GM Phntm888's Way of the Wicked Campaign (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Image Reference
The Pact of Thorns
Balentyne Exterior
Balentyne Map
Aldencross
Lord's Dalliance Inn

VP:

Loot


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Would cleric of Ardad Lili be acceptable, given her portfolio?

Dark Archive

I'm definitely gonna work heavily on her Backstory.

Should be up as soon as Paizo quits having issues.


GM Phntm888 wrote:

@Zektolna: No problem. Looking forward to the character.

@Kayne: No worries on the skills, I'd just like a final consolidated post by the end of recruitment.

** spoiler omitted **

EDIT:

@Sapiens: I need you to link me source material for the characters, not just stat blocks. If they are on d20psrd.com or their own sight, provide me a link please.

** spoiler omitted **

GM:
I assume that the "-1 skill points per HD" would only apply to Spheres that actually grant skills? Only a handful actually do so. Alchemy, Athletics, Scoundrel, Trap, Warleader, Beast mastery, maybe one or two others I'm missing. The reason that these particular spheres do this is that their base ability isn't generally as significant as those from other spheres. As an example, the athletics base ability, if you choose Run as your movement type, is the run feat. If you choose climb, I believe you keep your Dex bonus to AC when climbing. Things like that. Personally, I don't care one way or the other; Even before those skill ranks, I'm sitting somewhere around 15-16 skill points per level or so.

@Tavarokk: Yes, Ardad Lili would be acceptable.

Joseph Stoltz & Sapiens:

If not every Sphere gives free skill ranks, then Option 1 would just apply to the Spheres that grant Skill ranks.

Option 2 is likely the easier option, but I want to hear what Sapiens thinks.


GM:
Another potential option, which is actually detailed in the information I sent you earlier today, would be to allow Martial Traditions to be taken by other people. Essentially, you give up proficiencies in armor heavier than light, shields other than bucklers, and weapons other than simple, for a grouping of talents around a thematic choice. I've actually used this in a game or two of my own while playtesting. Martial traditions generally grant thematic proficiencies and a neat ability or two, and in my opinion, really help to diversify non-"full caster" character options without bringing anything super complicated to the mix.

Not trying to undermine the options you've laid out, of course, just trying to provide a potential avenue that you may not have considered.


Aviaun Koski:

I think you accidentally applied the wrong stat adjustments for Vetala-Born.

Vetala-Born (Ajibachana)
Source Blood of the Night pg. 21
With skin like faded brass, ajibachanas reveal their undead taint through their unnatural agility and childlike trains of thought.

Ancestry Vetala
Ability Modifiers +2 Dex, +2 Wis, –2 Int
Alternate Skill Modifiers Escape Artist, Use Magic Device
Alternate Spell-Like Ability Ajibachanas gain comprehend languages as a spell-like ability.
Alternate Weakness Ajibachanas take a –1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.

Your Point Buy looks like it might be off because of that. Did you mean to use Jiang-Shi Born?

Jiang-Shi Born (Ru-Shi)
Source Blood of the Night pg. 20
Ru-shis possess an unsettling, graceless bearing, as well as a fierce determination to accomplish their mysterious goals.

Ancestry Jiang-shi
Ability Modifiers +2 Dex, +2 Int, –2 Wis
Alternate Skill Modifiers Acrobatics, Knowledge (engineering)
Alternate Spell-Like Ability Ru-shis gain erase as a spell-like ability.
Alternate Weakness Ru-shis take a –1 penalty on saves against sonic effects and spells.


@Phntm888 I hadn’t double checked everything but I will make sure to look over everything you said.

Trait is sorted now, and I will see why I’m getting to many skills.

I’m happy to just not have anything memorize/prepared so however you rule it i’ll be happy.

Back sorry is in, it’s 99% done I may change/polish it a it before the deadline.

Thanks for the feed back.


Bastian Kray wrote:

Probably gonna go with Sorcerer or Summoner for VMC.

Does the Sorcerer get their bloodline arcana at level 1?

I might have put that in after submitting, not sure, but Background skills are Appraise and Craft(Alchemy)

Totally spaced on the Familiar/pet bit in recruitment, lol. This should be interesting.

EDIT: Just went over the other spoilers because im nosy and for some reason enjoy reading the character creation back and forth between player and DM. One of them you mention 2 background skills, but then also "2 extra"? Did I miss that as well?

My own "Woops" here, I missed this. Yes, you do need the 2 Background Skills as well. The Sorcerer VMC does not gain the bloodline arcana at level 1.

Make sure you update the backstory and stat block with the fixes.

Grand Lodge

GM Phntm888 wrote:

@Zektolna: No problem. Looking forward to the character.

@Kayne: No worries on the skills, I'd just like a final consolidated post by the end of recruitment.

** spoiler omitted **

Yeah my fault there, I'll make sure to do full write up when I finalize my submission. I also blame hero lab to a small degree, but this isn't the first time its cause a hiccup or two with my characters. Thats why I'm trying to get in the habit of double checking source... It actually become a house rule in my games... no reliable source can't use it.

And I agree your not a difficult Gm, but you are an evil one. You are making most of us wait a week before your final selection.... PUUUURRRREEEEE......EEEEVVVVVIIIILLLL!!!!!!


Aeron Carden:

Looks like you still need to list another trait - I still only see two.

