DM_Kumo Gekkou's Way of the Wicked (Inactive)

Game Master Logan Holt

The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world.
This is the story of how you burned this insipid paradise to the ground.


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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 – justice comes.
In three days – everything ends.

What a pity.
If only
there was a way out of this stinking rat-hole.
If only there was a way to escape.
If only…No.
No one has ever escaped from Branderscar Prison.
This is where your story ends.

What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have
lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

How did they catch me?
You tell me. You must pick a crime (there is a list provided below) that you were condemned for. They are only two requirements – you got caught and you really did it. It’s not surprising that the Talireans (the people of Talingarde) caught you, though. Talingarde is a fiercely lawful and good society. Crime (especially heinous crime like yours) is not tolerated.

Greetings gamers, I am considering GMing my first play by post. I am currently a player in one and am fairly new to the PBP scene. I have plenty of experience in regular games and want to try my hand.

That having been said the game I'm interested in running will be Way of the Wicked by Fire Mountain games. What I am looking for, first and foremost is a well designed character. I am not a fan of min/max optimization and if your character seems to go that route you will likely not be picked. For those unfamiliar with the setting you are the evil villians of this campaign trying to take down the holy kingdom of Talingarde in the name of Asmodeus (but more on that later).

Character Creation Guidelines:

1. Ability Scores: Focus and Foible
Choose a Focus, an ability score at which you excel. You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness. You receive an 8 in that score.
The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.

2. Race: This is unchanged. All races in The Pathfinder Roleplaying Game are permitted.
There are certain races that will be more difficult to play in this campaign. Extremely unusual or monstrous races are likely to be troublesome. PCs of those races may find themselves uninvolved in certain parts of this campaign.
The PCs after all are on a secret mission to infiltrate and destroy Talingarde. It will be more difficult to infiltrate anything if you are travelling with a minotaur, goblin or serpent man for example. Tread carefully with these choices.
Side note, as a DM, I will be more likely to choose characters whose race fits their background and the setting (Talingarde is a human focused society).

3. Step 3 -- Pick Your Class
Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example
the Order of the Cockatrice) are very appropriate indeed.

Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes.

Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy
Talingarde?

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

The Gunslinger, Ninja, and Samurai are not permitted as they do not fit the setting.

Step 4 Skills
This step is unchanged.

Step 5 Equipment
The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Step 6 Finishing Details
As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice.

Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. Choosing this crime counts as one of your traits.

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

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

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.

The only real houserule I have is banning of the leadership feat. I am open to discussions on ruling as well as character design (just shoot me a PM). After gauging interest I'll set a date for when recruitment will end.

-Happy Gaming


Pathfinder Roleplaying Game Superscriber

you ban leadership, that's fine... does that mean you ban the allied cohort feat as well?


Oh boy, another WotW! Color me interested.

Have an idea for a High Treason Oracle of Lore, who worked as a low ranking scribe with access to the royal records, trying to set himself up for advancement and eventually the throne (gotta dream big). Got found out by a colleague whom he has sworn vengeance on (preferably by landing the person in the very same prison, for the very same crime)

Will be looking to take Eldritch Heritage with the Rakshasa bloodline. Have this idea that a Rakshasa tried to take his body as an infant, but something went wrong and now it is trapped in him. Even so, it still has all the desires for power that it always had, and has whispered advice in his head ever since.

Heavy focus will be on party face capabilities, with spell preference for offencive spells (rakshasa have a sadistic streak)

Rolling some stats.

1d10 + 7 ⇒ (5) + 7 = 12

1d10 + 7 ⇒ (7) + 7 = 14

1d10 + 7 ⇒ (6) + 7 = 13

1d10 + 7 ⇒ (4) + 7 = 11

Well, thats kinda poop, not terrible, but really bland.


Here is Hound. I made him for another WoW game that used the same rules you are using(Focus/Foible) NE Barbarian, willing to be the hatchetman/hammer of a cleric.


LE Wizard incoming. Focus INT. Foible STR. Rest in order.

Not familiar with the setting so will do some research.

1d10 + 7 ⇒ (4) + 7 = 111d10 + 7 ⇒ (3) + 7 = 101d10 + 7 ⇒ (3) + 7 = 101d10 + 7 ⇒ (4) + 7 = 11

So he lives on his wits alone... suits me fine.


I'd like to submit Jiri, a human rogue(knife master), who was found guilty of murder. Focus INT, Foible ST
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (9) + 7 = 16

Jiri worked as an apprentice to a jeweller in the better part of the city. Unfortunately he found his wages to be a bit to meager to support his desired lifestyle. He supplemented his earnings by prising the stones from jewelry that was brought in for repair and substituting inferior stones. One day a wealthy merchant noticed the substitution and in the ensuing row had the bad taste to die rather thoroughly . Jiri tried to make a run for it but was captured by the city guard.


CE Human Alchemist (High Treason)

Focus INT, Foible CHA

1d10 + 7 ⇒ (4) + 7 = 11, 1d10 + 7 ⇒ (4) + 7 = 11, 1d10 + 7 ⇒ (6) + 7 = 13, 1d10 + 7 ⇒ (2) + 7 = 9

Gypsum Dellonaire just wants to see things burn. Although setting fires has always been one of his favored hobbies the thing that brought him to prison was a singular act of wanton asocial behavior that the authorities could not believe he acted alone.

