Existing Way of the Wicked Campaign [Looking for 2 Players]


Recruitment

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Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – the king's 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.

Sort of. Hello! I'm GM Olmek and I'm looking for two players to add to an existing Way of the Wicked campaign. Way of the Wicked is an adventure path from Fire Mountain games where you play a group of evil characters, sentenced to death by the self-righteous and "noble", but you're given a chance to escape your fate and take up arms under a force serving the Prince of Hell, to fight back against the nation that has wronged you, to burn it to cinders and reforge a new order from amidst the ashes of their glory.

For a variety of reasons, three of the original six recruits for this game had to drop out in the middle of a prison break-out, leaving the party in a bit of a pinch.

Here is who we have:

- Alicia d'Kouzra, a front-line sword & shield fighter

- Professor James Moriarti, a mastermind investigator, the party's brains and skill monkey

- Maena Ashtoreth, a cleric of Belial, the party's face and healer

Here is what we want:

- an arcane spellcaster

- some sort of stealthy assassin type

- a character that can buff the party while filling another role

Other types of characters won't really be considered. Sorry. =/

Character Creation Guidelines:

-Begin at level 1
-25 point buy
-All core races, as well as Catfolk, Dhampir, Fetchling, Orc, Tiefling, Kitsune, and Changeling.
-All classes and archetypes allowed (as long as they fit into what was mentioned above).
-0 starting gold, and you begin with nothing.
-Classes with a familiar or animal companion will begin play without their animals. They may be presumed dead, or something can be worked out with me. We'll talk about it.
-Lawful Evil and Neutral Evil only. All alignment restrictions on classes other than Paladin will be waived due to these restrictions.
-The adventure as written does not include guns or Eastern weapons. Should someone really want to play a class that uses them, we'll talk about it. For now, gun tech level is set at nonexistant.
-2 traits, as well as a Crime Trait, listed below.
-Provide a written backstory explaining your character. This includes their life before capture, their personality, motivations, the details of their crime, and why they want to overthrow the forces of Good.
-A general plan for your character. Your eventual aim will be to overthrow the current order and instate your own authority, and everyone should have some idea of what part of that authority they would wish to be. Not everyone can be a ruler, but not everyone wants to be a ruler. A cleric may want to see every shrine in the city devoted to Mitra profaned and a grand monument to Asmodeus erected. A mage may wish to see forbidden knowledge and dark magic flourish. "Power" can mean a lot of things, and there much more creative and interesting goals in mind than being king.
-A run-down of your character, crunch-wise. Let me know what they bring to the party, where their focuses are, and if they'll be going into other classes over time.
--The book has a few suggestions for where to go, crunch-wise. While not necessary by any means, the book mentions the Assassin prestige class, Sorcerers of the Infernal bloodline, a focus on devils for summoner characters, Alchemists, and Necromancy specialists. Feel free to make characters that don't have these if you wish, it's not a requirement or something I'll be taking into account when making my choices. But if you were curious about what works or may have some goodies in store, it'd be these.
--The books also have steps that allow characters to eventually become vampires or liches. For vampirism in particular, it's a feat chain that can be started at first level to end at ninth. If you're interested in that, the information will be given and worked out. Lichdom is a much later-game, resource-oriented process, so no need for that right now.
-Material from any Paizo book where applicable (obviously nothing from Mythic) is acceptable.
-3rd party material will be on a case-by-case basis. Generally, my approval would be of feats, spells, archetypes, and classes; things that are specific to your character in use. Anything that is a full-fledged system and would have some sort of impact on others players (such as Path of War) is right out. No Psionics or Godlings.

The alignment restriction comes with good reason. Evil games can, in the wrong hands, very quickly devolve into sociopathic power fantasy. I've no interest in running a game of murderhobos, serial rapists, and brooding loners. Your characters are not to be sociopaths who stab first and ask questions never because they're too busy going off to find someone else to stab. I'm looking for principled villains with a goal, the foresight to see it through without doing idiotic things to ruin that goal, and motivation. The best villains are those who have a reason for it, and while not everyone needs some kind of tragic backstory, something as simple as "worships Asmodeus but has always had to do it in the shadows" is still infinitely more interesting than "because he likes killing people". You don't need to have a deep code of honour, but you do need to behave and work in a group. And most importantly, you have to be smart enough to follow orders. The last caveat comes from experience.

With that being said, I do run a bit of a mature game. Cursing, sexual themes, and torture have all come up and my players are comfortable with that. Nothing will be blatantly pornographic, but if these things offend you, this isn't the game for you. The campaign so far can be found here.

Crime Traits:
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 simply 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.

Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Recruitment will last roughly a week from today, or until my players and I have found enough worthy applicants. I'll keep the page updated and will check in to answer any questions. Good luck!


Interested for sure!


Hrm... Think I may actually have something for this... Time to get to work on a character for this! :D


Will there be a chance to craft? Or at least make an Ioun wyrd, and maybe later a homunculus?


I've in mind a Kitsune Rogue. Certainly of the assassin variety. I'll put together an acceptable background post momentarily.


Dotting for interest.

Just need to decide between a fetchling stygian slayer (or maybe the executioner archetype) or a ru-shi dhampir cruoromancer wizard.

EDIT: Fair warning. I have been in some WotW campaigns but they all seemed to have died, so I'm hurting for some evil gameplay.


Clearly you're the common denominator, Dark Netwerk. ;)

Nohwear, I believe that there will be ample opportunities to craft. Just off the top of my head, there is a period of time where the PCs will be spending over half a year in one location.


Curious, I like your line up, also you don't see too many opportunities to play Fetchlings. It would seem that a lawful evil ninja would play into the "stealthy assassin type" pretty easily, and could be a "shadow world" class instead of an "eastern" one.

It would be simple enough to have a "shadow assassin" that was hired from the "shadow plane" who would be double crossed and abandoned. He would then want revenge against his employers who would be high up in the Government in this plane and his "handlers" who were political/clan rivals in the "shadow plane".

I realize you said "The adventure as written does not include guns or Eastern weapons" would you permit said "Fetchling Ninja" to either craft weapons or exchanged certain "eastern" weapons for more "western" weapons? IE. kusarigama for spiked chain, katana for sawtooth sabre, wakizashi for gladius, just a thought.


EDITED: Hmm... a fetchling shadow caller summoner with the eidolon built for stealth (possibly a stealthy sorcerer with a familiar). With some group buff spells. He likes to get others to do the dirty work form him. More than just a bit of a coward. The crime would probably be fraud.

Kinda basing him on Silent and One-Eye from the Black Company.

If you find it interesting I can work up a rough build progression. Your campaign still at first level?

Might be better as


@GM Olmek: I've sent you a PM concerning my concept.


Hello GM Olmek, this is Nishoh from your Zeitgeist campaign. This is an adventure path I have always wanted to complete, and I'm learning that you're a good and reliable DM, so I would love to apply!

Ha, Moriarti. Classic.

Interesting, your cleric doesn't serve Asmodeus.

A few party roles to fill, I suppose I'll have to choose which one I'm aiming for in order to be effective (unless I want to make a bard/assassin, *shudders*). I believe I'm going to go with a LE human slayer who will prestige into assassin and take the vampire feats. I'll start getting the specs drawn up and be back later tonight with details.