I'm not a fan of the vampire coven backstory - the Mitran Inquisition is very thorough, and such a large grouping would attract their attention - if only because of the number of dead. Most vampires don't make it that long.

If you want to stick with the coven, I'd like your arrest to be because the coven was found out and exterminated. It's a much better fit for the lore of Talingarde.

Make sure you get everything updated by the time submission closes.

Joseph Stoltz:

Spheres of Power/Might has a dedicated following, but outside of that most people don't really understand how it works. I think giving everyone the option of Martial Traditions might add a layer of complication I don't need, just based on how many people have struggled with the VMC.


Kayne Rhal wrote:
And I agree your not a difficult Gm, but you are an evil one. You are making most of us wait a week before your final selection.... PUUUURRRREEEEE......EEEEVVVVVIIIILLLL!!!!!!

I, for one, see nothing wrong whatsoever with this *just ran into this thread an hour and a half ago*


GM Phntm888 wrote:

** spoiler omitted **

** spoiler omitted **

GM:
I hadn't thought of it that way. That is certainly fair.
Grand Lodge

Tavarokk wrote:
Kayne Rhal wrote:
And I agree your not a difficult Gm, but you are an evil one. You are making most of us wait a week before your final selection.... PUUUURRRREEEEE......EEEEVVVVVIIIILLLL!!!!!!
I, for one, see nothing wrong whatsoever with this *just ran into this thread an hour and a half ago*

Ok I'll go with PPUURREE...EEVVIILL...LITE...

see less letter makes it true.


GM Phntm888:

Good question about the familiar. Simplest thing perhaps is that she hasn't been granted it yet; assuming she escapes prison, it can be waiting for her as a reward.

As for the bitten, if her memory comes back then yes she will most likely be aware; if not, then it will come as a surprise to her as well as her companions :-)


Hmm. Rather hoped to find a charisma-based divine caster, but nothing suitable exists as far as I can tell, so cleric it is. On the upside, there is a pretty suitable archetype for it.

@GM Phntm888, would it be possible for a Hidden Priest cleric to pretend to be something else entirely, maybe even a simple civillian who knows a few cantrips?

Furthermore, would it be possible to use a snake tattoo as an impromptu holy symbol as per False Arcanist (Ex)?

Grand Lodge

Tavarokk wrote:

Hmm. Rather hoped to find a charisma-based divine caster, but nothing suitable exists as far as I can tell, so cleric it is. On the upside, there is a pretty suitable archetype for it.

@GM Phntm888, would it be possible for a Hidden Priest cleric to pretend to be something else entirely, maybe even a simple civillian who knows a few cantrips?

Furthermore, would it be possible to use a snake tattoo as an impromptu holy symbol as per False Arcanist (Ex)?

There is the trait birthmark, it can act as a DF for divine casters.


Kayne Rhal wrote:
There is the trait birthmark, it can act as a DF for divine casters.

That one requires a specific kind of background to make sense, which I don't want.

Liberty's Edge

GM:
I'm fine with losing ranks if you think it would be too strong. It is a large amount of skill ranks, after all. I can't link Spheres of Might material as it's not online yet (except the playtest) but I can easily link all that's needed about Spheres of Power.

Main Page of the SRD
Guide to the system
Margarice's class
Margarice's archetype
Her Spheres: Death and Destruction

I believe that Margarice would be a better fit for the campaign, so I'd rather she were allowed. She's effectively a wizard/psychic (I made my own custom Casting Tradition but I can change it if needed) that can channel energy, reanimate corpses for a short time and use fire or negative energy blasts. Spheres of Power is very "sorcerous" or even "warlocky" in that spheres limit flexibility in exchange for durability (like a 3.5 warlock).
And if you'd like, I can have a background for her ASAP.


There also is the Holy Symbol Tattoo for 100gp. But we have no money.


@Kayne Rahl: Recruitment closes on October 31. I’m making you wait TWO weeks.

@Tavarokk: Is Oracle not going to work for a Charisma-based divine caster?

Re: Hidden Priest: Yes, however, it will not function as such until your character has received magical healing because it was defaced in some way. I made this same ruling re: The Birthmark trait.

@Rigel: then she doesn’t have the familiar yet.

@Sapiens: Thank you. I’ll review and get back to you.


Dotting

My last character for this was a Tiefling Bard who had the goal of becoming epithet the new Queen of Talinguard or one of the Queens of Hell.

The campaign died before or right after we escaped though, and I found the other characters to be boring evil.

If I can find her, I'll see if she is luckily enough to ve chosen again, though I am curious about VMC


@ GM - is there anything else that you need from me? Since we still have time, I'd like to make sure that I've covered all of my bases.

@ Tavarokk - how about the Feyspeaker druid?


Oh wow, very neat. I'm not going to be changing my concept any time soon, but if I make it in, and it ever makes sense for Lucian Petrescu to dabble in the occult/casting, I may run some of the new Scholar knacks from the gish book Archetype playtest past you.

In the meantime, however, I should have some time Thursday to get things more put together. I've got most of what I need put together in a text file.

I feel like the machinations of Norgorber are nebulous enough that it would be reasonable for an Asmodean contract to not be an issue insofar as a campaign is concerned, especially since norgorber's followers are segregated as they are. Blackfingers shouldn't have much, if any, issue with such a thing, but let me know if I'm mistaken, by all means. :)


GM Phntm888, Here's Fighting Chicken's submission, the Chellish archaeologist Tatienne Talbot. Please let me know if you have any questions, and thank you for your consideration.


