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Way of the Wicked

Game Master Megan Robertson

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In the interest of reducing the competition for Sotha, I would like to change his sin from pride, to envy. They both fit very well, and in fact I think envy might be more appropriate. The difference story wise is that now he can claim he tried to kill the king as a matter of honor. Whether true or not, Sotha can claim that the Zyn family has always been the token elf noble house, getting enough of the perks of nobility while being denied the rights and responsibilities that go with it. He still did it only because the voice told him to, but now he has an excuse to claim.

Also, if you don't mind, I may put forth a second character, with a sin and class that has gone underrepresented.


Necromancers are definitely fine.
I don't mind two submissions per player, but not more please.


Interested. Thinking of a Sin eater inquisitor of Asmodeus. Sin of wrath and crime of murder. And his will be a literal eating of sin.

Grand Lodge

thinking of making a cleric of Asmodeus...to represent divine casters. Going for battle 1st caster 2nd :)
str 18
dex 1d10 + 7 ⇒ (6) + 7 = 13
con 1d10 + 7 ⇒ (2) + 7 = 9
int 1d10 + 7 ⇒ (3) + 7 = 10
wis 1d10 + 7 ⇒ (1) + 7 = 8
cha 8

maybe i will do 25 pb :)


I'm working on a cleric of Asmodeus, that focuses on necromancy. I might do an in-character write up of his trial, if that would be acceptable, to give some backstory. Evil/Trickery domains. That's all I've decided, but I will go ahead and post my rolls.

Str: 8
Dex:1d10 + 7 ⇒ (4) + 7 = 11
Con:1d10 + 7 ⇒ (8) + 7 = 15
Int:1d10 + 7 ⇒ (8) + 7 = 15
Wis: 18
Cha:1d10 + 7 ⇒ (10) + 7 = 17


Ooh, if we can do a second submission then I'd like to submit an Alchemist, sin Sloth, crime Grave Robbery. I'm leaning towards Preservationist or Vivisectionist. This one will definitely use his rolled stats, unless I get all eights or something.

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


dotting and rolling Focus/Foible, hoping to solidify a concept around a Wrathful Pirate. (crosses thighbones...)

Focus: Int 18
Foible: Wis 8

STR: 1d10 + 7 ⇒ (8) + 7 = 15 15
DEX: 1d10 + 7 ⇒ (8) + 7 = 15 15
CON: 1d10 + 7 ⇒ (4) + 7 = 11 11
CHA: 1d10 + 7 ⇒ (9) + 7 = 16 16

Ar, that'll do, that'll do...

We'll show those bastard's yet!


And here's my second submission, Taviel. I changed his crime to murder, although his sin is still sloth.
Taviel Alandra
Male Elf Alchemist (Preservationist, Vivisectionist) 1
NE Medium Humanoid (elf)
Init +3; Senses Low-Light Vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will -1; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2)
Special Attacks Sneak Attack +1d6
Alchemist (Preservationist, Vivisectionist) Spells Prepared (CL 1, 2 melee touch, 3 ranged touch):
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 20, Wis 8, Cha 11
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Elven Weapon Proficiencies, Throw Anything, Weapon Finesse
Traits Highlander (hills or mountains), Sin(Sloth),Crime(Murder)
Skills Appraise +9, Disable Device +5, Fly +7, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +5, Sleight of Hand +7, Spellcraft +9, Stealth +8, Use Magic Device +4 Modifiers Alchemy +1, Highlander (hills or mountains), Silent Hunter
Languages Common, Elven, Gnoll, Gnome, Goblin, Orc, Sylvan
SQ Mutagen (DC 15)
Combat Gear Dagger;
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Appearance: Taviel is an average looking young elf, with swept-back blonde hair and pale skin. His light blue eyes often have bags underneath them and he often looks underfed, due to his extreme lack of self-care. He usually has a bored, confused or apathetic expression.
Personality: Taviel is very apathetic and unaffected by most things that happen. The only things that do interest him are those other people find disgusting and revolting. People or animals who are wounded, diseased or dead facinate them, especially if he's caused these conditions himself. Taviel is often distracted in combat by the wounds he or other has inflicted, and hates it if he has to be dragged away from looking at them to continue the fight. He prefers to avoid people and has no interest in romance. He likes animals, though he can be very cruel to them, and before being arrested he has a large collection of dead animals in jars.

backstory:

Backstory: Taviel grew up in a mountain town, and was always an odd child. His innkeeper parents were too busy to watch him, so his little trips out of the village and into the caves and caverns were almost always unnoticed. In there, he would find animals and torture them in various ways, interested to see what was inside of them. This obsession soon grew, and it seemed almost every night he was out somewhere, armed with his trusty hunting knife. As Taviel grew older, he was expected to help his mother and siblings in the kitchen, and he found the job interesting. A traveling alchemist noticed Taviel's ability, and asked his parents if he could take the boy with him to the city, to become his apprentice. They accepted, and Taviel went with him.
Taviel adapted to city life quite poorly, hiding in his bed most days, not willing to learn alchemy. Not even his hobby of torturing could bring him out, although he did catch a rat or two. Eventually, the alchemist had enough. A severe beating convinced Taviel it was time to come out from his hiding places. He began to learn alchemy, but found the work hard and tedious. His teacher was very disapointed in him.
As his teacher was a mere human and Taviel was an elf, his originally young tutor grew to old age as Taviel slowly became an adult. On Taviel's 120th birthday, his teacher began to die, cursing Taviel's laziness and ineptitude. Seeing that his teacher was not long for this world and that nobody would notice if his death was a bit unusual, Taviel took his tutor down to the basement to indulge in his favorite habit. Slowly opening the man up, Taviel managed to keep him alive for a week before the elder finally breathed his last.
At the funeral, nobody noticed the old man's odd wounds, and Taviel was given the house and lab in the will. Finally forced to do something for once, he opened up a shop, mostly selling the remainder of the old alchemist's supply. However, his obsession with causing pain grew, and was often the only thing that could make him interested in the world. When a certain customer would catch his eye, he would do everything in his power to ensnare them. Taviel managed to kill eight others before finally being caught by the authorities. His bizzare and disgusting methods of murder brought him great fame, as did his expressionless, calm face as he was arrested. As a serial killer, his crime of murder would be enough to send him to Branderscar.


Were these answered?

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.


I submit, for consideration, Treize Seischiro: an Elven Knife Master who has his sights set on being master of the universe. This is the submission of Majestic8705. Note: the basic character concept is compatible with either the Pride or Envy sins as, essentially, both play off the drives of the character.