Vying for the arcane caster/semi-support slot, here's Ariana Ddraig, Dragon Sorceror.

Backstory:
For Ariana Khail, nothing was more important than magic. Neither of her parents fostered their gifts; her father was a hedge wizard who sold small magical trinkets and offered spellcasting services, while her mother always concerned herself

more with theory and scholarly pursuits than her own abilities. Their daughter, however, not only showed magical affinity from an early age, but ambition and intellectual curiosity. She wanted to learn everything she could, oftentimes not even about magic. Any

knowledge she could get her hands on, she consumed. It wasn't a problem, until she dug a bit too deep into years-untouched books belonging to her father, at which point she came across a book detailing various prayers and rites for the worship of Asmodeus.
It was fortunate she went to her father in concern, and not to anyone else with the information. Her parents were both worshippers of Asmodeus, going back many generations on both sides. Their practice became hidden as Talingarde became a much more

fanatically Mitran kingdom, eventually not even continuing their worship in practice when she was born, out of the fear they would be discovered and their newborn put to death. In the two decades since, their faith had waned heavily, and neither really held any

passion or devotion left for the Dark Prince, and forbade their daughter from ever following in their footsteps or asking questions.

He also warned her about her heritage; there was a reason her father never developped his magic very far, and it was for fear of his lineage. Their family line held some kind of draconic affair many generations prior, and those who fully embraced magic found

themselves at risk of coming upon it. Her great grandfather became a hermit after he pushed himself to the degree where his flesh began to turn to scales. He told her to slow down her rapid pace of discovery and experimentation, lest it draw eyes and fear.

She couldn't not heed their warnings for even a week. She tried as subtly as she could to find information about Asmodeus, all of it Mitran propaganda, distorting and lying about the things she had read in her father's book. If the Mitrans were supressing the

worship of other gods, they may have also been hiding away other things. Knowledge that was a threat or affront to them. Magic, perhaps. She'd already come into her gifts by then, working tirelessly to hone her magic in hopes of finding a tutor who could help

her exceed what her parents had accomplished, and the thought of knowledge and magic that the Mitrans kept hidden slowly became an obssession for her.

But nobody would teach her if she began to sprout scales. She'd already begun to grow claws for short periods every day, and she knew it would only worsen from there. No reputable mage would indulge her curiosities. So instead she turned to devils. Lowly

devils, who couldn't sate her thirst for knowledge, but she was still a fledging mage, and feared what would happen if she tried to summon something beyond her abilities.

Leaving home, both because of the restrictions of her parents on the advancement of her craft and fear for the consequences of a open devil worshipper growing scales upon her family, she continued to chase knowledge. In secret, she had taken with her the

book about Asmodeus, keeping it private as she worshipped and continued along her path. She took on the assumed surname Ddraig, both as embrace of her heritage, and to ensure her family cold not be held responsible for her actions. Like her father, she

offered spells for coin, but at night, she sought the means by which to begin undoing the Mitran control of Talingarde. Looking for evidence of others who still revered Asmodeus, or even just revolutionaries whose cause she could feign support for if it meant

furthering her own goals. Petty criminals mostly, but she would have to make do with what she had.

But as she grew stronger, she realized that her draconic heritage wasn't what she'd expected. Rather than bearing proud scales of a fearsome chromatic dragon, her physical transformation brought silver. It was a delicious irony to her, a legacy of Asmodean

worship bearing the blood of the noble metallic dragons, and she longed for the day she could lord such righteous heritage over her victims. Eventually, her prayers were answered, and the studious mage found herself bearing the beginnings of profane power.

Hoping that abilities bestowed upon her by the Prince of Darkness himself was a sign, she prepared a ritual to invoke a devil, bind it to her will, and seek guidance and secrets from it.

Not a major devil. Merely an imp. A harmless little creature who surely a sorceress of her abilities could control. To aid in her tempting of the evil creature, she sought a few 'ingredients', hearts from animals and pints of blood to woo it into her service and string it

along for as long as she could. In the seedy corner of the city she'd found herself in, the seller was a vampire, keeping a low profile and feeding off of living creatures, selling their parts and carcasses for meagre profits. While it may have disturbed or brought

discomfort to some, Ariana saw only opportunity in the turn of events, gladly offering spellcasting and a pile of gold to the vampire in exchange for being turned into one herself. She could think only of the opportunities that becoming a vampire could present, the

further shedding of mortality's limits and opening of new doors of knowledge. Not to mention, becoming something vile, bringing her closer to Asmodeus where her heritage pulled her away. She insisted and forced, eventually threatening the vampire with his

claws, until he relented and bit her. Only to run away in a panic within seconds, leaving her with a slow-setting form of undeath that would creep slowly through her in an agonizing, slow conversion, rather than claiming her right there.

She was furious, but could do little to follow him or make a scene, especially when she had a ritual to perform. She gathered up the other materials and settled down into the room of the dingy inn she'd been staying at, spreading out everything she needed and

beginning. But it didn't work as intended, and somehow, she was compromised. Perhaps she had been too overt about the ritual items when she procured them. Whatever it was, it led Sir Balin to her, and though she had grown fearsome with her claws, she

stood no chance against the witch hunter. She was taken prisoner and carried off to Branderscar, screaming oaths of revenge. She never gave her real family name to them, and in her failure she could at least rest safe in her family's secret being one she would

take to an unmarked grave.

Personality:
Ariana is prideful to a fault. Haughty and self-absorbed, believing herself superior in all manners. Once the Mitrans have been overthrown, she intends to lead the kingdom's magical development and education, pushing the boundaries further,

and sees herself as the template by which others should follow, both in her great potential and in her lust for knowledge above all else. She believes herself the pinnacle of intellectual pursuit and, once she comes into her powers, the greatest mage of her

generation; if she fights for it, why is such a seat not rightfully hers?

With that pride comes arrogance. She does not suffer fools, very loose with her sharp tongue, and though she tries to present a cool demeanour it can fall apart very quickly as a passionate fire lies beneath the icy surface, and it takes little to flare it up. Her

conflicting natures certainly do not help, her draconic instincts becoming greater and at odds with her own, while her grown undeath complicates matters further, leaving her torn and a little inconsistent, prone to mood swings. Prone to outbursts and offense as she

is, she is no coward, and will back whatever she says in a rage up to the fullest extent she can.

She cares deeply for her family and her faith, very devout in her worship of Asmodeus and much more amicable to those who share her experiences and the worship of evil gods. So much of her life has been spent in opposition and hiding her truths that her biting

wit has grown to be the standard to keep people away, both protecting her secret and venting her fury at a society that would loathe her if it knew. Those sympathetic to her cause and her faith would find not the cruel descendant of a dragon, but a fierce ally and

loyal friend, devoted to the undoing of Talingarde's self-righteousness and to keeping those she can truly call 'her people' closer than she's let most people before.