My submission. I'll work on the layout of the stat block as we get closer to selection for now I just wanted to get it done.

Amalrus Almuric – Crunch:

Human

Alignment NE

Deity – Asmodeus

Linguistics – Common, Abyssal, Draconic, Elven, Ignan

VP = 1/1

HP = 12 (1d6+2+1+3)

AC = 11

Ini +1

BaB 0

Melee Attack – 1

Ranged Attack +1

CMB – -1
CMD – 11

F – +2
R – +1
W – +2

(+1 All Saves vs. Divine Magic)

Strength 8
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 10
Charisma 16

Exploiter Wizard 1
VMC Sorcerer Rakshasa Bloodline

Skills: 2+INT (4)+1+2 (Bonus)

Bluff +8 (1 Rank)
Disguise +4 (1 Rank)
Fly
Knowledge (arcana) +8 (1 Rank)
Knowledge (dungeoneering)
Knowledge (local) +8 (1 Rank)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion) +8 (1 Rank)
Perception +1 (1 Rank)
Spellcraft +8 (1 Rank)
Stealth +6 (1 Rank)
Survival 0
Swim 0 (1 Rank)

Background Skills: (2)

Appraise
Craft (Jewelry – Amulets, Brooches, Holy Symbols, etc.) +8 (1 Rank)
Handle Animal
Knowledge Engineering
Knowledge Geography
Knowledge History
Knowledge Nobility +8 (1 Rank)
Linguistics
Sleight of Hand

Traits:
Desecration +1 All Saves vs. Divine Magic
Fast Talker +1 Bluff & Class Skill
Silent Hunter +1 Stealth & Class Skill

Feats:
Combat Casting
Toughness
Scribe Scroll

Level 3 – Improved Initiative
Level 5 – Augment Summoning
Level 7 – Extend Spell or Defensive Combat Training?
Level 9 – Quicken Spell
Wizard Feat 5 – Craft Wondrous Item
Wizard Feat 10 – Arcane Discoveries – Time Stutter

Arcane Exploit: Face Thief
5th – Counterspell
9th – Spell Resistance[/ooc ]
[ooc]13th – Arcane Shield

17th Energy Shield or Unfettered

Arcane Reservoir 3/4

VMC - Rakshasa Bloodline

Concentration +9

Spellbook – All 0th
Level 1 – (7) Protection from Good, Grease, Summon Monster I, Charm Person, Magic Missile, Shadow Trap, Cause Fear
Spells Per Day – 0th – 3
Level 1 – 2

Gear: He ain’t got s++%!

Amalrus Almuric – Background and Appearance:

Age 35. Height 6’2”. Weight 175 lb.

Appearance. Despite the fact that he is no spring chicken, Amalrus looks young and his hair still retains the sleek darkness it always has had. His looks and Charisma have, well had, taken him so very far in life. Usually he is well dressed though these days tattered prison rags are all he wears. His grey/green eyes DO bring out the best in the drab clothing though, well, at least he’ll die young and leave a good looking corpse! Always thin, he’s become almost gaunt with the lack of food, good food, fed since being apprehended.

The intent of the character is to become a Lich.

Background. Amalrus grew up in a family that was around but never actually had, wealth. Devout Mitrans’ his mother and father were happy to serve the members of Merchant Houses of the Heartlands traveling about making fine jewelry for those who could afford it. Still, with several children, the money never went very far. Amalrus was the baby of the family.

As he got older so did his parents and they were able to travel less and less. Still, having moved about so much his knowledge of the ins and outs of the Kingdom were considerable. His siblings grew older and moved out and away to various places in the Heartlands. His parents, tired but finally somewhat well of, moved to Ghastenhall that Amalrus might pursue a trade much more lucrative than that of the traveling jeweler, Master of the Arcane.

Charismatic and Brilliant, Amalrus excelled at University. There he focused on the Arcane Arts in the service of course to Mitra. That is until he met Celeste. A fellow Acolyte, she was from an influential Noble Family in Daveryn. Amalrus was smitten in a way he had never been before. Celeste used Amalrus’ obvious lust to deliver him to her secret Lord Asmodeus. Soon enough Amalrus was not only in love with Celeste but with her Master who seemed to be so much more and yet so much less than what the Mitrans portrayed him to be.

A life of leisure and comfort were Amalrus’ for the taking, the Mitrans puritan teachings began to grate of the young man who longed for the freedom that Asmodean teachings and beliefs could provide.

Soon enough, his schooling was over and Amalrus was ready to defend the Realm from those who would seek to do it harm, or so he pledged anyway. Of course he lied, before leaving University, he pilfered scrolls of forbidden art and made his way to the Borderlands. The place where the Mitrans were the most complacent.

There he used his Charisma and powers, especially his unique powers to change his appearance, to begin to grow a small cell of Asmodean followers. His family upbringing served him well as he was able to fashion several Holy Symbols of Asmodeus, many that could be shifted to resemble those of Mitra! Though not a proper Cleric, he knew that providing such items to followers could spark the divine in one of his own flock. As the years went by his numbers grew modestly and his powers were held back by the lack of Wizards besides himself in the Borderlands.

