Gamemaster Kobolum's Way of the Wicked (Inactive)

Game Master Kobolum

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.

Images

Initiative:
[dice=Casius Flann's initiative]1d20 + 3[/dice]
[dice=Baolo Tizden's initiative]1d20 + 1[/dice]
[dice=Venn D'or's initiative]1d20 + 4[/dice]
[dice=Lucia Dakara's initiative]1d20 + 2[/dice]


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Dark Archive

GM- I present you with Erick the Strangler. I will have to knock him back down to level one has I have played through the first book of Way of the Wicked and was halfway through Book 2 when the group disbanded.

Background

Erick was always a mild young man who lived with his parents and younger brother on the outskirts of town. His brother was constantly being picked on by a group of older boys, as Erick always found out about as his brother would return home scuffed up and dirty.
One day while coming back from picking up a new set of horseshoes from the blacksmith Erick saw a small group circling something. Not thinking much of it he continued to walk, that is until he hears his younger brother calling for help. Violently he shoves his way through the small crowd to find three boys beating on him. Without a second thought Erick grabs one of the boys and slams him to the ground by the color of his shirt. Twisting his hands he begins to choke the boy with one hand as he pins him to the ground. Out of the corner of his eyes he sees the crowd quickly begin to disperse. Coming to his senses Erick looks down to see the boy unconscious and nearly dead. His hands begin to shake as he quickly stands and grabs his brother and runs home.

Getting home he explains to his father what happened, who quickly becomes angered as he always had in the past. Erick's father balls up a fist and begins to beat Erick over and over again, causing him to fall to the ground, breaking one of the chairs.

Finally having enough Erick grabs the chair leg and swings it around, catching his mother in the head, as she was trying to pull his father off of him and calm him down. Laying on the floor was his mother, bleeding and bruised as she gasped for breath. Flying into a fit of rage Erick leaps at his father and quickly pins the large man to the ground. Using the chair leg Erick pushes it against his throat as his father silently begins to beg for his life. Erick does not relent, even as his brother tries to pull him off. Erick swats his brother away as he stands from his fallen father, once again his hands shake. Tears flow freely from his eyes down his cheeks as he begins to laugh. These were not tears of mourn or sorrow but rather tears of relief and happiness. Things suddenly became quite clear to Erick as he stared at his hands. He actually enjoyed this. Taking a persons life and feeling it slip away with his own hands.

Looking back and forth to his mother and father Erick realizes one thing. This was all his younger brothers fault. As the guards arrive at the house to investigate the unconscious boy from earlier they find Erick kneeling over his younger brothers body. Both hands over his throat and a smile on his face. Whispers throughout town quickly spread naming him Erick the Strangler.

GM Kobolum:

Below is a link to the Gameplay Thread if you wish to see Erick's playstyle and posts.

Erick's Posts (Link)

The Exchange

Grorn Dimslag wrote:

Are you good with a Dwarf cleric of Norgorber? Not a very well-accepted faith in most regions. Would be willing to worship Asmodeus instead but the domains don't fit what I'm going for at all.

Str: Foible = 8
[Dice=Dex]1d10+7
[Dice=Con]1d10+7
[Dice=Int]1d10+7
Wis: Focus = 18
[Dice=Cha]1d10+7

Going 25 pt buy instead.

** spoiler omitted **

Just an fyi, GM already stated, once you roll, 25 point buy is not allowed.


I have wanted to play through this AP for some time and have a few concepts that should work for this game. Let's see what the Focus and Foible method delivers.

Strength: Focus
Dexterity: 1d10 + 7 ⇒ (6) + 7 = 13
Constitution: 1d10 + 7 ⇒ (4) + 7 = 11
Intelligence: Foible
Wisdom: 1d10 + 7 ⇒ (5) + 7 = 12
Charisma: 1d10 + 7 ⇒ (6) + 7 = 13

EDIT: Not stellar rolls, but should make for an interesting character. Thinking of a murdering ranger or barbarian.


Thanks, Barebates. I missed that. Fixed now.

Str: Foible = 8-1 age
Dex: 1d10 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Con: 1d10 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Int: 1d10 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Wis: Focus = 18+1
Cha: 1d10 + 7 + 1 ⇒ (1) + 7 + 1 = 9

The Exchange

Grorn Dimslag wrote:

Thanks, Barebates. I missed that. Fixed now.

Str: Foible = 8-1 age
[Dice=Dex]1d10+7-1
[Dice=Con]1d10+7-1
[Dice=Int]1d10+7+1
Wis: Focus = 18+1
[Dice=Cha]1d10+7+1

No problem, but why'd you roll again?


Barebates wrote:
Grorn Dimslag wrote:

Thanks, Barebates. I missed that. Fixed now.

Str: Foible = 8-1 age
[Dice=Dex]1d10+7-1
[Dice=Con]1d10+7-1
[Dice=Int]1d10+7+1
Wis: Focus = 18+1
[Dice=Cha]1d10+7+1

No problem, but why'd you roll again?

