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WotW: A Knot of Thorns The First Parchment (Inactive)

Game Master Xzaral

A group of villains escape Branderscar prison to take revenge upon Talingarde.

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"Hail, Villainous scum of Talingarde! I am Markadian V, King of Talingarde!! You lot have been arrested for crimes against our soverign nation, protected under the watchful eye of our beloved Iomadae! By her will, you have been sent to Branderscar prison, where in 3 days time, you shall all be given to your fates. In 3 days, be it by axe, by rope, by fire, or a lifetime of servitude in the salt mines, judgement shall be thrust upon you. In 3 days time, your story will end, and this evil shall be defeated."

Welcome to Way of the Wicked: A Knot of Thorns, an AP designed by Fire Mountain Games. In this adventure, you take on the rolls of condemned criminals who, in three days time, will be sentenced to your final fate. Your goal? Escape, and revenge upon Talingarde.

First, A little about me:

A few things I should mention, this will be the first AP I've run on these boards. As such I cannot guarantee the quality of it. But hey, we've all gotta start somewhere. I started PBP November last year, and would like to contribute back to the community.

As far as GMing goes, I've been doing it for 18 years so I have abit of practice. I'm also running this game for my tabletop group, who have enjoyed it immensely thus far (almost done with book I). I hope my style works out well for those selected.

If you have any questions, please feel free to ask.

Character Creation:

First a note. I plan to set this in Golarion. How much Golarion will play into is should be minor. This is mostly to have a fully fleshed out pantheon available to use, as well as additional resources and flavor to be had. I will be changing references to Mitra as appropriate (mostly Iomadae or Sarenrae).

Ability Scores: Ability Scores will be determined by either the Focus/Foible system or 25 point buy. Under the Focus/Foible system, each player will choose one stat to be an 18 (the Focus), and another to be an 8 (the Foible). Afterwards, each stat will be rolled in order by a 1d10+7 roll. If you would rather use the point buy (or just don't like your rolls), please go ahead.

Races: All races from the Core Rulebook will be allowed. Races from other sources may be allowed on a case-by-case basis.

Classes: All classes from the PHB, APG, UC, UM will be allowed, as well as all Archtypes. If playing something unusual to Talingarde (such as a Ninja or Samurai), a good backstory should be presented.

All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.

  • The Anti-paladin from the Advanced Player’s Guide is well suited themetically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. Thus it is recommended that your GM allow the house rule “The anti-paladin may be of any evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.
  • Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.
  • Barbarians can be a good choice, but since chaoticalignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.
  • Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate
  • Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes.
  • Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.
  • Gunslingers are permitted but this adventure path assumes by default that firearms do not exist. There are no guns found in the treasure or adversaries who use firearms. If you want to play a gunslinger, you should talk to the Game Master about this. If they approve this choice, then they will need to modify the campaign accordingly to accommodate your character.
  • Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?
  • Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde. Much like the gunslinger above, talk to the Game Master and work out these special needs.
  • Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.
  • Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Feats: Each character will receive an additional non-combat feat at first level. Approval of such feats are subject to GM approval.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

  • Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
  • Bards begin without their instruments.
  • Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
  • Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
  • Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside
    the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
  • Inquisitors and Oracles lack their holy symbol if they need one.
  • Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
  • Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Finishing Details: As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice. At the Game Master’s discretion, lawful evil may be the required alignment.

Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. If you are using the trait system in the Advanced Player’s Guide, choosing this crime counts as one of your traits.

There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Crimes of the Forsaken:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

This list of twenty crimes is not intended to be comprehensive. Feel free to invent your own crime, punishment and benefit (with the GM’s approval of course). Besides simplying choosing a crime, you should also consider how the crime was done. Was this a wellplanned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out
your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are
guilty. You have not been sentenced to the worse prison in Talingarde unjustly.

You are here because you deserve to be.

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Submission Format:

Each submission should include the following (In whatever format you want to relay it).

1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps.

2) What crime did you commit, and how did you get caught?

3) What do you look like?

4) Why do you want revenge against Talingarde?

5) Anything else you feel like saying.

I am not sure when I will close out recruitment for this AP but will give at least 24 hours notice before I do so. Please feel free to ask any questions necessary.

King Markadian V,

A question: Would you have any issues if I (as a DM of the same campaign) put forward a character for your perusal and consideration?


Mark Sweetman wrote:

King Markadian V,

A question: Would you have any issues if I (as a DM of the same campaign) put forward a character for your perusal and consideration?


I have no issues with that, feel free to submit away.

Excellent good - I shall ponder on it before putting up something for you to review.

First thoughts are for a Bard of some kind - Demagogue would be perfect, though I need to give that some serious thought as to how to work in the famous nature of it...

Focus and Foible:
Str: 1d10 + 7 ⇒ (10) + 7 = 17
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con: 8
Int: 1d10 + 7 ⇒ (3) + 7 = 10
Wis: 1d10 + 7 ⇒ (8) + 7 = 15
Cha: 18

Wow - that was unexpected :)

Here's Haruk for your perusal. He was apart of another WotW that fell apart. We never got passed the first guard encounter, so I know next to nothing and I really, really wanna play this game all the way through.

Could I re-roll his stats? Otherwise, I'll change to 25 pt point buy.

Go ahead and reroll (new game and all).

Xanos here, also from a WotW game that never quite got running. (heck, we've still got the entire part in an active Discussion thread without a GM)

He's currently built on a 20 point buy, so he'd just need to be adjusted a bit to work for your game.

I have no preference for which attribute system we use. Either way works for me.

Would a Dhampir be an acceptable race?

Javell DeLeon wrote:
Would a Dhampir be an acceptable race?

Doesn't look too bad. Let's see what the finished product looks like.

Sent you a PM Mr. DM.

I was just curious. I'm running a dhampir paladin in a CC pbp, and it's quite the challenging fun! Not sure if I wanna go this route, but I asked as a "just in case" type thing.

Anti-paladin with the Knight of the Sepulcher archetype.

Will take a look at it with both races and see.

Let's see...

Focus and Foible:

Str = 1d10 + 7 ⇒ (10) + 7 = 17
Dex = 1d10 + 7 ⇒ (4) + 7 = 11
Con = 1d10 + 7 ⇒ (10) + 7 = 17
Int = 8
Wis = 1d10 + 7 ⇒ (4) + 7 = 11
Chr = 18

Okay. That's awesome! Yet, in a weird sort of way, not. Interesting.

I have this Factotum from a 3.5 campaign. I could re-do him if this class is allowed.

Liberty's Edge

I'd be very interested in playing in this.

My idea is for a Human Fighter (Lore Warden) who is attempting to overthrow the kingdom. Details are still sketchy, but I'm thinking LE or NE and possibly a worshipper of Zon-Kuthon. He'd be a vicious bastard, and probably attempted treason due to some personal grudge against the king...posibly for a lover or relative executed for some horrible crime.

Focus and Foible:

Str 18
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (7) + 7 = 14
Int 1d10 + 7 ⇒ (5) + 7 = 12
Wis 8
Cha 1d10 + 7 ⇒ (8) + 7 = 15

Shadow Lodge

Dotting for interest. Will come up with a concept later.

Xanos, from Character Creation: First a note. I plan to set this in Golarion. How much Golarion will play into is should be minor. This is mostly to have a fully fleshed out pantheon available to use, as well as additional resources and flavor to be had. I will be changing references to Mitra as appropriate (mostly Iomedae or Sarenrae).

So the DM is setting it there for at least pantheon and Pathfinder crunch / flavor support.

D'oh. Yeah, I saw that right as I deleted the post.

I actually really like the golarion gods, so this is fine by me.

I would love to play in this campaign. How about pyromaniac elvish alchemist nick named "Twitchy" who has a penchant for explosions?

Focus and Foible:

str: 1d10 + 7 ⇒ (5) + 7 = 12
int: 18 + 2
wis: 1d10 + 7 ⇒ (5) + 7 = 12
dex: 1d10 + 9 ⇒ (2) + 9 = 11
con: 1d10 + 5 ⇒ (1) + 5 = 6
cha: 8

*chuckles* after racial adjustments this guy is destined as a career as a sickly scholar. I might go with the point buy method. 8)

Price sneers at her conviction on the charge of Blasphemy. She is guilty of so much more: Heresy, Desecration, Consorting with Dark Powers, Murder, Attempted Murder, and even Arson... What can she say? It's been an eventful week. The only crime she committed that tinges her with any sense of shame is Attempted Murder. The Attempted part rankles in that it shows a disturbing lack of follow-through.


