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Way of the Wicked

Game Master Megan Robertson

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As promised, I'm starting the recruitment for Way of the Wicked game.
Usual disclaimer - I am not very experienced and can occasionally get confused by the rules. I do try to be reasonable and seek compromise in disagreements where it's possible. Another warning is that the game is not going to be fast. I will try to post once a day but various things will be going on in my life during the next 6 months and I am not able to give a hard commitment to it.
This is going to be my first attempt to introduce house rules in the game. In addition to the normal character creation rules for this AP, I would like each player to pick one of the seven deadly sins which corrupts his character. Some people have expressed the intention to pick several sins. I am not sure how this will turn out, but I say go ahead and try it. The end goal is to have all sins represented in the party. The effects of the sins are detailed under the spoiler:

Sins:

Pride:
Boon: You find inspiration in succeeding against impossible odds.
Any time you, or creatures summoned or controlled by you, roll a natural 20 or confirm a critical hit, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: You feel devastated when you fail to overcome a challenge.
Any time you, or creatures summoned or controlled by you, roll a natural 1, you are sickened for the next round.

Greed:
Boon: you find pleasure in hoarding valuable objects, even ones you can't find use for.
So long as you wear purely decorative valuables worth 50gp at first level, you gain a +1 dodge bonus to AC and a +1 morale bonus on saving throws. At each next level, the amount necessary to get the bonus increases by 50gp times your new level, to 150gp at level 2, 300 gp at level 3 and so on, to a total of 10500gp at level 20.
Penalty: you cannot bear parting with your possessions.
Whenever you must part with an item worth at least as much, you are sickened for 1 round. Whenever such an item is taken away, you must immediately attempt to take it back by any means available or become nauseated for 1 round. You gain a +2 bonus on any rolls or checks made as part of that one action. If your attempt fails, you are sickened for 1 round.

Lust:
Boon: you can manipulate the lustful urges in others.
You gain a +1 on charisma-based checks when dealing with anyone who can potentially feel physical desire. You also get a +1 to DC of Enchantment(charm) spells cast by you. In addition, you gain the domain powers of the Lust domain as if you were a cleric of your level, based on your highest mental score.
Penalty: your impulse control leaves much to be desired.
You are vulnerable to enchantment(charm, emotion and compulsion). Whenever an effect grants a Will save, you have a -2 penalty. In addition, any morale or emotion-based penalties you suffer are increased by 1.

Envy:
Boon: you rejoice when you see others brought down.
Any time an ally or an enemy, whose CR is at least equal to your level-1 and who is not a minion, rolls a natural 1, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: the success of others fills you with loathing.
Any time ally or an enemy, whose CR is at least equal to your level-1 and who is not a minion, rolls a natural 20, you are sickened for the next round.

Gluttony:
Boon: you possess an uncanny ability to consume quickly and rapaciously.
By spending a full-round action, you can consume two identical ingestible items which you possess in rapid succession. This allows you to treat the effect as if it was enhanced by a metamagic feat with a level increase of +1 of your choice. You also get a +1 to saving throws vs. becoming sickened or nauseated. You also gain accelerated drinker and fortified drinker traits.
Penalty: normal-sized morsels always leave you hungry for the second helping.
Single doses of ingestibles only have half effect on you, rounded down to a minimum of 0. You also get a -2 penalty against checks vs. hunger, thirst or addiction.

Wrath:
Boon: death and suffering of others empowers you.
Whenever you deliver a killing blow, confirm a crit, deal ability damage, bleed or precision damage, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: you cannot stay calm under stress.
Each round you willingly waive an opportunity to attack an enemy in range (such as engaging in parley, hiding in cover or running away), you are sickened. The condition goes away after you take a hostile action or the combat ends.

Sloth:
Boon: You gain +1 to caster level on summoning and compulsion spells, and +1 to Charisma-based checks when bargaining or directing controlled creatures. You also gain +1 Will save against any compulsion or emotion spells and are allowed a save (but at -1 penalty instead of the bonus) vs. ones that normally don't allow saves.
Penalty: If the character takes a full-round action or a move and standard action, and he has already done so in the previous round, he suffers a -2 penalty to Strength and Dexterity for the next round. If he attempts to do the same while under the effect of this penalty, fatigued or while carrying a heavy load, he is staggered for the next round in addition to this penalty. In addition, any morale or emotion-based bonuses he receives are halved to a minimum of 0.


What follows is the official introduction to the AP:
Introduction:

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken.
You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.
What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…
No. No one has ever escaped from Branderscar Prison. This is where your
story ends.
What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord.
You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.
Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.
It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name
Asmodeus. He is simply “The Fallen” or “The Enemy”.
How did they catch me?
You tell us. You must pick a crime (there is a list provided below) that you were condemned for. There are only two requirements – you got caught and you really did it.
It’s not surprising that the Talireans (the people of Talingarde) caught you, though. Talingarde is a fiercely lawful and good society. Crime (especially heinous crime like yours) is not tolerated.

Character creation rules:
Ability Scores:
I recommend going with the Focus/Foible method.
Choose a Focus, an ability score at which you excel.
You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.
The other four, roll 1d10+7 four times in order. There
are no rerolls or moving of ability scores. Those are your
other four scores.
If you don't like the result of this method, you can fall back to the 25-point buy.
Races: Unusual or monstrous races are not allowed. Races which only subtly differ from core races are allowed. I will let you know in advance if your race is the only unacceptable thing about your character, so that you can pick another one.
Classes:

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 thematically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. In this campaign, anti-paladins 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 chaotic alignments 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 indeed.
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.
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.
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.
Rangers will find that Humanoid (Human) and Out-sider (Good) are solid choices for their favored enemy.
Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

In addition, each character gets two extra skill points per level.