Crunch:
Ariana Ddraig - Sorceror (Silver Dragon Bloodline) 1
Neutral Evil Medium Humanoid (Human Female)
Init +2; Perception + 3
------------------------------------------
DEFENSE
------------------------------------------
AC 12, touch 12, flatfooted 10 ( +2 Dex)
HP 7 (1d6 + 1 Class)
Fort +2, Ref +4, Will +1
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
2 Claws: +2 (1d4 + 2)
Spells Known
1st (2/day) DC 15: Chill Touch, Grease
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Mage Hand, Prestidigtation
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 14, Dex 14, Con 10 (12 - 2), Int 14, Wis 8, Cha 18 (16+2 racial bonus)
Base Attack +0; CMB 2; CMD 14
Feats: Eschew Materials, Sorcerous Bloodstrike, The Bitten
Traits: Consorting with Dark Powers, Magical Knack
Favoured Class: Sorcerer (1 HP)
Skills:
Bluff +8 (1 rank + 3 class + 4 Cha)
Knowledge (Arcana) +7 (1 rank + 3 class + 2 Int + 1 trait)
Knowledge (Planes) +7 (1 rank + 3 class + 2 Int + 1 trait)
Perception +3 (1 rank + 3 class - 1 Wis)
Spellcraft +6 (1 rank + 3 class + 2 Int)
Languages: Common, Draconic, Infernal
Equipment:
Current encumberance:
Money:
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type (ice), that spell deals +1 point of damage per die rolled.
Claws: 1d4, 7 times/day.

Role/plan:
Down the line, Ariana will be classing into Dragon Disciple to better her bloodline abilities and become a heavier-hitting, gish-ier mage. Spell selection will be a mix of blastey stuff and buffy stuff, laying down support spells to improve her and

her allies before raining hail down on her enemies. She will also be taking the feat chain to become a vampire; Dragon Sorcerers' claws are alright early-game, but she'll need a more consistent form of melee attack to take advantage of how high her strength will

be, and a vampire's slam will do nicely, along with all the other bulk she'll be accumulating.


As you implied, Robert Henry, ninjas can easily be reskinned into something "shadowy" instead of Eastern influence. With that being said, Talingarde is an island nation off the coast of an ambiguous "mainland" anything could theoretically exist there, including an Asian-themed nation. For instance, there is an example in the campaign of a Vikingesque ethnicity native to the mainland.

Anyways, as I said before, weapons can certainly be crafted and I can always add them to the game if a ninja is included.

ElterAgo, the campaign is still at first level. They haven't left Branderscar yet.

Finally, to clarify what I mean by a buffing class that fills another role is that I don't want a bard that just buffs and does nothing else. Make it interesting!


I'm back with my character completed. I tried to respond to each part of your original post, so I ended up writing quite a bit.

Wall of Text:
I proudly present Damien Dalkarta, LE human slayer (stygian slayer) who is on the path to vampirism. He doesn't know this, but his parents dropped him off due to the fact he was bitten because they didn't want to deal with the responsibility of raising him but didn't have the stomach to kill him. Backstory and personality are in their respective spoilers under the character link.

GM Olmek wrote:
A general plan for your character. Your eventual aim will be to overthrow the current order and instate your own authority, and everyone should have some idea of what part of that authority they would wish to be. Not everyone can be a ruler, but not everyone wants to be a ruler. A cleric may want to see every shrine in the city devoted to Mitra profaned and a grand monument to Asmodeus erected. A mage may wish to see forbidden knowledge and dark magic flourish. "Power" can mean a lot of things, and there much more creative and interesting goals in mind than being king.

His plan is to overthrow the current flawed rule and establish one that can keep Talingarde under control with an iron fist. At that point he would be a dark hand of the ruler(s), eliminating threats to the newly formed government and helping to get the...less pleasant things done. This is his purpose in life, to bring order to this nation and pull the blinding oppressive rule of Mitra off of them.

GM Olmek wrote:
A run-down of your character, crunch-wise. Let me know what they bring to the party, where their focuses are, and if they'll be going into other classes over time.

He's a stealthy slayer and will basically excel at killing things. He has some basic skills to help in combat and get around, as well as being a stealth/scout person and a survivalist. He will eventually go into the Assassin PrC and be even more focused on quiet kills. As he levels up he will get more skills like knowledges and appraise and other useful tricks, as well as alchemy to make his own poisons for fights and assassinations. Also if the opportunity presents itself, he might go into trapmaking.

GM Olmek wrote:
The books also have steps that allow characters to eventually become vampires or liches. For vampirism in particular, it's a feat chain that can be started at first level to end at ninth. If you're interested in that, the information will be given and worked out.

I think the idea of playing a vampire is awesome, and it makes for a cool character concept and backstory as well. I did a little digging around and managed to find the feats you were talking about. Tell me if I found the correct first feat, called "The Bitten".

GM Olmek wrote:
The alignment restriction comes with good reason. Evil games can, in the wrong hands, very quickly devolve into sociopathic power fantasy. I've no interest in running a game of murderhobos, serial rapists, and brooding loners. Your characters are not to be sociopaths who stab first and ask questions never because they're too busy going off to find someone else to stab. I'm looking for principled villains with a goal, the foresight to see it through without doing idiotic things to ruin that goal, and motivation. The best villains are those who have a reason for it, and while not everyone needs some kind of tragic backstory, something as simple as "worships Asmodeus but has always had to do it in the shadows" is still infinitely more interesting than "because he likes killing people". You don't need to have a deep code of honour, but you do need to behave and work in a group. And most importantly, you have to be smart enough to follow orders. The last caveat comes from experience.

That's what draws me to this game! We're evil with a purpose, not just a bunch of murdering bastards who want to watch the world burn. Damien happily kills any people responsible for the current flawed establishment, but he only kills what he needs to and won't take an innocent life unless necessary. He wants to bring strong rule to the land, not burn it to the ground. I also like how the "Carefully Hidden" trait works perfectly with this AP.

GM Olmek wrote:
With that being said, I do run a bit of a mature game. Cursing, sexual themes, and torture have all come up and my players are comfortable with that. Nothing will be blatantly pornographic, but if these things offend you, this isn't the game for you.

I believe that applied properly, mature themes can lead to an overall richer experience. There's no need for them if you're just using them for the shock value, but these things are a part of reality and especially in an evil game they can help give a more complete immersion into the game.

Whew! Well I think that's everything, let me know if you have any questions or feedback for me. Thanks for consideration, I look forward to the potential opportunity to get to game with you a little more!


GM, would you be allowing the 3PP alternate racial traits for the Kitsune from Everyman Gaming, LLC by chance?

EDIT: Namely the Natural Finesse trait that replaces their natural weapon. Gives Weapon Finesse as a bonus feat at 1st level.


This is DarkNetwerk. It's a WIP at the moment. Just had a couple questions.

- Do you allow the Thassilonian Specialist Wizard archetype (also known as Sin Magic Specialist)?
- Are drawbacks allowed?


Depending if a character gets selected for a different evil campaign i will submit something here. Probably an illusionist as i have been wanting to play one for quite some time


Arrathion, yes.

DarkNetwerk, yes and yes.


Here is my submission. If the 3PP traits aren't approved, or if anything else needs adjusting I'm willing and able to shift things as necessary.

Breakdown:

Akame is an assassin type Rogue, taking the Burglar and Poisoner archetypes. Obscurity is her forte. She is skilled in impersonation, infiltration, misdirection, reconnaissance and of course, assassination. My goal with her is to eventually take levels in the Shadowdancer prestige class, and possibly a 1-2 level dip in fighter pending necessity. (Would prefer to wield a wakizashi, but will settle on whatever is available.)