See for Dellonaire has always had a little voice in his head edging him to do things that weren't what he should do. First, it was pull the tail of the monkey in the cage at the zoo and gradually the voice asked for more and more until six months ago, he took advantage of the his parents' second story apartment on the day of Victory when the King of Talingarde strode through the streets in triumph amongst a very large crowd.

Gypsum had set a string of firebombs on barrels along the street which he had hoped would cause a monstrous explosion in honor of the king, however, he threw his alchemist fire missed the mark and killed seven of the king's guard and severely burning princess Belinda's betrothed Count Favius of the next door independent Duchy.

The fact that Gypsum has been in custody for so long is due to the King's disbelief that Gypsum had acted alone, the interrogators put him in the rack, the iron maiden and devices even more obscure in order to find out who his accomplices were but of course to no avail. Gypsum(in the course of game terms alignment started to shift from Chaotic Neutral to that of Chaotic Evil where the voice in his head became who he was.) At first his answer was "it was only me" and then it slowly included more laughter every time they asked him, which started off as "these people are silly" till he started to believe he was a mastermind of which he is not.

Now he has developed an intense hatred of the land of his birth and cannot wait to watch the kingdom of Talingarde burn, burn, burn........

I hope this character will be chosen. Just writing this back story was amazing fun.


I am definitely interested in participating in this campaign. I have a concept for a cleric of Asmodeus who will have a Wisdom Focus and Dex. Foible. Would the Unholy Barrister Archetype be available for use? Details on it can be found at http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/fire-mountai n-games---cleric-archetypes/unholy-barrister

To get the ball rolling:

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

Edit: Oh boy, the roleplay potential there!


Pathfinder Roleplaying Game Superscriber

well.. dotting for interest.


Speaker for the Dead wrote:

I'd like to submit Jiri, a human rogue(knife master), who was found guilty of murder. Focus INT, Foible ST

Jiri worked as an apprentice to a jeweller in the better part of the city. Unfortunately he found his wages to be a bit to meager to support his desired lifestyle. He supplemented his earnings by prising the stones from jewelry that was brought in for repair and substituting inferior stones. One day a wealthy merchant noticed the substitution and in the ensuing row had the bad taste to die rather thoroughly . Jiri tried to make a run for it but was captured by the city guard.

Whoops... Make that focus DEX, Foible ST

RPG Superstar 2013 Top 32

Hmmm.... interesting. Like the random stats

Focus: Str
Foible: Cha

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

.. Now THAT's a weird set of stats! Will probably go with a cleric.


Just gonna roll my 4 and pick foible, focus after some thought..

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15

Thinking an Inquistor, or Antipally.. Both convicted of Heresy.. Ill prob just go with whichever is needed most, as ive never played either..


mmm... I've been wanting to try a Cavalier for some time - Dueling onto death is the perfect crime for him.
Let's see what stats I can come up with

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

mmm... hate having low Int. Let's see if I can come up with something.

Liberty's Edge

dotting for interest.


Been wanting to go through this AP for a while now. I'll be submitting a Human Monk (probably a Quinggong Monk of the Empty Hand). He's either a Slave Taker or a Kidnapper. I'm heading off to work now, but I'll get some backstory and crunch posted later today/tonight.

1d10 + 7 ⇒ (10) + 7 = 17
DEX: 18
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
CHA: 8

Scarab Sages

Really interested. Human Sorcerer [False Priest, Sage Bloodline]. Rough rough sketch of character: ex-Scrivener and priest in a Mitran library, jealous of constantly being passed over for promotion and not having his intellect recognised (though he was never particularly devout and this was noticed and was the real reason he was never advanced). Came across banned heretical texts and was slowly pulled into Diabolism. Began giving sermons in the streets that were initially full of praise for the glory of Mitra. Eventually he began subtly adding in snippets of lore that were contrary to church doctrine in order to spread doubt among the flock. These snippets became more and more pronounced and he was noticed, picked up by the inquisition and sentenced for heresy.

Stats
Str: 8 [Foible]
Dex: 1d10 + 7 ⇒ (6) + 7 = 13
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 18 [Focus] +2 [Human]
Wis: 1d10 + 7 ⇒ (4) + 7 = 11
Cha: 1d10 + 7 ⇒ (4) + 7 = 11


Dotting for interest...will work up a character tonight (after work!!) but am thinking either a necromancer or a female two-weapon fighter/monk based on Terry Goodkind's Mord-Sith ;-)


Interested in submitting a ranger. Crime Murder.

Focus Str, Foible Cha

Dex 1d10 + 7 ⇒ (2) + 7 = 9
Con 1d10 + 7 ⇒ (2) + 7 = 9
Int 1d10 + 7 ⇒ (7) + 7 = 14
Wis 1d10 + 7 ⇒ (4) + 7 = 11

That set of numbers could make things interesting


Stat block for the Sorcerer I rolled earlier as minoritarian:

Spoiler:

Mikael Perrine
Male Human Sorcerer (Razmiran Priest, Wildblooded) 1
LE Medium Humanoid (human)
Init +5; Senses Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +3, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer (Razmiran Priest, Wildblooded) Spells Known (CL 1):
1 (5/day) Color Spray (DC 17), Silent Image (DC 17)
0 (at will) Read Magic, Detect Magic, Dancing Lights, Prestidigitation (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 17, Int 20, Wis 11, Cha 11
Base Atk +0; CMB -1; CMD 10
Feats False Focus, Improved Initiative, Spell Focus (Illusion)
Traits Affable, Blasphemy
Skills Bluff +4, Diplomacy +4 (+6 to gather information.), Knowledge (arcana) +11, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +11, Linguistics +6, Perform (oratory) +4, Sense Motive +1, Spellcraft +11, Use Magic Device +4
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Infernal
SQ arcane bolt (1d4) (8/day), false piety +0, mutated bloodlines (sage)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Arcane Bolt (1d4) (8/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Blasphemy +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
False Focus You can use a divine focus to cast arcane spells.
False Piety +0 (Ex) Gain +0 bonus on Use Magic Device checks to activate spell trigger and spell completion items that use divine spells.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

Crime is Blasphemy not Heresy.


