My Final Way (Inactive)

Game Master Big OM

The third test run of Way of the Wicked.


1 to 50 of 128 << first < prev | 1 | 2 | 3 | next > last >>

This is my 3rd recruitment for Way of the Wicked, I really like this campaign and hope to play it as a player one day myself, so other gms out there hint, hint. A few things have changed for this recruitment compared to the previous two. It is now point buy and no starting undead. I am doing this to find out what will be best for my real life group.

Two points before you read any further. One this is yet another trial run before I run this in real life, so be prepared for the occasional error. Two read the posting requirements and agree to them before applying.

Campaign introduction:
The Kingdom of Talingarde is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honourably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die.

There is a player's guide located HERE that is free to download.

Campaign Notes:

Talingarde is a virtuous kingdom that has all but rooted out the worship of Asmodeus more than 20 years ago. For this campaign the only two gods of note are Mitra and Asmodeus. There are minor deities and outsiders that serve both gods and are worshiped by some.

Mitra, the Shining Lord, is the god of the sun, bravery, honor, justice, charity. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

Asmodeus is the most powerful creature in all of Hell; his origins are lost in the first moments of time, and those who may have glimpsed the truth in such heretical texts as the Book of the Damned are loath to speak of them. He is the unquestioned lord of Hell, one of the oldest and strongest beings in existence. His schemes are intricate and myriad, and his patience spans eons. He is the keeper of cold order, a dark and lawful majesty who has no need to exaggerate his pedigree.

Talingarde has on its border to the north a savage region they have been unable to tame. Instead they have built a series of watchtowers that defend the south from any trouble coming from the north. So far this has been successful.

Posting Requirements:
I am going to hold you to a double standard here. I will try and post once a day, but will likely not be able to. However I expect you to post within a day of my latest post during the week and within 2 days during the weekend.

Character Creation:

Level: Everyone will begin at 1st level

Ability Scores: 25 points point buy

Races: All Paizo races are allowed but know that I am strongly favouring races from the Core book. If you choose a non-core race please consider that Talingarde is predominantly human with some elves, dwarves, and half-elfs so any other races are rare and will stick out in Talingarde. You will have options to hide who are are no matter what race as time goes on so don't let that scare you off, but be aware of it.

Alignment Restrictions: You can be either Lawful Evil or Neutral Evil. Certain classes may have restrictions beyond this.

Classes: No Paladins, Summoners, Gunslingers, Ninjas or Samurais. All other classes, prestige classes and archetypes from any Paizo source is allowed, though there.

The Anti-paladin has to be a follower of Asmodeus and is Lawful Evil. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment. Also, an anti-paladin uses their fiendish boon to add the ‘axiomatic’ property to a weapon.

Assassins can be a great choice for this campaign. Subtle killing can potentially be useful again and again.

Barbarians can be a good choice, but have to be neutral evil. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

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

Clerics and Inquisitors must worship Asmodeus. All clerics of Asmodeus can spontaneously cast Infernal Healing (Spell Levels 1-3) and Greater Infernal healing. (Spell Level 4 and 5). Each Spell level of infernal healing adds a minute to its duration. A third level Infernal healing would heal 1 hp/round for 3 minutes

Druids must be neutral evil but you must decide why such a character would ever join an organization that honours a lawful evil god.

Monks have to be lawful evil.

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

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

Skills: Each character will receive two additional Skill Points at each level.

Traits: You get two traits, one will be your crime (see below) the other can be any Paizo trait. The fluff of a trait can be changed to something more appropriate as long as the mechanics are the same.

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

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.

Bards begin without their instruments.

Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.

Druids also begin having chosen all their spells for the day. They do not have their animal companion with them as it was slain during their capture.

Inquisitors and Oracles lack their holy symbol if they need one.

Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Crimes of the Forsaken:

Every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are in Branderscar because you deserve to be.

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Arson: You have wilfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.

Punishment: Death by burning

Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.

Punishment: Death by beheading

Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra and have been found guilty of worshiping Asmodeus.

Punishment: Death by burning

Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!

Punishment: Death by burning

Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (Arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonour the Shining Lord.

Punishment: Death by burning

Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.