He was still “young” but getting no younger, Amalrus decided to take drastic action. He would use those scrolls he had stolen several years ago to summon a minions dedicated to his Dark Lord. In exchange for loyalty, he would have power, even if it meant selling a piece of his soul to get it. With little to go on quite “how” to do so, after all, Asmodean chapbooks were in short supply!, Amalrus decided that he needed to do something to gain the attention of one of Asmodeus’ netherworld creatures.

Two months ago, with his cell of cultists, those remaining serious about that afar and not using it as an excuse for an orgy, traveled with Amelrus in the dead of night to one of the local Churches in the Borderland. There they took the priest and his altar boys unawares. The boys were gutted but the priest was the ingredient he really needed. Upon Mitra’s own altar did the cult sacrifice the old priest, bathing the altar in his blood, the pearly white became crimson red. Just as the man was going to his God, Amalrus cast the summoning. One he should never have tried.

Something came alright, something fiery alright, an Asmodeans’ damned Angel! It glared and slayed and glared and slayed the entirety of the cell. Amalrus tried to flee but the thing captured him at the doors just as the sun was rising knocking him unconscious to, “pay for your sins black hearted mortal” was the last thing Amalrus remembered hearing.

He woke next in prison. His family ashamed of what he did having turned their back upon him, he used the remaining amount of his personal wealth to locate Celeste to aid him but she could not be found. Still, he would not cower or show fear to these Mitrans! In his “trial” such as it was, Amalrus remained defiant, insisting that the altar looked much better blood red than pearl white. He did manage to convince the Magistrate that he did not kill the priest, just directed the use of his Blood to Desecrate the Church. For all the good that did! The damn sentence was death regardless.

Now Amalrus waits in Brandescar, lamenting what could have been and beginning to realize that his life would soon be over, with Mortality staring him in the face, Amalrus is almost ready to crack, almost. He prays to Asmodeus three times a day, asking for “divine” intervention”. So far little has come of his pleas…


GM Phntm888:
Regarding Weapon Focus, I was not sure how the feat tax rule about the Weapon Focus feat would interact with the Weapon Master's chosen weapon feature and the fact that the class' abilities work only with that weapon type. Not to mention that even the Advanced Weapon Training feat only works with the Weapon Master's selected weapon rather than with the entire weapon group as is the norm for this feat. So, I thought to err on the side of caution, since it made sense to me that the specificity of the Weapon Master would kinda sorta overwrite the general feat tax house rule in this case (the Weapon Master is basically by default more or less required to invest heavily in a single weapon). Still, I am fine either way if you prefer Weapon Focus to apply to the whole Heavy Blades weapon group (though I find I like the idea that even though he can use other weapons just fine, he is more focused on mastery of the almost archetypical sword).

I ended up moving some things around and changing my trait selection to Influence (Sense Motive) and Soaring Sprinter, so that should be taken care of. The former is due to his station as an elven noble (even if it is now a thing of the past). The latter is due to a youth of being a bit of a free spirit (probably owing in no small part to the bit of fey blood in him), before some of that character trait of his was tempered by his father's training in the ways of the sword.

I went with Dueling unto Death. As to with whom the duel was, well... it was against his father, who also happened to be the one who trained him in the ways of the sword, and it took place after his being bitten and shunned when the two of them met in Talingarde where Raven had found himself after leaving his homeland.

I am quite fine with not knowing who it is. I rather like the mystery and the freedom it gives you to concoct nefarious plans. Besides, with all the Bitten character submissions -hardly a surprise- it may even help in general to maybe reveal a connection between them in the course of the game, if or when more than one get accepted into the PbP, regardless of whether I am one of them or not (maybe the sire vampire has developed a palate for fey-blooded individuals, if that also happens to be a common trait).


I went ahead and made an alias, and fixed a bit of the formatting on the statblock.


GM Phntm888 wrote:
@Tavarokk: Is Oracle not going to work for a Charisma-based divine caster?

Knee-jerk reaction is to ignore Oracle altogether due to constraining nature of mystery/curse mechanic (as I strive for all mechanical features to fit the fluff of the character as a rule), but on double-checking I'm actually tempted, as there's a somewhat fitting mystery that I haven't seen before - Intrigue.

Still, what's your stance on customizing mysteries and curses?

GM Phntm888 wrote:
Re: Hidden Priest: Yes, however, it will not function as such until your character has received magical healing because it was defaced in some way. I made this same ruling re: The Birthmark trait.

Well, the difference compared to Birthmark would be that the tattoo is not any sort of recognizable holy symbol and looks decorative (especially to a person who fails to notice that she's a cleric or at least doesn't know her patron deity), but fair enough.

leinathan wrote:
@ Tavarokk - how about the Feyspeaker druid?

That's a nature worshipper type, though, can't be a servant of Ardad Lili.


1 person marked this as a favorite.

@Tavarokk, since the Spheres of Power are allowed, you could consider the Hedgewitch or the Incanter, or maybe the Eliciter, since all are very customizable flavorfully.


Right, forgot about variant magic rules. Might be worth it just to get an opportunity to try them out, since it'd be the first time I'd see those in use.


GM Phntm888:

Sounds good, don't think the familiar will be much use in a prison break anyway.

Some more thoughts on vampires

Vampires - and most evil things - are probably largely unknown in Talingarde; any books describing them were most likely caught up in the purges and burned, meaning that Rigel has genuinely no idea what has happened to her.