Questions #1-#3 - Should be answered on her character sheet but I'll be happy to answer them more concisely in a post if you prefer.

Question #4 - Price isn't out for revenge. Her goal is the ascendancy of Asmodeus to the top of the celestial hierarchy. Destroying the existing Talingarde government with its fawning support of Iomedae and Sarenrae is just a logical (and enjoyable) step.

Xzaral - just to be totally above-board - this is a character that I've pitched in a couple of other Wicked games. She made the cut but both games died quick. One, as Haruk mentioned, died in the midst of one of the earliest combats. The other, as Xanos mentioned, croaked before the game thread was started - which leads me to:

Question #5 - In Price's back-story you'll notice a mention of a character named Cain (played by Eben the Quiet). Originally, Price & Cain were a joint submission. If Eben decides to submit a character here, you can consider them a joint submission. If he doesn't, I'll be happy to rewrite her back-story.

She is currently built on 20 points, a single feat, and with Mitra references. I'll update her stats now if you'd prefer to see the full character before making a decision. I'll probably go with a 25 point option instead of Focus/Foible.

Thanks for your consideration.

Thinking of submitting a LE Anti-Paladin that moves into the Hellknight prestige class. Would the PRC be plausible character? And would there be any problems with the "You must slay a devil with HD greater than your own. This victory must be witnessed by a Hellknight" requirement?

Let's see some rolls:

Focus: 18 Str
Foible: 8 Int

Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Wis: 1d10 + 7 ⇒ (3) + 7 = 10
Cha: 1d10 + 7 ⇒ (1) + 7 = 8

Hmm...that was looking beautiful until I got to the Cha. Point buy it is!

Hey I'm new to the whole PbP xp and have tried to submit this knife master in a couple other WotW games so I guess I'll try again and also any home rules we should be aware of?

1. Kyras (will think of a last name at a later time) Half-Elf/Rogue(Knife Master archetype)LE


DEX=18(17points)+2 Half-Elf total 20 Dex

The extra feat at 1st lvl I would like to take is - Sly Draw
During the great purge of Talingarde the orders were to kill those associated with Asmodeus on sight. The Talingarde soldiers were going door to door killing all those known to worship the Dark Prince (Asmodeus). The screams were getting louder and louder, since my home was next to the river by the edge of the village. There was a sense of calm before what happened next, my parents packing as fast as they can rushed outside to escape with my mother holding my hand as i tailed behind, Three soldiers saw us and began to chase us down river. I was able to hear the falls in the distance signaling are best chance to get away. But more importantly I felt a sense that they would capture us at any moment before we reached our destination . Next thing I noticed, I was on the ground with a sore toe realizing that I just tripped on the rock bed nearing the falls. My parents stopped and ran back for me which costed them dearly for the soldiers were mere yards away. My father threw me behind a bolder and said "keep quite for mother and I are going to try and lead them the other way and that we love you." the little I was able to see above the bolder was that there were three of them, and one was better armored than the rest. They all had different types of weapons, all that I have never really seen before. I clenched my teeth as I saw the soldiers follow my parents diversion but they were to slow and caught up with them. The soldiers outright killed my parents without hesitation, a tear dropped from my eye across my cheek. At the sight of seeing my parents killed protecting me I could not take it any longer, And Ran straight for the better armored one taking his dagger from its sheath. "What would a twelve year old boy be able to do" must have been the thought running through the less armored ones mind as I drove the knife in to his throat, he feel to the ground in a pool of blood dead. Before the others were able to react I ran as fast as my legs would take me and jumped into the waters going to the falls.I held the kinfe tight in my hands away from me so as not to cut my self in the rapid waters. I can only assume that they thought me for dead as I woke up the next morning miles from home on the river bank still with the dagger in hand. At that moment I vowed I would not rest easy until this dagger kills that one man. Many years later at the age of 22 I returned to Talingarde as a commoner seeking a new life all the while thrilled about be able to kill HIM. I learned all I needed to know about him during my time back here turns out he was promoted to be head guard of Talingrade. I took my chance on him when he left the his favored tavern one night trusting my skills to exact my revenge. Though he seemed to much for me even in his slightly drunken state and asked "why do you try to kill the head guard of Talingarde do you want to die?" I reply saying You killed my parents during the purge I was that little kid that jumped in to the falls that night and so I lived in order to kill you!"

3) 5'10" Silver hair and eyes (as in the avatar image)
4) Explained in 2)
5) I hope you like it

Sorry. I just re-read the Creation spoiler and saw that the stat generation is not an either/or decision... So I'll go with 25 Points OR

STR 1d10 + 7 ⇒ (10) + 7 = 17
DEX 1d10 + 7 ⇒ (7) + 7 = 14
CON 1d10 + 7 ⇒ (4) + 7 = 11
INT 1d10 + 7 ⇒ (8) + 7 = 15
WIS 18 / 20 <- +2 as Aasimar
CHA 8 / 10 <- +2 as Aasimar

Behold the power of this fully armed and operational dot.

Gary McBride
Fire Mountain Games

I know I used the point system but you were saying the better of the 2 if I'm not mistaken so i would like to roll and see what happens
CON1d10 + 7 ⇒ (10) + 7 = 17
INT1d10 + 7 ⇒ (6) + 7 = 13
WIS1d10 + 7 ⇒ (8) + 7 = 15
CHA1d10 + 7 ⇒ (1) + 7 = 8

I like all but the CHA so if I may can I stick with the point buy that I used?

The story is told through my characters eyes as he believes they happened, and the actual events may differ.

Introductions are in order. My name is Ka'sar which roughly translates to seeker of the dragons. No, I am no dragon hunter, but I often found myself in trouble in my younger days so people often joked that I was seeking the dragon. Well considering my current situation I guess I am in trouble now.

If you are reading this you are curious as to how I came to be in this predicament. I would like to start from the beginning because my childhood is where this all began. I grew up poor. I was an only child, whose parents barely made enough money to send me to school. I was well liked, and I was a good student, but I never liked being a member of the lower caste. Yes I said caste. You see there are those who are meant to rule, those who are enforce the rules, and those that are ruled. I had no desire to be in that 3rd category. Luckily I was able to make friends with a young human male named Rythor who had grown tired of "being kept captive", as he called it by his overbearing father. His words, not mine. When I went on my mini adventures pretending to be a criminal, while committing real but petty crimes such as stealing loaves of bread, and coins he was right there with me. I was only a young lad of about 10 at the time, and the importance of that friendship would not be realized until much later. It was however these adventures that forged our friendship.

Later on as people are apt to do we grew out of such things. People are less forgiving of you when you get older, and it really was not worth the trouble. I got a job at a the local library after graduating from school. The pay was not bad, but for me I did it because I got free access to books, and I would be allowed to come in early, and stay late. The topics of history, and the planes was always intriguing to me. I heard enough about Iomadea, that the topic would start to irritate me. Iomedae, Iomedae, Iomedae, if I never heard the name again I would be all to happy. Oh yes, back to the topic at hand. After about 2 years at the library I got promoted. I now had keys to the library, and I often spent as much time there as I did at home. My father was so proud. I can still hear his voice. "Oh son you have done so well.....". I drowned him out after that because I knew he was saying that should be my career. I was just as capable, if not more so than many people born into a more advantageous position, and the thought of being a librarian, catering to the common folk annoyed me to no end. I had to find a way out.

Well here is where my friendship with Rythor becomes a stepping stone. He enlisted as a member of the army. Within two years he was a sergeant, and a banquet was held at his father's residence in honor of the promotion. As a childhood friend I was invited. I often wonder how that would have went had he known his son and I were once little hoodlums. Well anyway, I got to talking to the old man about life and other topics. He asked why a capable man such as myself did not join the military. It paid better than my current job, and I could gain some manner of prestige if I did well. After thinking on it I went to visit him again, and after much talking, and a few drinks he said he could get me in his son's unit by pulling some strings. All I had to do was pass the training course. I agreed and graduated 3rd in my class overall.