Background:

Her life before her imprisonment was spent primarily as a blade for hire, or mercenary. Without friends or family, she found herself forced to fend for herself, the current system under the reign of King Markadian V proved unable to care for those in her position, and even worse, hostile to the methods she would soon resort to for survival. She would take most jobs, and as her abilities became more clear to her benefactors, she ventured into the more subtle work. Her preference was to work alone, but she knows all too well the advantage of numbers and has learned to work well with others.

Stealing, killing, framing and blackmail were all things within her repertoire. However one such job led to failure, and ultimately her presence here in Branderscar Prison. She stood to gain much from the wealth she would gain from this particular job. Connections, mostly, both in teh Church and in the royal court. Greater access to His Highness and a measure of social standing. All of which would serve her ultimate goal of total reform.

Alas, it is what she deserves for placing trust in one who failed to earn it, her alias exposed she was soon captured. As such, plans to create a new alias are in the works, given of course she can escape her fate in the mines.

As for her personality, she is somewhat reserved when it comes to personal relationships, though not outright hostile. She will do what it takes to get the job done, choosing the most efficient method with the least amount of personal risk regardless of where it falls regarding the law.


And all but Hwee's background is done now. I know that she's a divine, but she should fit into the stealth/whole party buff area well enough to boot, especially since she's going to focus on having as many skeletal minions as possible later on and thus focus more on letting them handle her problems!

Grand Lodge

dotting for interest if its not too late


Definitely not too late.


The fluff is complete and the crunch is more-or-less there apart from some back and forth I'm going on with in my head, including the following:

There seems to be an unofficial errata for a couple of the dhampir variants: here which has also been applied to the d20pfsrd site. Basically the ru-shi ability modifications are +2 to Str and Int and a -2 to Dex (rather than +2 to Dex and Int and -2 Wis) which fits better with their description. Would you prefer I use that (I'm fine either way)?

I'm also tempted to ask if I could use the PFS Wizard thing about swapping out Scribe Scroll for Spell Focus? It helps with some of the future progression, I was pondering (although admittedly removes some nice versatility).


Here is Molasbar for your consideration, an elven wizard (diviner, foresight). Under normal circumstances, he would rely on buffing allies more than directly blasting foes. He'd also be a good sage for the group; he has all of the knowledge skills at +7 at least, and by third level they will all be at least +11.

He wouldn’t be interested in vampirism, but maybe lichdom depending on what it entails. He certainly strives for immortality, so if he doesn’t go lich he’ll certainly get the Immortality feat at 20th level. After all, what good is it to shape a city and nation to your own exacting standards if you aren’t around for the rest of eternity to enforce/savor it? He’ll stay a wizard without multiclassing or going to prestige classes.

His crunch is in his profile. For your convenience, I've copied his background here as well.

Molasbar:
To have been captured for slave trading would be laughable were he not now branded and imprisoned. Given all of the heinous things he’s done in the last century in pursuit of knowledge and arcane power, a little slave trading seems an unlikely cause for his downfall. But decades ago, Molasbar was drummed out of most arcane social circles in Talingarde for vocalizing an opinion that necromancy and summons from the darker planes should not only be allowed and encouraged. Accusing powerful wizards of cowardice, fearing to face what they oppose, sealed his fate socially. It narrowed his options considerably.

So Molasbar was forced to other means to expand his research. Grave robbing for test subjects, breaking into forbidden sections of libraries, and murdering and setting fires to cover his tracks were not uncommon for him. Still, his learning was greatly hampered by his exclusion from the greater arcane community in the city. It is only pure stubbornness that kept him in Talingarde at all, and his pride in wanting to succeed and flourish despite the hampering from lesser minds.

And so he was finally caught in nefarious dealings. Molasbar didn’t have a vested interest in the slaves being transported; it was merely a fundraising effort on his part. But he chose his partners poorly, and the clumsiness of one tipped off the city guard as they entered the city. Molasbar knew they were outmanned when the guardsmen flooded out from the nearby tower and wisely surrendered, though his partners were not so bright.

As he sits captive, a plan forms in his mind beyond mere escape. Talingarde has the bones of a worthwhile nation, but it must be stripped of its righteous, diseased flesh and taken to new heights of glory. And he was just the person to bring that about and shape that vision! But he needed allies, wealth and, of course, raw power to make that happen. He would have to step up his efforts on all of those fronts.

Getting away would not be enough. With Talingarde’s brand, he would never know peace. He would be hounded by zealots and bounty hunters. No, things must change. And they must start changing now.

Molasbar is tall, fair, fit and brilliant. Above average in most aspects, and certainly exceptional in some. He is generally calm and placid, even under duress. Sometimes he appears to struggle for something to say; in truth, he is trying to narrow down the vast number of facts and opinions on the topic to carefully choose what to say. He used to lecture people at length but grew frustrated when his knowledge was not taken in and his sage advice was not heeded. He still shares knowledge with those he considers allies, but struggles to be concise when he does so.

Molasbar is not a religious elf, but he also holds nothing against those who are religious and could ally and/or hold allegiance with them if it furthers his vengeance against Talingarde. He has no qualms about working with others, following orders or giving orders if it means furthering his personal goals. Indeed, with how oppressive the current regime in Talingarde is, he’d be surprised to not find troves of allies and efforts with which he can join cause.

He is not interested in ruling the land; that is too much direct responsibility, and he has better things to do with his time! He will, however, be glad to serve as a sage advisor to a like-minded ruler. And who better to serve as a secret police agent than a master diviner!


I am very interested in playing as a human sorcerer who has an affinity for necromancy. She wants to use her arcane powers to be as close to undead as possible, and the Pale Master prestige class from the Libris Mortis would fit her well. Would this be a possibility for her down the road?


Reflavoured tiefling rogue swashbuckler
Duel weilding rogue. Aiming for assassin

Will post crunch later


Dotting for interest.

Planning a cannibal wizard into vampire into bloodmage. Will try to have it all together shortly.

Grand Lodge

"I see you've noticed my marking. Yeah, I've dug up a few dead bodies, but what can I say? I just have a natural attraction to death, not exactly the process, but the remains. It's kinda 'my thing'. My parents never understood it. They don't have the 'gift' that me and grandma have. It started last year, I'd go to the graveyard to relieve my stress. It's much more comforting than that place I used to call home. I'd go to spend time with my friends, but I guess I wasn't careful enough. The authorities took pity on me the first 2 times, if you can call taking me back to those warm bodies taking pity. This last time though, it was shortly after my birthday. Apparently I was too old and had been given enough chances to go back to my home. I was going to be charged with grave robbery, which meant beheading. I was angry and scared, I didn't know what to do. I felt a certain energy flowing through me greater than any emotion could feel. The energy burst out of my body, knocking out the man holding on to me. I was so surprised, I couldn't move. The other guards standing there jumped at me, trying to subdue me, easily overpowering me. They brought me here, where I've been able to practice controlling my 'gift'. If I ever get out of here, I'll make them pay. I'll make everyone who refused to accept me and my friends pay dearly."


I 'm having more difficulty with the evil character concept than I thought I would, and I'm starting in a new game Sunday, so I am withdrawing my application. good luck to all and have fun.