Obviously something (a kind of Talirean Inquisition?) keeps track of these sorts of things but doesn't like them being public knowledge. The Inquisition would know that Rigel's been bitten, but since she's due to be burned shortly, they probably didn't see any point in creating a public fuss/panic when the problem will go away very soon. They're probably more concerned with finding the vampire who bit her.

Obviously, when/if she escapes, that decision starts to look questionable...

Hope that is some useful ideas.


*spent a couple hours reading up on Spheres*

An interesting system. Granted, limiting rituals and casting traditions restrains it's potential somewhat, but I reckon it'd have been much harder to balance otherwise.


Greetings fellow prisoners, I'm prisoner 37153 otherwise known as Wraith. I find myself here after being caught by those bloody Mitrian Knights. That particularly over righteous Lord Something or other personally led his squad to get me... He made the list...

So what brings you to this prisoner convoy?

Kayne here, everything should be up to date in the profile page.


Good day to all. Let's see about answering some questions, shall we?

@TheoreticallyYours: Welcome to recruitment. I'm looking forward to the submission. Feel free to ask any questions you have about the VMC.

@leinathan: I think you're all finished up. I'll go over things again and let you know.

F. Castor:

I assumed Weapon Focus was your level 1 bonus feat, which would apply to all Heavy Blades due to feat tax rules.

For the Weapon Master abilities, we'll limit those to just the Chosen Weapon (longsword), but feats that aren't given by the archetype still apply to the whole weapon group. Gives you at least a little more versatility should you be without your chosen weapon.

Looking forward to the final stat block and backstory.

@Tavarokk: Spheres of Power has not quite been fully approved yet - I still have to look over the material and make sure I'm okay with it. That ruling will come later today.

@Rigel: All that is useful, thank you.

I will review character submissions next.


Joseph Soltz wrote:

I feel like the machinations of Norgorber are nebulous enough that it would be reasonable for an Asmodean contract to not be an issue insofar as a campaign is concerned, especially since norgorber's followers are segregated as they are. Blackfingers shouldn't have much, if any, issue with such a thing, but let me know if I'm mistaken, by all means. :)

Just making sure this is seen. Like I said, I don't think it'll be an issue, but I'd rather be safe than sorry.


GM Phntm888 wrote:
@Tavarokk: Spheres of Power has not quite been fully approved yet - I still have to look over the material and make sure I'm okay with it. That ruling will come later today.

And the previous question?

Tavarokk wrote:


Still, what's your stance on customizing mysteries and curses?

That one is much more relevant.

As for Spheres, having looked at them closer, I'm uncertain it'd be a good idea. That's an interesting system, sure, but implementing it into a campaign meant for normal spellcasting will be somewhat challneging. Just on top of my head, line of sight short range teleport at will and concentration-duration invisibility at lvl one screw up the first chapter pretty significantly.

That's even before taking into account various instances of customization and refluffing during character building and somehow balancing the whole thing alongside the normal spellcasting.

Now a standalone game under those rules, that would've been grand.


GM, was there anything else you needed from me to be considered complete?


Tatienne Talbot:

Point Buy looks good. In the Crunch spoiler you listed Dex as 12 as opposed to 13, so you may want to tidy that up.

Please note that you are not in possession of any implements to start the game. You may be able to find some, but you currently do not possess any.

We're going with Taldane as the Common for Talingarde, since I don't feel like giving Talingarde its own Common tongue, so choose another language in place of Taldane. Speaking of, you should have 5 languages (4 Int + 1 Linguistics) in addition to Common, so please pick another.

Backstory is good.

EDIT:

@Tavarokk: Customize how? I'm not necessarily averse, but I think I'll need more information before deciding.

@Seth86: I need your Crunch and Backstory combined into a single post. Otherwise, you're good to go.


Amalrus Almuric:

Crunch looks mostly good, although you don't have a spellbook, so I'd ask you to drop it from the stat block.

Like the backstory - very well thought out. Looks good.


GM Phntm888 wrote:
@Tavarokk: Customize how? I'm not necessarily averse, but I think I'll need more information before deciding.

I'd tweak the Intrigue mystery, likely swapping a few revelations, write up a derived curse (with the idea that the curse is a side-effect of the mystery, not some arbitrary unrelated ailment) and send the whole thing to you for approval.

It'd be pointless to even start if you said to stick with existing stuff, hence the initial question.


Mic'Mac:

Mic'Mac
Male ratfolk alchemist (plague bringer) 1/witch* (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 153, Pathfinder RPG Bestiary 3 231)
NE Small humanoid (ratfolk)
Hero Points 0
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Ranged bomb +6 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Plague Bringer) Extracts Prepared (CL 1st; concentration +5)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Brew Potion, Precise Shot, Throw Anything
Traits bandit (river kingdoms), consorting with the dark powers (witchcraft), deep cover
Skills Acrobatics +4 (+0 to jump), Craft (alchemy) +10 (+11 to create alchemical items), Disable Device +6, Disguise +2, Heal +5, Knowledge (arcana) +9, Knowledge (nature) +8, Knowledge (planes) +9, Perception +7, Profession (herbalist) +5, Spellcraft +8, Stealth +13, Survival +5; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Aklo, Common, Draconic, Goblin, Undercommon
SQ alchemy (alchemy crafting +1), cheek pouches, hero points, patron (plague[APG]), plague vial
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Plague Vial (DC 14) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
The eventful tale of a rat named Mic’Mac

