This was what he had been waiting for, excitedly he studied this book for weeks until he could recite pages of it from memory. This book was titled "Diabolas Lexicarum Asomdean" and was a holy book inscribed with Asmodean teachings as well as arcane passages. Finally, the day arrived after years of study, and he was ready to summon the Devil with which to make his pact. Power in return for eternal servitude. Just as he finished the ritual and the Devil arrived, the door to his chambers was burst into and in comes famed Witch Hunter Sir Balin of Karfield May Mitra have mercy upon your wretched, damned soul. was all that was said, the Devil was sent back, the ritual was ruined and the wizard lost his first chance at true power. He now burns for revenge against Balin and his Mitra, he will have his revenge and attain a compact with Hell itself in order to attain this power.

His time in the prison was short, he was only incarcerated days before the uprising and massacre. He had magics available to him though, and he spent some time invisibly skulking about watching the prisoners rise up, watching and waiting for his moment. Until a being spoke to him from the darkness Come, meet us, it was I who gave you the book. Hell watches you and approves but only of those who can earn that approval. Your task is not finished.

With that the wizard left in search of the prisoners and the voice in the darkness.

Notes on backstory, my characters name is left vague because I haven't yet made an alias and I'm thinking of recycling an old alias. My character names are all similar anyways. I didn't use any place names or personages other than the one in the campaign trait, that is because I am very unfamiliar with the setting. I did make a few assumptions based on what GM Aku posted though, mostly about there being an arcane university and being noble, although that can mean almost anything really. Also, the voice and devil can be almost anything the GM wants it to be, or nothing it all. It could all be in the characters head. Thanks for reading all my ramble, hopefully see you in game.


Will try and get Krixus ready. Half Orc Scared Witchdoctor.

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