Crunch:
Treize Seischiro, Lawful Evil, Male
Elf, Knife Master, 1
Init +5; Senses Darkvision
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 10
HP 10 (assuming max at first level, +1 con, +1 favoured class)
Fort 1, Ref 7, Will 1
Resistance(s) N/A
DR N/A
--------------------
OFFENSE
--------------------
Spd 30
Melee
Ranged
Spells Prepared
N/A
--------------------
STATISTICS
--------------------
Str 16, Dex 20, Con 12, Int 14, Wis 10, Cha 08
BAB 0; CMB 3; CMD 18
Feats Weapon Finesse
Traits High Treason (+1 to Will Saves)
Skills Acrobatics 9, Bluff 3, Diplo 3, DD 9, Intimidate 3, Perception 6, Sense Motive 4, SoH 9, Stealth 9, UMD 3
Languages Common, Elven, Gnoll, Orcish
SQ Sneak Attack 1d4 or 1d8
Combat Gear
Non-combat Gear Prisoner's Clothing
Total weight
Current Monies
--------------------
SPECIAL ABILITIES
--------------------
Armor Proficiency Light Armor.
Darkvision 60' but gain dazzled condition in bright light. Replaces Elven low-light vision.
Envoy Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. Replaces elven magic.
Hidden Blade 1/2 level to Sleight of Hand checks to conceal a light blade.
High Treason +1 to Will Saves
Languages Common, Elven, Gnoll, Orcish
Pride Anytime a Treize rolls a 20 or confirms a critical hit he gains +1 to attack, damage, skill, and ability rolls for one round.
Sneak Stab 1d4 non-dagger or 1d8 with dagger
Weapon Finesse DEX instead of STR for Attack Rolls on small/light weapons.
Weapon Proficiency: Rogue and Elf weapon proficiencies.

Fluff:
Many agree that there are few creatures that are as arrogant and self-entitled as the Elves; but even for an Elf, Treize’s arrogance is somewhat extraordinary. He considers himself to be significantly ‘higher’ on the food chain than those around him and, indeed, up until recently he had the track record to prove it. One heist after another was done without issue and Treize was quickly becoming a force to be reckoned with in the underworld. As usual, however, Treize was not satisfied with being a mere king of thieves and murderers. He wanted, no, needed more. And so he set his sights upon the throne of Talingarde.
Somewhere along the line, however, one of the idiots in Treize’s employ let something slip that they shouldn’t have. And when the moment finally came to strike; with the throne presenting itself to Treize to be taken everything fell apart. The guards stormed in and the whole plot went up in smoke.
The trial was brief, and decisive. Partially because Treize offered no defence for his actions; indeed, that was beneath him. Whenever he was asked a question, he would turn to the one who asked him the question and insult their worth. Indeed, even when the sentence was passed down that Treize was to be drawn and quartered all Treize said, in his typical deriving sneer, was ”idiots.” This, of course, earned him a swift blow to the head by the bailiff that was guarding him during the trial.
So here Treize sits, all broken hearted…no, hardly. Here Treize sits plotting and scheming. He knows that something will happen to free him of this fate because he wills it so; the world exists only for him to exert his will upon, after all. He will be free, and he will get everyone in this city…no, the world…no, all there is to acknowledge that he is master of everything; to settle for anything else is simply too insulting.
But first I must get out of here, Treize mused. They say no one has ever escaped this piss and s*@+ infested hole. But then, they’ve never found themselves trying to contain someone like Treize before. The escape would be easy, the hard part will be…well, there won’t be any hard parts. For one of Treize’s skill, everything always seemed to fall into place. Like the skilled dice player, he doesn’t wait for his roll to come up; rather, he makes every roll be exactly the one he needs at that time. The escape from this prison is simply what Treize needs right now; imagine how much more respect he’ll have when it becomes known that he, Treize Seischiro, escaped from the prison of Branderscar moments before his sentence could be carried out.
”It will be grand,” Treize mused to himself as he closed his eyes envisioning the life that awaited him outside these walls; a life where he is master of the universe, the only title worthy of his pride.


Mordred Ozio (mor-DRID OHT-sio)
Male Human Cleric of Asmodeus 1
LE Medium Humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 10, Touch 10, Flat-Footed: 10
HP 11 (1d8+2) (+1 from Favored Class)
Fort +4, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks
Channel Negative Energy: 1d6 damage, Will 13 to halve damage, 6/day
Touch of Evil: Melee touch sickens, target counts as good for purposes of spells with evil descriptor, lasts 1 round, 8/day
Copycat: functions as Mirror Image, lasts 1 round (or until dispelled or destroyed), 8/day
Cleric Spells Memorized
0-level (DC 15): detect magic, bleed (+1 DC from Spell Focus), purify food and drink
1st-level (DC 16): disguise self (domain), command (+1 DC from Sloth), murderous command (+1 DC from Sloth), cause fear (+1 DC from Spell Focus) - any can be converted to inflict light wounds (+1 DC from Spell Focus)
--------------------
Statistics
--------------------
Str 8, Dex 11, Con 15, Int 15, Wis 20, Cha 17
Base Atk +0; CMB +0; CMD 9
Feats Command Undead, Spell Focus (necromancy)
Traits Sin (Sloth)*, Crime (Grave Robbery)*,
Skills Bluff +7, Diplomacy +7, Heal +9, Intimidate +4, Knowledge (arcana) +6, Knowledge (religion) +6, Perception +6, Spellcraft +6
Languages Common, Infernal, Necril
SQ Aura of evil, Spontaneous Casting
--------------------
Special Abilities
--------------------
Sin (Sloth) +1 CL on summoning and compulsion spells. +1 to Charisma-based checks when bargaining or directing controlled creatures. +1 to Will saves against any compulsion or emotion spells and are allowed a save (but at a -1 penalty instead of the bonus) vs ones that don't normally allow saves).
--- If two consecutive rounds of a full-round action AND/OR move and standard actions, -2 to Strength and Dexterity for the next round. If attempting to do so again while under this penalty, fatigued, OR under a heavy load, he is staggered for the next round, in addition to this penalty. Also, any morale or emotion-based bonuses received are halved, to a minimum of 0.
Crime (Grave Robbery) +1 trait bonus to confirm critical hits
Fiendish Confidence +1 trait bonus to Intimidate checks, and Intimidate is a class skill
--------------------
Appearance
Mordred is a taller human, standing at 6'3". He prefers to wear the colors of his clergy, red with black, but he's never been beyond hiding aspects of himself to ensure smoother occurences. He is lean, his arms weak, but he has a deceptively friendly face and a quiet look of confidenece in his eyes. His skin is light, though not quite pale.
Personality
Though he is outgoing, Mordred is quite spiteful and has a general dislike of most people. He is willing to bury his own emotions (which, generally, have a way of fading off, anyway), putting his goals and the goals of Asmodeous in front of his own relationships. He has a strong interest in necromancy, seeing the undead as the absolute servants and soldiers, following his every whim.
History
Mordred was raised in Talingarde. His mother died in childbirth with him, and his father lost his faith in Mitra. At first, he just stopped worshipping and fell into a state of depression. It wasn't that long until he started to seek other forms of spiritual guidance. Mordred discovered his father had begun following Asmodeous. He was not put off, however - uninterested in Mitra's goody-two-shoes tenements, he joined his father in his faith. Unfortunately, soon after, his father went mad, leaving Talingarde and Mordred one night without a whisper. Mordred spent his adolescent years begging on the streets (though he still lived in the home his family had) and learning Asmodeous' teachings.

Just a writing exercise:

The Trial:

Mordred let himself sag. He felt his shackles threaten to cut into him as the weight of his body tried to pull them down. His head was held low, and his eyes passed over his knees, dirty from his earlier business. A few clumps of caked mud had fallen to the floor when he had been pushed down. Oddly, seeing the dirt on the spotless rug in the magistrate's hall gave him a sense of victory, however small. The magistrate would have to have it cleaned.