Grand Lodge

Tomeika is a smart and charming young woman, but not very level headed. To say she get's emotional at times would be an understatement. The only problem is that seems to be when her inner magic is accessible, and is still trying to figure out how it all works. She chooses to use her charm to deceit others before anything else.
The one thing she wants more than anything is to be accepted, but her strange love is not welcome in this world. She has a difficult time trusting the living, but anyone who can deal with her desires is a friend to her. If she ever had a dream for the future, it would be a universal acceptance of the dead.
If she gets accepted, Tomeika will bring arcane power, debuffing, smooth talking, and at times a twisted sense of humor to the party. Oh...and let's not forget all of her friends.


Erin:

Erin
Female devil-spawn(Erinyes) tiefling ninja 1
LE Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +0)
. . At will—deathwatch
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 13, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Two-weapon Fighting
Traits grave robbery, orphaned, reactionary, trap finder
Skills Acrobatics +8, Disable Device +7, Disguise +3, Escape Artist +8, Fly +8, Knowledge (local) +5, Linguistics +5, Perception +5, Stealth +8, Survival +6, Use Magic Device +3; Racial Modifiers +4 Fly
Languages Celestial, Common, Draconic, Infernal
SQ poison use, warded against nature
Other Gear 2 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Grave Robbery +1 trait bonus to confirm critical hits
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Warded Against Nature Animals will not willingly approach within 30 ft.
--------------------
Erin was a special case. Born with the blood of a devil in her veins. It showed from birth. Small wings, very pale skin. Sharp pointed ears. This was why she was left outside to die. Well, that’s how she sees it. But she didn’t. She didn’t die. She didn’t lose her life, she did end up as just another death of an infant. No, she was saved. By whom you ask? Well, that’s her story to tell…

Okay, if I must. I was saved and raised by a secret order…. Their name? No. a SECRET order. Sheesh. Sorry. Anyway. They raised me, saved me from death. I was well cared for, taught the ways of the world and how things worked. How there are people that are good, bad, and well, people that deserve to die. I understood. No one really liked killing, what good is there to end a life of another. But we had our job, we had our duty. And we did it.

I never really knew why I was hidden from the rest of the world, but I was told it was for my own good and my own safety. Being a girl was not as hard as it sounded, I wasn’t the only one, and the older ones helped me a lot. The boys teased, scorned or flirted, but that’s what they did. So it was pretty normal I think.

Finally it was time for me to go and learn things of the surface world. No, we were not really underground, we were just under the mask of the world, under the surface. What people saw during their everyday lives. We were the true face, we saw what the world really looked like, what the world was really like. We ha d to make sure the rest did not see it, did not notice it. For their own sakes.


Ostarian, yes to Spell Focus.

ScubaSteve, I'd need to see a conversion for it.


GM Olmek:
PALE MASTER
Hit Die:d6
REQUIREMENTS
To qualify to become a pale master, a character must fulfill all
the following criteria.
Alignment: Any nongood.
Skill: Knowledge (religion) 5 ranks.
Feat: Skill Focus (Knowledge [religion]).
Spells: Able to cast command undead and vampiric touch as
arcane spells.
Special: The candidate must have spent three or more days
locked in a tomb with animate undead. This contact may be
peaceful or violent. A character who is slain by the undead and
later raised still meets the requirement, although the resulting
level loss may delay compliance with other prerequisites.
CLASS SKILLS
The pale master’s class skills (and the key ability for each skill)
are Craft (Int), Diplomacy (Cha), Knowledge (any) (Int), Perception (Wis), Stealth (Dex), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the pale master prestige
class.
Weapon and Armor Proficiency: Pale masters gain proficiency with light and medium armor. They gain no proficiency
with any weapons or shields.
Spells per Day/Spells Known: Beginning at 2nd level,
a pale master gains new spells per day (and spells known, if
applicable) as if he had also gained a level in an arcane spellcasting
class to which he belonged before adding the prestige class
level. A pale master adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the pale master does not have levels of sorcerer, he instead gains bloodline powers of the undead bloodline, using his pale master level as his sorcerer level to determine the bonuses gained. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so
on). If he had more than one arcane spellcasting class before
becoming a pale master, he must decide to which class to add
each level for the purpose of determining spells per day and
spells known.
Animate Dead (Sp): Starting at 2nd level, a pale master begins
to exercise control over the undead. Once per day, he can use
animate dead, as the spell, without need of a material component.
Use the pale master’s highest arcane caster level as the caster level
for this effect. All other level restrictions of animate dead still
apply. For example, a 6th-level sorcerer/3rd-level pale master can
animate up to 16 HD of undead with a single use of this ability.
Likewise, he can control up to 32 HD of undead created using
this ability, the animate dead spell, or both.
Darkvision (Ex): At 3rd level, the dark begins to lose its
mysteries to a pale master, who gains darkvision out to 60 feet.
If he already has darkvision, its effective distance increases by
60 feet.
Undead Armor Affi nity (Ex): A pale master has an instinctive
feel for undead armor. At 4th level and higher, he treats the
undead armor as if its arcane spell failure chance were 10% less.
At 8th level, this reduction improves to 20%.
Control Undead (Sp): Once per day, a pale master of 5th
level or higher can gain control over an undead creature (with
Hit Dice equal to or less than his highest arcane caster level) by
making a successful touch attack against it. The undead creature
receives no saving throw to resist this effect. The control lasts for
1 round per class level. When the duration expires, the undead
creature returns to its former allegiance, if any. The newly
controlled undead can still be turned or rebuked as normal.
This effect is otherwise identical to the control undead spell. This
ability is in addition to the number of undead a pale master can
control using his animate dead ability.
Deathless Vigor (Ex): Beginning at 5th level, a pale master’s
body becomes more akin to the undying fl esh of his undead
associates. The character gains a +4 bonus on Fortitude saves
except against effects that also work on objects.
Undead Graft (Su): At 6th level, a pale master gives in to
terrible necrophiliac urges. He cuts off his arm and replaces
it with an undead prosthetic, which may be skeletal in form
or preserved flesh stitched in place like that of a flesh golem.
Regardless of its composition, the graft grants a +4 inherent
bonus to the character’s Strength score.
Additionally, the undead graft allows him to deliver horrible
touch attacks. A pale master can use this ability once per day at
6th level, twice per day at 8th level, and three times per day at
10th level. The character must declare that he is using this ability
before making the attack roll; a failed attack roll still expends
that use of the ability. Each time he makes a touch attack using
this ability, the pale master can select from any of the effects
described below for which he meets the prerequisite class level.
The save DC for the pale master’s touch attacks is 10 + his pale
master class level + his Cha modifier.
Paralyzing Touch: Any living foe except for an elf that is hit by
a pale master’s touch attack must succeed on a Fortitude save or
be paralyzed for 1d4+1 rounds. Prerequisite: Class level 6th.
Weakening Touch: A living foe hit by a pale master’s touch
attack takes 1d6 points of Strength damage (no save). A creature
reduced to Strength 0 dies. Prerequisite: Class level 7th.
Degenerative Touch: A living foe hit by a pale master’s touch
attack receives one negative level (no save), and must make a
Fortitude save 24 hours later to avoid losing the level permanently.
Prerequisite: Class level 8th.
Destructive Touch: A living foe hit by a pale master’s touch
attack must succeed on a Fortitude save or take 1d6 points of
Constitution drain. Prerequisite: Class
level 9th.
Deathless Master’s Touch: A living
foe of up to one size category
larger than a pale master hit
by the pale master’s touch
attack must succeed on a
Fortitude save or die. A
slain creature automatically
animates 1 round later as a
zombie (see page 265 of the
Monster Manual) and is under
the pale master’s control
as if he had animated it. Undead
created using this power do not
count against a pale master’s HD
total for controlling undead. Prerequisite:
Class level 10th.
Tough as Bone (Ex): On reaching
7th level, a pale master takes on even
more of the qualities of an undead creature.
He becomes immune to disease,
nonlethal damage, and stunning.
Undead Cohort: A 9th-level pale
master gains the service of a loyal undead
cohort. The cohort follows the
rules for cohorts described
under the Leadership feat. The pale master does
not gain any followers from this
ability, only a single cohort.
The cohort’s effective character
level is determined by the pale
master’s Leadership score and
character level exactly as if the
cohort had been gained by means
of the Leadership feat.
Deathless Mastery (Ex): On
reaching 10th level, a pale
master gains the virtues of his
deathless arts. His body becomes partly mummified (though he
is not truly undead), and he becomes immune to poison, sleep
effects, paralysis, death effects, ability drain, and
energy drain, as well as damage to his physical ability scores
(Str, Dex, and Con). He still needs to breathe, eat, and sleep as
normal for his type, and he still ages normally.