Aww crap. I'm new to the forums and in the reply it makes it look like I formatted my rolls incorrectly and they never occurred. Well I certainly won't use the second set of rolls.

GM, sorry for the confusion. I didn't quite understand the set up so I rolled just to see and figured I'd go point-buy. I'll stick with the first set of rules if you prefer but I'd definitely like to go point-buy if you're ok with that. Thanks.


Itsme wrote:
variant heritages gor tieflings: go/no go/only with the feat?

You can use variants but you have to roll in the forum.

Grorn Dimslag wrote:
GM, sorry for the confusion. I didn't quite understand the set up so I rolled just to see and figured I'd go point-buy. I'll stick with the first set of rules if you prefer but I'd definitely like to go point-buy if you're ok with that. Thanks.

You have to start from somewhere so it's no problem and yeah you have to stick with your roll. I can't make exceptions for you or else I'll have to make exceptions for everybody.


GM Kobolum wrote:
Itsme wrote:
variant heritages gor tieflings: go/no go/only with the feat?

You can use variants but you have to roll in the forum.

Grorn Dimslag wrote:
GM, sorry for the confusion. I didn't quite understand the set up so I rolled just to see and figured I'd go point-buy. I'll stick with the first set of rules if you prefer but I'd definitely like to go point-buy if you're ok with that. Thanks.
You have to start from somewhere so it's no problem and yeah you have to stick with your roll. I can't make exceptions for you or else I'll have to make exceptions for everybody.

Gotcha. Thanks.

Grand Lodge

I suppose you can't change your focus and foible around?


Dotting.

Background:

John Tyrel was born into the elite of Talingard; his father was a minor noble, and his mother was the daughter of one of the elite mercantile companies in all the world. He was raised to believe that the strong should protect the weak, the nobility had a duty to protect the people, and right makes might.

All of that changed when John was a young man.

Even in a country that believed in good and laws, there were always one or two bad apples. one of them happened to be a Count, who John's father owed fealty to. This Count, Bertrand, wanted John's wife. Refusing such a ridiculous request, John's father was approached by Bertrand and shown proof that he was a traitor.

"Give me your wife" Bertrand said "Or I'll ruin you. You'll be hung."

Still John's father refused, and so enraged was Bertrand that he drew his blade and killed John's father as John watched from a bedroom window. Grabbing her son, his mother shoved him into one of the escape tunnels and told him to run and get help.

By the time he had returned with his neighbors, John's home was alight, and the Count's men had formed a bucket brigade to put it out.

John gave testimony, but the count testified that the boy had been traumatized and was looking for someone to blame for the death of his family.

Fast forward several years, and John was next seen in the capitol when the watch burst in on the Count's bedroom, where his screams, it is said, echoed throughout the entire manor. The count died from his torture, and John was convicted of 12 counts of murder, as he had killed Count Bertrand's guards before torturing and killing the count himself.

At his trial, John spoke at great length about how the nobility claimed to care about the people but only really seemed to care about themselves. John advocated for a return of power to the people.

While he spoke passionately, he was convicted of the murders that he himself admitted to and was sent to Branderscar Prison.

And this is where our story begins...

I'll take the point buy.


Dotting in. Taking the 25 Point Buy.

Three questions:

1) What are your thoughts on the Occult classes?

2) Is Unchained Monk okay?

3) How do you feel about Monk vows?


Yas392 wrote:
I suppose you can't change your focus and foible around?

I will allow that, you are just not allowed to reroll anyting.


Vrog Skyreaver wrote:

1) What are your thoughts on the Occult classes?

2) Is Unchained Monk okay?

3) How do you feel about Monk vows?

Character creation. Character creation. Do you really think that you're in a position to make those types of vows


Oh, I didn't ask those questions =)


GM Kobolum wrote:

I will allow that, you are just not allowed to reroll anyting.

With this in mind:

1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (4) + 7 = 11


Vrog Skyreaver wrote:
Oh, I didn't ask those questions =)

Sorry my computer has been giving me trouble and I accidentally said you by mistake.

Phntm888 wrote:

1) What are your thoughts on the Occult classes?

2) Is Unchained Monk okay?

3) How do you feel about Monk vows?

Character creation. Character creation. Do you really think that you're in a position to make those types of vows?


I think I'm gonna respectfully withdraw from this one. Thanks though and I hope your game goes well, bud!

Scarab Sages

Pathfinder Starfinder Society Subscriber

Peter:
Deep down Peter knew. Peter knew it was him. Somehow it was him. There was always that thing. That thing that was a hunger inside of him. He felt it. Why did he deny it? Those moments when he saw blood, It was a rush. An exhilaration that was inexplicable. It would take over him. He would deny it, pretend that he was tired and went to sleep. That it all was just a dream and that all that followed was just a coincidence. But he knew otherwise….deep down. He knew...


Posting my submission and background together.