Beside him, two Talingarde watchmen stared straight ahead, their faces emotionless. They had had time to digest what was going on, and though they probably hadn't come to terms with it, they at least had buried it long enough to deal with the situation.

The cleric knew they despised him. The looks on their face when they first discovered him showed that they were probably devote Mitra worshipers who had only ever been spoon fed their religion. They were ignorant.

"What do you have to say for yourself?" the magistrate said, breaking the silence.

Mordred looked up, slightly taken aback. The official had spent so long simply staring at him with his hand stroking his chin, the cleric had sort of lost interest in what was going on.

"It's not what it looked like?" he said.

The humor of the response was lost on the room. Mordred felt the guard to his right tense up. He was obviously taking this very hard. Probably refraining from kicking in Mordred's teeth. He wondered if he knew the person.

"This is not the time for games, you foul being. You have committed such a terrible deed!" the magistrate shouted.

Mordred sighed and shook his head. This was taking longer than he thought it would. He said, "I did it. You got me. Lock me up already." The cleric had already come to terms with it. He was actually beginning to like the idea of being able to spend his time sitting around. He was also sure that he could find converts and maybe even procure some corpses.

This surprised the magistrate. He took time to think, fiddling with his jewelry. Finally, he smoothed some creases in his expensive clothes and said, "You know the punishment for grave robbing is death by beheading, right?"

"Death? What? Why!?" Mordred exclaimed. This was the first time he was actually scared in this whole predicament. He didn't fear death. He knew his strong faith in Asmodeous, even though he had been forced to hide it, granted him an afterlife at the Prince of Darkness' side. However, he felt he had not spent enough time in this realm. He would have forever lazing about in Hell, but it had been a far too short 19 years of life. He only recently had been gifted spells from his faith, not to mention his still-very-shallow dive into necromancy.

The magistrate smiled pleasantly. He was looking for this - the realization that a punishment came with a crime. Plenty he condemned had this reaction. "You have desecrated a body, in a very evil way. It is Talingarde's law that you be beheaded. Even if it wasn't, I would do so myself."

Mordred grew angry. As is natural for a man in his situation, he started looking for excuses. "That's ridiculous! All I did was dig up something someone else buried and put some marks on it and the ground around it. Would you behead a dog if he dug up a bone and chewed on it?"

"You dug up a PERSON who had died, and you were attempting to use MAGIC on it," the magistrate replied with a low tone. "I only wish there were a greater punishment."

Mordred's head was spinning. Such a completely unfair punishment, for such a small crime. He had been expecting maybe a decade in prison. Death? There was no way that was fair.

And suddenly, his mind became still. He was calm. He was at peace.

Mordred was willing to accept whatever punishment this city, led by blind men, wanted to impose on him. Even if it took him into the afterlife, he would show these ignorant dogs true insight. Death would just be a stepping stone.


Mr. Swagger wrote:

Were these answered?

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.

In answer to 2:

I'm not sure, but I think we get the usual two. And the mandatory crime we choose counts as one of those traits.

Taldor

Sindran Eithe wrote:
Mr. Swagger wrote:

Were these answered?

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.

In answer to 2:

I'm not sure, but I think we get the usual two. And the mandatory crime we choose counts as one of those traits.

I thought the crime and the sin were our two traits.


I think Marcellius is right. That's how I took it anyway.

Shadow Lodge

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

I didn't take any traits and assumed our crime was one and our sin was the other.

EDIT: Meant traits not feats.


As I understood it, the Sins are a houserule and not traits. He even said you could take multiple Sins, which would clash with the following:

I believe the Crimes are part of the AP and replace a trait - you can think of them as campaign traits.

I don't think either of them are feats or tied to feats in anyway.

--------------

Also, I wanted to point out my own cleverness in finding spells that didn't require a divine focus or material components, yet followed the theme of the character (even as far as getting the bonuses from my Spell Focus and Sin (Sloth). Okay, it wasn't hard, but still, the fact that it worked out like that is pretty awesome, I like to think.


Sins are a separate houserule and their bonus is not a trait bonus. Crime, however, grants you one trait, so you're free to choose one other trait.
I will not use maps for every combat, but for some combats I will. Most often I'll be using Google Spreadsheets.


Thanks. I will try to have a character ready tomorrow.


Roll for variant Aasimar ability if that's cool
1d100 ⇒ 40 +2 to Int score. Not in profile below, will account for in Alias if accepted and its OK.

submission:

Teufel Sigismundsson
Male Aasimar Ranger 1
NE Outsider (native)
Init +3; Senses Perception +8, Darkvision 60ft
--------------------
Defense
--------------------
AC 13, Touch 13, Flat-Footed 10
HP 10 (1d10)
Fort +2, Ref +5, Will +3
Resistance to acid, cold, and electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks
Favored Enemy: Human +2
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 14, Wis 14, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Quick Draw
Traits Crime(High Treason), Vagabond Child (Disable Device)
Skills Bluff +3, Diplomacy +5, Disable Device +8, Disguise +3, Intimidate +6, Knowledge:Local +3, Perception +8, Perform (Sing) +3, Sense Motive +3, Stealth +7, Survival +6
Languages Common, Celestial, Draconic, Sylvan
SQ Skilled, Track +1, Wild Empathy +3
--------------------
Special Abilities
--------------------
Crime (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.
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.
--------------------
Appearance:
Taller than average, about 6'3", around 200 lbs. Fit, but not muscular, better looking than average. Great smile, perfect teeth. Eyes are a almost luminous green. Tries to wear better looking clothes on account of his upbringing but not afraid to get dirty. Features are angled, but not sharp or harsh. Build is graceful, like that of a dancer.

Personality:
To say he is utterly mad is stretching the truth somewhat, but to say he is undeniably evil would almost be an understatement. He never outright lies but he rarely speaks the whole truth. He's clever and charismatic. Not afraid to get his hands dirty but prefering to get something done with finesse rather than brute force. He likes to be adored and loves to be feared. Something in him is wrong, and he knows and embraces it. He makes plans but rarely finishes them, noticing targets of opportunity and going for them like a rapid dog. He's vicious, he would rather lacerate his opponents liver than kill him quickly. He always smiles, that beautiful smile of his, and that wonderful song-like laugh that accompanies it.