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. Only if they escape from Branderscar prison will they have a chance to conduct the ceremony to acquire another.
Inquisitors and Oracles lack their holy symbol if they need one.
Summoners begin the game with their Eidolon un-summoned. 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.

The only allowed alignments are lawful neutral, lawful evil, neutral or neutral evil. Of those four align-ments, lawful evilis definitely the preferred choice. I am perfectly fine with everyone being lawful evil.

Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. 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.

Perhaps right now, you may be experiencing a little cognitive dissonance.
This campaign is about breaking out of prison, joining an evil organization and then seeking revenge. Above, we recommend that characters be lawful evil. You may be asking yourself right now “how is breaking out of prison and getting revenge lawful?”
It isn’t.
Lawful evil is the recommended alignment not be-cause your character is obeying the laws of Talingarde but because your characters seek to impose a new order.
This is a campaign about joining an evil organization with a wicked agenda. Eventually, you
may even come to control that evil organization.
“Way of the Wicked” is a chance to play an unusual sort of character. You will play a burgeoning dark lord - someone who will rise from imprisonment and destitution to become one of the greatest villains of this age.
At first, you will be a minion in service to a sinister plot.
But eventually, you will be a minion no longer. You, if you can survive, will become the master.
And that is almost the definition of lawful evil.

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.
Besides simplying choosing a crime, you should also consider how the crime was done. Was this a well-planned 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 churches, 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 have attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment:Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

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 con-tent 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 your-self. 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 nobil-ity 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.

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Dot for interest, LE rogue incoming later.

Dex 18
Cha 8
STR 1d10 + 7 ⇒ (10) + 7 = 17
CON 1d10 + 7 ⇒ (4) + 7 = 11
INT 1d10 + 7 ⇒ (6) + 7 = 13
WIS 1d10 + 7 ⇒ (7) + 7 = 14

Con hurts but I can probably live with that.


Dotting for interest, in a wizardly sort of way.

Strength 1d10 + 7 ⇒ (1) + 7 = 8
Dexterity 1d20 + 7 ⇒ (9) + 7 = 16
Constitution 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence 18
Wisdom 1d10 + 7 ⇒ (5) + 7 = 12
Charisma 8

Is that the right way to do the focus/foible?


Dotting for interest. I'll roll once I've narrowed down my ideas and can put something together.


Dotting for a Bard , I have a 25 point version made up, but let's see how the F&F system would work.

Cha 18
Wis 8 (Not sure that is the right thing to do, considering going lust and the guy would be enchantment bait but it seems to fit better than other options)
Str 1d10 + 7 ⇒ (4) + 7 = 11
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (1) + 7 = 8
Int 1d10 + 7 ⇒ (4) + 7 = 11

Taldor

I'd like to play a Sorcerer of Lust (Its a 3pp bloodline I can PM the details to you.)

Charisma 18
Wisdom 8
Strength 1d10 + 7 ⇒ (10) + 7 = 17
Constitution 1d10 + 7 ⇒ (2) + 7 = 9
Dexterity 1d10 + 7 ⇒ (6) + 7 = 13
Intelligence 1d10 + 7 ⇒ (1) + 7 = 8


dotting for interest

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (6) + 7 = 13


dotting for and upcoming asimar cleric of Asmodeus with the greed (ambition) sin.

Focus Wis
Foible Int
Str 1d10 + 7 ⇒ (2) + 7 = 9
Con 1d10 + 7 ⇒ (5) + 7 = 12
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Cha 1d10 + 7 ⇒ (7) + 7 = 14

Hmm, I guess she'll be focusing on spell casting then..


LE cleric of Asmodeus.
Sin of Pride
Crime is Desecration

Str = 8
Con = 1d10 + 7 ⇒ (9) + 7 = 16
Dex = 1d10 + 7 ⇒ (1) + 7 = 8
Int = 1d10 + 7 ⇒ (7) + 7 = 14
Wis = 18
Cha = 1d10 + 7 ⇒ (3) + 7 = 10

Not sure of the details yet. What races are allowed? Was thinking about maybe hobgoblins or something like that. Or is Asmodeus human only? I will have to do some reading tonight.

Edit: hmm... ninja'd by Sigz. May pick soemthing else since don't need a bunch of similar clerics. Maybe one of the oracles. I will keep the rolls in order for the non-f/f scores if that is acceptable.

Edited: Is the ARG allowed? If it is, I'd probably take Tiefling fiendish vessel (cleric archtype).


A few questions while I ponder:

- Are class archetypes allowed? If so, any specific Paizo sources allowed or disallowed (e.g. Ultimate Combat or Inner Sea Magic)
- Are alternate racial traits, favored class bonuses and feats from the ARG allowed?
- Although I'm not interested in playing one, I expect the question will come up some time, so I'll add it to my list: Is the Gunslinger class, or firearms allowed?
- Although related to the above questions, I may as well throw out a generic one: What sources are allowed in character creation (e.g. all Paizo; all Paizo on d20pfsrd.com; only Core & APG; etc.)?

- Oh, and when do you plan on closing submissions?


dotting for interest. LE rogue (knife master).

Str: 1d10 + 7 ⇒ (7) + 7 = 14
Dex: 18
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 8
Chr: 1d10 + 7 ⇒ (9) + 7 = 16

Sees himself as a robin hood type .. however sometimes what he steals from the rich are their beautiful daughters, who he then sells into slavery. caught in flagrante delicto while selling the no-longer-maiden daughter of an arch bishop of Mitra, Lucius is awaiting an appointment with a tall, dark, and hooded man. To compound matters, seeing that he was as good as caught, Lucius took actions to ensure that his business partner escaped with the merchandise just to spite his captors.