1st level- BAB +0, Fort +0, Ref +0, Will +1
2nd level- BAB +1, Fort +1, Ref +1, Will +1
3rd level- BAB +1, Fort +1, Ref +1, Will +2
4th level- BAB +2, Fort +1, Ref +1, Will +2
5th level- BAB +2, Fort +2, Ref +2, Will +3
6th level- BAB +3, Fort +2, Ref +2, Will +3
7th level- BAB +3, Fort +2, Ref +2, Will +4
8th level- BAB +4, Fort +3, Ref +3, Will +4
9th level- BAB +4, Fort +3, Ref +3, Will +5
10th level- BAB +5, Fort +3, Ref +3, Will +5

If there's something you feel doesn't work, we can discuss how to fix it


I never seem to catch this campaign when it is starting. Tomeika we think alike. My first thought was to go witch with the grave walker archetype and being arrested for grave robbing. I love the witch. Crunchy wise I would go the debuffung and necromancy route. Planning to go Lich of coarse. Race would be the wonderful human.
Undeath is the perfect state to be. No need for sleep, food, or the petty inconveniences of the living. Insead I would have all the time in the world to devote to the perfection of my mind

Unless I could take the 3pp Scorcerer vampire bloodline I do not remover who made it but it is on d20pfsrd. With this one I would like to be a dhampir. This guy would be wrongly arrested after be falsly accused by feeding on the living. He would have been accused over and over again of this his whole life. After being arrested he had decided the world thinks he is a monster so he will show the world what they created. For this vengeance he needs a group of like minded or at least willing people to help. So very willing to work with a group in the following and leading options. If the 3pp bloodline is a no go the I will go wizard focused in either evocation or transmution (my favorites) removing enchantment and conjugation. Possibly planning to embrace Vampirism or go full on Lich!

Actually this is the guy I want to submit. I think he could be fun. Oh lease let me play I have been roving the message boards for months looking for a Way of the Wicked game. I could even do buffing with this guy, Wizards I have learned make decent buffers, especially with wands and scrolls. Once I learn the spells. Tell me which one might be wanted and I will make him for your judgment.

Though a flame dancer bard could be a lot of fun. The crime would clearly be arson. So buffing and extra knowledge rolls. Not to mention s'mores!


Drat ok so change to wrong accused to attempted murder. Finally fed with constantly being called a monster he went and tried it. Since it was his first attempt to feed on a person it did not work flawlessly though he has developed a taste for it.


Pathfinder Rulebook Subscriber

Amun Hall

Human Rogue(Scout) or Slayer
Crime: Sedition

Backstory:

Amun is a devout worshiper of Asmodeus, like his father before him. His family was once one of the most powerful in Talingarde. But then came Mitra and the idiots of House Darius. Amun's grandfather saw the writing on the wall. He believed that the Mitran's would win the war and sought to salvage what he could. He betrayed House Barca and sided with Markadian by the end of the war, a move that Amun's father never forgave him for. The Halls' were allowed to keep their wealth and title but were generally kept at arms length.

His father continued to worship Asmodeus in secret and taught Amun and his sibling the ways of the faith. Three years ago Amun's father was murdered in an alley. Amun tried to keep the family's dwindling financial resources from running out completely by working as a guide to tourists and explorers, the entire time seething with hatred and rage for how his father's life was extinguished and how the filthy nobility of the courts of House Darius looked down upon his family. Unlike his father, Amun became exceedingly tired of hiding his beliefs to please such worthless beings. He began to plot and plan. He knew that if he wanted to strike at the Mitrans' very hearts there would need to be a rebellion. Not being a stupid man, he began to whisper in the ears of other displaced noble families and other malcontents. He eventually found a figurehead he could manipulate into starting the revolution that Talingarde so desperately needs. Alas, he was betrayed and arrested for sedition and sentenced to death. Amun has no idea who betrayed him but he has vowed revenge.

His sister, the youngest of the brood, became a cleric of Asmodeus.

His brother only pays lip service to the faith to please his father. Unbeknownst to Amun or his sister, the brother is both the architect of their father's murder and the one who betrayed his brother to the authorities. Ironically the brother didn't know anything of Amun's plans and just wanted him out of the way. He reported Amun as a worshiper of Asmodeus thinking that the authorities would find religious iconography during their investigation and that would be enough. He couldn't believe his luck when they discovered Amun's hidden plans. With both his brother and father out of the picture and now the heir to the family fortune and title he has turned his attention to further sully his families honor by consorting with the Mitran's in an attempt to garner favor and prestige.

Will post crunchy stuff if chosen or if you need to see it before decisions, but he is going to be stealthy and can be the party face if need be. He wants to overthrow the current regime at all costs.

Grand Lodge

Here's my submission

Arathorn

Crunch:
Arathorn
Male half-elf inquisitor (sin eater, torture master) of Asmodeus 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46)
LE Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgment 1/day
Inquisitor (Sin Eater, Torture Master) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—divine favor, shield of faith
. . 0 (at will)—brand[APG] (DC 13), detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Intimidating Prowess
Traits devoted healer, extortion, grim optimism
Skills Bluff +3, Heal +7, Intimidate +9, Linguistics +2, Perception +9, Profession (torturer) +7, Sense Motive +8, Stealth +6; Racial Modifiers +2 Perception
Languages Aklo, Common, Draconic, Elven
SQ eat sin, elf blood, monster lore +3, stern gaze +1
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Devoted Healer Heal additional 1d4 hit points when you take 20 to treat deadly wounds.
Eat Sin 1d8+1 (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extortion +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Grim Optimism As standard action, you and allies within 30 ft. gain +2 vs. pain and fear effects for 1d4 rounds.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.

Background:
The art of torture take time and patients, much like a perfect kill. I have done both and so much more in my life, but I've only been caught on extortion. I cannot believe my luck in that, time will reveal my true methods as they find out more of what it took to get the information….