John Tyrel:

LE Human Antipaladin of Achaekek 1

STR 16
DEX 14
CON 14
INT 10
WIS 10
CHA 16

HP 12
AC 12 (10 base, +2 Dex)
BAB 1
Init +0

Fort +4
Ref +2
Will +2

Speed 30'

Sawtooth Sabre: +4 to hit; 1d8+3 damage; 19-20/x2 crit
Unarmed Strike: +4 to hit; 1d3+3 damage; 20/x2 crit

Skills: Knowledge (Religion) r1 +4, Intimidate r1 +7, Stealth r1 +6

Feats: Improved Unarmed Strike, EWP (Sawtooth Sabre)

Traits: Murder (+1 damage when flanking a foe)

Class Features: Archetype (Insinuator); Invocation, Detect Balance, Smite Impudence 1/day

Equipment: Dead men need no gear!

Background:

John Tyrel was born into the elite of Talingard; his father was a minor noble, and his mother was the daughter of one of the elite mercantile companies in all the world. He was raised to believe that the strong should protect the weak, the nobility had a duty to protect the people, and right makes might.

All of that changed when John was a young man.

Even in a country that believed in good and laws, there were always one or two bad apples. one of them happened to be a Count, who John's father owed fealty to. This Count, Bertrand, wanted John's wife. Refusing such a ridiculous request, John's father was approached by Bertrand and shown proof that he was a traitor.

"Give me your wife" Bertrand said "Or I'll ruin you. You'll be hung."

Still John's father refused, and so enraged was Bertrand that he drew his blade and killed John's father as John watched from a bedroom window. Grabbing her son, his mother shoved him into one of the escape tunnels and told him to run and get help.

By the time he had returned with his neighbors, John's home was alight, and the Count's men had formed a bucket brigade to put it out.

John gave testimony, but the count testified that the boy had been traumatized and was looking for someone to blame for the death of his family.

Fast forward several years, and John was next seen in the capitol when the watch burst in on the Count's bedroom, where his screams, it is said, echoed throughout the entire manor. The count died from his torture, and John was convicted of 12 counts of murder, as he had killed Count Bertrand's guards before torturing and killing the count himself.

At his trial, John spoke at great length about how the nobility claimed to care about the people but only really seemed to care about themselves. John advocated for a return of power to the people.

While he spoke passionately, he was convicted of the murders that he himself admitted to and was sent to Branderscar Prison.

And this is where our story begins...


Going to withdraw. I'm hitting too much writer's block.


This is PixelsAreGod submitting Darven, a cruel Antipaladin who rejects the teachings of Mitra. Slightly brash, but seeks to be more calm and rational after his capture.

Backstory and Crunch are in the alias. Thanks for the consideration!


GM Kobolum wrote:

Phntm888 wrote:

1) What are your thoughts on the Occult classes?

2) Is Unchained Monk okay?

3) How do you feel about Monk vows?

Character creation. Character creation. Do you really think that you're in a position to make those types of vows?

Okay, thank you for the answers. I always take a moment to ask about Occult classes, since some people have very definite feelings on them.

I asked about vows because I was thinking of seeing if there was a way I could work it into the backstory, but I'm striking out on that. I had been thinking of going the Vow of Silence route.


Reworked a bit to fit the rolls but Grorn Dimslag, cleric of pain, is ready for review.


Reworked a bit to fit the rolls but Grorn Dimslag, cleric of the god of pain, is ready for review.


Okay, presenting Casius Flann, a human mesmerist who got sent to Branderscar for kidnapping. Everything should be good - let me know if I need to fix anything.

Crunch:

Casius Flann
NE human mesmerist 1
Male humanoid (human)
Favored Class: Mesmerist
FCB: +1 Skill Point
Init +3; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 9 (1d8+1)
Fort + 1, Ref +5, Will +2
OFFENSE
Speed 30 ft
Melee unarmed +3 (1d3 nonlethal)
Ranged by weapon +3
Special Attacks hypnotic stare, mesmerist tricks 5/day (false flanker), painful stare (1 damage)
Spells Known (CL 1st; Concentration +5)
1st-level (2/day) - charm person (DC 15), forbid action (DC 15)
0th-level - daze (DC 14), ghost sound (DC 14), lullaby (DC 14), touch of fatigue (DC 14)
STATISTICS
Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +3 (+4 Disarm, Grapple); CMD 13
Traits Kidnapping
Feats Agile Maneuvers, Weapon Finesse
Skills (ACP -0) Bluff +9, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (local) +5, Linguistics* +5, Perception +4, Sense Motive +4, Sleight of Hand* +7, Spellcraft +5, Stealth +7
*- denotes background skills
Languages Common, Elven, Dwarven
SQ Consummate liar, knacks
Gear none

Backstory:

Casius is the son of an unknown father and a prostitute. Born in the Red Quarter of Ghastenhall, he grew up in the Silver Purse brothel his mother worked at looked after by all the women there. It wasn’t a horrible childhood, although it was definitely unusual. The different workers would take turns teaching him to read and write, and how to do his numbers. There weren’t other children there, but there were enough other children in the neighborhood that they would sometimes run wild through the streets playing. Casius somehow quickly became the leader of these urchins, despite not being the biggest or oldest. He had a presence about him that made the other children want to follow him, though they themselves could not understand why.