Dotting for interest. I'm interested in playing a LE Inquisitor of Asmodeus, crime either Desecration or Blasphemy. I haven't picked a sin for her yet, but I can work her as anything the group would need.

Str: 8
Dex: 1d10 + 7 ⇒ (3) + 7 = 10
Con: 1d10 + 7 ⇒ (1) + 7 = 8
Int: 1d10 + 7 ⇒ (7) + 7 = 14
Wis: 18
Cha: 1d10 + 7 ⇒ (9) + 7 = 16


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

STR Foible = 8
DEX 1d10 + 7 ⇒ (8) + 7 = 15
CON 1d10 + 7 ⇒ (1) + 7 = 8
INT Focus = 18
WIS 1d10 + 7 ⇒ (7) + 7 = 14
CHA 1d10 + 7 ⇒ (4) + 7 = 11

NE Wizard looking at a seditious glutton. Is Wayang playable?


I wimped out and went with the 25 point buy method

Ekan the Wicked
Male Human Bard 1
NE Medium Humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks Bardic Performance (standard action) (11 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 14), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (2/day) Charm Person (DC 15), Beguiling Gift (DC 15)
0 (at will) Prestidigitation (DC 14), Detect Magic, Lullaby (DC 14), Summon Instrument
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Bard Weapon Proficiencies, Noble Scion of the Arts, Persuasive
Traits Charming, Desecration*
Skills Bluff +8, Diplomacy +10, Disguise +8, Intimidate +6, Knowledge (arcana) +3, Knowledge (local) +7, Knowledge (nobility) +9, Knowledge (religion) +3, Perform (dance) +5, Perform (oratory) +9, Perform (sing) +9, Perform (string instruments) +5, Sense Motive +4, Sleight of Hand +6, Spellcraft +6, Stealth +6, Use Magic Device +8
Languages Common, Elven, Infernal
SQ Bardic Knowledge +1

--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Desecration* +1 save vs, divine spells
--------------------
Lust:
Boon: you can manipulate the lustful urges in others.
You gain a +1 on charisma-based checks when dealing with anyone who can potentially feel physical desire. You also get a +1 to DC of Enchantment(charm) spells cast by you. In addition, you gain the domain powers of the Lust domain as if you were a cleric of your level, based on your highest mental score.
Penalty: your impulse control leaves much to be desired.
You are vulnerable to enchantment(charm, emotion and compulsion). Whenever an effect grants a Will save, you have a -2 penalty. In addition, any morale or emotion-based penalties you suffer are increased by 1.

Background: - Ekan was a bastard by birth, and remained one by choice. Born of a minor noble woman's indiscretion, he was treated like the embarrassment he was and fostered elsewhere. While he spins a good story of the loneliness of his life, the truth is he was still given a life of luxury that most of the poor could only dream of.

Perhaps it was in the blood, but as Ekan grew to a lusty fellow himself as he got older. He loved (as much as his selfish ways allowed him to love) women- the smell, the taste, and the feel of them. He knew some men who simply took the women they wanted by force, but for an odd reason that didn't appeal.

What did appeal was corruption- To take the sweet and make it sordid, to find the purest of waters and turn it delightfully dark. Nothing sent a thrill through him like finding an innocent or devout lass and seducing her until she acted the eager harlot... and stayed that way. Corrupting a happily married housewife until she became a needy wanton? Ah, that was bliss.

Of course, eventually his dark hunger bit off more than it could chew. With pretty words and temptation, he convinced a young novitiate not just to abandon her faith, but to utterly betray it. They fornicated in the very heart of a temple of Mitra, taking each other on the altar!

Ekan had thought the temple unattended at that time by any but the now ex-cleric to be herself. He was wrong. Worse, the woman he'd corrupted proved to be none other than the daughter of a much more POWERFUL nobleman.

There was really no escaping the consequences this time. Now he awaits his death by fire for the crime of desecration.

In his heart of hearts, Ekan feels one thing is true:
Mitra and his entire church REALLY need to loosen up.

Crime: 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.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber

Dotting for later. Will have an actual character concept to present either tonight or tomorrow.


I would make a Lawful Evil Human AntiPaladin of Asmodeus. Stats: Charisma 18, Dexterity 8, Strength 14, Constitution 17, Intelligence 13, Wisdom 14. This is what I rolled with my set of dice. If you want me to use the forum roller, please post the formula. She attempted to murder a noble and very nearly succeeded- the noble is currently on what looks like his deathbed. Unfortunately, Liz failed and was arrested immediately. Liz was a Paladin of Mitra at one time, but was framed for horrible heresies (not enough for Branderscar) and spent time in other prisons for them. She spent her time thinking of how to pay him back for taking her pride (Her Sin is Pride). She has since become a dutiful acolyte of the Asmodean faith. She is ready to see Talingarde fall, but just as ready to make it to her own personal hell. As long she claims her vengeance, Liz will be happy. If you want to know anything else about her, just ask. I do not personally mind this game taking a long time as I enjoy getting bits and pieces at a time. I find it much more enjoyable than being cliffhung at the end of a long session. Thank you for your consideration.


OK. Thinking a witch, possibly with an archetype or two. Are Changelings allowed?

Focus INT = 18
Foible STR = 8
DEX = 1d10 + 7 ⇒ (7) + 7 = 14
CON = 1d10 + 7 ⇒ (4) + 7 = 11
WIS = 1d10 + 7 ⇒ (9) + 7 = 16
CHA = 1d10 + 7 ⇒ (9) + 7 = 16

Yikes. Low CON if I go with that focus/foible and Changeling. Oh well. Still could be interesting and now I know where I'll put the 4th level ability point.