“Sir?” the monk dictating my confession started, “if there’s more must we not cover it so that there’s a proper accounting?” With a stare he visibly flinches, before a quick apology. With a bang, the guard with the monk slams his foot into the bars.

“None of that!” without a second though I shrug

“Boy if I was to tell you everything I would need a month and a stay of sentencing, let me continue with what led me here”
As my thoughts drift back to the month before. It starts as many a bard tale in a tavern on the dock side….

As a I sat there, enjoying the drink brought by the lushes bar wench, I scan the room. The same thing I do every few minutes in any room I don’t control. I was there simply to meet a man who wants me to do a job for him. As I wait I finally notice the man, trying to blend in asking the bartender about me I assume as the he points me out. The bartender has to go, or I need to find myself another bar, I’m too remembered here now. I think as the client approaches, he takes the time to grab the bar wench requesting another drink for me and I assume one for himself.

As he sits I think to myself, Minor noble from the way he’s dressed, maybe even a merchant noble?

We begin the routine, fake names, a list of what I can do, he inquires of examples. It goes this way for an hour. In the end I give him little and let him assume what I do tell is all of it. He finally get around to the task at hand. He wants information vital to a rivals business. He wants it within a week.

So I started with the middle man, a broker running the deal. The man had a habit of visiting a certain brothel, so as he was headed home he ran into me. I will spare the details, but a combination of drugs and some good old fashion intimidation had given me the information and so with the man a little disoriented he was sent on his way. I followed the man, for my new plan to work I needed the brokers banker. It took several days of following and listening in on his conversation to find the proper target. Once that was done I waited for the proper time, it was late the night 2 days before I needed to turn in the information when I got my hand on the target.

We spent the rest of the night and the next day enjoying my past time, when the man was found a week later, well let’s just say they don’t think a man did it. They may be right.

So with information in hand I went to my client. First I finish my transaction, for I am a man of my word. It was after that I placed the envelope of my greed into his hands. Upon opening it he found the evidence for all my sin, but to his horror it was proof of his involvement. It stated everything I had done but with the evidence or at least copies of the evidence pointing to himself. With a smile I walk away, telling him that I expect 10% of the profits within the week. That went on for about 2 weeks.

I was feeling smug about the whole deal, had taken a little less work. Plus due to it all my appetite had started to grow, but that’s a different story.

Walking to my arranged pick up, I realized I had a tail, he was good. But everyone makes mistakes, apparently I had made one and he did to get caught. So with that in mind I led him to a secluded alley and dealt with the man. I hear he’s still missing.
So to make a long story short the man, to my surprise went to the guards. Must have bribed them since he was partially to blame for a man missing and found dead and another subjected to torture and intimidate. Thank the many spirits out there that he did that, since I went from a hanging to hard labour. Still that’s a death sentence in its own right.

Now, I’m waiting for my damn ride. So I’m done here. Take your notes and write your storey for the records, but I’ll give you something to worry about. Walls and bars don’t scare me, and work is nothing new to me. So I will be back, and when I do you may want to worry that I’m coming after you.


I would like to through Ignatius into the ring. Please let me know if there are any questions.

Background:

A small child, Ignatius often found himself pushed around by the other children and left out of their rambunctious games. With little joy to be found with others of his own age, Ignatius retreated to the worlds of imagination that he found in books. Fortunately, growing up in Ghastenhall, provided him with access to some of the greatest libraries in all of the land.

Applying himself to his studies, he was fortunate enough to receive a scholarship to attend the University of True Ghaster where he developed an interest in the mystical arts. In his studies, he found himself drawn to the lore of primitive mysticism. The visceral pull of the crude and primal magics called to him and he devoted himself to discovering all the scattered bits of information that could be found. In one such dusty and forgotten tome, he discovered an account of a horrified missionary who witnessed a ritual performed by a tribe's shaman. The elaborate ritual allowed for the tribe members to gain power from the bodies of their slain enemies. Ignatius was enthralled. Though mildly disgusted by the procedure, here was a forgotten piece of lore that tapped into man's own primal energies and Ignatius' hunger for knowledge demanded satisfaction.

Fortunately for the young man, one of the older members of the university faculty died peacefully in his sleep shortly after this discovery and Ignatius was able to surreptitiously acquire the necessary components, while the corpse was laid out in state. Prize in hand, Ignatius carefully performed the ritual. Almost immediately, he felt the power course through him. Flashes of memories from the dead man flickered in his mind's eye and afterwards he felt energized for weeks. He was hooked.
Fortunately for him, the University sat in the religious district of the city and there was almost always a funeral taking place. This, coupled with his burgeoning magical talent, provided the means for him to feed his need. This went on for years.

While Ignatius had little trouble surreptitiously acquiring the flesh he required, some of the other ritual components were more difficult to acquire. This ultimately led him to begin dealing with the black market to find the items he required to feed his need. Through them he was also able to procure copies of forbidden tomes that were mentioned in certain other books in the library, but of which there were no copies. In one of these, he learned of hemotheurgy and of the power of blood. The rituals involved were complex, but Ignatius could see the power that might be unlocked. The problem was that these rituals needed fresh blood and lots of it.

In this his black market contacts were able to help him once again. They were able to smuggle in weak and sad-eyed slaves in from off the coast. These poor souls were able to provide exactly what Ignatius needed and soon his blood was singing with power. For a time, this was enough, but like all addicts, soon Ignatius needed more. This led him to the vampire. He knew of their existence and that some had operated in the city from time to time. Eventually he was able to make contact with one of the undead and oh so carefully, he negotiated a trade. In exchange for certain live delicacies, the vampire would pass on his gift of immortality.

The exchange was to be in three parts. The first went as planned, with Potter delivering his living cargo and the vampire biting him and beginning the process. Unfortunately, Ignatius was apprehended by the authorities while acquiring part of the second delivery. The Mitran authorities had caught him red handed in possesstion of branded off island slaves and were not kind in their arrest. So filthy and dejected, he awaits his fate in prison.

Character plan:
Ignatius’ main motivator has been and always will be personal magical power. It’s what drove him to explore the forbidden lore of hemotheurgy initially and drove his interest in vampirism. He sees the Mitrans as an impediment to his own research. He will gladly go along with any plan that would see him free to continue his studies in peace. His research requires a steady stream of humanoids, so he would be interested in seeing slavery legalized to make his life easier. Once true vampirism overtakes him, the need to acquire slaves would be more pressing, and more convenient. While not interested in rule himself, after overthrowing the Mitrans he would push to see that sentient undead be recognized as legitimate citizens the state.

Character Crunch Run down:
Crunch mostly done and is in the profile, but the TLDR version is that Ignatius is a conjurer (infernal binder), Necromancy and evocation opposition schools. He spell casting will focus on buffs and battlefield control, with possible a little light summoning at higher levels. At lower levels he’ll be using daze and intimidate a lot when not casting things like grease and glitterdust. The plan would be to move into the bloodmage prestige class immediately at 6 and to start the vampire path from the get go. I’m not married to the vampire thing, if you don’t want them in your game. I just thought that the whole vampire/bloodmage thing was kind of thematically awesome. If the campaign went the full way he would be a wizard 10/Bloodmage 10.


it appears your full anyways thought id dot and if your still looking maybe submit my own character


Pathfinder Adventure Path, Rulebook Subscriber

I have a character I have submitted for previous campaigns of this, I will dig her up and submit her when I get home from work this afternoon.