It was when he was 10 that he first discovered his unusual gift. As he had gotten older, so had his mother, and she was reaching the age where the brothel owner was going to cast her out. Casius overheard his mother talking with another of the working girls about it, and how she feared she hadn’t been able to save enough to support herself and her son because of the boarding rates the owner charged. Casius, desperate to do something to help, went to the brothel owner’s office. There, he confronted the man, and demanded to know if they were going to be cast out onto the street. The owner told Casius to his face that was the plan, and there was nothing he could do about it. In desperation Casius pleaded, first to allow them to stay, and, when it was clear that wouldn’t work, that the man should give his mother coin equal to their boarding as a thank you for working for him all these years. At this request, his eyes took on a glassy, unfocused look, and he said, in a monotone voice, that he would return the boarding fees when he sent them on their way.

The next day, his mother and Casius packed their things, and when the owner showed up to tell her she had to leave, he handed her a money pouch containing the equivalent of all her boarding fees. Having enough for them to live on, they went and got rooms in a tenement, and his mother was pleased she didn’t have to work anymore. Casius, remembering what he’d gotten the owner to do, worked on refining his trick, convincing shopkeepers to give him food and other goods, the landlord to lower the rent, and guards to get out of trouble when he was caught picking pockets. Casius and his mother lived a good life, charmed one might say, all because Casius could easily manipulate the minds of normal people.

Growing into his teenage years, Casius became quite handsome. He was a natural at socializing and speaking with others, with a knack for communicating. His mother was proud of him, sure he’d use his gifts to do great things - maybe become a lawyer or successful merchant. A good, honest trade - the sort of thing he’d excel at. Sadly, it wasn’t to be. Casius had been using his gifts for years, without worrying about any consequences, but the bill must always come due. It seemed that the owner of the brothel had fallen ill and sold it to one Aarhus Colt. Aarhus was nothing like the previous owner. He expected complete obedience from the girls, and treated them poorly. After several months of this treatment, several began leaving, getting employment at better brothels. The Silver Purse quickly began losing money. Aarhus, in looking over the books the man had kept, discovered that he’d returned one former worker’s boarding fees when he cast her out - Casius’s mother. Realizing that money could keep the Purse running for a bit, he had his thugs track down Casius and his mother. Two of the thugs burst into their apartment, demanding the coin. Casius fixed them in the eye, and used his gift to force them to leave. They did so, and Casius told his mother that he’d handle things with this. He went to the Silver Purse and, when he demanded to speak to the previous owner, was taken to Aarhus. There, he tried to use his gift on the man, to get him to leave them alone. It failed, but Aarhus knew what had happened, and knew what the boy had done. Ever the shrewd businessman, he worked out a deal with Casius. He would leave Casius’s mother alone, but Casius had to use his abilities to bring clientele into the Silver Purse - and, when needed, girls, too. Casius, seeing a way to protect his mother, agreed. He signed a contract stating such, and began working for Aarhus.

The work was fairly easy at first. He’d hang out in taverns and bars near and throughout the Red Quarter, looking for men talking about visiting a brothel, and then convincing them to go to the Silver Purse. For getting more girls to work, he would find those who already seemed to have the inclination, and tell them they’d earn a good living working at the Silver Purse - just giving them that little push to take the next step. Often he could convince them without even needing to manipulate their thoughts or emotions, simply by using his skill with words. Casius thought that after a few years he’d be able to say he’d more than paid Aarhus back and not have to deal with it anymore. Aarhus, however, began wanting him to bring in wealthier clients, sending him further from the Red Quarter. That was how he found Selina Raina, who, unbeknownst to him, was the daughter of one of Ghastenhall’s most influential bankers.

She checked all the boxes Casius looked for in recruiting girls for Aarhus - alone, single, flirtatious, and beautiful. She was dressed in fine clothes, but there was no noble insignia on them, no signet ring amongst her jewelry - nothing to connect her to the banker. Casius approached her like he did all the other women, charming, seductive, drawing her in and subtly laying out his arguments for working at the Silver Purse. Unlike those others however, she seemed to balk a bit at the prospect of working at a brothel. Unperturbed, thinking her just nervous about it, Casius used his gifts to further charm her and convince her to do just that. And, just like that, he had her agreement, and he escorted her to the Purse himself. Aarhus, pleased by such a fine catch, gave Casius an extra purse, for a girl like her would bring in a good bit of coin.