I was further trained as a medic since I was to have a specialty as well, which for some reason included the study of religion. I did get to study less acceptable religions as well however, so that I may know the enemy. That led to me becoming acquainted with the denizens of Hell. I did not look badly upon the place as other did. It was a place where one could rise and fall by his own merit, as long as he could avoid being stabbed in the back that is, but since being vigilant is often a requirement for success I figured it was not all that bad.
We now get to fast forward two more years. My buddy Rythor is getting promoted again. He is about to pick up the rank of leutenant, and guess who they chose to step into his old seargent position? Me. The jealousy withing the unit was more powerful than anything I had ever felt. While I did receive perks from bring Rythor's friend I did out perform everyone in the group in most task. I was never late, never got into trouble. I was basically a model soldier. Well I could have gotten better with my actual combat skills, but I was a medic. Fighting is not my focus. It seems others made it their focus to correct what was wrong.

We had a training mission that involved us staying out in the field. On the way home we were ambushed. Rythor was the first to fall. Our assailants were masked so other than the ones we killed there was no clue. Well almost no clue. As the assailant were leaving one of them shouted "Let's see if you can help Rythor as much as he has helped you." I knew right then what had happened.

Over the next few days I mourned heavily. For the first time in my life I lost someone who was close to me. As much as it hurt me Rythor's father was affected even more so. He seemingly lost the will to live, and died about 3 months later. To add insult to inury I was demoted for not protecting my commanding officer. After many months of investigations those involved, even though I am sure it was not all of them were tried and convicted. My rank was not returned however. It seems that the letter of the law had been manipulated, and manipulated well. Allowing a commander to fall is a serious offense, even when it is not your fault.

It goes without saying that I became a bitter individual. I found out who had caused the death of my friend by investigating on my own. I could not strike directly though. The perpetrator was a high ranking member of the government Bhevon Dumar, whose son was in my unit. I wanted to kill him, but that was not good enough. I decided that he should feel my pain. To make a long story short I had his son meet the same fate my friend did. Much like I had tracked him down he began to uncover clues as to what happened to his son. I figured he had to be "taken care of" also. The “how” eluded me for several days, until a prostitute offered to entertain me. No I did not accept, but I did consider the offer. It is hard to tell attractive women no.

I hired a fairly attractive woman to get to know Mr. Dumar. The following event took place while I was on leave, or vacation as you civilians would call it. While on vacation I pretended to have an interest in learning how to cook at a specific restaurant, and told the owner that I would work for free. Free help is often hard to come by convincing him to give me the job was not difficult. I told the lady to convince him to take her to the restaurant where I was employed at a specific time, and date. I made sure to place no small amount of poison in the wine that was ordered by my intended victim. As we all know if something can go wrong the it will go wrong at the worst possible time. It seems that the waiter mixed the drinks up, and due to that error, and my bad decision to stick around to watch him die, that I could not leave the building before the authorities arrive. Upon seeing me the look in his eyes let me know he had put all the pieces together.

Having no proof of his involvement in my friend's death, nor the money to pay a good lawyer I knew I was in trouble. All my money had went to the woman who was to keep his attention, and to the poison of course. The trial if you want to call it that was a foregone conclusion, and I knew it. Most likely I would die, and as much as I tried to face the thought with courage I could not accept it. I lost my temper in the courtroom, and I cursed the nation, everyone it, and worst of all, at least to the judge I cursed Iomedae. I spoke of terrible things and wished them upon everyone in the courroom. In return I was cursed, really cursed. Every time I tried to speak my words came out garbled so that I may never utter such things again.

The longer I sat in my cell the more my hatred grew. I would do anything to gain vengeance not just against Bhevon Dumar, but against this corrupt nation. It seemed as though my thoughts were heard. A strange creature appeared in my cell. It offered me the chance to become powerful enough to possibly escape. I would only have to help it at a future date. I knew the creature was a devil of some sort, and deals rarely ended in one's favor when dealing with them. Seeing my alternative, and my desire to bring the entire nation down I readily agreed anyway. I didn't really have much to lose. In return for my agreement to grant some unknown favor the curse was partially removed, and divine powers were granted to me. At the moment though I am still in the cell wondering if I will escape to even get a chance to use my new gifts.

Appearance: Ka'sar is about 6 feet tall 190 pounds. He has dark skin, and black curly hair with brown eyes. He is considered to be somewhat attractive to most females. Across his right eyebrow is a permanent scar from the attack that killed Rythor.

Personality: He is devious, manipulative, and proud, and that was before Rythor was killed. He does however believe in a system of order and loyalty. He is not quick to anger, but when angered he does hold grudges. He holds those in high esteem who are willing to do the work that is needed in order to excel, and he looks down on those who are lazy, but an occasional shortcut here and there is fine. He looks upon Iaozrael the Archduke as his source of inspiration.

Crimes :He has spoken out against the church in public, killed someone, and is guilty of attempted murder. I am happy with whatever crime you choose to give the most weight to.

Ka'sar is not out to rule the world or a nation, not that he won't take it if the chance opens up, but he wants a decent position with nice perks. His goal before his friend's death was to get to a decent position in the 2nd caste* or maybe even a low position in the high caste*.Now these are still his goals, but they are now on the backburner.

In his eyes this corrupt nation and its leaders have taken everything he has worked for out of jealousy, and spite, and then punished him for it. He is a man on a mission. He is not so filled with rage that he will make bad decisions. He knows his opponents are wily. After all they have made him into a scapegoat for crimes that are not even his fault.

Caste 1: This can be anyone in a position to make the rules. This commonly includes governors and leaders of nations. You get to make the rules, and you don't normally have to get your hands dirty to make sure they get enforced. You normally get the best of everything with little physical danger to yourself. Even if the people decide to rally against you the chances of you being wealthy are high so you can just leave. You may even be able to setup somewhere else if you actually feel like trying to again.

Caste 2: These are normally the enforcers of the rules. It is best to be in a leadership in this caste because you don't really get blamed too much when unpopular laws are passed. You get to wield your power when needed, and if you can get setup well you live a luxurious life. Yeah you might be in danger at times when ordered to fight, but anything worth having is worth fighting for.

Caste 3: These are the common folk, and unless you have connections or have a power base such as being a lawyer or owning a type of business which makes you influential to anyone in the first 2 caste you are pretty much at their mercy. More than likely you are left to your own devices, but why take the chance, and why accept such a station if you can do better.


Male Half-Elf Battle Oracle using 25 pb

Male Half-Elf Oracle 1
LE Medium Humanoid (Elf, Human)
Init +0; Senses Low-Light Vision; Perception +7
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +4, Ref +0, Will +3
Immune sleep; Resist Elven Immunities, Tongues (Celestial)
Spd 30 ft.
Melee Unarmed Strike +2 (1d3+2/20/x2)
Oracle Spells Known (CL 1, +2 melee touch, +0 ranged touch):
1 (4/day) Cure Light Wounds (DC 14), Divine Favor (DC 14), Bless
0 (at will) Read Magic (DC 13), Detect Magic, Purify Food and Drink (DC 13), Stabilize
Str 15, Dex 10, Con 14, Int 14, Wis 13, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Great Fortitude, Skill Focus: Sense Motive (Adaptability)
Traits Fast-Talker, Blasphemy(+2 know(religion)
Skills Bluff +8, Diplomacy +7, Heal +5, Knowledge (History) +6, Knowledge (Planes) +6, Knowledge (Religion) +9, Perception +7, Sense Motive +8, Spellcraft +6
Languages Celestial, Common, Draconic, Elven, Infernal
SQ Elf Blood

Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Tongues: Celestial You can only understand and speak one language in combat.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

If there are any questions I am more than happy to answer them.

edit:I get to roll and then decide.

str:1d10 + 7 ⇒ (7) + 7 = 14
con:1d10 + 7 ⇒ (2) + 7 = 9
int:1d10 + 7 ⇒ (5) + 7 = 12
wis:1d10 + 7 ⇒ (6) + 7 = 13

I will be sticking with the point buy.

Sovereign Court

Looks very interesting, dotting for interest...