This is drogeney. Decided to re-use this character, her game died and I was getting attached to her. I made as many of the changes as I could from my phone, I will do the rest when I get home today so ignore the backstory for now. I know I need to add one trait still but other than fleshing out the below backstory and editing her description and personality a little, she is almost ready to go. Sadly the alignment I would prefer is unavailable (CN ) so NE she will be.

Nessa is obviously designed to be a a seductress/eye candy type character who specializes in enchantments. She will have a few damaging spells and several area control/buff/debuffs as well. Skill based she is not.

Rough background.:
The story I have for her is that she was taken in by a professional courtesan and raised by them. Taking to her training, she became decent at her chosen profession. Sadly she is not the sharpest tool in the shed and didn't realize that the priest who asjed to "speak" with her at the temple would try to use her without payment. Angered she would reject him, the priest had her seized claiming he caught her desecrating the temple by trying to seduce him into having sex on the alter.

She was branded and thrown into prison to await execution for a crime she didn't commit. This has lead her to realize that the "good guys" are lying bastards, the church in particular, and she intends to "punish" them all.


I'm interested... will whip up a character soon, hoepfully for tomorrow.

I'm thinking an Urgathoan, maybe. Perhaps Cleric,Warpriest or Bloodrager, whatever might be more useful


I plan on shutting the recruitment down Wednesday night and having my selections up by Thursday morning.

Declindgrunt, you still have time to turn in an application.

Escharid, I'd go bloodrager or warpriest. We already have a cleric.

Ignatius, vampires are completely legitimate for this game. As I noted, however, they require a feat chain, so if you're going for it, they take some commitment with the crunch.


Pathfinder Adventure Path, Rulebook Subscriber

I am actually going to change my submission from Nessa (we are going to tr y and find another gm) to this one, I will get an alias made when I need to. Fauniel was actually built for this campaign, I think she may have been applied to your original recruitment actually.

Build:

Fauniel Darkleaf
female dhampir (svetocher) arcanist (twilight sage) 1
N medium humanoid (dhampir)
Init +2; Senses darkvision 60ft, low-light vision, Perception -1
--------------------
Defense
--------------------

AC 12 (16 mage armor), touch 12, flat-footed 10 (14 mage armor) (+0 (4 mage armor) armor, , +2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
Defensive Abilities twilight barrier
--------------------
Offense
--------------------

Speed 30 ft.
Melee +0
Ranged +2
Special Attacks bite (1d3), arcane reservoir (3/4), consume life (Su), flame arc
Spells (CL 1; concentration +5):
1st (3/3 perday)—color spray (dc 15), ray of enfeeblement (dc 15)
0 (at will)—detect magic, read magic, ray of frost, disrupt undead
--------------------
Statistics
--------------------

Str 10, Dex 14, Con 12, Int 18, Wis 8, Cha 14
Base Atk +0; CMB +0;CMD 12
Feats extra arcanist exploit
Traits charming. making good on promises
Skills Diplomacy +5 (+6 if charming). Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (religion) +8, Spellcraft +8, Use Magic Device +6
Languages common, varissian, elven, sylvan, draconic
SQ bite, cantrips, arcane reservoir, consume life, necromantic focus, arcane exploit, twilight barrier,
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear gear 1, n gp
--------------------
Special Abilities
--------------------

Alternate Weakness -1 penalty on saves against effects that deal positive energy damage.
Charming You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Consume Life (Su)
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.
This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.
This ability is a death effect.
This ability replaces consume spells.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
FangsOn occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Flame Arc (Su) The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage. Necromantic Focus (Ex)
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Skilled Dhampire gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.
Twilight Barrier (Ex)
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.
This ability alters the arcanist exploit gained at 1st level.
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Personality:
Fauniel has a very obsessive personality, she is focused on her research and eventual vengeance for it's disruption. She tends to get engrossed and miss important things, like stray kids watching her, or making an appointment on time, but is otherwise very intelligent.

Backstory:
Fauniel was a very rare birth between a moroi vampire, and his elven concubine. Her father, who was through with her plaything of a mother, kept Fauniel around as a reminder not to get too attached to his toys lest he accidentally break them. He provided her with the bare minimum requirements, food, water, shelter, and basic clothing, but expected her to provide for herself.

As she became older, Fauniel was encouraged to go beyond the basics to avoid being preyed upon in the court, she learned to use her natural charms to get her the things she wanted, especially very nice clothing, and quickly learned to manipulate those who were physically attracted to her. After a while she found that she still did not have enough, and so took up studying magic with a lich acquaintance of her fathers. She found him repulsive, especially the things he wanted from her in return, but did what was necessary to learn from him. It came up very early on that her power was different from his, and she began learning ways to will the magic to do things that it was not intended for.

An area she found particularly interesting, was that of necromancy, and the divide between life and death. She found ways to use her burgeoning talents as an arcanist to rip the life from the dying to fuel her powers, and to reflect damage back upon her attackers when defending herself. She learned about cold magic for offense since most of her available targets were immune to it's affects or highly resistant.

Eventually, the kingdom of Talingarde came and destroyed both her father and mentor, leaving her with nothing. She played upon their attraction to her and convinced them that she was a victim of the lich's experiments, making her vulnerable to positive energy and healed by negative. They believed her and let her into the country as a refugee. Unbeknownst to them, she continued her studies and worked hard to uncover more secrets to life and death. Her ultimate goal, to create a world without the fear of death, a laudable goal some would say, but she cares not who is hurt by her research.

Had things gone as they were, she likely would have been left alone to continue, but she made one serious mistake, she needed a cadaver for her experiments. She went to the local graveyard, not thinking about how risky it was to go there for this acquisition, She successfully obtained the corpse she needed, but failed to see that there was a child nearby who saw the "vampire girl" rising from the grave. A quick search was made, and her rather fancy shoes gave her away. She was arrested and quickly convicted, her brand was made and she now awaits her death.


Dot for interest, and great justice.


No justice here. Only vengeance. >:D


GM Olmek wrote:
No justice here. Only vengeance. >:D

I still have a personal favorite for dealing with evil spellcasters.

Capture them, cut off their hands, then grin and say "No wrist for the wicked."


I went with the Spell Focus. Makes it easier, down the road, to pick up a few feats with that as a prereq (particularly Bloatmage Initiate as it fits the theme as well as adds a +1 CL to a school).

Probably looking to be a master of undeath of sorts (or at least a creator of same since the Cruoromancer can create more HD at 5th), although the other infusions (focused for +1 DC or sickening to cause sickened condition for a round) and higher CL (from future feats and favored class bonus) should allow for fun with other necromantic spells.

Becoming undead isn't really something he'd consider, unless he can become an awakened ghoul/ghast of sorts. At least then he could eat and still use spices like garlic in his cooking.

EDIT: Also, of course, looking to become a master chef ;)


Threw the alias together for Fauniel, everything should be in order now.


Edit: I asked about available deities, but I will just choose an archdevil (I noticed our cleric is a worshipper of Belial).

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