Our story begins on a bright day sunny day. Birds could be heard, dogs and children playing in the streets. The smell of fresh bread drifted to the warren. It seemed the day would be quite pleasant. And indeed it was. On this quiet and very fortuitous day, a little ratfok was born. He was given the name Mic’Mac, a mix of his mother and father’s names. Yes, he was a proud citizen of their clan.
He was adventurous, cunning, smart, quick, and funny. Yes, all his parents could hope for. His skill with medicine was rather extraordinary. Even at an early age he began helping the clan healers perform magic with their alchemy. Potions and elixirs were quite the hobby of his and he learned the tricks of the trade fairly quickly.
Now, you may ask, how did such a bright and clever little rat end up in a place like brandscar prison? Well my dear reader, that’s because, all that? Is one big lie. You see, people like to hear stories of good people, people who excelled at the things that were expected of them. So I guess you would like to hear the real reason? Even if it’s dark and not what normal people would like to see? Very well
Here follows the true story, a tail full of Woe of a rat named Mic’Mac
The sun beat down on the barren wasteland that they called home. Almost nothing was growing anymore. There was no protection on the surface from the blazing sun in the sky. Their warren all but extinct. Yet, Mic’Mac was born. But his birth was no mere accident, he was to be a sacrifice to the dark gods, in hopes of restoring their once beautiful home.
On the day of his birth, a ritual was deducted and he was offer to any and all who would listen and help them with their plea for rescue. And someone did listen, someone did offer their help. One of the Horsemen, the bringer of death, Apollyon. Disease followed in his wake. He took the little rat as offering, in exchange to remove the plague that befell the land. In reality, it was all his doing, he needed the little rat for something far greater. But so, the curse was lifted and their land began to once again heal
Unfortunately for little Mic’Mac, life was never good. As soon as he could, he was removed from the warren and sent on his way. Outcast, abandoned and hated he fled. Only to arrive in the lands of Talingrad. Hoping to once again find a home, he tried to make a way for himself. Through guidance from an unknown source, the little rat began to learn alchemy, little tricks here and there, and soon he could create strange concoction that he himself did not think he could.
One evening, while he was working on another unknown elixir, a strange figure appeared. It told him exactly what was supposed to happen and how he should create the elixir, it even told him how to quicken said elixir that it will rival any potion he has made so far. But just as his elixir was complete, his abode was invaded, men of Mitra, the god that was suppose to be just, stormed him, and he was shackled and dragged off. Consorting with dark powers they said. He never saw the entity as dark, it guided him, told him things. Now he was going to his death.
They will pay, they will all pay. By the blood of the Great Rat, they will all pay with their bodies and minds if he gets his way!


Tavarokk:

Here's a curse they added in Horror Realms. It might work for a side effect of the mystery, since I'm pretty sure worshiping a Whore Queen would send you there anyway.

Hellbound (Horror Realms pg. 14): Infernal influence grants you profane insight and weighs on your soul. You cannot cast spells with the good or chaotic descriptors, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. At 5th level, you gain a +4 bonus to all saving throws against charm effects. At 10th level, you gain immunity to fire. At 15th level, any weapon you wield is treated as lawful and evil for the purposes of overcoming damage reduction.

Legalistic is also thematic for any sort of devil worship, and makes for a good side effect of the curse, in my opinion.

If neither of those really suits your fancy, I will work with you to create the mechanics of the Curse if you provide the theme.

What is it about the Intrigue mystery you'd like to tweak?

@Seth86: Thank you. That is complete.


Cerrin Valo and the Razer tweaked backstory:
Cerrin Valo was a servant for one of the Talingarde noble houses. He became infatuated with one of the housemaids. She spurned his advances as she was seduced by a young man of the noble family.
One night, he was quietly summoned to the young masters chambers. At the foot of the young masters bed was the house maid Cerrin had loved. Covered in blood. Dead. After wiping blood from his hands and boasting about how this one put up a fight, the arrogant young lord instructed Cerrin to take care of the body and clean up this mess. The sight of his dashed beloved drove Cerrin to the brink of insanity. He lunged at his employer in a murderous rage, intent on killing him. The young lord called out for help, and when the guards came, they saw the dead girl and murderous servant attacking a noble. Cerrin was dragged away screaming.
When it came to trial for attempted murder, the housemaids murder was pinned on him as well. The noble house covered up the scandal, paid off who it needed to, and willfully believed whatever testimony given by the young noble who, I should add, got off scot-free. Whatever passed for justice in Talingarde had failed Cerrin. He’s been rotting in the noble’s dungeons for years.
But while Cerrin Valo was rotting, something wicked was growing. The mind does terrible things to itself when faced with the horrors and injustice that overwhelmed Cerrin. In order to cope, a new presence infected his mind, whose only goal was to tear down the system, demolish the nobility and level their society to the ground: The Razer
Cerrin and the Razer spent their days imprisoned replaying the events of that night, the following trial, and nearly every moment in between. They had acted too rashly, too passionately. If they had studied the situation, and proceeded carefully, they could have gotten their revenge in its own time. They've been planning, plotting, and preparing. The only way to beat a corrupt system is to out play them at their own wicked games. Perhaps with his transferal to Branderscar prison, a change is coming. These entitled nobles think they can do anything to anyone with no recourse. Their time is up.
They've all got to go, every last one of them.