Definitely interested! Will see what I can come up with....

I'd love to play a sorcerer, but it seems like there are lots of candidates for this. But a cleric could be cool, and a necromancer would definitely fit the theme.

Would it be possible to use the Words of Power rules? I'd like to experiment with them a bit.


Color me interested. Ill roll stats then come up with a character concept.

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


Str: 18
Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con : 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (6) + 7 = 13
Wis: 1d10 + 7 ⇒ (4) + 7 = 11
Cha: 8

Hmmm also interested, likely a fighter of some sorts.


Tiny Coffee Golem wrote:

Color me interested. Ill roll stats then come up with a character concept.

1d10+7
1d10+7
1d10+7
1d10+7

I've got an idea. A half Orc who looks human via the relevant feat. But secretly he's one of

Two things.

1) the con based witch (the name escapes me, but ill find it). In that case
Con will be high and wis or cha low.

2) blood god summoner. Cha high, str low. Maybe master summoner/synthesist. The edition suit will be weak, but serve as a great alter-ego disguise and have some functional uses.

Since he looks human he'll have the perfect cover.

Edit: DM, if you like either of these ideas more ill concentrate on that. I'm going to play with builds tonight on hero builder and see what comes up.

His/her history will be something like he was adopted, but always felt different. Them he discovers his powers and true ancestry. Shenanigans ensue.


Note for GM: WotW will always get tons of applicants haha. One of the more popular APs.

Rolling to come up with a concept.
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
18 17 17 11 16 8 ... Think that makes a pretty badass monk. Or maybe battle cleric. I will come up with something!


Just rolled me some stats, and I think it's a sign from the gods not to join in this game...


Im kinda left wondering what the deal is with the four rolled stats having to be in order. All it serves to do is force people to play something other than their initial idea. Well force is a strong word, but wanting to be, lets say, a barbarian or something and rolling up something like 11, 8, 12, 16 lets say. Sure you can go ahead and be a barbarian, you will just suck at it...and who wants that.


S: 1d10 + 7 ⇒ (9) + 7 = 16
D: 18
C: 1d10 + 7 ⇒ (9) + 7 = 16
I: 8
W: 1d10 + 7 ⇒ (2) + 7 = 9
Ch: 1d10 + 7 ⇒ (7) + 7 = 14

Half-Elven Archer
Crime: High Treason - Attempted assination of head cleric of Church of Mitra

Story and crunch tonite!


Anthony Krast wrote:


Im kinda left wondering what the deal is with the four rolled stats having to be in order. All it serves to do is force people to play something other than their initial idea. Well force is a strong word, but wanting to be, lets say, a barbarian or something and rolling up something like 11, 8, 12, 16 lets say. Sure you can go ahead and be a barbarian, you will just suck at it...and who wants that.

Well it might do something cool like, force interesting character choices, or make you play a character with a couple weaknesses (god forbid). The barbarian with those stats listed above wouldn't be the best there ever was, but it would either force a race choice to bump stats that needed upping or you would play a barb with 8 con. Maybe he is sick, and wants to burn down the kingdom before he dies. Maybe he was cursed by a priest of asmodeus and was forced to commit these crimes in the name of his new lord and this "curse" will be lifted at a later time? Maybe the reason he's a barbarian is because he is fragile, and raging increases it temporarily - he loves melee combat and this is one if the safest ways to do it.

At the end of the day, character > stats and as written above its VERY easy to work it into your character concept will just make your backstory and submission THAT much better.

Also, there are other submissions above that their only positive modifier is their Focus. Even a melee class I think.. So more people than you would realize know these things.


GM here is my stat block

Spoiler:
Gypsum Delonaire
Male Human Alchemist 1
CE Medium Humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Bomb +2 (1d6+4 Fire/x2)
Special Attacks bomb 1d6+4 (7/day) (dc 14)
Alchemist Spells Prepared (CL 1):
1 (2/day) Bomber's Eye, Keen Senses (DC 15)
--------------------
Statistics
--------------------
Str 11, Dex 13, Con 13, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Brew Potion, Deft Hands, Extra Bombs, Throw Anything
Traits Dangerously Curious, Suspicious, High Treason
Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +5, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5, Sense Motive +2, Sleight of Hand +7, Spellcraft +8, Survival +5, Use Magic Device +5; Racial Modifiers alchemy +1
Languages Common
SQ +1 extracts in formula book., mutagen (dc 14)
Other Gear Spellbook, 135 GP
--------------------
Special Abilities
--------------------
+1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Rhanloi's character...

GM - do we add/subtract racial bonuses to ability scores after picking Focus/Foible and random rolls? (I'm picking half-elf...)


Kurgan Grimbeard stealths in..

Click on Alias for crunch.. Ill get a backstory added later..

Oh and my focus was str, foible was cha..


Off work early, yay! Here's my submission. My rolls are several posts up, but to recap, Focus: DEX, Foible: CHA. Racial bonus went into CON. How many traits were we allowed, by the way?