Punishment: Death by hanging

Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honourable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honourable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honour. Now, duelling of any sort is punished severely. Duelling to the death is a sure way to be sent to Branderscar Prison.

Punishment: Death by beheading

Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you have attempted extortion against someone of great prominence and for exorbitant stakes.

Punishment: Life at hard labour in the salt mines

Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.

Punishment: Life at hard labour in the salt mines

Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!

Punishment: Life at hard labour in the salt mines

Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonour a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honour this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to confirm critical hits

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

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.

Punishment: Life at hard labour in the salt mines

Benefit: You receive a +1 trait bonus to Reflex saves.

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

Punishment: Death by drawing and quartering

Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.

Punishment: Death by beheading

Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.

Punishment: Death by hanging

Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.

Punishment: Death by beheading

Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when travelling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Background/Fluff:

Make sure to weave your traits, personality and motivations into your background. I would also like to see some personal goals and why you would want Talingarde brought to its knees.

After the group has been chosen there can be some re-writes for fitting in with the others or I may make some suggestions.

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

Recruitment Timeline:

Recruitment will last at least until Wednesday the 17th of April. I may send out questions about your submissions. I might also close recruitment earlier if there are many submissions. You will be informed at least 24 hours in advance.

Here are a Additional choices for the villains!

Archetypes:

Few are willing to sign the contract, penned in their own blood, turning their immortal soul over to Asmodeus in return for power, but those that do find that the benefits are well worth the cost. While they can expect an eternity of torment in the afterlife, they gain untold power in their mortal lives, but each year brings them closer to damnation. It is then no surprise that they wield their gifts with almost reckless abandon, hoping to impress their dark lord with untold acts of cruelty and tyranny. It is a fool’s hope, however, since Asmodeus is not easily swayed by such acts, and there is a high price to pay for his favour.

Lord of Darkness (Antipaladin Archetype)
Antipaladins are known as the hand of evil, but those among their dark ranks who swear fealty to Asmodeus take on an even darker purpose, to bring the people under his unholy yoke. These lords of darkness are feared across the realms, where even the barest whisper of their name inspires dread.

Aura of Obedience (Su): At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

Cruelty (Su): At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.
Commanded: The target must obey one order from the lord of darkness, as per the command spell.

At 9th level, he can select the following cruelty in place of the nauseated cruelty.
Charmed: The target is charmed by the lord of darkness, as per the charm monster spell. This effect lasts 1 round per three levels of the lord of darkness. The lord of darkness must have the commanded cruelty before selecting this cruelty.

Domination (Su): At 11th level, a lord of darkness can expend two uses of his smite good to make one living humanoid creature within 30 feet into his thrall, as dominate person. The target receives a Will save to negate this effect, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. If the creature fails its save, it obeys whatever commands the lord of darkness makes. The duration of this effect is permanent, but the target receives a new saving throw each day to end the effect. A lord of darkness cannot have more than one thrall in this way at a time. If he ever dominates another creature, the previous thrall is immediately freed from this effect. This ability replaces aura of vengeance.

Unholy Barrister (Cleric Archetype) Will stack with Infernal Apostle
Wretched are the clerics that worship Asmodeus, but there are some among them that truly find a calling in the service of the unholy lord. These clerics, known as unholy barristers, are among the devil’s most powerful servants in the lands of the living, tirelessly working to enslave all who dare to oppose him.

Deity: The cleric must worship Asmodeus.

Domains: The cleric must have the Evil or Law domain.

Demanding Channel (Su): At 1st level, the unholy barrister gains the ability to channel energy like a cleric of his level. This functions just like channel negative energy, allowing the unholy barrister to deal damage to all living creatures within 30 feet. The unholy barrister cannot use this ability, however, to heal undead creatures.
Instead, the unholy barrister can spend two uses of his channel negative energy class feature to heal all evil living creatures within a 30 foot burst. To receive this bonus, the creatures must each spend an immediate action, swearing loyalty to Asmodeus. In addition to the damage healed, creatures that swear loyalty gain the Devil’s Pact feat for a number of minutes equal to the cleric’s level, but can only use that feat once during that time. If the creature already possesses that feat, they can use it one additional time per day, as long as they use it during the duration of the demanding channel. Regardless of when the power is used, the creature’s soul is bound to Asmodeus for the entire duration and if that creature dies during that time, it cannot be brought back to life by any means aside from a miracle or wish . Even if it is brought back to life, it gains three permanent negative levels (just as if it had the Devil’s Pact feat). This ability otherwise copies and replaces channel energy.