A week later, while out looking to get some clients, Casius overheard a pair of gentleman talking about the missing Selina. Hearing that she was the daughter of such an influential banker, Casius’s face went pale. He had to get her away from the Silver Purse quickly - before something terrible happened. He bolted from the tavern, running as quickly as he could to get to the brothel. He arrived and went straight to Aarhus’s office, but he was too late - shortly after he did so, the Watch broke down the door and burst into the brothel, arresting everyone. Aarhus, desperate to avoid arrest, fought back and was killed in the fighting. Casius was chained and thrown in jail. At his trial, Casius desperately tried to defend himself, saying that Aarhus had forced him to do it, had threatened his mother’s life. The girl had said nothing about being a banker’s daughter, and she had had nothing to indicate the fact. His mother vouched that he was a good son, and had only been trying to protect her, and shouldn’t be punished for that. He earned a great deal of sympathy from those following the trial, and he thought public opinion might just get him off. Public opinion cared nothing for gold, however - and the banker had plenty. Casius only learned afterward that the banker had offered every witness who spoke against him coin for their testimony, and that he had even bribed the magistrate to offer the harshest sentence possible under the law. He was to be sent to Branderscar Prison, there to await execution by means of the axe for the crime of kidnapping.

Casius was so stunned he didn’t even think to use his ability to sway the judge otherwise. His last sight of his mother was her weeping as he was drug off to the wagon. A rough cloth sack was thrown over his head, and he began the long, painful journey to Branderscar. It was on the journey that he overheard his escorts talking about how the banker had bribed the magistrate and witnesses, and Casius slowly felt his shock turn to anger and hatred. It had been a mistake, and he had only been trying to protect his mother - and yet this banker, who had wealth beyond belief, bribed a magistrate to have him killed. Didn’t have the balls to do it himself, but paid money to get him executed. It wasn’t fair. Casius realized nothing in life was. Once the long journey to Branderscar was finished, he was hauled out of the wagon. He felt the red-hot brand press against his flesh, heard the sizzle and smelled it burning as he screamed in pain. The beating that came afterward brought him near unconsciousness. Once he was chained up, he had only one thought - how he would use his gifts for anyone who helped him escape death, and gave him the chance to get revenge on the banker, the magistrate, and every person who’d testified against him. Get him out of here, and he’d do anything for his chance at that.

Anything.


Grettings! I would love to throw my hat into the ring!


Dathom here with my character submission.

Baolo Tizden aka the 'Talirean Butcher' Human NE Dreadnought/Invulnerable Rager Barbarian for your review. Character sheet with background and personality can be found in the profile.


Oh Baolo, I remember the fine meats that were purchased from you. They became so tender when roasted slowly, perhaps we can find new meat to carve together.


ClydeMcClod wrote:
Oh Baolo, I remember the fine meats that were purchased from you. They became so tender when roasted slowly, perhaps we can find new meat to carve together.

I actually remember you from the Seven Deadly Sins themed game. We were both going for Gluttony.

I'll probs never get to play my Flesh eating orc. She's too specific lol.

But good luck! Maybe you'll meet my lovely Brazen Monk in those prison cells.

GM Kobolum wrote:
Your background is fine, I can work with it. However I do need to point out that Mitra really wouldn't forsake you because you're a tiefling. The people of Talingarde certainly would, but the god himself wouldn't. He does at least require a reason, although murder is a good one.

Just like to clarify that Vatra doesn't actually know anything besides what the Asmodean's have told her about Mitre and how the people of Talingarde have reacted to her.

She's just come to the conclusion that they must be acting in their God's way because of how strict they are about worship.


Vatra of the Burning Fist wrote:

Just like to clarify that Vatra doesn't actually know anything besides what the Asmodean's have told her about Mitre and how the people of Talingarde have reacted to her.

She's just come to the conclusion that they must be acting in their God's way because of how strict they are about worship.

I looked over your backstory, and you specifically said that she got sent to a monastery, so an asmodian telling you everything you know about Mitre is a contradiction on your backstory. So you either need to write the actual backstory in a non narrative format to explain how that narrative was a lie, or you needed to fix your narrative.

Sczarni

Update on Topper from my submission above.

Appearance:

It takes precisely one look at Topper for an honest individual to convince themselves that affiliation with the man is unwise, and for a dishonest individual to start thinking on their toes. While no towering goliath, the man's bulky arms, covered in scars and tattoos in equal measure suggest that he's probably not a clerk. His head is covered in closely cut black hair, and the knife scars, broken nose and small, menacing eyes are all the proof one needs to discard Topper as one of the 'filth' living in the streets, though never anywhere he might hear them. Dressed in raggy black clothes, the man moves with unnatural celerity for someone of his size, and his ever-jittery fingers can all-too easily find a knife in his rags if there's a knife to be found.

Stat Block:

There's few things Topper enjoys most than seeing someone 'all fancy-like' brought down to their level, and prefers said level to be directly under a knife. While he's never been a superstitious sort, he's been disillusioned with Mitra a long time ago, and, in his point of view, few bosses are as good at being 'the boss' than devils. They got both the planning and viciousness, and if the third quality of a good boss (taking alright care of loyal and competent minions) is checked, there's no real reason not to end up working for them, is there?

Cruelty is a way of life, in a way, but a gang's got to stick it together when pulling a con, since otherwise is just doing the work of those high up for them. After then, you get what you get. And as long as you're not the one calling the shots, the boss knows who's the fastest hand with the knife, and if someone else is really rooting to get the current boss, then they deserve to be the new boss, innit, boss? Got to look out for number one, is all.