Crunch:
Captain Roger Stephens
Male Human Martial Artist of Many Styles 1
NE Medium Humanoid (human)
Init +6; Perception +7
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Wis)
HP 10 (1d8+1CON+1class)
Fort +3, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Unarmed Strike +3 (1d6+3/x2)
Special Attacks Stunning Fist 1d6+3 (1/day) (DC 13)
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 13, Int 15, Wis 17, Cha 8
Base Atk +0; CMB +3; CMD 20
--------------------
Feats: Crane Style, Crane Wing, Deflect Arrows
--------------------
Traits: Reactionary, Murder
--------------------
Skills: Acrobatics +8, Climb +7, Knowledge(local) +3, Profession(soldier) +7, Sense Motive +7, Stealth +8
--------------------
Languages Common, Elven, Orc

EDIT: Added backstory
The ex-Captain sat in his cell and brooded. They're all so stupid; I shouldn't be here. It's not right. After all, those men deserved to die. That's the only way to stop their thievery. Stealing my moneypouch, the nerve of them. And the magistrate said they didn't do it?!? Mistaken identity?!? How ridiculous. How could he know?

Essentially, he used to be the Talirian Guard's unarmed combat instructor. Then his moneypouch was stolen in the market square. He didn't see who did it, so he started hunting down random street gangs. After the first few murders, the authorities got involved and tracked him down. He's either LE or NE: it takes a couple sessions before I really understand my characters' personalities.


So, looking into the Rakshasa a little more for my character fluff, I realized there was a far cooler character possibility here.

Im now thinking Summoner Synthesist who got caught Consorting with the Dark Powers.

He would be an Asmodeus worshipper who offered his soul in return for power. However instead of taking his soul, Asmodeus (or more likely, the minion that answered his prayer) instead offered him the power for free. While suspicious, the temptation was too much, and he accepted. The power came in the form of a Rakshasa spirit, which was "imprisoned" inside him, but he can manifest it physically. The spirit ofcoure wants out, so constantly tries to make him do something that will get him killed. So the power wasnt all that "free" after all.

The whole idea springs from this little bit from the Rakshasa info block

"Although rakshasas are outsiders, they are also very much creatures of the Material Plane, and many believe the first rakshasas chose this exile over some other role offered them by a long-forgotten god."

For my idea, im thinking that "long-forgotten god" was Asmodeus, and whenever his minions catch one of these traitors, their fate is the one mentioned up top. Would you be fine with such a backstory element?


Stats:
Lanarial
Male Half-Elven Archer 1
NE Medium Humanoid
Init +4; Senses: Low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (1d10+3)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +1; CMB +4; CMD 18
Melee: +4 attack, +3 damage
Ranged: +5(+6 inside 30ft) attack, +4(+5 inside 30ft) damage
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 16, Int 8, Wis 11, Cha 14
Feats: Skill Focus (Stealth): +3 to skill; Stealthy: +2 bonus on all Escape Artist and Stealth skill checks; Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons up to 30 feet
Traits: Anatomist: +1 on all rolls made to confirm critical hits; High Treason: +1 trait bonus to Will saves
Skills: Acrobatics (+4), Appraise (-1), Bluff (+2), Climb* (+7 [1 rank]), Craft* (-1), Diplomacy (+2), Disguise (+2), Escape Artist (+6), Fly (+4), Heal (0), Intimidate* (+2), Perception (+2), Perform (+2), Ride* (+4), Sense Motive (0), Stealth (+5) Survival* (0), and Swim* (+3).
Languages: Common, Elven
Other Gear: None
--------------------
Special Abilities
--------------------
Elven Immunities: Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Story:
I have always been alone. I have always been an outcast. I have always been discarded. I have always waited…until now.

I was conceived from the lust of a “holy” priest of Mitra for my outcast elven mother; I was torn from her body when she could no longer conceal her shame and was stoned by the “righteous” Mitrans for her sinful ways. Yet somehow I survived. Discarded, thrown away, I lived. I was given to the church orphanage, where I was never allowed to forget my sinful mother nor my unworthiness of the food, clothes, and shelter I received. I was beaten, ignored, taunted, and used as slave labor for the Mistress and her staff at the orphanage. I was never allowed to learn what the other children learned. So I learned my own lessons…

I learned to fight. I learned to hide. I learned to disappear and strike from the shadows. At sixteen I killed my first person – a kitchen scullion who was in the wrong place at the wrong time. It felt…liberating. For the first time in my LIFE I was in control. I decided the outcome. I controlled not only my fate, but the fate of someone else. It was glorious. And I knew what I was. Not an outcast – I was the hand of vengeance.

So here I sit in Branderscar, condemned of High Treason for almost killing my ‘father.’ I searched for years to determine who he was, and once found I plotted his death for months. I had the bastard in my sights - perfectly hidden on the roof with my old bow and a specially crafted arrow that would tear his flesh with the tiny barbs I had cut into the head. I aimed; slowed my breathing; drew; and let my pain, my anguish, my hate fly towards his heart. The High Cleric of Mitra. My father. Who lives only because the wind shifted at the wrong time. The breath of god, perhaps.

But this place cannot hold me. It cannot contain my hatred for this man nor those who condoned his actions. I will exact my revenge on every self-righteous son-of-a-b!!$* in this piss-pot city and burn the temples of Mitra to the ground!


JAF0 wrote:

you ban leadership, that's fine... does that mean you ban the allied cohort feat as well?