History:
The inquisitor strode purposefully to the prisoner on the rack, his hands caressing a wicked blade.
"Anything to say for yourself traitor?" he growled
"Hmmm, well I do like blueberry pie and its been so LONG! Oh, hahaha, that was refreshing, the way you dug that blade in there. Are you trying to steal my heart? As I was saying, could we perhaps get some pie tonight? I do so love it." the monster said, giggling even as the inquisitor withdrew the blade from his thigh.
"You know what I want, we've been at this three nights now and I'm getting tired."
"You look it, perhaps a quick nap? This rack is rather comfortable, we could trade places perhaps?"
"You killed a member of the king's personal guard and tried to kill the king, WHY?" the inquisitor was inches from his prisoners face, flecks of spittle resting on the monsters cheek.
The monster looked at the man, a pained look on his face, "You really don't know? I'm hurt, come closer and I'll tell you." the inquisitor leaned in, "Because I could. Think of the chaos, how fun it would be to bring this nation to ruin, could even start one of my own."
"You're a fiend..." the inquisitor had seen much, but this was not an answer he expected this one. His hands trembled, and the man on the rack noticed.
"Want to know more, closer." he whispered, "The fire that took the village of Innswitch, me. The murders at the capital fourteen years ago, the killer they called the Jackrabbit, me. That slaving operation on the eastern sea that specialized in the sons and daughters of nobles, me. So many sins, so little time."
The inquisitor was vaguely aware of his fellow jailer coming up behind him, but he was enthralled by the monster, each new crime the beast talked lower forcing him to come closer.
"And then there is my most recent crime." he whispered so quietly, like a zephyr.
"What crime is that? We apprehended you immeadiately when you tried to kill the king." The inquisitor returned the whisper, his ear close to Teufel Sigismundsson, trying to hear this latest crime.
Teufel smiled, "Killing a church official, of course." and then it was too late. The second jailer rushed in and began raining blows on the aasimar trying to save his comrade but the inquisitor was already dead, his jugular torn out by Teufel's sudden bite. And even as they carted the slain inquisitor out and began the torture with renewed vigor the fiend laughed.

Leveling Notes:
Plane to take levels of rogue and ranger, no less than 4 levels of Rogue and 6 of Ranger, likely composition at level 10.

Sin could be changed, alot of them seemed appropriate actually.


Basics:
Serthmen de'Morcaine
Cleric (Fiendish Vessel archtype from ARG)
Alignment: Lawful Evil
Worship: Asmodeus with Devil (subdomain ov evil) and Trickery domains
Race: Teifling (Asura-Spawn), +2 dex, +2 wis, -2 int, +2 appraise, +2 know(local), spell-like ability is hideous laughter 1 ea day
Age: 137 yrs Height: 5'7" Weight: 130#
Str: 8, Dex: 16, Con: 12, Int: 10, Wis: 19, Cha 14 (20 pt buy)
Languages: Common, infernal, ?

Defense:
AC 18, touch 12, flat footed 16
HP: 9 (8+1)
Fort: +3 (base +2, con +1)
Refl: +3 (base +0, dex +3)
Will: +6 (base +2, wis +4)

Offense:
BAB: +0, Melee: -1, Missile: +3, Initiative: +3, Speed: 30'
?: atk -1, dam ?-1, crit ?
?: atk +3, dam ?, crit ?

Race, Class, Traits, & Feats:

Half-Orc: +2 to one ability score (wisdom for Gronk)
Asura-Spawn: lowlight vision and darkvision 120'
Asura-Spawn: native outsider
Asura-Spawn: cold, electricity, and fire resistance 5
Asura-Spawn: +2 appraise and know (local)
Asura-Spawn: hideous laughter 1 ea day
Asura-Spawn: prehensile tail, retrieve small as swift action
Sin of Sloth
Trait: Crime of Desecration
Trait: Sacred Conduit, +1 channel DC
Feindish Vessel: Channel Evil 30' rad, heal evil, dam & sick (d4 rnd) good, will negates, DC=11+1/2 cl lv+cha mod=14, uses 3+ch mod
Fiendish Vessel: Fiendish Familiar at 3rd level
Fiendish Vessel: Fiendish Summoning, only summon fiendish and LE outsiders
Devil domain: Hells's Corruption, touch -2 saves and reroll skills use worse, dur 1/2 clr lv (min 1), use 3+wis mod
Trickery domain: Copy Cat, single mirror image, dur clr lv, use 3+wis mod each day
favored class bonus to skills
feat: fiend sight

Skills:

+3 = acrobatics (ranks 0, dex +3, acp 0)
+2 = appraise (ranks 0, int 0, class 0, race +2)
+2 = bluff (ranks 0, cha +2)
-1 = climb (ranks 0, str -1, acp 0)
+0 = craft (ranks 0, int +0)
+2 = diplomacy (ranks 0, cha +2, class 0)
+2 = disguise (ranks 0, cha +2)
+3 = escape artist (ranks 0, dex +3)
+3 = fly (ranks 0, dex +3, acp 0)
+4 = heal (ranks 0, wis +4, class 0)
+2 = intimidate (ranks 0, cha +2)
+0 = know arcana (ranks 0, int 0, class 0)
+0 = know history (ranks 0, int 0, class 0)
+2 = know local (ranks 0, int 0, race +2)
+0 = know nobility (ranks 0, int 0, class 0)
+0 = know planes (ranks 0, int 0, class 0)
+4 = know religion (ranks 1, int 0, class 3)
+0 = linguistics (ranks 0, int 0, class 0)
+4 = perception (ranks 0, wis +4)
+2 = perform (ranks 0, cha +2)
+3 = ride (ranks 0, dex +3, acp 0)
+8 = sense motive (ranks 1, wis +4, class +3)
+4 = spellcraft (ranks 1, int 0, class +3)
+3 = stealth (ranks 0, dex +3, acp 0)
+4 = survival (ranks 0, wis +4)
-1 = swim (ranks 0, str -1, acp 0)
+2 = use magic device (ranks 0, cha +2)

Starting Equipment:
?

Domain Spells:

1) command, disguise self
2) align weapon (evil only), invisibility
3) suggestion, nondetection
4) unholy blight, confusion
5) dispel good, false vision
6) planar binding (devil only), mislead
7) blasphemy, screen
8) unholy aura, mass invisibility
9) summon monster IX (evil spell only), timestop

Spells Prepared, walking around town:
3 lv 0, 2+1 lv 1
Lv 0: create water, detect magic, stabilize
Lv 1: disguise self, santuary DC=15, {slot left open}

Spells Prepared, combat expected:
3 lv 0, 2+1 lv 1
Lv 0: detect magic, detect poison, read magic
Lv 1: command DC=15, santuary DC=15, {slot left open}

Plans:

2:
3: quick channel, move action costs 2 uses
4: +1 wisdom

Asmodeus gives away nothing. Talingarde is the dark lord's. Always and forever. These weak willed talireans may not know it yet, but they will. His rulership is returning.
They want to burn me for impugning that upstart Mitra? Ha, they will be shown their error. When Serthmen rules in the dark lord's name, Darius can try to beg me put off the just punishment. But his begging will be in vain.
The rest of his feeble line will serve as my slaves while I recline in the favor of Asmodeus.

First question. Am I reading it correctly that the sin and crime are placing the traits?
Second question. Since we are arrested, I assume we have no gear to start with. Correct? Or should we buy gear as normal, hoping to recover it later?
If you don't like any aspects or want more details, please let me know.
I will put in a new avatar alias if chosen.

Edit: You answered the first question while I was preparing this.


MisterLurch here, presenting Lucius, a LE Rogue(knife master)

Skills need a little polish. Will finish him soon, but the milwaukee symphony orchestra calls.


I thought I would repost Sotha in his updated form (I only added his trait and changed his sin), while I try out the Focus and Foible system again with my second submission.

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 +2
-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:
Envy: any time an enemy CR equal to level-1 rolls a natural 1, gain +1 to attack, damage rolls, skill and ability checks for the next round. If they make a natural 20, you are sickened for one round.

High Treason: Tried unsuccessfully to dethrone the King, +1 to will saves
Deft Dodger +1 to Reflex 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

Weapons:

Armor:

Equipment:

My second submission will be a Divine/Skill hybrid, an Dwarf Inquisitor, of Asmodeus, of course.