Background:

Unchained rogue 1 (Knife Master)
NE Medium humanoid (human)
Init +4; Perception +5;
Favored Class Bonus +1 to HP
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+0 armor, +4 Dex, +0 Shield)
hp 14 (1d8+6)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 or +2/+2 (1d4+3; 19-20x2)
Ranged Dagger +4 or +2/+2 (1d4+3; 19-20x2)
Special: Sneak Attack 1d8/1d4
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +3; CMD 17
Feats Weapon Finesse, Two-Weapon Fighting, Toughness

Skills: 8+0+2/level (Rank/Class/Stat/Bonus)
*gets +2 bonus from Dimdweller in darkness*
Acrobatics: 1+3+4 = 8
Climb: 1+3+3 = 7
Disable Device: 1+3+4 = 8
Escape Artist: 1+3+4 = 8
Knowledge(Local) 1+3+0 = 4
Perception 1+3+1 = 5*
Sense Motive 1+3+1 = 5
Stealth 1+3+4 = 8*

Background Skills
Sleight of Hand +8
Appraise +4

Languages Common
--------------------
Special
Dimdweller Alternate Race Feature
Sneak Stab(Ex)


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Hi folks. I'm not actually here to submit a character. I'm just here to fangirl all over for a bit. I love this AP. I'm currently in 3 different versions of it, and have played in about 7 others (unfortunately PbPs rarely make it though the first book so there have been lots or restarts). This AP is so good that every time I've had to redo the intro, I've actually had more fun, not less.

Seriously, Fire Mountain Games really set the bar for how APs should be handled. It's a fun, compelling story strung through a series of self-contained sandbox areas with clearly defined goals and a bunch of fun little optional mysteries scattered throughout. It offers the option to play with toys players don't often get to use, like lycanthopy or vampirism. It allows for Evil characters but tightly maintains party cohesion and makes the "good guys" insufferable enough that players don't have to dwell to much on the implications of the horrible things they are doing. It's good evil fun. The selected players are in for a treat.

All that said, I thought I'd drop a bit of advice to help players get the most out of this.

1) The whole setting is out to get you. Plan accordingly. The first five levels or so rely heavily on infiltration tactics, so playing a stupid brute who can't stumble their way through a bluff or disguise check is liable to get the whole party in a bad way. The AP provides you with tools to help make these things easier, but it absolutely will punish the usual flashy, in-your-face murderhobo PC approach. Anyone wanting to play a martial character will get a lot of mileage out of dipping into Vigilante for a level or two. Dual Identity is a lot more useful in this game than most others.

2) Be Asmodean, or at least be completely willing to swear yourself to the service of Asmodeus. That's one of the big plot hooks of the game. Don't fight it. Yes, it's a bit of a railroad, but it is also the central unifying plot of the whole story. Don't be the person trying to fight against the intended narrative. No one likes that person. (Remember that there are lots of Infernal Dukes who serve Asmodeus but offer different themes and domains)

3) This is a game for characters like The Operative (from Serenity) or Darth Vader characters. It is not a game for The Joker or Buffalo Bill (from Silence of the Lambs). Don't be the person to randomly go off the rails or try to squick everyone out.

4) Don't expect a lot of downtime. There are travel sequences between story arcs, but besides that you are going to be on a time crunch nearly every step of the way. Crafting feats will be limited in use unless you can figure out a way to craft while the rest of the party is resting or something.

Anyway, that's enough from me. GM, hats off to you for running this awesome AP. Players, I hope my rant helps guide you into a character idea that suits the story.

Happy gaming, folks!


Thanks for the advice and the gushing DH.

Scarab Sages

Pathfinder Starfinder Society Subscriber

After reading my own backstory I am dissatisfied. It will include the same overarching elements but some of the specifics will change.

Peter will be Neutral Evil, leaning towards chaos. That being said, it does not mean that he will not be able to work with a group. My thought on his role in the group is more of a dog on a leash.

My first priority in table-tops is group cohesion. Second is rp. Often my character's rp ends up being a flavorful result of the best actions for group cohesion. (i.e. Peter follows directions of the peeps in charge because he understands that it is a win-win. He gets to kill and they get a useful tool/result.)


.


Withdrawing...I don’t think that I can do evil justice and others will enjoy this more than I. Have fun!


I made a list because I was curious. Not sure if I'll submit a character or not. We shall see. Let me know if I missed anyone and I'll update it.

ClydeMcClod - Brawler
Myza Sartva - Brawler
Vatra of the Burning Fist - Monk
Zoé Baradain - Cleric
Icthar - Shifter
Topper - Unchained Rogue
Morthos - Antipaladin
Aviaun Koski - Chaokineticist
Erick the Strangler - Brawler
John Tyrel - Antipaladin
Darven - Antipaladin
Gorn Dimslag - Cleric
Casius Flann - Mesmerist
Edman Al'Roth - Antipaladin
Baolo Tizden - Barbarian

@Saashaa - I couldn't find Peter's class anywhere but I might be blind.


scheming alchemist forthcoming....


I like this Focus/foible system! Here goes...