Correct

Lanarial wrote:
GM - do we add/subtract racial bonuses to ability scores after picking Focus/Foible and random rolls? (I'm picking half-elf...)

You'll set all your stats then add racial modifiers. Thus is is possible to have your highest score be a 20.

Whack-a-Rogue wrote:
How many traits were we allowed, by the way?

2 traits. One of your choice, and one crime.

All pathfinder sources are allowed, no 3PP without approval.

dathom wrote:
Would the Unholy Barrister Archetype be available for use? Details on it can be found at http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/fire-mountai n-games---cleric-archetypes/unholy-barrister

That would be fine, thank you for using links.


I am noticing some feedback that some of you do not prefer the focus and foible. If the "group" prefers it I'm equally fine with a 25 point buy.


In all honestly, thats probably just me. Dont let me dictate how you structure your game.

And since im writing this, ill just take the chance to direct your attention to my prior post and the question I asked, thanks.


Sending the submission for a noble LE fighter accused of High Treason.

Well, I like the random rolls. It limits your min maxing capabilities and spices the character creation process.

Crounchy:

Lord Dymus they used to call me, lord... he laughs hard scaring the mice from the small,cramped cell. Don't be afraid little ones. I mean you no harm, I only want to tell you my story a story of a man that would be dead in three days time.

I was born of noble blood, from my youth I have received education in the arts of war both of how to wield the blade and of how to ride a horse in battle and even how to operate the mighty siege engines. I don't know why the old man had such a passion for those slow constructs but he insisted that his son should always be prepared for battle. He dreamt of an empire that would stretch from the vast sea to the plains of the west.

If only he would have known.The man chuckles petting the mouse on the head. My sire, Markadian V, the none other but the Brave One had other plans. He decided that a path of peace and mediocrity would be what the kingdom wanted.

You see, when a man wishes to become a noble he can either become a merchant first or prove his might and loyalty and become one but what happens when a noble wants to become something more. That my little friend is called High Treason, the highest of the crimes.

You should have been there so you could see the banners flying in the wind, the House of The Silver-Dagger and of noble allies, how I kissed my children on the head promising them that their father would return as a king. My sweet young wife accompanied me in this mission and took care of my health until that dreadful night. He looks deep at the wall a tear falling from his eye. She... she tried to protect me... there were too many, an ambush, a betrayal, she... I will avenge you even if I would have to do it from the afterlife! I, Lord Dymus of the House of Silver-Dagger, Swear it!


Stats:

Name Lord Dymus
Male human fighter
Alignment: evil lawful
Languages: Common, Orc

Atributes:

Str:18(+4)
Dex:17 (+3)
Con:11 (0)(after racial bonus applied)
Int:13 (+1)
Wis:11 (0)
Cha:8 (-1)
Fortitude +2
Reflex +3
Will +2

AC=10+3(dex)=13
Touch AC:13
Flat footed AC:10
HP:11
Base attack: +1
Initiative:+3
Spd:30ft
CM Bonus +5,
CM Defense 18

Weapons
unarmed strike 1d3+4 (+5 att)

Armor
-

Skills:
Acrobatics +3,Appraise +1,Bluff -1, Climb +8, Diplomacy -1,Disguise -1, Escape Artist +3,Heal 0, Fly +3, Intimidate -1, Knowledge (dungeoneering) +5,Knowledge (engineering) +5, Perception +0, Ride +3, Stealth +3, Sense Motive 0,Survival +4, Swim +4
Feats:
Armor weapon proficiency(light/medium/heavy),Simple/Martial Weapon Proficiency(All), Point blank shot,shield proficiency(tower also),cleave,Siege Engineer,Power Attack

Traits:Armor expert

Crime:High Treason

Gear
-


I'm gonna dot for interest. I'm wanting to play a tiefling fiend flayer (the tiefling archetype)/hexcrafter.


Presenting Silas Doran, Summoner (Synthesist)

Background:
Silas looked over his shoulder at the door to his room, a paniced gasp on his lips as the sound of a meaty fist hammering on his front door echoed up the stairs. All around him the sound of soldiers surrounding the house reached him through the walls, the rattling of their weapons and armor raising his fear to new heights.

Again a hammering on the door, harder and more insisting this time.

"In the name of the King and the people of Talingarde, open this door emideatly!"

Silas snapped back to his senses, turning back to the hastily scrawled sigil of Asmodeus on the floor in front of him. Not enough time, not enough time! Oh Lord Asmodeus help me!

More knocking and yelling reached him as he struggled to concentrate on the ritual.

Then everything went silent, the flickering of their torches playing across the window glass the only clue that the men outside were still there.

Then as suddenly as it had settled, the silence was broken by a loud crack as the soldiers forced their way through his front door, the sound of heavy boots and rattling armor heralding their entry into the kitchen.

Emideatly the sound of fighting reached him, as the hellish creature he had hastily summoned to stand guard, shrieked and launched itself at the intruders. A terrible chaos of sound erupted, men yelling, tables and chairs breaking, and above it all the creatures terrible wailing. It lasted only a few seconds, the creatures maddened shrieks abruptly cutting short, followed by a heavy thud as it crashed to the floor. He knew that was what he heard, as he felt the spell dissipate.

"Quickly men, search the house, do not give the diabolist further time to taint the city with his magics!"

Silas slumped down on the floor, realizing it was all too late, as many boots hammered up the stairs to his room. How had it all gone so wrong?