I'll think about the Sin more as I flesh things out. Looks like Lust would fit, but that seems to be a popular Sin to follow. Maybe Sloth. Maybe a combo. We'll see.


MisterLurch wrote:

dotting for interest. LE rogue (knife master).

Str: 1d10+7
Dex: 18
Con: 1d10+7
Int: 1d10+7
Wis: 8
Chr: 1d10+7

Sees himself as a robin hood type .. however sometimes what he steals from the rich are their beautiful daughters, who he then sells into slavery. caught in flagrante delicto while selling the no-longer-maiden daughter of an arch bishop of Mitra, Lucius is awaiting an appointment with a tall, dark, and hooded man. To compound matters, seeing that he was as good as caught, Lucius took actions to ensure that his business partner escaped with the merchandise just to spite his captors.

edit: Sins: Wrath, Lust. There is little that Lucius likes more than indulging in flesh. If someone is traumatized, hurt, or in some way damaged by it, all the better.


You are all being watched.

*insert evil laugh here*

Gary McBride
Fire Mountain Games


We're watching you back. ;-)


Sigz here, I chickened out on the focus/foible and went with 25 point buy.

She's a spell caster/ party face.

Edit; Working on her story.


I'm also curious as to what races are not allowed. Core only, or is there more. One of the concepts I'm entertaining is a tiefling.


Edmin Al'Roth
Lawful Evil Cavalier
Order of the Dragon

Sin:
Pride:
Boon: You find inspiration in succeeding against impossible odds.
Any time you, or creatures summoned or controlled by you, roll a natural 20 or confirm a critical hit, you gain +1 to attack rolls, damage rolls, skill checks and ability checks for one round.
Penalty: You feel devastated when you fail to overcome a challenge.
Any time you, or creatures summoned or controlled by you, roll a natural 1, you are sickened for the next round.

Crime:
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.

Stats:
25 point buy
S= 16 + 2Race = 18
D= 14
C= 14
I= 10
W= 10
Ch= 14

Background:

Edmin Al'Roth began his carrier as an officer in the military Like everyone else, his love of his country drove him to it. As time went on, more of his men and friends died. Each one taking a small part with them to the beyond. Campaign after campaign Al'Roth was asked to lead his men into battle, only to watch them die. His feelings turned inward, he became distant from all except his men, the sanctity of life no longer mattered to him, only the lives of his men that he could not save. His coldness and fury made him an excellent soldier, until he lived for combat. Everything else had lost it's appeal, wine only tasted good after a battle now, women only a pleasant amusement for his down time. His pride grew with each victory but so did his anger and depression afterwards.
The battle of the High Moors was the cavalier's breaking point. His unit had been sent into the heat of battle, out manned and unpready for what awaited them on the field. Captain Al'Roth was the only survivor. His men had died for nothing and it was the General's fault, not his, never his. The general died that night. The breath had been choked from his body and Al'Roth was found sitting next to him. Drinking the general's wine and waiting. Waiting for death.


Fire Mountain Games wrote:

You are all being watched.

*insert evil laugh here*

Gary McBride
Fire Mountain Games

Any thoughts about the characters?


Nobody's chosen envy yet, so I chose that for Velsa, my inquisitor. I eventually used point buy instead of focus/foible.

Velsa Naide
Female Half-Elf Inquisitor 1
LE Medium Humanoid (elf, human)
Init +4; Senses Low-Light Vision; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d8-1); Judgement of Profane Healing 1
Fort +1, Ref +4, Will +5; +2 vs. enchantments
Defensive Abilities Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Profane Purity +1, Judgement of Profane Resistance 2 (Fire)
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks Judgement of Profane Destruction +1, Judgement of Profane Justice +1, Judgement of Profane Piercing +1, Judgement of Profane Smiting (Magic)
Inquisitor Spells Known (CL 1, +0 melee touch, +4 ranged touch):
1 (2/day) Divine Favor, Disguise Self
0 (at will) Light, Detect Magic, Brand (DC 13), Sift
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 8, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Point Blank Shot, Skill Focus (Bluff) (Adaptability), Step Up
Traits Child of the Temple (Knowledge [nobility]), Sin (Envy), Crime (Desecration)
Skills Bluff +12, Diplomacy +6, Disguise +6, Intimidate +3, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +5, Sense Motive +8, Spellcraft +5, Stealth +11, Survival +3 (+4 to track)
Languages Celestial, Common, Elven
SQ Elf Blood, Hide Tracks, Inquisitor Domain: Persistance Inquisition, Judgement (1/day), Judgement of Profane Escape, Relentless Footing (6/day)

--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain: Persistance Inquisition Deities: Asmodeus, Iomedae, Urgathoa.

Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Relentless Footing (6/day) (Ex) Swift, gain +10 ft enhancement bonus to speed.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
--------------------

Appearance: Velsa is a very beautiful young woman, with tightly curled dark black hair, dark brown skin and light grey eyes. Only her slightly pointed ears betray any sign of her elven heritage.

background:

Background: Velsa grew up in a charming elven glade, raised by elves who worshiped their own gods, those of the moon and the night. She was a happy child, not stigmatized by her elven friends or family, as her human mother was an oracle of these gods. However, everything changed when the inquisitors of Mitra came.They ransacked the settlement and took Velsa and the other children away. Velsa did not know what happened to her family, and although they escaped she was told they were slaughtered for their sin.
Realizing the child had inherited some of her mother's ability with divine magic, they trained her to worship Mitra. Through the constant repetitions she began to worship him too, until one day her tutor, Adian Rem, assigned her a book about the worshipers of Asmodeus. While the book was clearly written to sicken and anger the readers, the girl found herself entrapped in the ways of the god. Seeing the other children being treated more kindly than her, and all the play and fun they did while she was stuck reading books and training for combat, her envy grew, and she learned that Asmodeus nurtured these emotions, called then noble and purposeful, unlike the Mitrans who called them the first step on the road to damnation. The seeds of envy grew inside her heart, and so did her seeds of evil, evil towards all those in the world better treated then her. One night she dedicated herself to Asmodeus, vowing to to the Prince of Hell she would bring the mighty and righteous down from within.
However, Aidan forced the girl down the inquisitor's path, and Velsa swore that she would aid those struck by the inqusition in secret, a double-crosser. On her first mission, her traveling companion mysteriously grew ill and died, and on her second trip a priestess who had found the heretics was slain in battle, right by Velsa's side. But Adian watched her progress, and began to grow suspicious. One night, he came in he temple with a group of prisoners, and among them was Velsa's father! Velsa swore she would help her father escape, but when she came to undo his chains Aidan was waiting. He informed her that the father had already been executed for his crimes. Taking the girl in his arms, he told her that they needed to have a serious discussion about Mitra, and her future as an inquisitor.
Keeping her emotions inside, she sweetly suggested that they have this conversation in the chapel, instead of right here. Aidan agreed, and they went to the chapel. She pretended to have a conversation with him, and at the end she went in to hug her former mentor. When he leaned in, she stabbed him in the back, dagger laced with a paralytic poison.
She butchered his corpse as the books had taught her how, preparing it in a way to please Asmodeus on the very altar of Mitra. But as she left, hands covered in gore, twenty men rushed into the chapel, ready to arrest her for her crime of desecration. A lone temple maid had seen the murder, and had rushed to find the authorities. Velsa was chained, tried, and sent to Branderscar for her crimes.

Background TLDR: She lived with her elf dad and human mother in an elven community, but they worshiped other gods and were invaded by inquisitors. Some of them escaped, but all the children were sent to live in the temple. Velsa was trained as an inquisitor, but found a faith in Asmodeus due to her strong envy. Her father was arrested, and Velsa tried to save him. Her mentor had already killed him, and so she killed her mentor and tried to make it a sacrifice to Asmodeus on the altar of Mitra, but was caught by a maid cleaning the temple.

Osirion

dotting. Gotta figure out what I'll submit though.


str 18
dex 1d10 + 7 ⇒ (1) + 7 = 8
con 1d10 + 7 ⇒ (9) + 7 = 16
int 1d10 + 7 ⇒ (9) + 7 = 16
wis 1d10 + 7 ⇒ (4) + 7 = 11
cha 7

I see that may not work. I will be using 25 point buy most likely. The class is a TWF'ing Ranger most likely. I am not 100% sure, but I the concept is an assassin.

The sin is pride.


Str 1d10 + 7 ⇒ (5) + 7 = 12
Dex 1d10 + 7 ⇒ (2) + 7 = 9
Con 8
Int 18
Wis 1d10 + 7 ⇒ (6) + 7 = 13
Cha 1d10 + 7 ⇒ (1) + 7 = 8

taps finger on desk

Huh, so point buy it is!

Brief background: Utter, irredeemable monster, history to be left deliberately vague. Guilty of numerous crimes, convicted of High Treason. Sin is pride or envy (both work well). First showed up in a set of serial murders that, while suspicion against him was heavy, he was never convicted for. Suspicions of trafficing with daemons, demons, and devils, arson, theft, piracy, slavery, but again never proven. Finally brought down for killing a member of the king's guard and then attempting to replace him and kill the king.


str 1d10 + 7 ⇒ (6) + 7 = 13
cha 1d10 + 7 ⇒ (9) + 7 = 16
int 1d10 + 7 ⇒ (3) + 7 = 10
con 1d10 + 7 ⇒ (3) + 7 = 10
wis 8
dex 18

Hmmm , going to go with finesse fighter...maybe go for duelist later or take a level or two in rogue and go assassin...

Sin:Greed
Crime:Dueling unto Death


Here is my submission FlyKiller

Finesse Fighter
Sin :Greed
Crime :Dueling unto death.


Do you(GM) have a general idea of which races other than core can be used. I would rather know ahead of time than make the concept and have the race be shut down since I normally include the race in the backstory.

Here is my bucketlist(noncore races that I want to play one day).

aasimar

goblin

hobgoblin

orc

1. What source books are allowed?

2. Do we get traits, and if so how many?

3. Will you be using a map? If not I won't worry about acrobatics for the purpose of tumbling too much.

4. Are there any other houserules that have not been mentioned?

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I submit Jasper Lind. LE Thief and worshiper of Asmodeus, sentenced to death by drawing and quartering and most guilty of the sin of pride.

Jasper Lind:

Jasper Lind
Male Human Rogue 1
LE Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (1d8+4)
Fort +1, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks Sneak Attack +1d6
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 13, Int 13, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 17
Feats Rogue Weapon Proficiencies, Toughness +3, Two-weapon Fighting
Skills Acrobatics +8, Bluff +3, Climb +7, Disable Device +7, Intimidate +3, Knowledge (local) +5, Perception +6 (+7 to locate traps), Sleight of Hand +8, Stealth +8, Survival +3
Languages Common, Infernal
SQ Trapfinding +1

--------------------
Special Abilities
--------------------
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
--------------------
Born to a secret family of Infernalists, Jasper was raised in the Mitran faith by his parents and secretly schooled in the worship of Asmodeus as soon as he was deemed old enough to keep the secret. Subjected to rituals and subjugation to prove his worth to the legions of Hell, Jasper learned to respect absolute law. When they were captured and executed for heresy Jasper vowed to destroy the corrupted Mitran church and replace it with the strength of Hell itself.