@PNTM888:
i made a slight change, in that They've been going mad in the nobles dungeon and are just now being transferred to Branderscar.

The reason I didn't name a particular noble is that I wanted to ask if you had any in mind. I'd like my backstory tied closer to the campaign, so if you have a suggestion for exactly which noble I tried to murder, I can add that.

FYI I intend on taking Amateur Swashbuckler, Antagonize, Enrage Opponent and Vigilante talents to improve the Razers renown.

Character Sheet


GM Phntm888 wrote:

** spoiler omitted **

GM Phntm888:
Yep, that was sot of my "wishlist :-) I'll drop it. I was TOYING with the idea of taking Spell Mastery at first level so I'd at least know 5 spells that could not be taken from me. Lte me know your thoughts on that, other than that, he's done.

GM Phntm888:
GM Phntm888 wrote:
Point Buy looks good. In the Crunch spoiler you listed Dex as 12 as opposed to 13, so you may want to tidy that up.

Whoops! Fixed.

GM Phntm888 wrote:
Please note that you are not in possession of any implements to start the game. You may be able to find some, but you currently do not possess any.

Ah, sorry for the confusion. Yes, Taty doesn't have any implements. If selected, I plan on filling the entries in with items that have some significance, either historical or personal, as Taty encounters them. Here are the implements that were confiscated upon Taty's arrival in Talingarde, in case they show up later:

- (Divination). Fiero Thrune's tragicomedy mask. Stolen from the grave of the great Fiero Thrune, the eccentric author’s mask was one he often wore while working. Crafted from two Mwangi elephant tusks, each tusk depicts one side of the art of writing; the tragic and the comic. The mask is slightly yellowed with age; the mouth and eyes of the comic (left) side of the mask turn up mirthfully, while the features of the tragic (right) side of the mask droop with indescribable sadness.

- (Transmutation). Sacrificial Kukri: A beautiful example of an athame, with a gleaming steel blade and a black leather handle streaked with red, Tatienne bought this kukri newly forged - it has never actually been used in any sacrifice. Still, the woman has spent countless hours meditating on the act of sacrifice and envisioning herself using the blade - while she’ll use the blade in combat if necessary, Tatienne is saving its true purpose for a sacrifice of great purpose.

GM Phntm888 wrote:
Speaking of, you should have 5 languages (4 Int + 1 Linguistics) in addition to Common, so please pick another.

D'oh! Thanks. I've removed Common (Talingardian) and added Ignan and Abyssal.


Am I good having all in the Alias or would it be easier for you if I copy and paste it into a post?


I've been thinking about what type of character would be fun to play and fit into this campaign. One I'm considering is a summoner with a demon or devil eidolon, although I have never played a summoner before. One question I had was on VMC sorcerer. If I take the abyssal bloodline, do the abilities on the claws increase with my summoner level?


SkaTalon:

It looks like you're missing the two background skills on your sheet - either that or the 2 bonus skills given for the AP.

I also notice you have the Obscurity talent and Renown listed on the sheet. Obscurity states that you cannot take both it and the Renown talent, so you'll have to choose one or the other (I also think you only get one Social Talent at level 1). This also affects future progression, so you may want to think about a different route. The Many Guises route might be one to take.

There aren't really many nobles who stand out in the way you're looking for in the AP. Check out the Talingarde Primer, pick an area the noble lives in, and then come up with the name. I'll try to work him into the AP itself.

Storyteller Shadow:

Kayne Rahl's Wizard actually took Spell Mastery, although I believe the feat only allows 3 spells, not 5. As for the wishlist...watch and wait.

Tatienne Talbot:

That should be everything then. Of course, now you get the hard part of waiting.

@Cole Hale - The alias is fine. I only ask for it all in one post if an alias was not created for the character (some people try to avoid alias bloat, and I don't hold that against them).

@AGamer70: It doesn't say the abilities don't get the benefits of being higher level, so I would say yes, the abilities increase with your summoner level.

Make sure you use the Unchained Summoner. I would suggest the devil eidolon, as that fits more with the theme of the campaign, but it is up to you.


Ashe: Cole Hale, LE Male Human Inquisitor (Infiltrator, Sanctified Slayer) of Asmodeus 1/Ranger [Desertion; Bitten]

Darkness Rising: Rigel Quicklingfay, LE Female Half-Elf Cleric (Asmodean Advocate) of Asmodeus 1/Antipaladin [Blasphemy; Bitten]

Deliverance: Bastian Kray, LE Male Human Wizard (Illusion, Mage of the Veil) 1/TBD [Extortion]

Dennis Harry/Storyteller Shadow: Amalrus Almuric, NE Male Human Wizard (Exploiter Wizard) 1/Sorcerer (Rakshasa) [Desecration]

derpdidruid: Aviaun Koski, NE Male Dhampir (Vetala-Born) Kineticist (Dark Elementalist) 1/Oracle [Kidnapping]

F. Castor: Raevanis Dwin'Alir, NE Male Elf Fighter (Weapon Master) 1/Monk [Dueling unto Death; Bitten]

Fighting Chicken: Tatienne Talbot, LE Female Human (Chelaxian) Occultist 1/Bard [Blasphemy]