All he had ever wanted was to get what he desired, to have what someone like him rightfully deserved. Just because he wasnt born to the right parents, shouldnt make him any less worthy of wealth and power! But the so-called King and his bootlicking noble lackies didnt think so. But who cared what they thought, their laws were skewed, unjust, designed to keep their wealth and power to themselves. "And they called him evil?!

When he had stumbled upon the old book in his search for the means to his end, he could hardly believe that such a thing was illegal. In his eyes, Lord Asmodeus was a just and fair God, giving as much as he took in the contracts struck with his followers, rewarding those clever enough to manouver the deal in their own favour, punishing those without enough wit to read the fine print. Lord Asmodeus gave every man the chance to decide his own fate.

His own bargain had made him painfully aware of that fact, humbled him as he himself had failed to read the fine print. But he had been so overcome by what had happened, so awestruck that the ritual had worked. The devil had appeared and bargained on behalf of its Lord, just as the texts had said it would, and he had greedily taken the deal without thinking. "Nothing in this world is ever free"

As the devil had finished drawing the sigil of Asmodeus on Silas' forehead, painting with its own blood and his, it had laughed. Confused, he had looked on as it slowly became translucent and started to fade away, its laughter growing louder. As it dissapeared completely, the sigil on his forehead and the one he himself had drawn on the floor, flared and glowed like the red hot embers of a smithy. He had collapsed as the glowing sigil burned. But his scream of pain had been stifled by what happened next.

Out of the still glowing floor sigil, a ghostly shape had risen, its ethereal shape wrapped in chains and stuggling to free itself. it looked human, but its head was that of a lion, its eyes glowing with hatred as Silas stared at it. On its forhead, it too bore Asmodeus' sigil.

Then a maelstrom of swirling magical energy had erupted from Silas' sigil, the vortex starting to dissolve the creatures form, drawing it in like a hungry tornado. Terrified, Silas had tried to move away, but it had been no use. With a roar, the creature got sucked wholly in. As it had ended, the sigil on his head had faded to a barely visible scar, the sigil on the floor imprinted on the wood, sooted as if a brand has been used to do so.

He had been cheated, but even so, Lord Asmodeus had kept his part of their bargain. The power the creature held had been his. He had become more charismatic, better with words. Its spells had been his to command, and even its form was his to take as his own.

And now, here he was, sitting in the office of a house to call his own, holding a position he had lied, schemed and killed to aquire, watching it all crumble to dust.

And all of it because this damnable spirit, this Rakshasa, had fooled him into revealing himself. No, he had struck a bad bargain, and now he was paying the price for his own mistake.

Lord Asmodeus, see me through this, and I shall endeavour to see all of Talingarde crumble in your name.

Behind him, the door to his room was violently knocked out of its frame, heavy boots thumping against the floorboards as the soldiers rushed him.

Pain flared across the back of his skull as a blunt object found its mark.

This I...solemnly...swear he mumbled, as darkness took him.

CRUNCH FOR HUMAN FORM:

Male Human Summon (Synthesist) 1

LE Medium Humanoid (Human)

Init: +1

Senses: Perception +0

Languages: Common, Draconic, Dwarven, Elven, Infernal

--------------------
Defense
--------------------

AC: 11, Touch: 11, Flat-footed: 10 (+1 dex)

HP: 10 (1d8, +2 Con, +0 Favoured Class)

Fort: (0) +2, Ref: (0) +1, Will: (2) +2

--------------------
Offense
--------------------

Speed: 30 ft.

Unarmed Strike -1 (1d3 -1)

lvl 0 spells DC: 14

lvl 1 spells DC: 15

--------------------
Statistics
--------------------

Str: 8, Dex: 12, Con: 14, Int: 15, Wis: 11, Cha: 18

BAB: +0; CMB: -1; CMD: 10

--------------------
Feats
--------------------

- Cosmopolitan (Learn two languages, Bluff and Disguise are class skills)

- Skill Focus (Disguise)

--------------------
Traits
--------------------

- Consorting with the Dark Powers (+1 Knowledge(Arcana) and Knowledge(Planes))

- Suspicious (+1 Sense Motive, always a class skill)

----------------------------
Skills (5 ranks, 1 Favoured)
----------------------------

- Bluff[1]: +8

- Disguise[1]: +11

- Knowledge (Arcana)[1]: +7

- Knowledge (Planes)[1]: +7

- Perception[0]: +0

- Sense Motive[1]: +5

- Spellcraft[1]: +8

- Stealth[0]: +1

--------------------
Racial Abilities
--------------------

- Focused Study (Gain Skill Focus at level 1, 8 and 16)

- Skilled (+1skill rank pr level)

--------------------
Special Abilities
--------------------

- Cantrips

- Fused Eidolon

- Fused Link

- Summon Monster 1 (7/day)

--------------------
Spells
--------------------

LEVEL 0 [Unlimited]:

- Detect Magic

- Light

- Mage Hand

- Message

LEVEL 1 [2 / Day]:

- Mage Armor

- Rejuvinate Eidolon

--------------------
Equipment
--------------------

- Nothing

0 Lb Total (Light load = 33)

Wealth: 0 Gold, 0 Silver, 0 Copper

CRUNCH FOR EIDOLON FORM:

LE Medium Humanoid (Human) or Outsider, whichever is worse.