Rolls for Rogue Submission:

Dex- 18, Cha- 8
Str- 1d10 + 7 ⇒ (9) + 7 = 16
Con- 1d10 + 7 ⇒ (10) + 7 = 17
Int- 1d10 + 7 ⇒ (10) + 7 = 17
Wis- 1d10 + 7 ⇒ (3) + 7 = 10

Alexander Kilcoyne here. Will be re-purposing this name and avatar; as I have so many aliases i'm loathe to add one more, but the character will be completely re-done. I'll post again once i'm done :).


Alazandaru Viorec-

Background Story/Fiction-
Alazandaru Viorec was born into a small group of coastal Varisian pirates that once made regular raids on Talingarde's waters- a small band of pirates who were sponsored by the infamous Sczarni crime lords in an effort to destabilise the heavily lawfully aligned kingdom. The life was lucrative and rewarding; but risky stakes and an ever present fear of death and capture were no stranger to the young Varisian as he grew up.

Growing up, Alazandaru took to the water around the same time that he started walking- and with the same practiced ease. He was ferociously loyal to the only life he had ever known and worked hard to learn all the skills necessary for the raiding life; climbing the rigging as a young boy and practicing endlessly with the tiny dagger that he had stolen from the camp's cook while he was in a drunken stupor. He was a physical prodigy with a fierce intelligence that contrasted with his lack of formal education.

Still, he found no lack of teachers for the skills he desired among the cutthroat band; men who knew just the right place to stick a blade to kill silently, who could move silently under the cloak of darkness, who could slip manacles when the time for escape was right and who could pick a lock or tamper with a wagon wheel to sabotage it. By his early teens, while Alazandaru was not permitted to join the raids he was seen as a good luck charm and was always taken along as an avid spectator; acting as an extra pair of keen eyes that helped the crews avoid an ambush on an occasion or two.

Due to his constant badgering and pleading as well as several displays of skillful prowess with a blade, Alazandaru was finally permitted to join a raid a little after his sixteenth birthday- and as a present from his "family" the pirate band had a fine dagger smuggled in from Korvosa for him.

The resulting raid was the last one that particular band of pirates ever undertook. A fat merchant ship the band boarded turned out to be a cunning trap laid by the famous Sir Balin of Karfeld- who emerged from the lower decks with a small but elite fighting force that wreaked havoc among the lightly armoured pirates. Alazandaru eagerly joined the fray, only to come up against Sir Balin himself. The champion of Talingarde had a moment of weakness and could not bring himself to run a mere boy through- he easily parried Alazandaru's assault and the flat side of his weapon knocked out the would-be pirate in a single blow.

When Alazandaru came to, the aftermath was made clear to him. The pirate band was no more, killed to a man in the deadly trap; even those who fled were slain. Sir Balin spared his life and took him as his prisoner, interrogating the grief-stricken lad who quickly broke down and gave up several other pirate bands he was aware of.

Unsure what to do with the young Varisian, Sir Balin took the boy along with him wherever he went; unwilling to take the risk that if released he would do further harm to Talingarde but not willing to end his life either. Sir Balin thought that Alazandaru was young enough that he had not yet damned himself and after several weeks of dragging the lad around the country as part of his entourage, he eventually made the decision to mentor him; taking him on as an apprentice and hoping to mold him both physically and spiritually into a fine young man; a righteous weapon for Talingarde.

The next two years were actually the best of the Varisian's life. Sir Balin's work was dangerous and challenging and he often held Alazandaru back from threats he knew the young man could not face- but the bond between them deepened as Sir Balin taught Alazandaru a more righteous path as well as training him- the relationship between them became like father and son. He noted his apprentice's potential and although his praise was hard to earn, Alazandaru never felt more proud of himself when he did manage to earn it.

He was more driven than ever and expanded his skillset to include study of Spellcraft (Sir Balin's foes were frequently witches and heretics), built up a strong grasp of Talingarde's local lore and even begged Sir Balin to teach him about the strange abberations he faced in his adventures. His eager young mind absorbed knowledge at an alarmingly keen pace and he even managed to activate a wand after many hours of concentration and asserting his will.

Then, everything changed when Sir Balin took on Kovellus- another apprentice. Kovellus was Sir Balin's nephew and had trained as an acolyte of Iomedae; and Sir Balin was delighted when the Inheritor favored his new apprentice with divine magic, something Alazandaru himself had never managed to acquire despite his prayers. Although he feigned friendship and loyalty to the other young apprentice, his heart was full of frustration and rage as he saw the bond between his mentor and Kovellus deepen over time, threatening his own. He despised the stupid, devout Talingarde native and in his own dark fantasies he stood over the boy's broken body, mutilating it with his blades- and securing himself forever as Sir Balin's inheritor. His jealousy consumed him as he smiled and pretended nothing was wrong, concealing the hatred inside his heart. Sir Balin, despite his great insight and perception, had a weakness for 'his lads' and didn't perceive the growing darkness; until it was too late.

Seeking a way to rid himself of his rival discreetly, Alazandaru began to take more of an interest in the dark forces Sir Balin opposed. His twisted mind began to notice something; although his mentor always seemed to triumph there was never any end to the dark forces he opposed. This inspired an idea in him and the seed of evil was born.

By the time he was twenty, Sir Balin allowed both of his apprentices a degree of autonomy when he was on business in the capital; and Alazandaru made his move, attempting the perfect crime. Visiting Kovellus' chambers discreetly under the pretence of wanting to compare notes on Iomedae while Sir Balin visited the palace, Alazandaru waited until Kovellus was hunched over a sheet of parchment before stabbing his dagger into the cleric's back while smothering his screams with a pillow, stabbing again and again as the betrayed comrade convulsed in agony.

It was a cold, calculated murder. He had done all the necessary research, scrutinised the rituals until he was sure he could pull it off flawlessly, make it look authentic. He drew a pentagram in Kovellus' blood and placed him inside of it, upside down. He pinned the corpse's body to the symbol with iron spikes in his hands and feet, carved the necessary symbols of Asmodeus on his victim's cheeks and after an hour of deep concentration scrutinised his own work; the scene was the very picture of a dark offering to a devil. He rationalised that his evil act would be a small, selfish one compared to the hundreds of lives he would no doubt save as Sir Balin's only apprentice nad inheritor. He was satisfied that Sir Balin would be sure one of his many diabolical enemies had perpetrated the crime- he had ensured he would have an unshakeable alibi and had even painstakingly planted a false trail in advance for Sir Balin to follow once he discovered the murder, with just enough clues to point him in the wrong direction.

The perfect crime Alazandaru thought to himself with a strange mixture of pride and shame at his own actions as he left the room. He opened the door only to be faced with Sir Balin, whose meeting had been cancelled and was coming to visit his apprentices. The champion was horrified at Alazandaru's actions but the Varisian desperately tried to convince him that he had been magically dominated to do it, that it wasn't his own free will- and to feign horror at his own deed.

His eyes finally open, Sir Balin saw through Alazandaru's bluff. Utterly sickened to the core, Balin easily overcame his apprentice and dragged him to Branderscar prison himself. As he threw him into the custody of the prison, he cursed the day Alazandaru was brought into the world, the demon who must have borne him and declared that he wished he had never spared his life that fateful day of the botched raid. Alazandaru screamed and pleaded for his father to forgive him as Sir Balin walked away, his contempt and lost love hurting deeper than any blade. In place of what little good was left in the fiendish Varisian, a burning hatred for Sir Balin and Talingarde began to replace it...


1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps.

Human (Varisian) Rogue. Archetypes: Knife Master and Scout

2) What crime did you commit, and how did you get caught?


3) What do you look like?

Alazandaru is a well groomed young Varisian of twenty years of age. His physique is muscular but not so big as to detract from his speed, and he stands a little shy of six feet tall. His face and skin are smooth and pale with no battle scars- not yet anyway. His shoulder length hair is ebony black and is normally tied in a neat ponytail- right now as a prisoner it is ragged and messy. His eyes are a dull, greyish blue.

I plan to give him a signature look including a hood like in the avatar pic when/if he breaks out.

4) Why do you want revenge against Talingarde?

Rationalising the events of his backstory, Alazandaru has come to curse Sir Balin, the father that betrayed him despite his love. Without the one good influence in his life and seeking an outlet for his self-loathing, he now blames his former mentor and Talingarde for slaying his family of raiders- looking back to those younger years through the tinted glasses of time has made them look far happier than those years really were. "Revenge" is all Alazandaru has left to drive him on.