Soulbound Contract (Su): At 8th level, the unholy barrister can barter some of his power off to those who would serve Asmodeus. Using this ability is a standard action and it can only be used on a willing creature who is adjacent to the cleric. The creature must knowingly, and willingly, pledge his soul to Asmodeus to receive the benefits of this ability. The unholy barrister can grant the target a number of his spells, as if using imbue with spell ability , but without having to give up a 4th level spell slot. In addition, the cleric can transfer one use of his demanding channel to the target, regardless of the target’s total number of Hit Dice. Spells transferred and uses of demanding channel are lost by the cleric until used by the target and regained normally. As long as the target has any spells or uses of demanding channel remaining, it is surrounded by an aura of foul energy. It is treated as an evil creature for all spells and effects and if it dies while still possessing any spells or uses of demanding channel, its soul is bound by Asmodeus and it cannot be raised or resurrected by any mortal means. The unholy barrister cannot have more than one use of this ability active at a time and cannot use it again until the first target is slain or it uses up all of the granted spells and uses of demanding channel. The unholy barrister can use this ability once per day at 8th level, plus one additional time per day at 14th level. This ability replaces the 8th level ability gained by the Evil or Law domains. If the unholy barrister has both domains, he chooses with one to exchange for this ability.

Infernal Apostle (Cleric, Drow) Will stack with Unholy Barrister
The Infernal Apostle is an archetype of the cleric class, available to drow clerics who worship Asmodeus or an Arch Devil.
In order to survive the purgings in Talingarde, the drow threw in their lot with Arch Devils. Infernal Apostles gain magical insight from their diabolical lords to dominate enemies by channeling infernal energy.

Class Features
An Infernal Apostle has the following class features:

Infernal Magic
An Infernal Apostle must choose to channel negative energy, and must select either the Lawful or Evil domain or the Devil subdomain as their sole domain.

Infernal Familiar
At 1st level, an Infernal Apostle gains a familiar as a wizard equal to their cleric level, or if they already have a familiar, their cleric levels stack to determine the familiar's abilities.
At 3rd level, their familiar gains the fiendish template.
At 7th level, the Infernal Apostle exchanges their familiar for an Imp without the need to take the Improved Familiar feat.

Infernal Channel (Su)
At 1st level, an Infernal Apostle can channel energy infused with hellfire to damage creatures of chaotic and good alignment, or, at higher levels, bolster the abilities of lawful evil allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are chaotic or good take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled infernal energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Infernal Apostle's level + the Infernal Apostle's Charisma modifier. Chaotic Good creatures take a –2 penalty on this saving throw.
At 5th level, lawful evil allies within the burst are affected as if targeted by a heroism spell with a duration of 1 round. While under the influence of the spell, your allies also gain fire resist of 5 and all unholy or silver weapons do an additional 1d6 damage.
At 9th level, chaotic or good enemies are also sickened for 1d6 rounds if they fail their saving throw against the infernal channel. Channeling infernal energy is a standard action that does not provoke attacks of opportunity.
This ability replaces channel energy.

Torture Master (Inquisitor Archetype)
Inquisitors are ruthless when it comes to rooting out traitors and the unfaithful, usually employing means that others find distasteful at best, but the torture master takes pleasure from his work. Learning their arts from blasphemous texts devoted to Asmodeus, these inquisitors specialize in causing pain, and using that pain to further the ends of their infernal lord. For them rooting out traitors is not just a duty, it is a sacred privilege and causing pain is the tool that they use to accomplish their goals.