Init: +1

Senses: Darkvision (60 ft)Perception +0

Languages: Common, Draconic, Dwarven, Elven, Infernal

--------------------
Defense
--------------------

AC: 15, Touch: 11, Flat-footed: 14 (+1 dex, +4 Natural Armor)

HP: 9 (1d8, +1 Con, +0 Favoured Class) + 11 Temporary (1d10 + 1 Con)

Fort: (0) +1, Ref: (0) +1, Will: (2) +2

--------------------
Offense
--------------------

Speed: 30 ft

Bite +4 (1d6 +3)

Claw +4 (1d4 +3)

lvl 0 spells DC: 14

lvl 1 spells DC: 15

--------------------
Statistics
--------------------

Str: 16, Dex: 12, Con: 13, Int: 15, Wis: 11, Cha: 18

BAB: +1; CMB: 4; CMD: 15

--------------------
Feats
--------------------

- Cosmopolitan (Learn two languages, Bluff and Disguise are class skills)

- Skill Focus (Disguise)

--------------------
Traits
--------------------

- Consorting with the Dark Powers (+1 Knowledge(Arcana) and Knowledge(Planes))

- Suspicious (+1 Sense Motive, always a class skill)

----------------------------
Skills (5 ranks, 1 Favoured)
----------------------------

- Bluff[1]: +8

- Disguise[1]: +11

- Knowledge (Arcana)[1]: +7

- Knowledge (Planes)[1]: +7

- Perception[0]: +0

- Sense Motive[1]: +5

- Spellcraft[1]: +8

- Stealth[0]: +9

--------------------
Racial Abilities
--------------------

- Darkvision (60 ft)

- Focused Study (Gain Skill Focus at level 1, 8 and 16)

- Skilled (+1skill rank pr level)

--------------------
Special Abilities
--------------------

- Cantrips

- Fused Eidolon

- Fused Link

--------------------
Spells
--------------------

LEVEL 0 [Unlimited]:

- Detect Magic

- Light

- Mage Hand

- Message

LEVEL 1 [2 / Day]:

- Mage Armor

- Rejuvinate Eidolon

--------------------
Equipment
--------------------

- Nothing

0 Lb Total (Light load = 33)

Wealth: 0 Gold, 0 Silver, 0 Copper

I plan to dip 1 level of Ranger at level 2, grabbing 2 more levels of ranger at intervals (probably another at level 7)


Ok, so for my tiefling fiend flayer/hexcrafter, I've chosen Intelligence as his focus and Wisdom as his foible. He got caught because of his over eager nature, which leads him (like this time) into bad situations. He was convicted of Grave Robbery, as he was using it as a bargaining tool for services, specifically so he could contact his "father" and further "his" goals. Fortunately for the tiefling, the real reason was never brought forward, never discovered. The secret is safe for now.

So, rolling...

Strength 1d10 + 7 ⇒ (7) + 7 = 14
Dexterity 1d10 + 7 ⇒ (2) + 7 = 9
Constitution 1d10 + 7 ⇒ (9) + 7 = 16
Charisma 1d10 + 7 ⇒ (4) + 7 = 11

Dark Archive

I'd be interested in an angel-kin aasimar oracle of flame, focus Charisma, with Wisdom as foible.

Rolling...
Strength 1d10 + 7 ⇒ (8) + 7 = 15
Dexterity 1d10 + 7 ⇒ (7) + 7 = 14
Constitution 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence 1d10 + 7 ⇒ (9) + 7 = 16
Wisdom 8
Charisma 18

Interesting. Crunch and fluff to come.

Liberty's Edge

Focus: Dexterity- 18
Foible: Constution- 8

Strength: 1d10 + 7 ⇒ (9) + 7 = 16
Intelligence: 1d10 + 7 ⇒ (2) + 7 = 9
Wisdom: 1d10 + 7 ⇒ (5) + 7 = 12
Charisma: 1d10 + 7 ⇒ (4) + 7 = 11

Crunch:

Logan Drake
Male Human Rogue 1st level
LE Medium Humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d8-1+1 (FC)+3)
Fort 0, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Hand +3 1d3+3 non-lethal crit 20/x2
--------------------
Statistics
--------------------
Str 16(+3), Dex 18(+4), Con 8(-1), Int 11(0), Wis 12(+1), Cha 11(0)
Base Atk +0; CMB +3; CMD 17
Feats: Toughness, Weapon Finesse
Traits: Dueling Unto Death, Fencer
Skills (9): Acrobatics:+8, Appraise:+4, Climb:+7, Disable Device:+8,
Escape Artist:+8, Perception:+5, Sense Motive:+5, Sleight of Hand:+8, Stealth:+8
Languages: Common
--------------------
Special Abilities: Trapfinding, Sneak Attack +1d6
--------------------
Crime is Dueling unto Death.

Fluff:
Logan fancied himself a gentleman's gentleman until the day he caught a man making time with the woman he was interested in, even if she was luke warm in her return affection. Challenging the man to a duel was easy. Blooding the man easier yet...The man said he yielded, but one look in the eyes of the young lady and Logan realized he would not have her, so he decided right there in self righteous determination, that she would not either. He continued to press his advantage until the man lay dead at his feet. When the guard caught up to him, ge sneered at them and became boisterous. They beat him within an inch of his life permanently injuring him. Something was just right internally. He becomes sick easily now, and does not have the stamina he once had....The long weeks, months in a prison cell has found him planning all sorts of ways to escape his sentence....none able to occur...yet.