Siding with a small faction of Barcans willing to employ a young man with nimble fingers, Jasper soon found himself learning how to disarm the traps often surrounding the homes and treasures of wealthy Mitrans. Although he made sure to leave no sign behind and never kill those he robbed, one night Jasper found himself tempted by Destiny herself.

10 years had passed since an 8 year old Jasper had watched his parents burned at the stake. While on a job for the outcast Brotherhood of Barca (another wayward cult of separatists), Jasper realized whose home he was currently robbing when he entered the bedroom of the manor. Lying before him was the sleeping form of Brother Octavian, the same priest who had burned his parents at the stake 10 years ago.

Falling into a dark rage and wasting little time Jasper stabbed Octavian repeatedly, insuring the priest was both dead and incapable of being resurrected. Adding the man's mistress to the tally meant little to the young man at this point as he cared nothing for mission or consequences in the face of vengeance.

Unfortunately for Jasper his ill conceived murder spree was discovered by a lactose intolerant servant who happened upon the scene of bloody retribution. With the manor guards alerted to his presence and fresh blood on his daggers Jasper was soon cornered and beaten into submission. Waking in chains he learned he was to be tried for murder and summarily sentenced to Brandscar prison.

When his ties to Barcan separatists was discovered his charges were quickly changed from murder, high theft, heresy, and jaywalking to treason and blasphemy. Although given the chance to deny his connections Jasper's pride at his accomplishments and the foolishness of youth saw him admitting to his many crimes, Vanity herself leading him to a much darker fate than he would have otherwise met.

Jasper is a young man of middling height. 18 years old and 5 foot 9 he is covered in scars on top of his well muscled physique. 175 pounds of gristle and hatred propels him in combat but by far his most dangerous trait is his deadly quickness. Many street thugs have fallen before his hammer fists after underestimating his ability to move and strike before they were ready. His once prized daggers were gifts from the Barcan revolutionaries as well as the instrument of his downfall, both having been confiscated after Octavian's murder and used as evidence of his high treason against the king and faith.


Having been accepted into another campaign recently, and in the running for another as well (three good campaign recruitment opened up at about the same time), I must respectfully bow out. The good news is, those competing for the lust slot have one less rival. :)

Whoever makes it, I hope you have fun


aasimar, tiefling, changeling, dhampir - allowed. In general, all races which look more or less like core races, are allowed. Monstrous races such as goblin, hobgoblin, orc, drow, are not allowed.
sorry for the quick note, posting from phone.


archetypes and in general paizo-made stuff from d20pfsrd are allowed. I'll look over the 3rd party sorcerer later and decide. there are no guns and easten weapons in the AP, so UC classes might not be able to reach their full potential.


Dotting for interest :) not sure what am gonna make yet but interesting indeed.


Str 1d10 + 7 ⇒ (7) + 7 = 14
Dex1d10 + 7 ⇒ (1) + 7 = 8 +2 = 10
Con 1d10 + 7 ⇒ (10) + 7 = 17 -2 = 15
Int (Focus) = 18
1d10 + 7 ⇒ (2) + 7 = 9
Cha Weakness = 8+2 = 10

I will throw together a Dhampir Gluttony Wizard (Thassilonian Specialist) Cruoromancer. Later going into Bloatmage. Drink ALL the blood! :3


After some thinking, I will be submitting a Fighter of Asmodeus. Either Human or Half-Orc not sure which yet, lol. I am going to be sin of Wrath and guilty of Murder.
No Wammy, No wammy, no wammy, STOP, lol...wow...this is gonna be interesting :)

Str: 18
Cha:8

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

Taldor

For your consideration I present to you Krongthep, posted as gilthanis


Baron of the Sands wrote:
Any thoughts about the characters?

I love to read about PC exploits. It's exciting to watch a party developing so organically. As far as my thoughts about specific PCs, it's not really for me to say. Only the gamemaster's opinion matters and I'd hate to second guess him.

But I do love to watch actual play in action. I'll be checking up on this campaign from time to time.

Have fun, everyone!

Gary McBride
Fire Mountain Games


I'm working on a neutral evil Bladebound Magus. His sin will be pride and his crime will be high treason.

Str: 18
Cha: 8

Dex 1d10 + 7 ⇒ (6) + 7 = 13
Con 1d10 + 7 ⇒ (6) + 7 = 13
Int 1d10 + 7 ⇒ (4) + 7 = 11
Wis 1d10 + 7 ⇒ (2) + 7 = 9

Wow, those kind of suck. I think I'll go with the point buy.


I'll likely submit a finesse combat character of some kind...which means that no matter how I cut it, I'd need stats that put the max to DEX and the min to CHA:

DEX 18
CHA 08

STR 1d10 + 7 ⇒ (9) + 7 = 16
CON 1d10 + 7 ⇒ (7) + 7 = 14
INT 1d10 + 7 ⇒ (5) + 7 = 12
WIS 1d10 + 7 ⇒ (3) + 7 = 10

~Low whistles~ That's not bad at all. I was kinda hoping for a higher WIS so I could monk it up a bit...but with stats like that, I'll be submitting either an Elf Rogue or FTR/ROG.

Sin would likely be pride, crime will likely be murder or high treason.


Str8
Dex 15
Con10
Int 18
Wis11
Cha9

1d10 + 7 ⇒ (8) + 7 = 151d10 + 7 ⇒ (3) + 7 = 101d10 + 7 ⇒ (4) + 7 = 111d10 + 7 ⇒ (2) + 7 = 9


Here is Sotha Zyn, Elf Bladebound Magus and would be kingslayer. What I have in mind is that the voice in his head is completely manipulating him into doing what it wants, whatever that is. Either way, I intend for the voice to either be his black blade reaching out to him, or it will be some mysterious force that becomes his black blade.