5) Anything else you feel like saying.

I had a lot of fun writing the backstory and i'm a regular on the PbP forums, running games of my own here and playing in several long-running campaigns.

Alazandaru's crunch is viewable on this profile, or in the spoiler below.

Character Sheet:

Male Human (Varisian) Rogue (Knife Master, Scout) 1
LE Medium Humanoid (Human)
Init +4; Senses Perception +4
AC 14, touch 14, flat-footed 10. . (+4 Dex)
hp 11 (1d8+3)
Fort +3, Ref +6, Will +0
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+4/20/x2)
Special Attacks Sneak Attack +1d8/+1d4
Str 18, Dex 18, Con 17, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 18
Feats Cosmopolitan: (Spellcraft, Survival), Rogue Weapon Proficiencies, Two-weapon Fighting
Traits Dirty Fighter, River Rat (marsh or river)
Skills Acrobatics +8, Bluff +3, Climb +8, Disable Device +6, Escape Artist +8, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Linguistics +7, Perception +4, Sleight of Hand +8, Spellcraft +7, Stealth +8, Survival +0, Swim +9, Use Magic Device +3
Languages Abyssal, Common, Daemonic, Draconic, Giant, Infernal, Undercommon
SQ Hidden Blade +0

Crime: Murder +1 damage when flanking.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

Thanks for your consideration!

Zerubabbel Prentice a/k/a Zer the Liar Seeker Sorcerer (Infernal Bloodline) 1 NE


25 point buy Str 10, Dex 13, Con 12, Int 15, Wis 13, Cha 18
HP 7 Fort +1 Ref +1 Will +3 AC 11 CMB +0 CMD 11 Initiative +1
Relevant Skills (+1 human, +1 favored class, +2 campaign bonus, +2 Int, 2 base = Total 8)
Bluff +12, Diplomacy +10, Disable Device +5, Intimidate +10, Knowledge(arcana) +6, Knowledge (religion) +6, Perception +2 Spellcraft +6, UMD +8
Feats: Persuasive, Skill Focus (Bluff)
Traits: Fast Talker, Blasphemy
Special Abilities: Corrupting Touch,Tinkering, Cantrips
Languages: Common, Infernal, Celestial
Spells: 0-Detect Magic, Prestidigitation, Light, Scrivenener's Chant 1-COlor Spray (DC 15), Charm Person (DC 17)

Zer, pale and thin with dark eyes and curly black hair, is more of a con artist than a true blasphemer. He was running a cult, passing himself off as an angel in human form, in a high society neighborhood, primarily for access to the wealth, libraries, and lonely wives and wicked daughters of powerful men. He overstepped himself, attempting to widen his circle of followers to include a strong willed and powerful woman. When he was caught he could have been charged with many crimes, but the men against him sought the harshest punishment he could receive and so leveled the accusation of blasphemy. Perhaps it was a mistake to comment on the fact that both the judge's wife and daughter had a birthmark in the exact same shape on their inner thighs. Zer, however, is a cruel man in love with his own beauty and wit and will take whatever petty revenge he can get with a wicked grin on his face. His time in prison has been particularity unpleasant and he is willing to go along with just about anything to get out and get some measure of revenge.


Str (Focus) 18
Dex1d10 + 7 ⇒ (6) + 7 = 13
Con1d10 + 7 ⇒ (7) + 7 = 14
Int (Foible) 8
Wisdom1d10 + 7 ⇒ (3) + 7 = 10
Charisma1d10 + 7 ⇒ (6) + 7 = 13

Larsan, described by those trying to point the authorities his way, is a tall and powerful man, well over six feet in height and with shoulders that an axe handle wouldn't be long enough to stretch across. Red haired and with piercing blue eyes, his forearms are as big around as an average man's thigh, and his clenched fist is nearly as large as a halfling's head. Of course, his imprisonment has been hard upon him... He is slimmer now, with what fat he had possessed having been burnt away. He is marked by burns on his face and forearms from where he tried to remove the branding of the justice system he rejects the judgement of, leaving his jailors forced to brand him on the hollow of his throat, where attempting to disfigure the brand again would kill him.

Larsan was sentenced to his death for a multitude of crimes, but foremost among them was high treason, due to an incident where he tried to rally together the members of his border town home to defend against monsterous raids. The townsmen were a fractious lot, unfortunately, and their failure to truly unite before their enemies seemed sure to lead them all to fall. Desperate, Larsan turned to the gods, asking for something that would unite them all. The gods were silent, but an imp, the familiar of a nearby witch that was using the aftermath of the raids to acquire ingredients for her cooking, overheard him while it was scouting, and it took the chance to act as an intermediary, offering him the and knowledge to bind his fellow villagers to him. The cost, he was told, would be minor; merely that he serve Asmodeus when the time came. He had begged Mitra, saying he would do anything to unite the village... how could he refuse now, asked the imp.

Larsan accepted, and fed on a steady diet of the bodies of fallen villagers by the witch, he grew massive and intimidating. Dreaming, he was taught combat by fiends, how to make of his body a weapon that would strike fear into the hearts of enemies. By the sheer magnitude of his presence, through fear and force, he united villagers, quashing quarrels whenever they erupted and demanding forfeits of both sides for his judgements.

The raids were turned back, but Larsan found himself unsatisfied. The empire, so distant, had never sent troops to help and before the villagers had really had a chance to realize what was happening, he declared that such a failing put them in violation of their civil compact with the settlement. The empire was weak and complacent, and no longer fit to rule. But neither were the townsfolk, and so he would rule them and the empire both. Anyone who disagreed was to be driven from their homes, their freedom and their belongings forfeit for their ungratefulness. And others in the empire... if the empire could not defend them, than they should be put under the rule of one who could... for their own safety. By the time the Empire got directly involved, Larsan's little fiefdom had expanded to the three neighboring villages, with the people loyal out of fear.

The outlying villages were retaken swiftly enough and with minimal casualties, because the villagers while hardened, were not on par with Talingarde's military forces. When Larsan's home village was reached, however, things went wrong, and a fire broke out. His family and more than a few of the other villagers were killed, and the next day the military captured him, with a diviner amongst them saying Larsan had started the blaze. Larsan claimed himself justified, that he had set the blaze to contain and eradicate an illness that had threatened the rest of "his people" and the Kingdom.

At his trial, the list of crimes that he was convicted of was long: High Treason, Murder, Extortion, Slave-Taking, Consorting with Dark Powers, Sedition, Blasphemy, and Arson. Throughout it all, he offered a defense only to the high treason charge, maintaining that the failure of the Kingdom to protect his village meant they were not fit to judge him for any of the other actions, and indeed meant he was innocent of their charge of treason... they, after all, had betrayed him first. The Kingdom's justices disagreed, and Larsan swore bloody vengeance against them and all the empire who wouldn't bow to him even as they passed sentence on him.

Mechanically, Larsan is a Human Lawful Evil Monk of the Four Winds at level 1, who will transition into being an Anti-Paladin when his oath to serve Asmodeus is called in.

I'll polish up my submission over the weekend and give it a decent backstory, but I'm settling on the Human Bard (Demagogue). Will be a very silky and social animal, with mind-affecting support powers for combat. Due to the Focus and Foible rolling, he'll actually hold his own in combat... as long as he doesn't get hit (17 Str and Dex, 8 Con) - and I'm going to flavor the relatively low Con as a childhood illness that took it's toll. Strong and nimble, but wan of complexion and quick to tire.

I've a decent idea for how the Famous ability will work in, which has it's roots in Ender's Game - specifically the parallel story of Demosthenes and Locke. Essentially it will be a disguised persona of the character that is a firebrand orator upon the streets. He'll not delve into illegality, instead focusing on twisting truths and re-interpreting events for the public to turn good against good.

Will have something more detailed and tangible up later for your perusal.

Just checking in, a few responses for now (no particular order at present). If I missed anyone, don't fret as yet, just needed abit more time.

Just to confirm, feel free to go ahead and roll. If you don't like the rolls (or rolling in general), then you can default to 25 point buy afterwards.

Also I forgot to mention this, I plan on taking 4-6 people.

I was researching the Factotum class, and I'm afraid I'm not going to allow it. It does appear to be an interesting class, but being in a 3.5 book I don't have and it's varied abilities, I'm just going to avoid that one.