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

His crime will be either Desecration or Blasphemy. His sin will likely be Wrath.

Wow, any of those rolls could have been switched with Wisdom and I'd be happy. . .


Definitely interested Hope I'm not to late. Ill throw some ideas around and see what could be fun.
LE Human Fighter (Still looking at archtypes)
Str 18
Dex 1d10 + 7 ⇒ (4) + 7 = 11
Con 1d10 + 7 ⇒ (9) + 7 = 16
Int 1d10 + 7 ⇒ (10) + 7 = 17
Wis 1d10 + 7 ⇒ (3) + 7 = 10
Cha 8

Crime: Murder
Grix killed a low ranking noble for 'mocking' him and his fellow soldiers. He ripped the man from his horse, Broke his neck and cut the filthy noble's tongue out with his sword (which would inadvertently mutilate the mans mouth and face sorry if that is overly graphic, I can tone it down if needs be

Sin/Vice: Wrath
As made clear from Grix's Crime he doesnt like being made fun of. If you make him mad, he will be more than willing to make you bloody.


Interested. I'm thinking a half-orc summoner (blood god disciple).
Focus:char
Foible:Wis
Str:1d10 + 7 ⇒ (6) + 7 = 13
Dex:1d10 + 7 ⇒ (3) + 7 = 10
Con :1d10 + 7 ⇒ (8) + 7 = 15
Int:1d10 + 7 ⇒ (3) + 7 = 10


DM Flykiller wrote:
I don't mind two submissions per player, but not more please.

Glad to hear it 'cause I've got this idea bouncing around in my head interrupting me from finishing up Iona, an alcaholic damphir fighter (cad) aimed at Assassin (Fighter 2/Rogue 3/Assassin ?) with the sin of gluttony and the crime of dueling to the death.

Focus Dex 18
Foible Charisma; 8
1d10 + 7 ⇒ (4) + 7 = 11 str
1d10 + 7 ⇒ (8) + 7 = 15 con
1d10 + 7 ⇒ (1) + 7 = 8 int
1d10 + 7 ⇒ (4) + 7 = 11 wis.

err... 25 point buy it is, get back to you in a jiffy.


For my Inquisitor:
Str: Focus
Int: Foible
Dex: 1d10 + 7 ⇒ (1) + 7 = 8
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Wis: 1d10 + 7 ⇒ (3) + 7 = 10
Cha: 1d10 + 7 ⇒ (3) + 7 = 10

25 pt buy it is!


Jack Cross
Male Damphir Fighter (Cad) 1
Lawful Evil medium humanoid (Damphir)
Init +2; Senses Darkvision 60 ft, Low-light Vision, perception +3
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 12, touch 12, flat-footed 10
hp; 12 (d10 +1 con, +1 favored class)
Fort +3, Ref +2, Will +1
Resistance Undead Resistance (+2 saves vs. disease and minde-effecting), Resist Level Drain
Weaknesses Light Sensitivity, Negative Energy Affinity
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft.
Melee Unarmed +3, 1d3+3 /x2
Ranged Touch +2
Space 5 , Reach 5
Special Attacks Fangs 1d3+3
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 17, Dex 15, Con 12, Int 14, Wis 13, Cha 9
Base Atk +1; CMB +3; CMD 14
Feats; Blood Drinker (Human), Two-Weapon Fighting
Traits Fortified Drinker, Dueling to the Death, Gluttony
Skills; Acrobatics +6, Bluff +5, Climb +7, Escape Artist +6, Profession (Gambling) +5, Sleight of Hand +6, Stealth +8
+2 racial on Bluff, Perception and Stealth.
Language; Common, Elven, Dwarfen
Favored Class; Fighter, +1 hit point
SQ;
Combat Gear;
Other Gear;
Weight carried: Ibs
Wealth; gp, sp, cp

Description;
Jack stands at 6' and weights 180 lbs with black hair and greyish skin, he is tall and angular, lithe and graceful with near coal-black eyes and would be considered a picturesque beauty in all regard were it not for his tendency to stare uncomfortably in prolonged silence or to sneer, revealing overlarge, vampire like canines, to the simplest of questions.

Background;
Not really surprisingly Jack is a orphan. Drawing his last name from being raised in the less-than-charming orphanage of Widows' Crossing, more like a prison in most regards than anything else, and his first name given by a widow working there with a lack of over-abundance of imagination he was left in the deep of winter at the orphanages doorstep, a baby in swaths with no note and barely a knock on the door is the first thing Jack came to know about himself for who, if any, would love such as himself.

Jack's stay at the orphanage was a short and brutal one by his measurement of years, maintaining discipline through severe beatings were the way of things and brutality between the boys common, gangs were formed and miniature wars fought between them. Jack lasted nearly fifty years in that hell hole. Year after year he stayed in the younger departments till he was nearly twenty in human years, by that time he had already realized how different he was, watching the children around grow strong and move on as he stayed the same, always the same. By his twentieth year Jack was moved in with the older boys and there he learned to fend for himself, he grew strong and cunning in the halls of Widows' Crossing, he also grew mean on ruthless, he learnt that the strongest rule and the weak are dominated.

Running away by the age of fifty Jack wandered between cities and towns, running with various gangs for short periods of time, stealing for food, fighting for dominance and staying one step ahead of the law. Jack calls this time his chaos years, his forming years, and mostly refuses to talk about them because he can't remember most of it for you see, this was the times when Jack picked up his first drink and found it sated a hunger he didn't know he had till he felt the intoxicating effects for the first time. And so, those years are mostly a haze of a flurry of activities and faces, waking up in jails and leaving town, arriving at a new site and starting anew. This faze ended with Jack serving a stint on the wall for repeat offences.

After his time as a soldier, a profession he put effort into not being good at, Jack slowed down a little. Struggling to keep his drinking under control he tried every method he could think of, potions sizes and amounts, different jobs, different cities, no drinks before diner, no drinks before lunch, no drinks before breakfast. And then he found it; Gambling. When he played cards or rolled dice, he found he didn't feel the need, he found he could take the drink or leave it. He had found his profession he thought, his niche in life, shady taverns with shady people who were as welcome as he was into refined society, he had found his home, he had found his control.

But of course fate wouldn't have that.

When the man walked into his latest haunt, all bedecked in jewels and silks, drunk with three friends dressed in equal finery, Jack saw his meal ticket for the next year. Playing him he skinned him as viciously as he could, cheating with abandon and enjoying every copper he had from them but as Jacks mood rose his opponents fell and by the end of the night, with his last copper finding itself on Jacks side of the table, he snapped. Pulling a blade and calling Jack out as a cheat a vicious brawl ensued. Fighting with the buzz of alcohol in his veins and the vision of gold in his head Jack came to with a bloody blade in his hand and three dead corpses at his feet in a quiet barroom.

Jack's spirit sank at the sight, he knew what he had done, he knew what the consequences would be but for the life of him he couldn't bring himself to run, not again. Dropping his blade he turned to the bar with a sneer and taking the strongest wine he could find he raised his glass in a toast and with the words 'F&@+ you Asmodeus, just take my bloody soul already' he slammed the drink home.