Basics:
Full Name: Sotha Zyn
Race: Elf
Class: Bladebound Magus
Gender: male
Size: 6'3” 140lbs
Age: 140
Alignment: Neutral Evil
Deity: unknown
Location: Talingarde
Languages: Common, Elven, Goblin, Draconic, Orc
Occupation: Noble

Strength 16
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

Background:

Sotha Zyn belongs to a family of elves that was granted noble status in return for some service that the family's forebear did for Talingarde. Considering how well known the Zyn family is for its members military prowess, it is likely he was a general of some distinction. Sotha, however, had little interest in that. He had always been interested in studying, whether magic, history, or whatever else, and so he balked at the expectation of his family to serve in the Talingarde military. Eventually, he gave in, on the condition that he would become a soldier as long as he could continue to study magic.

He seemed to take a completely different view of life in the military after becoming a Magus. He poured himself into his training, and before long, his sword arm was as strong as his mind. After finishing his training, he was sent to the Savage North to fight against the encroaching monsters. While stationed there, he made the effort to learn to speak with them, the better to overhear their plans, he called it. Unknown to others, he would meet with the creatures they were fighting, goblins, possibly, and he managed to convince them to surrender to his company. It later turned out that Sotha had been abusing his position as quartermaster's assistant to pass along weapons to the goblins in exchange for a token force of them to surrender.

The surrender of the goblins was part of a plan. He figured that if hostilities ceased by his hand, he would get an audience with the king. He was right, though to his dismay, the audience with the king was in the company of his comrades, making Sotha's plan harder to put into effect, and nearly impossible to survive. Even so, when the king came to him to offer congratulations, Sotha cast True Strike and stabbed at the king. The strike would have been fatal if not for the soldier next to him reacting quickly enough. Sotha surrendered immediately, and found his way to Branderscar Prison afterward.

No one knows why Sotha tried to kill the king, he has said nothing of it, and in fact, during his trial he had claimed that madness had overtaken him, and that he was unaware of what he'd done. The truth is that Sotha himself doesn't know why he did it. What he knows is that for some time, he has been heeding the counsel of a voice in his head, one that appeals to his pride, and suggests things that he might do, things that he deserves to do. Whatever the voice is, Sotha trusts it well enough to put his life in it's hands.

Combat stats:
Perception +3
Initiative +1

Saves
-Fortitude +3
-Reflex +1
-Will +3

AC/Flatfoot AC 11/11
Touch AC 10

CMB +3
CMD 14

Hit Points: 12

BAB +0
Speed: 30ft

Skills:

7 skill points per level

Intimidate +4 (1 rank)
Knowledge (Arcana) +7 (1 rank)
Knowledge (History) +4 (1 rank)
Knowledge (Planes) +7 (1 rank)
Perception +3 (1 rank)
Spellcraft +7 (1 rank)
Swim +7 (1 rank)

Feats and Traits:

Sin and Sentence:
Sin: Pride +1 to attack and damage rolls, skill checks and ability rolls when you roll a natural 20
sickened for one round when you roll a natural 1
High Treason: Tried unsuccessfully to dethrone the King, +1 to will saves

Race Abilities:
Low Light Vision
Elven Magic: +2 to spellcraft checks to identify magic items
Keen Senses: +2 perception
Arcane Focus: +2 on concentration checks made to cast defensively

Class Abilities:
Arcane Pool: 1/3 class level plus intelligence modifier
Cantrips
Spell Combat: -2 to attack rolls on a full attack lets the magus attack and cast a standard action spell in the same turn.

Feats:
Toughness

Spells:

Arcane Pool 4/4

Arcane points can be used to add a +1 enchantment bonus to any weapon for 1 minute, doing so is a swift action

Cantrips Known: All
Cantrips Prepared: Detect Magic, Light, Ghost Sound

Level 1 Spells Known: Color Spray, Enlarge Person, Grease, Shocking Grasp, True Strike, Ray of Enfeeblement
Prepared: Enlarge Person, Grease

Equipment:

None


Marcellius - the lust bloodline overlaps with the sin bonuses. If you choose to play it, you will not get the cleric domain powers. Otherwise it's allowed.

Ridge - thanks for your interest and good gaming!

Okay, so far I counted 18 more or less full submissions. Some statistics:

Sins: Pride-7, Lust-3, Greed-2, Wrath-2, Envy-2, Gluttony-2, Sloth-1. Shows that I had to remove the critical hit part from Pride after all.

Classes: - 5 full arcane, 4 skill or hybrid skill, 2 full divine, 3 hybrid divine, 1 hybrid arcane, 6 martial or hybrid martial. Asmodeus is not impressed :) We have a good mix of martial and arcane, but divine and skill could use some more adepts.

I like the quality of submissions I see. Some of you have submitted partial concepts which left me longing to see the full character. Others have already made me fear the day I have to make the choice.

Speaking of which, I expect to close recruitment no earlier than Tuesday (I'm in GMT+2 so for Americans it will be Monday). But it will depend on the mix of applications I get, so I might extend it until I'm satisfied.


Well, helloooo. This is interesting. Definitely want in on this. I'll go for an Oracle. Possibly human, but we'll see where the dice takes us.

Focus: Cha
Foible: Wis

STR 1d10 + 7 ⇒ (7) + 7 = 14
DEX 1d10 + 7 ⇒ (3) + 7 = 10
CON 1d10 + 7 ⇒ (6) + 7 = 13
INT 1d10 + 7 ⇒ (8) + 7 = 15

Well then. Half-Orc Planar Flame Oracle of Hell coming right up!

Sin: Lust. I can also do 'Sloth'. And crime? Arson, of course!