Focus: Str (because I have yet to play a Str character)
Foible: Cha (because all my characters usually have high Cha)

Dex: 1d10 + 7 ⇒ (10) + 7 = 17
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (3) + 7 = 10
Wis: 1d10 + 7 ⇒ (9) + 7 = 16

Not bad at all! Monk?

Scarab Sages

Pathfinder Starfinder Society Subscriber

I'm torn between unchained rogue and vigilante. Either way, it'll be a melee rogue type character.


I've always wanted to play an evil campaign but have never gotten the chance to and I have a few Character concepts.
1. A Drake Rider cavalier who believes the strong should rule the weak (using the shield gauntlet style feat chain)
2. a Gravewalker Witch who primarily focuses on skeletons as she believes undead minions superior to mortal ones.
3. Juju Oracle with a focus on necrocrafts and (obviously) juju zombies
4.A Tyrant Antipaladin of Asmodeus who is equally adept at subtle manipulation as well as martial combat. Based heavily upon Sauron from Lord of the Rings and he would use a Mace/shield, Halberd, or Two-handed hammer and would attempt to obtain the vampire or graveknight templates eventually, but I can easily omit this if you'd rather not bother with templates at all.

Before i started working on a backstory/drawing up of any of these characters i was wondering if you see any inherent problems with any of these, either in terms of story line or party-balance.


Doomed Hero wrote:

Hi folks. I'm not actually here to submit a character. I'm just here to fangirl all over for a bit. I love this AP. I'm currently in 3 different versions of it, and have played in about 7 others (unfortunately PbPs rarely make it though the first book so there have been lots or restarts). This AP is so good that every time I've had to redo the intro, I've actually had more fun, not less.

Seriously, Fire Mountain Games really set the bar for how APs should be handled. It's a fun, compelling story strung through a series of self-contained sandbox areas with clearly defined goals and a bunch of fun little optional mysteries scattered throughout. It offers the option to play with toys players don't often get to use, like lycanthopy or vampirism. It allows for Evil characters but tightly maintains party cohesion and makes the "good guys" insufferable enough that players don't have to dwell to much on the implications of the horrible things they are doing. It's good evil fun. The selected players are in for a treat.

All that said, I thought I'd drop a bit of advice to help players get the most out of this.

1) The whole setting is out to get you. Plan accordingly. The first five levels or so rely heavily on infiltration tactics, so playing a stupid brute who can't stumble their way through a bluff or disguise check is liable to get the whole party in a bad way. The AP provides you with tools to help make these things easier, but it absolutely will punish the usual flashy, in-your-face murderhobo PC approach. Anyone wanting to play a martial character will get a lot of mileage out of dipping into Vigilante for a level or two. Dual Identity is a lot more useful in this game than most others.

2) Be Asmodean, or at least be completely willing to swear yourself to the service of Asmodeus. That's one of the big plot hooks of the game. Don't fight it. Yes, it's a bit of a railroad, but it is also the central unifying plot of the whole story. Don't be the person trying to fight against the...

Sounds fantastic. Will be interesting to see what party composition ends up being.


Dotting


GM, I'm thinking of submitting a tiefling slayer but also considering a sorcerer and warpriest (of an as yet undetermined racial background). Would be going with a 25-point buy. Two questions, though.

I've run this AP (through book 4) for a F2F group and am also running it here in PbP. I think I'm pretty good at separating metagame knowledge from in character knowledge and am thinking only of character concepts that would not function as a "face" or party leader. That said, I would completely understand if you only wanted players who hadn't played through or GMed this before.

Second, with respect to tieflings, are you allowing variant heritages and variant abilities/physical features? If so, do you want us to roll or may we select?


SnowHeart wrote:
Second, with respect to tieflings, are you allowing variant heritages and variant abilities/physical features? If so, do you want us to roll or may we select?

You can use variant heritage and/or physical features but if you choose to you have to roll for it.


Very interested. I started this with a friend group right before I moved away. :( Definitely will have to come up with something to submit. It's late right now though so I'll have to think on it some more. Dotting for now.


I'm going to withdraw from recruitment. This looks like a great AP but I'm not that happy with the submission I ended up crafting and there are plenty of great-looking submissions. Good luck all!

Scarab Sages

Pathfinder Starfinder Society Subscriber

I think I will stick with the original Peter backstory and build him as a serial killer vigilante. His social identity is Peter, his dark side will be his vigilante identity. RP-wise I think I'll play it as a Dr. Jeckyl kind of relationship wherein at the moment, Peter is just realizing the existence of Cutter (vigilante identity).

I will also be switching my focus to cha instead of dex so..

old
Str: 1d10 + 7 ⇒ (8) + 7 = 15
Focus
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Foible
Cha: 1d10 + 7 ⇒ (3) + 7 = 10

new
Str: 1d10 + 7 ⇒ (8) + 7 = 15
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (3) + 7 = 10
Wis: Foible
Cha: Focus

Crime: Attempted Murder


For the record: I have the build (in the profile) but no background is written out yet as I can't find the time!

I may end up opting out, unfortunately...