I'm sure we can work something out for that pre-requisite for Hellknight

One thing I have to mention is that eventually the entire group is going to be swearing to Asmodeous. Being a worshipper of Zon-Kuthon, how would you explain this?

Sorry to hear about your other two games. If selected, I can promise this one will continue on! (DISCLAIMER: Promise invalidated in cases of alien invasion, zombie apocalypse, or other such craziness).

As far as Price is concerned. Normally I'd be opposed to joint submissions, but seeing as how it was established from a previous game, I can understand it. If one or the other is selected, I may need you to adapt to such. I'll be judging each character on individual merits.

Go ahead and use point buy. I left 25 point buy in as a way if the dice don't go your way.

King Markadian V:

Anything I need to add to mine or discuss? I tried to take as little liberty with Sir Balin as possible but I can tweak if it doesn't fit.

Edit: Oops. Missed your 'don't fret if I haven't got to you yet' disclaimer.

Here is my submission (from that disappointingly aborted game that Xanos and Price had mentioned. My crunch needs updating (available in profile - based on rolls I'll go with the point buy) but here is the concept and flavor:

Background / Personality:
To Whom It Concerns,

This letter travels with the person of one Sergeant Kalina Jakes, fugitive from the law and the military forces of Talingarde, and now prisoner of His Majesty’s Knights of Alerion. Once you make the acquaintance of this harpy you will understand the danger she represents, so I will not bore you with the standard warnings – suffice to say, hold her under guard and in the keeping of at least two trusted men at all times. Sgt. Jakes has sown discord among His Majesty's forces, facilitated lewd and illicit behavior by His Royal officer corps, and has been accused of transgressions of Talingarde law both extreme and petty.

Let me suggest, humbly, that this prisoner not find her way into the court system. Should her escort be waylaid by bandits en route, it would be a most unfortunate breach of provincial security, no doubt, but even in the boundaries of peaceful Talingarde banditry can never be entirely stamped out. I am also taken to understand that this Jakes woman suffers from a most delicate constitution as a result of her month on the run from the King’s justice. She could very well take ill in the dungeons prior to her trial.

With that I have done my duty. Fair warning.


Major Hoben Hazenfratz
4th Battalion, 3rd Brigade
The King’s Own Knights of Alerion


“As to the count of dueling unto death, how do you so plead?”

“Not guilty.”

“Not guilty? There were thirty men in the yard as witnesses!”

“Well, it wasn’t much of a duel. The pig died in three cuts…” There was muted murmur and a chuckle or two amongst the assembled justicars. Kalina sat bound to a chair in their midst, wearing only a light shift, shackled hand and foot. With a toss of her head, she flicked her dark bangs out of her eyes. The chief justicar went on.

“You are additionally accused of murder, attempted murder, high theft, malicious sedition, and desertion. What say you to these charges?”

“It was self-defense. My hand slipped. The horse was mine own.”

“And the malicious sedition?”

“Well, it ain’t exactly malicious, is it, if it was said out of love for our glorious nation here?”

“I quote, ‘You tell that inbred monkey Markadian that if he sends me out there again with another unit, I will march alone to the palace and bugger him with my sword.’”

“Well, I think a change in leadership would be great for the people.”

“Your final charge is desertion. You are accused of abandoning your unit on campaign, itself a capital crime.”

“There weren’t much of a unit left. Didn’t figure the stack of corpses would object.” The justicars muttered among themselves. After a moment, the chief justicar looked up.

“It is the judgment of this tribunal that you shall be held, without bond or bail, at Branderscar Prison, for the duration of your processing. It is the further judgment of this tribunal that subsequent prosecution by the Knights of Alerion for your crimes against that order is both a waste of resources and unnecessary. Due to the extent of your crimes, the overwhelming nature of the evidence against you, and your revealing flight from the King’s justice, it is the decision of this tribunal that, without possibility of reprieve or parole, you be in three days’ time hanged until death on the premises of Branderscar Prison. It is your right under the laws of this land to enter a final comment for the record.”

“Bugger you all, I ain’t being hanged!”

“May Mitra, bright and just, have mercy upon your soul…”


Kalina Jakes is a career soldier, having served for three years as a member of various auxiliary units supporting the Order of the Knights of Alerion on campaign against goblin raids. Prior to that, she is alleged to have been involved in bandit activity in the outlying provinces. A trained two-weapon fighter, she is deadly with a longsword and shortsword, compensating for her lack of a man's strength with speed, surprise, and sheer aggressiveness. Thrust into a man's world, she has responded the only way she knows -- by being a right bastard and taking what she can for herself.

No man or woman believes themselves to be doing evil. Any evil acts she has committed she can readily explain away as being absolutely necessary and otherwise justly deserved. She has used the rare advantages her gender possesses to take advantage of the desires of fellow soldiers and commanding officers for her own ends. She tolerates no condescension from them and as the record shows, will back up her threats with force and her skill at arms.

She is reckless, driven, and often a danger to those around her. The kingdom of Talingarde in truth would be much safer should she be removed from its list of problems, by exile or other means. As a result of her recent troubles, she now nurses a deep grudge against the Knights of Alerion specifically, Talingarde's professional soldiery more generally, and the regime of King Markadian itself. During her recent trip in chains to prison, she has often dreamed of scaling the palace walls and tossing the head of Princess Bellinda to pavement far below...

Dueling unto Death (viz. one Lt. Alvar Hoptkiss)
Attempted Murder (two men-at-arms stabbed fleeing from the King's justice in Marionburg village)
Murder (Col. Brathwaite, CO of 2nd Brigade, Alerion Auxiliaries, in flagrante delicto)
High Theft (two cavalry horses, property of His Majesty)
Malicious Sedition (comments re: His royal Majesty, related to judicial officers by former comrades after Sgt. Jakes' capture)

Primary Crime - Desertion (Sgt. Jakes was the sole survivor of her company)


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

Given what you said about being able to switch over to the point buy if we don't like the rolls, I'll probably work Larsan off a point buy. The foible rolls just aren't quite set up how I'd like them to be for him.

So he'll end up at:
Str 16 ( =10) +2 for being human will make it 18
Dex 10 ( =0 )
Con 14 ( =5 )
Int 10 ( =0 )
Wis 14 ( =5 )
Cha 14 ( =5 )

King Markadian:

I was thinking a tiefling infernal sorcerer. Would you allow that first, and second do you allow the alternate stats for tiefling from AP #25? I would take the Fiendish Heritage feat at first level to let me pick his ancestry, Kyton for +2Con,+2Cha,-2Wis and then I would roll three time and pick on power to replace Darkness 1/day. (Not sure if that feat would count as non combat)

I saw this race/class before and thought it interesting. If you don't want tieflings in this game I will come up with something else. Thank you

King Markadian V wrote:
Just checking in, a few responses for now...

King Mark (in a non-Zombified world):
I totally understand you wanting to make your selection without the additional complication of a joint submission. Not a problem. I just don't want to dismantle her story unless necessary or leave "who is Cain?" as the thought you walk away with. :)

Hey, Xzaral, definitely interested in submitting Cain (link) for this; an Urban Ranger hiding his lycanthropy (please see the spoiler at the bottom about this). I've submitted him for two other games. He was accepted to both, then the game pretty much immediately fell apart. Feel free to use the spoilers in the profile for a fuller detailed story of Cain, but the mechanics of him will obviously need to be altered to work in your creations rules.

Cain is built to run with Price (Stormraven's submission), and he's been custom-built for this campaign.

1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps.
The name's Cain. Enforcer, seeker, tracker, thief, and moonlight murderer.
Mechanically: LE Pack-hunting werewolf Urban Ranger (probably taking Skirmisher archetype as well unless the group lacks healing capabilities in a serious way).

Cain has a quiet confidence and stand-offishness that usually presents itself as arrogance. He'd rather let his actions do the talking. And when it does come down to words to obtain an objective or quarry, he's more than likely to use blunt intimidation to get his way. Once on the trail, he is relentless.

A note on lycanthropy: This whole character is built around the idea of the urban pack-hunter. A wolf stalking his urban territory. I have a few suggestions on how to make this work mechanically if you're concerned about group power level equality. Mostly I love this backstory so much, and am certainly eager to work with you to find a solution that you think works within the confines of your game.