Taldor

Thanks, I will try to get a character up here in the next 30 minutes or so. I am thinking of a fetchling, but the negative to Wisdom, with the penalty of Lust, looks like it would make my Will save vs. enchantments -4.... Well, that's actually fitting for the character since I feel like he was once the slave of a Shae, and fetchlings are fawning sycophants most of the time anyway. There's enough power in the magic of lust, I won't need no clerical powers. (with a low wisdom, they probably wouldn't be that good anyway... :P)


This is rashly5 with his Male Half-Orc Oracle (Archetype: Planar Oracle of Hell, Mystery: Flame, Curse: Blackened).

Sin is Sloth! Crime is Arson!

Will put relevant stats and such in my profile. Put in traits, but I'm not sure if those are allowed or not.

Does the "2 extra skill points per level" apply at level 1? That is to say, I start with 2 extra skill points?

I'd also like to seek clarification for a feat I want: Fire God's Blessing. I checked in the Rules and such, and even asked in a thread but pretty much it's all down to you if you'll allow me to take it. My reasoning would be that I see the "Flame God" as an aspect of Asmodeus.

Taldor

Here is Shalastar Lerin, Fetchling sorcerer of lust

Stat Block:
Shalastar Lerin
Male fetchling sorcerer of lust 1
NE Medium outsider (native)
Init +2; Senses darkvision 60 ft, low-light vision, Perception -2.
Age 25, Height 6'2", Weight 120 lbs.
Hair violet, blue, and crimson. Eyes blue-green pupil-less
-----DEFENSES-----
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +0 (-2 vs enchantments)
Resist cold 5, electricity 5
-----OFFENSE-----
Move 30 ft.
Melee unarmed
Spell-Like Abilities (CL 1st, concentration +6)
1/day - disguise self
Sorcerer Spells Known (CL 1st, concentration +6)
1st (4/day) - charm person (DC 18), ventriloquism
0 (at will) - bleed, dancing lights, flare, ghost sound
-----STATISTICS-----
Str 17, Dex 15, Con 9, Int 8, Wis 6, Cha 20
Base Atk +0, CMB +3, CMD 15
Feats Eschew Materials (B), Two-Weapon Fighting
Skills Bluff +9, Diplomacy +8, Intimidate +8, Use Magic Device +8; Racial Modifiers +1 Knowledge (local, nature), +2 Stealth
-----FEATS AND SPECIAL ABILITIES-----
Bloodline of Lust (Ex) Shalastar casts spells of the compulsion school with +2 DC, and other spells of the enchantment school at +1 DC.
Beautiful Form (Ex) Shalastar has +1 on charisma-based checks when dealing with anyone who could potentially feel physical desire.
Desire and Pain (Sp) Shalastar can deliver a melee touch attack that causes a target to either freeze with desire (dazed for one round) or experience agonizing pain over his physical beauty (1d4 damage +1/2 sorcerer level). He must choose the effect before the attack roll. Once a creature has been affected by desire and pain, it is immune to its effects for 24 hours. Shalastar can use this ability 8 times per day.
Eschew Materials (Feat) Shalastar can cast spells that would normally require a material component costing 1 gp or less without needing that component.
Emissary (Ex) Once per day, Shalastar can roll twice when making a Bluff or Diplomacy check and take the better roll.
Sedition (Ex) Shalastar has been involved with a group actively seeking to remove King Markadian V from power. He has +1 to Bluff skill checks and has +1 Leadership if he ever takes the Leadership feat.
Sins of Lust (Ex) Shalastar is vulnerable to enchantments, and suffers a -2 penalty to Will saves. Morale and emotion-based penalties are increased by 1.
Two-Weapon Fighting (Feat) When Shalastar fights with two weapons, he can make one extra attack each round with the secondary weapon. Penalties for fighting with two weapons are reduced by -2 on main hand, and -6 on off hand.
World Walker (Ex) Shalastar has spent most of his time on the material plane. He has +1 racial bonus on Knowledge (nature), Knowledge (local), and a +2 racial bonus on Stealth skill checks.

Appearance
A well muscled, lithe youth of 25 years has pale skin lightly dusted with powdered amethyst behind his tattered prison clothes. His hair is long and voluminous, dyed crimson, blue, and purple in a sweeping pattern that accents his face and solid blue-green eyes. Stunningly beautiful, the young man seems to have a fey, unnatural beauty that has so far managed to keep the guards from bruising and darkening said beauty.

History
Shalastar is a fetchling that walks the boundaries of the two worlds, used to the power of shadows and now addicted to the pleasures of the material world, once he escaped his own slavery in the clutches of a devious (if beautiful) Shae, who may have been his mother. Freed by a Cleric of Asmodeus, Shalastar is uncertain whether he should be completely grateful for being taken from his paradise-prison, but has agreed to help the cleric with his plans to fuel a rebellion against the ruling monarch. For the crime of sedition, Shalastar has been brought to the prison, to eventually be drawn and quartered. His guards have thus far been somewhat kind to him, but Shalastar knows what they have planned for him. He is not certain if his powers will save him on the final day.

Personality
Most of his childhood and adolescence, Shalastar has served willingly at the side of his mistress, the Shae Levinare. As such, he has learned to be weak-willed and impotent in the face of such divine authority. It was only recently that he has been freed from such a distasteful existence by the Lawbringer, handing individualism back to him as he was freed from being the Slave of Shadows.


I'm posting interest. Before I look into rolling up a character, though, I want to ask: would a necromancer of some sort be allowed? Probably would lean towards cleric (maybe or maybe not Undead Lord), but I know some GMs dislike an overabundance of creatures in combat.

If not, I will still apply. My group just isn't suited for Way of the Wicked, but I am in love with the idea of it (though I have refrained from reading it, just because I would prefer to play it).

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