Torture (Ex): At 3rd level, a torture master can spend one minute to cause a helpless target an extreme amount of pain and anguish. The torture master must have adequate tools on hand to use this ability, such as knives, fire, whips, and other grisly torture implements. At the end of this minute, the target takes 1 point of damage per level of the torture master and must make a Will save with a DC of 10 + 1/2 the torture master’s level + the torture master’s Wisdom modifier. The DC of this saving throw increases by +1 for each consecutive use of this ability. If the target fails his saving throw, he must truthfully answer any one question asked by the torture master that can be answered with a few words or less. If the save is successful, the target can refuse to answer the question or even give a false answer. This ability replaces solo tactics.

Lingering Pain (Ex): At 3rd level, whenever a torture master uses his torture ability on a target, that target gains a condition that lasts for a number of minutes equal to the torture master’s level. The torture master must select one of the following conditions at 3rd level and every three levels thereafter. Whenever he tortures a creature, he can select the condition he wants to apply to the target.

Fatigued: The target is fatigued.

Shaken: The target gains the shaken condition.

Sickened: The target gains the sickened condition.

At 9th level, he adds the following conditions to the list of those that can be selected.

Exhausted: The target is exhausted. The torture master must have selected the fatigued condition before selecting this condition.

Frightened: The target is frightened. The torture master must have selected the shaken condition before selecting this condition.

Nauseated: The target is nauseated. The torture master must have selected the fatigued condition before selecting this condition.

Staggered: The target is staggered.

This ability replaces any teamwork feat ability and all additional teamwork feats the torture master might gain.

Torture Touch (Su): At 14th level, a torture master gains the ability to use the torture ability in the middle of combat. Using this ability in this way is a standard action that requires a melee touch attack. If the attack hits, the target is treated as if he had been tortured for one minute, takes the normal amount of damage and must make a Will save to avoid answering a question as normal. This also allows the torture master to apply one of his conditions from lingering pain to the target, but the effects only last for 1 round per level of the torture master (instead of the usual 1 minute per level). The torture master can use this ability once per day at 14th level, plus one additional time per day for every two levels beyond 14th. This ability replaces exploit weakness.

Hand of Tyranny (Monk Archetype)
Those who find themselves heeding the call of self-perfection sometimes turn to Asmodeus to help the overcome their failings. Unfortunately, his dark gifts often twist the thoughts and goals of the wielder, turning them into an instrument of tyranny.

Unholy Command (Su): At 1st level, whenever a hand of tyranny makes an unarmed strike, he can decide to add an unholy command to the attack. If the attack hits, the target must make Will save, with a DC equal to 10 + 1/2 the hand of tyranny’s character level + the hand of tyranny’s Wisdom modifier. If the saving throw fails, the target must obey the order, as if a command spell was cast upon the target. The hand of tyranny can use this ability a number of times per day equal to his level. Using this ability is a free action. At 8th level, this order instead works like the spell suggestion . This ability replaces stunning fist.

Pain Touch (Su): At 7th level, a hand of tyranny can touch a living creature, causing it to become wracked with pain. Using this ability is a standard action that requires a melee touch attack. If successful the target is nauseated for 1 round and then sickened for a number of rounds equal to the hand of tyranny’s level. A successful Fortitude save, with a DC of 10 + 1/2 the hand of tyranny’s level + the hand of tyranny’s Wisdom modifier, reduces this effect to sickened for one round. Using this ability consumes 2 points from the hand of tyranny’s ki pool. This ability replaces wholeness of body.

Tongue of Lies (Ex): At 17th level, a hand of tyranny receives a +10 competence bonus on any Bluff skill check made to lie. Any lie he tells cannot be detected via detect lies , zone of truth , or similar spells. This ability replaces tongue of the sun and moon.

Prestige classes:

Assassin, Diabolist, Hellknight, Hellknight Signifier, and Red Mantis Assassin are all Prestige classes that could work with some lore tweaking.

Asmodeus Feats:

The wicked have a variety of tools at their disposal to bring pain and misery to those around them. These feats are just some of the options they gain from their service to Asmodeus.

Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.

Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GM interpretation).

Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.

Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creatures that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pack one additional time per day.

[/b]Devil’s Pact[/b]
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.

Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefit: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.

Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.

Firebrand (Combat)
You can make use of a torch as a deadly, macelike weapon.

Prerequisite: Worshiper of Asmodeus

Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.

Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Ignore Pain
You are familiar with pain, and have become adept at ignoring when needed.

Prerequsite: Toughness

Benefit: Whenever you have the sickened condition, you only take a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Whenever you have the nauseated condition, you can take a move action and a standard action, but take a –4 penalty on any check associated with an action that requires a standard to complete (such as attack rolls, weapon damage rolls, some skill checks, caster level checks, and so on). When nauseated, you cannot take full-round actions.

Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.

Ordered Mind
Your study of Hell's laws improves your counterspells.

Prerequisites: Caster level 7th, lawful alignment, worshiper of Asmodeus.

Benefit: You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent’s spell is equal to 20 + the spell level of the opponent’s spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe’s spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe’s spell.

Priest’s Pact
You have devoted your divine talents to serve the will of Asmodeus.

Prerequisites: Devil’s Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: You can call on the power of the Devil’s Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell’s level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil’s Pact one additional time per day.

Name unknown
You can consume the soul of a dying creature to heal the unholy.

Prerequisites: Channel negative energy 2d6, evil alignment.

Benefit: Whenever you make a coup de grace against a living creature, you can spend one use of your channel negative energy class feature as a swift action. If the creature dies and has at least as many Hit Dice as the number of dice you roll for channel negative energy, the channel heals all evil creatures (living and undead) within a 30-foot burst instead of its normal effect. If the creature does not have enough Hit Dice, the channel energy attempt is wasted.

Unholy Spell (Metamagic)
You can enhance your spells with the power of Asmodeus, making them more deadly to those who oppose his infernal will.

Benefit: An unholy spell has a different function depending on the target. Good creature’s take a –2 penalty on any saving throws made against an unholy spell, while evil creatures gain a +2 bonus on such saving throws.
In addition, if the spell deals damage, half the damage is considered unholy damage, which bypasses any resistances the target might possess. If the saving throw reduces the damage, if halves the unholy damage and the normal damage. An unholy spell takes up a spell slot one level higher than the spell’s actual level.

Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.

Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.

Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.


This DEFINITELY sounds interesting. Ill be back in a short time with a sorcerer


I am interested as well, either inquisitor or bard. I will post asap.

Dark Archive

Man do I like the Hand of Tyranny... I'm going to have to see what I can come up with in a Monk.

The Exchange

Hey, OM. Tirq here. I'm willing to join. I'll try out an Oracle of the Dark Tapestry. I'll be taking the Heresy trait, and I'll post a full build later on. Great to see ya, man.

Sczarni

This sounds like a lot of fun. I would totally go as a Fighter guilty of Desertion. Probably a human more than anything.

Can I request a Tower Shield?

Also, while I would love to participate, there is a chance I'm more than likely gonna be a back-up character, since life is getting hectic right now.


here is Cyx again (try #10)

will have to adjust stats for the new system

also I may change some of the story to use cities specific to the game setting but Magnimar is just a city name and could probably be placed anywhere. simple tweek but keep the jist of the motivation and personality.


twilsemail wrote:
Man do I like the Hand of Tyranny... I'm going to have to see what I can come up with in a Monk.

thanks twil I've been trying several time with my monk.


@SinBlade06 - Request a tower shield?

Also this campaign is not for evil characters that just laughs manically, it is a though campaign, easy for the first level or two but then the gloves comes off.


This toon was made for another WotW. Would retoon the stat block for this game, and go with wizard instead of anti-pally, otherwise background, traits, etc stay the same.

Sczarni

I meant can I find one along the way or something. If not, no biggie. I just like being able to say nothing hits me.


Dotting with interest,

I am thinking of a Rouge, eventually to prestige into an assassin, whose crime was attempted Murder, Race human.


Dotting. If I am in one of your games already does that stop me from applying here? WotW is just so fun I could play it many times and am likely to DM it before long aswell but not for a while :p

I have a cool idea for a crazy half orc fighter that likes to break things.


Dotting. I haven't played in a good evil game in a while!

Also, I would just like to tell you Big OM, that I will prove you wrong about characters laughing maniacally -will- fit in.... Of course, I'll be making a Witch who eventually take the Cackle hex, so the maniacal laughter will serve a purpose ;)

Definitely going for the more subtle villain who uses charm and grace to get her evil plans to fruition, but can also throw out some nasty spells/hexes if things go bad.