For your consideration, Venn D'or, tiefling slayer.

I decided not to roll for the tiefling ancestry and alternate traits. The base bonuses are pretty decent for the character concept and I'd just risk doing more harm than I could benefit. Also went with a 25 point buy. I did use Background Skills from Unchained. I did take the Prehensile Tail and Scaled Skin alternate racial traits from the advanced race guide.

Overall, I tried to go for someone who has a real grudge and ax to grind but hasn't been thoroughly steeped in the teachings of Asmodeus. He'll be open to "guidance" from the more learned in the party and I see him eventually moving towards lawful evil (from the current neutral evil).

Stat Block:
Venn D'or
Male tiefling slayer (stygian slayer) 1 (Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Bestiary 264)
NE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +0; +1 trait vs. divine spells
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—darkness
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 10, Int 12, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 18
Feats Point-Blank Shot
Traits heresy
Skills Acrobatics +8, Bluff +7, Disguise +5, Knowledge (geography) +5, Linguistics +2, Perception +4, Sense Motive +4, Stealth +10, Survival +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Dwarven, Goblin, Infernal
SQ prehensile tail[ARG], track +1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.

--------------------
Background:
Venn was born to an insignificant family in the countryside east of Mathryn. There was no known association with devils and apostacy in the family's background but Venn's ancestory was impossible to ignore: scaled skin the color of blood, a prehensile tail, teeth like needles... To save her own life from charges of consorting with the infernal, she gave up Venn to the Church of Mitra where he spent the next twenty years of his life in seclusion. Practically a prison sentence for a sins he had never committed, judgment rendered upon birth. All right and proper in the eyes of the Mitran faithful.

"You're lucky someone didn't dash your skull against the rocks when you were born, beastling!" That's what one of the priests told him when he was old enough to question his circumstances. What followed was the lash for his disobedience. And then he was off, as he was every day, to learn of Mitra's beneficience. His love. Grace. But all Venn felt or experienced was the wrath of the Sun Lord. Silently, only ever whispered to the darkness of his cell, Venn nursed a deep loathing for his "teachers" and the god they professed to serve.

As Venn grew older, he began to defy his teachers, but always in the darkness of night. He would slip from his cell to explore the orphanage in which he was raise. Eventually, he found a library and, secured within that, accounts of the Asmodean Purges. Of the apostasy and heresy itself, there were few direct accounts, but Venn began to read between the lines. He saw there were those who believed in gods other than Mitra. Those who opposed Mitra. That there were other paths. There was a way to resist. To fight back.

He began to make plans for his escape and made good on them a year later. He spent the next year surviving in the wilds, stealing and poaching, learning how to hunt living creatures for food and survival using a bow he'd stolen from a fur hunter while the man was relieving himself. His crimes were many but mostly petty in nature. Truth is, ever since his escape, he was desperate simply to survive. He'd nearly starved while trying to learn to use the bow. Taking revenge upon the Mitran faithful would have required first a sense of stability, strength... competency. None of which he had when he first escaped. He had to teach himself, for he knew noone would help him and he had to look out for himself. Still, what he'd learned in those books stuck in the back of his mind. "Soon, soon," he'd whisper himself to sleep, usually under the cold light of a moon with a threadbare blanket he'd stolen from a clothesline.

Eventually, his luck ran out. While he'd ventured into a hamlet, loosely disguised beneath an old cloak and blanket and trying to steal some food, he was spotted by one of the townsfolk. She tried to stop Venn, laying hands on him and cursing him when she saw what he was. Finally, he'd had enough. The rage that had been welling within him overflowed. Throwing back his coverings, he leapt upon her and began to beat her. Left fist. Right. Left. Teeth bared. Screaming savagely. He lost himself to the rage and was eventually pulled off. When he came to his senses, he found himself surrounded by soldiers, led by a knight. Sir Balin of Karfeld. The self-righteous bastard, he was already judging Venn based on his appearance. When he demanded Venn explain himself and why he'd assaulted the woman, the tiefling unloaded the years of rage and mistreatment he'd suffered on the knight.

"You arrogant, puscelanimous fool! You spread these lies of Mitra's kindness. Mitra's power. Mitra's forgiveness. Mitra is a lie! He lies to you! He lies to these people! You serve a cruel god, bound in racism, condemning those different from you, subjugating other races! And you question me!? My morality!? MY BIRTH!? I spit on you! I spit on your god, for I know better! I know of Asmodeus! I know of the alternative path! You've tried to purge it, to purge the knowledge, to brainwash these people, but. I know! The Prince of Hell sees through your lies and if it be with my last breath I shall see them and your entire, corrupt faith exposed for the charlatans you are! Open your eyes, people, open them to the lies told to you by the nobles who keep you in chains!"

CRACK! He never saw it coming, but someone's mailed fist had slammed into his jaw and the darkness that overcame his mind silenced his heresy as well. At his trial, he was bound and gagged, prevented from speaking with only an appointed "advocate" to speak for him. A Mitran, of course. Venn's fate was already decided.

If only there was a way out...

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