Cain grew up in a small pack scratching out a living in the shadows of Talingarde. As they grew, they realized they were so much more than the lambs around them. Unlike the hunters before them, however, they realized they could use the laws of this urban hunting ground to their advantage, and began to throw their weight around as a criminal cell. They would take whatever jobs would get them a little money and a little rep without bringing too much spotlight.

Over time, his pack was hunted and killed by the Church, and he's the only survivor. Those damn paladins throw their weight around and don't consider that they are just as much a target as the sheep they shepherd. Cain revels in every kill he can make on those arrogant, self-righteous bastards.

Last survivor of his pack. And -- as far as he knows -- last of his kind inside the walls of Talingarde.

He's a survivor and an urban predator who won't abandon his hunting grounds.

2) What crime did you commit, and how did you get caught?
Like most career criminals, Cain's rap sheet is surprisingly long and runs the gamut. The crime that put him in Branderscar and on the road to the gallows, however, was murder. Murder of a mid-rank priest in one of the major cathedrals of Iomaedae/Sarenrae (whichever is appropriate given the location of Talingarde) in Talingarde itself. (He would have racked up Attempted Murder, Arson, and Desecration, but Murder is the headliner.)

Let's put it this way, when the temple guards busted in, they found Cain in the burning cathedral, a dozen priests and acolytes dead or dying, and one particularly high ranking official dead in his hands… blood all over Cain, his clothes, and his weapon. A more detailed account will be on his profile page.

3) What do you look like?
With his brown eyes, dark hair, and generally-average features, Cain is generally forgettable. There is an air of something wild about him not often found in cities, though. Something that makes people a bit distrustful despite no outward dangers. Like a wolf among dogs.

He stands a few inches under six feet with a rangy, athletic build.

4) Why do you want revenge against Talingarde?
Since birth, Cain and his pack have been hunted by those hypocrital church-goers… preaching of love and equality even as they kill mothers and cubs. Without the resources to leave, the small urban pack was forced to try to hide among the streets they should have dominated. In Cain's mind, the hypocrisy and hatred that he sees in the priests of Iomaedae and Sarenrae is a plague that infects all of the humans too weak-minded to see through its facade and throw off its shackles. The commoners are no better than sheep for food, the priests are dangerous opponents to be hunted, the nobility are elk prime for skinning, and the monarchy is the biggest prize of them all. Topple him and the whole system can be brought low… leaving the territory to be run by its rightful rulers: the wolves.

5) Anything else you feel like saying.
As I've mentioned before, Cain was custom-built to run with Price. The group we got accepted to in the previous game had a good bunch of stories (and player personalities) that meshed well. I really hope this can be a game where people are looking to play as a seriously bad-ass and evil group of people looking to work as a team to take down the system. Cain was built for this purpose.

So you can see what I'm thinking mechanically…

Focus/Foible rolls as well as my thoughts on his build/role:
Focus: STR 18
Foible: INT 8
Dex (+2 racial) 1d10 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Con 1d10 + 7 ⇒ (4) + 7 = 11
Wis 1d10 + 7 ⇒ (8) + 7 = 15
Cha 1d10 + 7 ⇒ (6) + 7 = 13

- or -

25 pt. build
str 18 (10 [+2 racial]) dex 14 (5) con 13 (3) int 12 (2) wis 15 (7) cha 8 (-2)

Class & Roll: He'll be an Urban Ranger, and I know he'll be taking the Catch Off-Guard feat to reflect his resourceful nature in and out of combat. He's built to be able to switch between melee and ranged combat, with the skills to stay relevant out of combat, especially when it comes to scouting and hunting.

Primary Skills: Disable Device, Heal, Knowledge: Dungeon/Local, Perception, Stealth, and Survival.
Secondary skills: Climb, Bluff, Intimidate, Sense Motive

Lycanthropy: As I've said before, this is a strong thematic of the character, and I want to do it justice mechanically while not overshadowing my co-players in power-level. With this in mind, here are my thoughts (in order of my preference, though I'm very flexible here; i want you to be happy with this as well):

    1) Use a stripped down version of the Natural Lycanthrope template. I'd love to be able to pick up low-light vision, hybrid form (with some slight ability boosts and a bite attack), and Lycanthropic Empathy (basically being able to deal well with wolves - not sure how much this will come up in this campaign). Things I like but am okay with you deeming too OP for freebies: Scent, Natural Armor boost, and Infectious Bite. Things that would definitely need to go: DR - too good at low levels and useless at high levels.

    2) Use half-elf as the race, but reflavor it a bit to be half-human, half-wolf. It more-or-less works pretty well. I'd take the racial Skill Focus to Perception, leaning into the animal awareness thing. Then we could give him a little bit of flexilibty to ignore the racial prereq's to use the extra feat allotted to fill in something "werewolf-y": Aspect of the Beast, Razortusk, or Keen Scent?

    3) Third option (i like the least) is to either use the Wild Stalker archetype or take levels of Barbarian and pick were-wolf themed rage powers. I really don't like these because they give far less were-wolfy things without some serious investment, which means he loses out on FAvored Enemy, a lot of feats, and a bunch of skill ranks.

I'm with Price and Xanos. I don't have time to edit the character to fit at the moment, but the back ground and stuff is all worked out.

1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps.
Gwyndolin Maulsen, Human Rogue.

All the sordid details:
Gwyndolin Maulsen was supposed to have lead a life as one of many pretty, petty, and asinine noblewomen. Her father was a minor noble lord of Talingarde and her mother was the daughter of a rich merchant. That was how the outside world viewed it. In Gwyndolin's personal view, her mother was a controlling harpy that could never be pleased, no matter how perfect Gwyndolin did a task, and her father was a brutish drunk who often shouted and cursed her, blaming her for his inability to improve his standing with the other noble families.
The noblemen and women at ball after insipid ball were no better. The men, or rather boys just coming into manhood, made lewd remarks and leered at her. The girls just turning into women snickered and started rumors that just lead to more more of the same from the boys. As she grew and filled out her slight frame, the rumors, the remarks, and the leers became worse. Gwyndolin found herself the target of many noblewomen's envy and many noblemen's lust. The quiet young woman found herself either surrounded by women who nitpicked everything she did or by men who had begun to believe the rumors that she was nothing more than a noble harlot at every function she attended.

So she stopped going.

Her mother's nitpicking became worse than ever and her father's drunken rants started getting dangerously close to violence. Gwyndolin, who had no friends, had nowhere to go. She felt pressed from all sides. Her life was becoming nothing more than dull blur of biting remarks, shouted insults, and the smell of hard liquor. At sixteen, the young woman thought about everything from finding a merchant and running off with him, to just throwing herself off a cliff. She felt she had no reason to live. Then came the last straw. Her mother, tired of what she considered her daughter's stubborn foolishness, forced her to go to a ball, and her husband made it clear that there would be dire consequences if she did not.

They never saw Gwyndolin after that. She didn't even make it to the ball. She took a few trinkets and a fair sum of coins and ran off to a secluded inn where she had an epiphany. She had been considered an equal of some of the most beautiful women of the court, yet they had a horde of jewelry and mountains of makeup, while she had almost none of the former and nothing of he latter.

So what would happen if that finery was stripped away?

Thus began Gwyndolin's burglary streak. She became skilled in disguising herself and weaseling out any information she might need. Her skills in sneaking and disarming traps, however, were even more dangerous. There were some close calls, but that just added to the fun. She embarrassed guards, nobles, and even a few of the minor members of the royal family for two years during her jaunts.

Then came the fateful night where she decided to try and sneak into the royal castle, just to see if she could. She sneaked into the princess's room, just by dumb luck. Gwyndolin thought herself even luckier when it appeared that the princess was asleep. She quietly crept over to the dresser and pulled open a drawer, which squeaked, but not loud enough to wake anybody. Shock crossed Gwyndolin's face when she found out that she had not only opened the princess's underwear drawer, and when she saw what the princess wore under those puffy dresses.