Grumbaki: Inarus the Wanderer, LE Male Tiefling (Oni-Spawn) Monk (Unchained, Monk of the Mantis) 1/Oracle (Bones) [Piracy]

Ictoo: Aeron Carden, NE Male Human Alchemist (Beastmorph, Vivisectionist) 1/Ranger [Murder; Bitten]

Javell DeLeon: Morthos, LE Male Human Antipaladin (Knight of the Sepulcher, Tyrant) of Asmodeus 1/TBD [High Treason]

Kayne Rhal: Wraith Bonewalker, LE Male Tiefling (Daemon-Spawn) Wizard (Necromancy, Undead) 1/Sorcerer (Undead) [Grave Robbery]

Kevin O'Rourke 440: TBD

leinathan: Dante Alighieri, LN Male Human Investigator (Psychic Detective) 1/Ranger [Heresy]

meloriel: Jezebel, NE Female Human Witch (Ley-Line Guardian) 1/Sorcerer [Murder]

Saashaa: Aleksand, NE Male Elf Psychic (Dream) 1/Sorcerer (Fey) [Sedition]

Sapiens: TBD

Seth86: Mic'Mac, NE Male Ratfolk Alchemist (Plague Bringer) 1/Witch [Consorting with the Dark Powers (Witchcraft)]

Shadowtail24: Zuriel Wordbringer, LE Male Elf Monk (Maneuver Master, Monk of the Four Winds) 1/Wizard [Forgery]

SkaTalon: Cerrin Valo/Razer, NE Male Human Vigilante (Serial Killer) 1/Cavalier (Order of Vengeance) [Attempted Murder]

Tanner Nielsen: Tsura Vhiski, LE Female Human Oracle (Intrigue) of Asmodeus 1/Sorcerer (Rakshasa) [Fraud; Bitten]

Tulay Miller: Noir Sanguina, NE Female Dhampir Slayer (Cutthroat) 1/TBD [Attempted Murder]

Vanulf Wulfson: Cain Malibourne, LE Male Human Inquisitor (Sanctified Slayer) of Asmodeus 1/Sorcerer (Infernal) [Attempted Murder]

william Nightmoon: Valerian Whitewing, NE Female Tiefling (Demon-Spawn) Cleric (Hidden Priest) of Lamashtu 1/TBD [Consorting with the Dark Powers (Witchcraft)]


Sapiens:

9th-level is going to be the cap for Effective Vancian Level, since there are regular casters applying as well (and, indeed, at least one will most likely get in).

For Dual Channeler, I would like you to choose "Positive" or "Negative" as your primary. Since Versatile Channeler allows the channeling of both, but the other type as if you were 2 levels lower, I'd like to do the same for this ability. You'll start with both, but the Secondary doesn't advance in damage type until 5th level, then advances as normal.

Blights can be cured with Remove Disease, right? Also, all of the later level effects are based on Close range, correct?

I'm going to allow you to submit Margerice, pending sufficient answers to the questions. Make sure to post the details of the Casting Tradition you created - I may or may not approve or modify it.


Wow. That's some pretty intense competition!

Here's an idea of where I am going with this character. If you believe that I am on the right track, I can add more specific and interesting details to the background, and flesh out the build.

Muirnur Stonefist
Duergar Gray Disciple (Monk) 1 / Fighter
Crimes: Slave-Taking

Summary build:

str 16
dex 13
con 16
int 10
wis 16
cha 8

RACIAL TRAITS
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Superior Darkvision: Duergar can see in the dark up to 120 feet.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces Duergar Immunities.
Spell-Like Abilities: A duergar can use enlarge person and invisibility once each per day, using its character level as its caster level and affecting itself only.
Light Sensitivity: Duergar are dazzled in areas of bright light.

BACKGROUND TRAITS
Slave-Taking: You receive a +1 trait bonus to both Disarm and Grapple attempts.
To be determined
To be determined

FEATS
Monk bonus feat: Improved Grapple
Level 1 feat: Deft Maneuvers
Monk Improved Unarmed Strike

SKILLS
Appraise (Int) (1) 4
Acrobatics (Dex) (1) 5
Climb (Str) (1) 7
Perception (Wis) (1) 7
Stealth (Dex) (1) 5
Swim (Str) (1) 7
*Knowledge (history) (Int) (1) 4
*Linguistics (Int) (1) 7

MONK ABILITIES
flurry of blows (bonus attack)
stunning fist

Brief Backstory:

Once, the Duergar were was slaves to Mind Flayers. Now, they are first rate slavers themselves. Muirnur Stonefist was once a member of the prestigious Duergar Slavers Guild until he was cast out from the Underdark by his kinsmen. His crime? Albeit unwillingly, he allowed slaves to escape.

Exiled as a traitor by his people, Muirnur found his way to Talingarde. Hiding in the shadows on account of his race and his nature, he turned to the only trade he knew and loved: taking slaves. Muirnur knew a sure success, which was unfortunately short-lived. Given his crimes and his appearance, the powers that be were quick to condemn him, and his sentence will assuredly be death.

Muirnur is a grim and bitter dwarf who prides himself on being cruel and unforgiving. With tattoos on his arms and face, which identify him as a traitor to the Duergar, the bald, ashen-skinned warrior is an imposing sight.

When he needs guidance from the Gods, he calls upon Asmodeus.

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