The next days were hazy at best as he went through alcohol withdrawal in a holding pen, faced the judge on wobbly legs and slept through most of his ride to Brandenscar. The branding woke him up real good as the pain seared into his right shoulder but as he looks around his cell with clear eyes for the first time in a very long time all he can do is smack his lips and think how badly he needs a drink.


Do we have any clerics that can heal or oracles?


All clerics can heal. It's only the spontaneous casting part that picks between the cure and inflict spells.


And I believe all Oracles get the cure spells as freebies...'least if they choose the positive energy spells over the inflict spells at level 1.


I know that Vendis, but your alignment determines how you channel and cast the cure/inflict spells. Not having to prepare cure spells is a good thing.


Oh, I definitely agree. But this campaign makes it a little hard.


Here is my second submission. I wanted to use the Focus and Foible system, but I couldn't bear the idea of an Inquisitor with 8 wisdom. In case it comes up, his favorite weapon is the maulaxe: a warhammer on one side, a greataxe on the other, and all without being a double weapon.

Basics:
Full Name: Rorgar Borga
Race: Dwarf
Class: Inquisitor (Asmodeus) 1
Gender: male
Size: 4'4” 220lbs
Age: 60
Alignment: Lawful Evil
Deity: Asmodeus
Location: Branderscar Prison
Languages: Common, Dwarven
Occupation: Inquisitor

Strength 17
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

Background:
Rorgar Borga has always been an Inquisitor, not always of Asmodeus, but the job has always been little more than an excuse for his thuggish behavior. The church of Mitra learned early on that he was more of a bounty hunter than holy warrior, but they kept him on, becuase they hoped the teachings of Mitra would get through to him and lead him into the light. The opposite happened. As he hunted down and slew worshippers of Asmodeus, Rorgar began to notice more and more downtime between missions. He came to realize that he was putting himself out of a job.

Shortly after realizing this, he killed an Asmodean cleric. He pulled the holy symbol off the corpse and offered up his prayer to his church's enemy. Rorgar claimed that he had no use for peace in Talingarde, and that the Asmodeans he'd killed were weak, unworthy of the Lord of Hell. He promised he would do a better job than all the rest, and then carved Asmodeus's pentagram symbol on the back of his own.

Very little changed after he turned from Mitra, Rorgar even managed to keep it a secret for a few weeks, and it was his own actions that revealed him. When felt it was time to move, Rorgar remembered a priest he'd known who'd been 'redeemed', turning from Asmodeus to Mitra. He'd even managed to make a name for himself. One night Rorgar went to great effort to desecrate the man's church, going so far as to paint the symbol of Asmodeus on the floor in animal blood. Rorgar didn't realize that there had been a witness, and so was caught and sentenced to die.

Combat stats:
Perception +7
Initiative +3

Saves
-Fortitude +5
-Reflex +1
-Will +5

AC/Flatfoot AC 11/10
Touch AC 11

CMB +4
CMD 15

Hit Points: 11

BAB +0
Speed: 20ft

Skills:

8 skill points per level

Intimidate +4 (1 rank)
Knowledge Local +1 (+4 ML) (1 rank)
Knowledge Nature +4 (+7 ML) (1 rank)
Knowledge Religion +6 (+9 ML) (1 rank)
Perception +7 (1 rank)
Sense Motive +7 (1 rank)
Spellcraft +4 (1 rank)
Swim +8 (1 rank)

Feats and Traits:

Traits:
Blasphemy: +2 to knowledge (religion)
Reactionary: +2 to initiative

Sin: Wrath- when you kill, confirm a critical, deal ability, bleed or precision damage, gain +1 to attack and damage rolls, skill and ability checks for one round. You are sickened for voluntarily waiving the chance to attack.

Race Abilities:
Slow and Steady: base speed 20ft, unaffected by armor or encumberence
Darkvision 60ft
Defensive Training: +4 dodge bonus to AC against giant monsters
Greed: +2 bonus on appraise checks to determine value of nonmagical jewelry
Hatred: +1 bonus to attack rolls against orc and goblinoid creatures
Hardy: +2 bonus on saving throws against poision, spells and spell like abilities
Stability: +4 bonus to CMB when resisting bull rush or trip while standing on the ground
Stonecutting: +2 bonus to perception checks to notice unusual stonework within 10ft
Weapon Familiarity: proficient with battleaxes, heavy picks and warhammers, as well as any weapon with dwarven in it's name.

Class Abilities:
Domain
Judgement 1/day
Monster Lore: add wisdom modifier to knowledge checks to identify creatures
Orisons
Stern Gaze: half Inquisitor level as bonus to Intimidate and Sense Motive checks

Feats:
Judgment Surge: Once per day, treat class level for judgment as three levels higher.

Spells:

Domain: Trickery
Copycat: create a single Mirror Image as a move action, lasts for cleric level rounds, and can be used 3+Wisdom Modifier (3) times per day (6).

Level 0 Spells Known: Create Water, Detect Magic, Guidence, Brand
Level 1 Spells Known: Protection From Good, Wrath

Equipment:

none


I've put together a Winter Witch here: Rhasadilara Wynterfall. Went with Elf instead of Changeling since there is a nice alternate trait option for Elves with high charisma.

Still need to pick the sin (that extra trait stuff leans towards Sloth, but Greed and Lust or other sins could fit too) and crime (leaning towards Desecration or Heresey but the final decision will rely on the final sin(s) chosen). Might change the regular trait as well. Part of the background is complete, but more will come when Sin and Crime are decided upon.

Taldor RPG Superstar 2009 Top 32

To throw my hat into the Ring too:

Bandra, NE female half-orc ranger 1

Str 18, Dex 1d10 + 7 ⇒ (10) + 7 = 17, Con 1d10 + 7 ⇒ (5) + 7 = 12, Int 1d10 + 7 ⇒ (9) + 7 = 16, Wis 1d10 + 7 ⇒ (2) + 7 = 9, Cha 8

Sin: Gluttony, Crime: Kidnapping

A half-orc is never good news to any community. Bandra's mothers first reaction to her daughter, accordingly, was to try and quietly dispose of her and speak no word if the matter. The story of her life might have ended before it began, if that woman had been a little less squeamish about the killing, and snapped Bandras neck instead of merely leaving her defenseless by the roadside.

The cries of misery of the freezing babe attracted a kindly cleric of Mithra, who took pity on the infant. She tried her best to nurture the bastard child, and for a while things seemed to go well. She recovered from her near-death, grew into a healthy little girl. Yet Mother Maite could not shield her from the looks of even her fellow priests, much less the townsfolk. Tales circulate how half-orcen children chew their way from their mothers wombs, how they worship the Lord of Lies from the day of their birth. The fact that the child developed a nasty streak of petty crimes and incidents in order to garner attention did not do anything to help others opinions about the halfblood. Bandra was shunned, ridiculed, and as her teenage years dawned, frequently taken advantage off. One of her strongest detractors was Father Dawn, the head of the temple she and her mother lived in. He was a strict teacher, and each small sin he uncovered only made him more convinced of her corruption and consequently let him look all the harder.

Then her foster-mother died after a long life, peacefully in her sleep. It was then Bandra learned just how much that woman had shielded her, and protected her. The holy woman's pyre had not quite burned down when she was presented with the choice to either take holy orders, or else leave the sanctuary of the temple she had grown up in.