Unfortunately, the princess was awake and she heard the squeak of the drawer. She sat bolt upright and the sound of shifting cloth made Gwyndolin turn around, right as the princess screamed for the guards. Gwyndolin bolted for the window, only to see archers turnign around to aim at anyone trying that route. She bolted for the door right as a dozen guards stormed into the room. Her knives came out and she began darting through the mass of human muscle. The first guard found his pants around his ankles, the second guard found his fingers missing from his hand. The third and fourth smacked each other as the nimble little thief darted between them. The fifth, however, brought the pommel of his sword in to connect with Gwyndolin's belly. Suddenly out of breath, she gasped as she flew backwards from the strike. The sixth guard brought the pommel of his sword around to connect with the back of her head. Gwyndolin managed to land on her feet, but her knees buckled and she was unconscious before she even hit the floor.

The ensuing trial tried to find anything that could pin on her. The gamut ran from attempted murder to heresy and even to witchcraft, but the only thing they could make stick was high theft. Her parents, embarrassed by what their daughter had done pulled strings to get her the worst punishment possible, death. She was branded on the back of her left shoulder, and then thrown abound a ship full of dangerous criminals wearing nothing but a thin shirt, a thin pair of pants, and some smallclothes to protect her modesty.

Gwyndolin was not pleased.

2) What crime did you commit, and how did you get caught?
High Theft, and with a hand in the princess's underwear drawer.

3) What do you look like?
Gwyn is a few inches above five feet tall. She is built much like a dancer and is actually limber enough to put many of Talingarde's best to shame. Her black hair is normally kept in a loose bun to keep it out of her dark blue eyes. The eyes are what dominate her expressive face, which is also home to a button nose that doesn't help her insistence that she isn't in her early teens.

4) Why do you want revenge against Talingarde?
Hmm, maybe a lifetime of being nagged, nitpicked, insulted, and otherwise tormented. There's also her parents actually pulling the few strings they had to get her a life or death sentence.

5) Anything else you feel like saying.
You feel a bit of a draft around your nether regions.

"Is this yours?" asks the rogue no holding your belt as she looks through your coin purse.
"A little gold, lots of silver, and... My, my, my. Are you certain that a young lady isn't in need of these?" ;)

Liberty's Edge

While I am interested in this, I'm not feeling the character to the extent I was hoping for, and a lot of other people are clearly much more interested, so I'm going to bow out. Good luck and have fun, everybody. :)

Pathfinder Campaign Setting, Companion Subscriber

It's good to see Price and Cain submitting apps, would be nice to play with them again, though I realize that might unlikely and a bit unfair.

Going to attempt Focus/Foible:


Focus=Cha Foible=Str

1d10 + 7 ⇒ (10) + 7 = 17

1d10 + 7 ⇒ (7) + 7 = 14

1d10 + 7 ⇒ (3) + 7 = 10

1d10 + 7 ⇒ (10) + 7 = 17

I will keep those!

Should be fully updated with new stats, chose Skill Focus(Bluff) as my non-combat feat. Let me know if that's ok.

Tangible Delusions:
Tielfling is fine, and go ahead with the Fiendish Heritage feat (I'll let it count as your non-combat feat as well).

Eben TheQuiet:
I'm sure we can work something out for your Lycanthrope if selected. Gary (who wrote the adventure) hinted at certain 'evil conditions' being available to players as the story progresses, so starting off with a reduced lycanthrope and working up to the full version could be done, I'm sure.

Oh, and sorry about the other game. As I told Price, I should be more reliable outside exceptional circumstances.

Sorry to see you go, and thank you for the heads up.

Could you detail for me how you feel about your village now? Do you still care for it's inhabitants, or have you given up caring for them? If threatened, would you defend it, hinder it, or just not care?

Overall it looks good. Depending on who is selected, I may recommend a couple small tweaks to it, but nothing in the extreme.

Shadow Lodge

Dotting for interest.

Just combed through the apps to see what, if anything, sticks out...

Apologies if I overlooked someone!


"Mark S." : Human bard (demagogue)
Haruk : Human infernal sorcerer
Xanos: Human necromancer
"Javell" : Dhampir anti-paladin (knight of sepulchre)
"Deadman" : Human fighter (lore warden)
Twitchy : Elf alchemist
Price : Aasimar inquisitor
"alientude" : Anti-paladin
Kyras : Half-elf rogue (knifemaster)
Ka'sar : Half-elf oracle of battle
Alazandaru : Human rogue (knifemaster)
Zer : Infernal sorcerer
Larsan : Human monk (four winds)
Kalina Jakes : Human fighter (two-weapon)
"Tangible Delusions" : Tiefling infernal sorcerer
Cain : Human ranger (urban)
Gwyndolin : Human rogue

Cool. I want to play it but don't want to make it a headache for you.

Let me know if you have any further questions about Cain. Can't wait to see who you choose.

Forgot the extra feat: I would probably go for Cosmopolitan. Add Elven and Draconic as the two languages and Linguistics and Knowledge (planes) as the two class skills. Take a point out of UMD to put in Kn(planes) and then pick up Linguistics and UMD again next level as needed.

Although, given the number of infernal sorcerers that have been listed and lack of healers I could go a different direction if needed.

Ok, used the 25 point buy system and came up with the new and improved Twitchy!

Twitchy is in jail for arson. His lab caught on fire and burned down an entire city block.

Shadow Lodge

Used lunch to come up with a rough concept since I didn't see anyone necessarily pursuing this route yet...

Saeldur Vehiron
Male elf witch (vengeance patron)
Crime: Consorting with the Dark Powers

Cliff Notes Fluff:

* King Markadian allowed some other noble to take possession of the Vehiron family holdings for some reason I am still fleshing out (collecting on long-standing family debt?)

* Saeldur has nurtured a grudge since this collapsed his family. A grudge nurtured for at least a decade.

* As sort of a wealthy dabbler in the dark arts, Saeldur found a vehicle for his slow revenge (which he would inflict over the entire lengthy elf's lifespan against the poor human target), driving his mark into ruin.

* Saeldur tried to work this from the inside, befriending this other nobleman so he could see his handiwork first hand.

* Along the way, he tried to bring in his sister to his plan "for our parents", but she instead brought up her concerns to Sir Balin. Of course she didn't expect Sir Balin to persecute Saeldur as harshly as he has... (Saeldur of course ignorant of the exact extent of his sister's compliance).

Mechanically, I'm fairly certain to pick up Evil Eye and Cure Light Wounds hexes. The latter to help shore up submissions generally lacking on curative magicks.

Full submission when I'm not busy working.

King Markadian V wrote:


Could you detail for me how you feel about your village now? Do you still care for it's inhabitants, or have you given up caring for them? If threatened, would you defend it, hinder it, or just not care?

Larsan's general opinion for the villagers of his hometown became one of contempt by the time he started expanding outwards. They, and the surrounding people, needed to be ruled because they were weak, divided, and petty, incapable of organizing even at the cost of their own lives. Anyone could have stepped up to rule them, but everyone else was too weak willed to bring the community in line. Of course the King claimed to rule them, but his failure to safeguard what he claimed meant he wasn't actually fit to sit on a throne.

When they all abandoned him for dealing with the illness that had started to grow in the village, he washed his hands of them; If they were unwilling to protect themselves simply because they had feelings for people who had grown sick, he felt they had betrayed him and everything he had done to get them through hard times. To his mind, the lives of everyone in the village belongs to him multiple times over, because of the destruction he saved them from and how ungrateful their inaction proved them to be.

As such, if the village was threatened, it would be about even odds whether Larsan would join the attackers or defend the village. If he did the second, it would only be because he had decided to take his own revenge on them, and thought he could drive off the attackers and do a more through job himself, after the threatening force had been driven off. While he's not blinded by a desire for revenge on the village (he has more emotional control than that), he does want it, and it is very unlikely it won't be a bloody thing when he does get it.

Side Note: I notice you're allowing Tieflings as a racial option. I'm tempted to adjust Larsan's backstory to say his deal with the imp and time with the witch also altered his body to make him into one (it fits with the whole concept of them helping him make his body a weapon, I figure). Presuming you're alright with that change, I went ahead and rolled for fiendish heritage

Variant Heritage1d10 ⇒ 9
Variant Ability Rolls
1d100 ⇒ 49
1d100 ⇒ 85
1d100 ⇒ 56

I kind of like the results, presuming you're alright with the change. I'll probably keep the 49 on the variant ability, since the ability to be healed by both types of energy is likely to be very useful once he becomes an Anti-paladin.

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