Super interested, halfling bard

Str 1d10 + 7 ⇒ (10) + 7 = 17
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (4) + 7 = 11
Int 1d10 + 7 ⇒ (5) + 7 = 12
Wis 8
Cha 18


Here's Kohrath, the delusional, but committed, oracle of flame. He's probably in for arson, rather than murder (would the authorities care that much about a dead prostitute?), and might pick up a level or two or antipaladin later - he needs a big sword to set on fire, not to mention some Unholy Resilience to back up those saving throws ...

Also, with Scion of Humanity he looks almost entirely human. I figure he goes for a more stylized, angel of vengeance look when using his alter self spell-like ability.

RPG Superstar 2015 Top 16

dotting for interest, and how long will you be accepting applications for?


Crunchy Bits Inside:

Baru Andrezi
Male Tiefling Magus (Fiend Flayer/Hexcrafter) 1st level
LE Medium Outsider (Native)
Init +0; Senses: Darkvision 60ft; Perception +0
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Defense
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AC 11 (+1 Natural Armor), touch 10, flat-footed 11 (+0 Dex)
hp 11 (1d8+3)
Fort +5, Ref +0, Will +1
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Offense
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Speed 30 ft.
Hand +0 1d3+2 non-lethal crit 20/x2
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Statistics
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Str 14(+2), Dex 11(+0), Con 16(+3), Int 20(+5), Wis 8(-1), Cha 9(-1)
Base Atk +0; CMB +2; CMD 12
Feats: Rime Spell
Traits: Grave Robbery, Magical Lineage (Frostbite)
Skills (7): Appraise:+5(0), Climb:+2(0), Diplomacy:-1(0), Disguise -1(0)
Escape Artist:+0(0), Fly:+6(1), Heal:-1(0), Intimidate:-1(0), Knowledge (Arcana):+9(1), Knowledge (Dungeoneering):+9(1), Knowledge (Planes):+9(1), Perception:+0(1), Sense Motive:-1(0), Stealth:+0(0), Survival:-1(0), Swim:+2(0); Use Magic Items:+3(1)
Languages: Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc
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Special Abilities: Arcane Pool (6), Cantrips, Fnfernal Mortification, Spell-Combat.
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Racial Abilities: Scaled Skin (Cold Resistance 5, +1 Natural Armor), Vestigal Wings (+5 to Fly), Sp: Darkness, 1/day (CL 1), Darkvision 60 ft, Prehensile Tail
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Spells Per Day:
Cantrips: 3
Level 1: 3
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Favored Class Bonus: 1/4 point of arcane pool.
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Crime is Dueling unto Death.

Squeaky Bits Inside:

Baru was a man who was born with a true chip on his shoulders. Always a bit distant from his peers growing up, he was an extremely intelligent man. His bestial appearance forced his mother to move constantly, for fear that either the negative elements of the world or the more righteous government would find out about her child and try to destroy it. Baru still finds frequent travel odd, to this day.

Baru's life was plagued by many things, not the least of which was his heritage, which anyone with the right knowledge could see was kyton influenced. For everyone else, he was simply a freak. Although he does not speak of his past, any tiefling would know his pain. His skill with the magic in his blood is greatly surpassed, though, by his skill in magic. He has learned the ways to turn his magic into foul words against others and trans-formative for himself.

Unfortunately, for this seasoned man, his study of many things dark and unspoken came at a price. While trying to seal a mundane bargain (in which he would gain the services of someone sworn to get him in contact with his "father"), he was forced into "material gathering." What was this, you ask? Simply two words: grave digging. Well, when you're an individual like himself, more devil-like than human, digging in a graveyard does not go without getting noticed.

Whether by the grace of the gods, the devils, his "father", or some combination in between, no amount of torture has broken the true purpose from his lips. As with all things dark and twisty, it was not without cost: two fingers from his left hand.

Will he escape? Without a doubt? Whether it is by his own death, another's intervention, or his own hubris...well, we shall see.

Here Is Baru!!!


Super interested, human unarmed fighter

Background:

Spoiler:

David is a gutter rat. He was born on the street, and his deadbeat patents were more concerned about their next fix then providing food. As such, David either bullied to get what he wanted or took it by force with his fists. His frame was average, nothing special, as such he was never a big hit with the woman.

David was rejected countless times, but one in particular hit worse then the rest. She was a particular beauty, dark hair and VERY attractive. This rejection was the worst, because she played him. She convinced him that he would remember her after that night. But she laughed at him, when he made a pass at her. This laughter and mocking caused David to get pissed off, and he beat her right there in the bar to within an inch of her life.

Usually a beating such as this would not land a man in Brandescar. This was just no woman, this was the daughter of a very powerful merchant, William Brafshaw. He was an export and import merchant of anything and everything. William was a powerful merchant due to who he knew. He told the judge to throw the book at David and that was what happened. David was sent to Brandescar on the charge of attempted murder. This is where he awaits to be beheaded, unless a miracle happens and he the first ever to escape from Brandescar.

check my previous stat post...I copied and pasted by accident everything which caused my wonky stats. Otherwise my previous post stands hopefully cause I had the backstory done to suit lol


Gilthanis wrote:

Super interested, human unarmed fighter

Str 1d10 + 7 ⇒ (2) + 7 = 9 +2=19

Im no mathmatician, but this doesnt seem to add up -.-


Anthony Krast wrote:
Gilthanis wrote:

Super interested, human unarmed fighter

Str 1d10 + 7 ⇒ (2) + 7 = 9 +2=19

Im no mathmatician, but this doesnt seem to add up -.-

Look 5 posts above for my original rolls, I accidentally copy and pasted the "dice" rolls which then re-rolled my stats. I am going with the first rolls, it's only fair :)

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