She could not bring herself to being a novice under a man she knew despised her. She packed her few possessions and left the temple that very night, never even looking back. The first weeks were hard. Begging did not work, so she had to steal or prostitute herself. Yet in time, she had made a name for herself in certain half-legal fighting circuits that persisted despite the church, and made all the wrong friends.

It was during her time as a pitfighter that she truly turned nasty. Being paid to break bones of the only people aside from her mother she ever considered friends hardened her . She developed an unhealthy appetite for drink and food to cope with the trauma. But things had not reached their lowest. As business for the battles began to dry up, she and a couple of friends took things one further, ambushing patrons whom they knew would be easy shake down for a few coins. These ambushes soon escalated to outright kidnappings - and that is where she overplayed her hand. The eldest son of a noble family seemed like the mark to set her up for life - and it did. A short life in Branderscar prison.


Okay, looks like so far I have 17 full applications and 12 more expressions of interest. I will not be extending the recruitment, and expect to close it down in less than 24 hours. Then I will take one more day to let everyone finish or tweak their submissions.

To all - not sure if this has been made clear enough, but you can have two extra skill ranks each level, starting from level 1. And also one trait in addition to crime and sin(s).
You start without any gear. Whatever you had prior to your imprisonment is either burned or auctioned or found a new place in some of the less honest law enforcers' homes.

Some questions to those whose applications I have managed to parse in detail so far:

Balodek:

You mentioned many crimes in your background, but which is the one you chose for your trait? High Treason or Blasphemy? Also you can pick one other trait for your character as normal. Do you plan on going straight rogue, or do you have a multi or prestige class in mind? Bonus question - why is it important that the witness for your crime was lactose intolerant?

Marcellius/stardust:

TWF is unusual for a sorcerer. Do you plan to multiclass soon? What do you think happened to the cleric of Asmodeus who freed you?

Sigz:

Still no background for Iona? I don’t need a large one, but can’t accept the character without any background at all. Let me know if you wish to withdraw this submission.
Jack - looks mostly fine, but that ‘F*** you Asmodeus’ came out of nowhere. Was he even aware of Asmodeus before that night? It is fine if the character starts unaware of the secret Asmodeus worshipping, as long as he is ready to accept it when given the option.

Kydeem do’Morcaine:

Your submission is solid, but the background seems too barebones. Could you expand on why did your character came to worship Asmodeus, and how did he commit his crime and was caught?

fnord72:

Wayangs are extremely uncommon and barely tolerated in Talingarde. If you keep that strongly in mind, it could be an interesting submission, but I would still prefer if you picked a more traditional race.

BaronoftheSands:

Are you new to PbP? to roll the dice on the forum, use [ dice ]1d10+7[ /dice ] (without the spaces inside the brackets). Other forum commands are listed under the window for posting, where it says ‘how to format your text’. You’ll have to use them a lot when you play.
If you have Hero Lab, you can use it to export the character stats in a BBCode format and paste it directly to the forum, which will create a nicely formatted stat block. Otherwise you can take a look here for an example of manually created alias.

Dark Netwerk:

A powerful start, but how did your character end up in Talingarde and why did she commit her crimes? What is her motivation to join the evil organzation seeking to install a new Asmodean order? These are the essential questions for me to pick a character.

Kozaric:

It almost sounds like your character is not actually evil and ready to accept the just punishment for his crimes. I would call this a Lawful Neutral alignment. While still acceptable, I need to know what would motivate your character to escape the prison and become loyal to an evil organization aimed at throwing down Mitrans and installing an Asmodean order. Is it something about the faith? Is it just a chance to fight another day? Is it to exact revenge? Or something completely different?

almagafor:

An evocative submission, Dorian Grey meets Joker. However the character looked more like CE to me, whimsical and reveling in the wanton destruction with no regard for consequences. What is going to keep him loyal to an LE organisation which holds its members to a potentially lethal accountability? Is there anything at all he’s afraid of? Does he have any long-term goal other than testing his limits?

Wolfman1911:

Sotha - an interesting submission. The only thing I want to know is does he have any control of those voices in his head? Do you plan to roll Will saves for them, or just have them to be a story device? If they command him to displease his new masters, his fate could be much, much worse than Brandenscar...
Rorgar - I like the pragmatic motivation, very LE :) Can’t even think of questions to ask, at least without giving spoilers :)

rashly5:

Fire God’s blessing as a primitive understanding of Asmodean fire domain is fine. But what was your character’s occupation in Talingarde before he got caught?

Vendis:

I really like your take on Sloth and the trial write-up. But one thing I can’t grasp is - why Asmodeus? Asmodeus values devils, not undead, and his teachings say that the strong should rule the weak. I would say that your character falls under ‘the weak’ by the usual diabolist standards. I would say that your character would be better served by picking an undeath or slavery themed deity whose goals do not oppose that of Asmodeus, and just join Asmodeans because it gives you much more opportunities than the uptight Mitra.

TerraNova:

Nice background, although I felt that the character is only evil out of necessity and by way of knowing nothing better. It is not necessarily a bad thing, but I feel that if she’s chosen, some of the other players and NPCs could make her have second thoughts about leaving Brandenscar. Still, I await your full submission with interest.

People whose submissions I still await are:
markofbane,
imimrtl,
Mr. Swagger,
dunebugg,
Enchanter Tim,
majestic8705,
Edward Sobel,
entropyrules,
runner188

Please let me know if I have missed you in either of these sections.

Taldor

DM:

TWF: As part of his slavery to the Shae, Shalastar had to learn to be the instrument of both pain and pleasure, using tools for both. In Shalastar's case, using the whip or a nine-tails in one hand, and a sword, dagger, or feather in the other. I didn't want to make the S&M too apparent, immediately, though, since I'm not sure how the other players would feel about that. :P And I don't intend to say anything too blatant in the game thread either. I basically intend to eventually go whip/short sword once I get the proficiency in the whip.

As for the Priest of Asmodeus, I was hoping one of the other player characters might have stepped up for that role. But perhaps he was captured at the same time I was and has already been executed.

Also, Shalastar has the Charming trait.


You missed me! ;)

Shadow Lodge

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

GM:

I chose High Treason for my crime but tried to add enough that he could be altered on request if there was too much High Treason in the group (and provided I made the cut of course). The same with his Sin, I can easily switch him to Wrath or another Sin if needed. I'll work another trait in as well.

My plan was to go straight rogue with the possibility of assassin, depending on if he ended up focusing on robbery and traps or murder.

The lactose intolerant bit was really just for humor to explain why the witness was moving about the house so late, thus spoiling my perfect plan by being in the wrong place at the wrong time.


DM Fly Killer:
DM Flykiller wrote:
It almost sounds like your character is not actually evil and ready to accept the just punishment for his crimes. I would call this a Lawful Neutral alignment. While still acceptable, I need to know what would motivate your character to escape the prison and become loyal to an evil organization aimed at throwing down Mitrans and installing an Asmodean order. Is it something about the faith? Is it just a chance to fight another day? Is it to exact revenge? Or something completely different?

He is Lawful Evil, he has no morals about how he treats death and how he gives it to those that he has perceived to have wronged him. He did wait for his arrest becuase he slipped back into depression after the murder. Now that he has been cought and sentinced, he is furiouse with the system and government that would send him and his men to their deaths and not see how the murder of the general was justified. He now wants to burn them all for his treatment at their hands.


Spazmodeus/Solgrin - sorry! I did go over your character but failed to copy my thoughts into the big post (or GDocs ate them). Here you go:

Solgrin:

I rather liked the character but what threw me a bit off is why someone who has been breaking the law so systematically to indulge himself is Lawful Evil. Why would he agree to join the coup to replace Mitra with Asmodeus? What if Asmodeans are not going to allow duels? Does he actually see the dueling as part of a larger order, something like natural selection? Or does he not bother with such abstract matters when there is so much fun to be had?


Completed the background and thus chose Desecration as the crime. Still contemplating the Sin. The story has strong Sloth and Lust overtones with some subtle Greed, to allow for whatever decision I run with.

Rhasadilara Wynterfall

DM Flykiller:

DM flykiller wrote:
A powerful start, but how did your character end up in Talingarde and why did she commit her crimes? What is her motivation to join the evil organzation seeking to install a new Asmodean order? These are the essential questions for me to pick a character.

How did she end up in Talingarde?

After spending a lot of time on the mountain communing with her familiar, she figured she ought to see and experience more of the world. She came south to Talingarde because that happened to be the direction the caravan she charmed her way into was going.

Why did she commit her crimes?

She was enjoying herself in the city, meeting rich people who would do nice things for her, sometimes using some of her supernatural influences. In any case, there were some Mitran priests going around accosting her and harping on about morality and such. It happened often enough to interfere with some of her potential liasons, that she had to act.

What is her motivation to join the evil org seeking to install a new Asmodean order?
Several reasons:
- Not having to listen to morality speeches by meddling priests.
- Having an influence on how the new order comes about means she can make sure there will be no laws or rules that interfere with her desires.
- Being in an organization means she won't have to do all the heavy lifting.


DM Flykiller:
Jack; I wrote that under some pressure as it was getting late and I needed to get to bed so there were some things I failed to convey in his background I believe;

First off why lawful for a degenerate drunken gambler? Because though he lacks the nececary controll mechanisms to manage his drinking he's a diciplined soul nevertheless, making repeated, calculated tests to control his drinking and working a methodical system in his gambling as well as in his measurements on how long to stay in one place at a time. Staying alive as half-monster in a world of good and hidden evil you need to be carefull to survive on your own if you expect to live to see a hundred.

So to answer your question I see him wonderng about the gods as part of his trying to controll his drinking so he has some, if ill-informed, ideas about the various dieties but that last sentance was me trying to convey Jack feeling that he's doomed and knowing he's going to hell for his many sins when they execute him for killing those noblemen/merchant sons/whatever they were as he, for some reason (like Asmodeus guiding him to a particular place to be at a particular time) he can't summon the streangth to run from the sceene.

Secondly his fangs and liking for human blood; This is to reflect his nature and also to create conflict between the urge to sate himself and the struggle to keep control. One of the resons he would be skiping town would be to avoid the uncomfortable questions of 'why is there a dead body, drained of blood, in your bed' as he'd have no recolection of it.

Iona; I'm thouroughly failing to get my ideas straight for her and she continually jumbles around in my mind. One view is a cloistered cleric who went nuts when she came to the big city, another of a girl who's father uses her abilities and powers to make better deals and then he dies and she becomes somesort of evil mastermind in a slaving ring and another has her as learning abroad and comming home as a full asmodean. Her ability scores keep getting in the way to as I can't decide weather to dump streangth or intelligence, Asmodeus believes in the strongs right to rule and I want her to stay as Asmodean as I can but he's also devious and clever... It's just not coming together in my head so yes, I believe I'll withdraw her from the running and submit a damphir necromancer whose concept is ready if you don't mind.

Taldor

Marcellius wrote:

** spoiler omitted **

Also, Shalastar has the Charming trait.

DM:
I meant whip and spiked gauntlet, sorry. not whip and short sword.

Also forgot me.


DM Flykiller wrote:

Spazmodeus/Solgrin - sorry! I did go over your character but failed to copy my thoughts into the big post (or GDocs ate them). Here you go:

** spoiler omitted **

DM:

In my mind I see the underground dueling culture as just a shadow of what it was in the past. And though it is against the law, tradition allows it to remain tolerated ; the criminalization of duelling to the death would have led to a duel to first blood . To Solgrin, this would be yet another abdication of the current effette nobility's responsibility to cull itself of the weak and timid,. His use of the duelling culture to perform such a cull is only stepping stone towards a full scale decimation of the current nobility, if presented the opportunity that is. This fits into his philosophy that might means right, to not utilize one's power over others is to invite one's own enslavement. If one gains enjoyment from the exercise of that power, so much the better.


MisterLurch/Lucius:

Sorry, I didn't quite forget you, but I couldn't formulate a specific question to you. Everything looks decent. I guess one thing would be - if presented with an opportunity to instill a revolution in Talingarde followed by the ruthless order of Asmodeus, what would Lucius say? Would he try to have the new regime legalize slavery? Or would he rather remain a criminal?


DM Flykiller wrote:
Your submission is solid, but the background seems too barebones. Could you expand on why did your character came to worship Asmodeus, and how did he commit his crime and was caught?

Be glad to. I'm always kinda worried about how much to put. Some GM's seem even more worried about too much material because then I am putting them into a corner. {shrug}

Definitely not a problem, but it will have to be this evening. I have a very busy afternoon at work today.


Thanks, I don't need a novel from you :) 100-150 words (3-5 paragraphs) should be enough. This AP puts more emphasis on the characters' motivation to make sure you don't end up killing each other or be killed by your employers :)


DM:
Sotha: I intend to portray it as a unique entity that is wholly seperate from Sotha, whether it's something akin to schizophrenia, or a separate being communicating with him telepathically. The idea of will saves does sound pretty cool, especially keeping in mind that the bladebound magi's weapon is intelligent and has a defined mission that it may or may not feel any need to inform its bearer of. Also, I had in mind that he only hears one voice, so as to muddy the waters as to whether he's crazy or in contact with something beyond his ken, I figured it would be portrayed as more of a devil on my shoulder sort of thing, kinda like Marshall on Mr. Brooks, if you've ever seen it.

Rorgar: I know you didn't have anything to ask about him, but I figured I'd fill in a blank or two about where he came from, and how he came to be this way. If ever there was a time and place in the last fifty to thirty or so years where Talingarde was undergoing a violent purge of heretics, Rorgar grew up in that place, at that time. Imagine the Salem witch trials, only with fewer torture induced confessions and more slayings in the street without trials. What Rorgar never learned was that the 'victims' of these public slayings were to a man, devout followers of the most evil gods, or that the killers were Paladins that could sense the blackness in the souls of the men they killed with just a stern gaze. No,Rorgar didn't learn any of that, he learned that violence solves everything. Later on, he discovered that he was good at it, and that he enjoyed dishing it out. In fact, Rorgar's sin might be better called sadism than wrath, because there is no burning passion driving him to dispense violence to his enemies, just the cold satisfaction of a job well done.

Wow, that second one went a little darker than I'd intended.

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