The Architect, from above. Got the Crunch in profile, Wont be able to put up a story until late tonight or tomorrow, The story of a Duel Unto the DEATH!!! (insert the ONLY evil cackle I intend)


Will swicth the fluff of this character to Asmodeus and adjust point buy.


Very interested. Will rework the avatar for your character guidelines.

Liberty's Edge

Showing interest and dotting. On my way to class now, will be back in two hours to put up a character.


Dotting. Will stat up 'Hound' Invulnerable Rager whose clan was detroyed on a crusade.

The Exchange

Yikes. Too many people for my tastes. Hope you guys enjoy this game. I'll bow out now.


Arzazel is ready for review. Aasimar Cleric of Asmodeus.

cheers


Welp, here we go again. Stats will be adjusted to point buy shortly - kinda happier with this anyway, never really wanted to be a paragon of physical perfection with this character, above average is fine.

Background:
Ah, the theater. Where anyone, commoner or noble, can go to experience lifetimes and worlds away. Where good can triumph, not through years of hard work, sacrifice, and prayer, but because Evil Is Dumb. Where the circumstances of birth don't matter as much as raw talent and the ability to entertain and entrance the crowds. One of the few places where, even in the bastion of righteousness that is Talingarde, one still might find the holy symbols of the dark gods displayed prominently (one must have villains, after all.)

The Theater. Where ego and plotting are allowed to run rampant, backstabbing is common, and advancement and prestige are as much about who you can make happy behind the curtain as how well you play to the audience. Where almost any means, short of assassination of your rivals, is tolerated and not investigated too closely as long as you don't get caught. And one of the few places where the church of Mitra is forced to be somewhat lax in their enforcement of the more trivial of their laws, for in the world of the theater, the lines of truth and illusion are blurred by necessity.

The Theater - the last place one would think to look for the vilest excesses of sin, because if it's all out in the open like that then it can't be real. Can it?

Lucia may not have been born to the heights of power and nobility in Talingarde, but she was nonetheless their darling. Even from a young age, it was obvious that her star would be on the rise for a good, long time. Even as a child prodigy, her voice could captivate during the church hymns, a trait that caught the attention of one of a number directors. And a star was born.

Well, maybe not right away. Even a child star needs to move up through the ranks at some point, although she was never relegated to a mere chorus girl. Going from child roles, to supporting characters, to consistently getting the lead at the opera and the common play. Everything came easy to Lucia from then on but money. For she had developed a taste for the extravagant, the gifts admirers could bring her. She craved more.

It eventually found her.

First came the 'advanced lessons' to bring out the magic of performance in her - a necessary step for any who would truly reach the top of the art world. The next, however, was the secret of disguising that magic. Soon she could truly hold an audience in thrall with her voice...then pick one man (or occasionally woman) out of the audience for a little 'private show' back stage.

The debt came due - massive gold for luring good specimens into the back. Tearfully, she would bid her 'new love' farewell...before seeing them clamped in irons and walking away. Oh, Lucia told herself it wasn't truly the slave trade, that if they were weak enough to fall for her voice and body they deserved what they got. But mostly she enjoyed the large payoffs.

Even a scheme as brazen as this, though, couldn't go secret forever. Eventually, the authorities caught her in the middle of the trade, and she was tried and sentenced. But worse, by the time she was to be sent to Branderscar, she had been forgotten for the next talentless, brainless beauty to come along.

Lucia would get out of prison. And her next performance would be one no one would ever forget. The Tragedy of the Kingdom of Talingarde will be the greatest play ever written...and Lucia Rhitu will be the star.


dotting, thinking of a making a witch.


...and fixed an issue with the trait not showing up.

Liberty's Edge

I'm currently DMing a game (as we speak) and am posting this on a break, but I want to make an antipaladin with the Heresy or Blasphemy trait (haven't decided yet). Will get it up after the game ends in a few hours but I just wanted to put that out there. Hope everyone has fun with character creation and good luck getting picked. :)


Okay, statted up.


Crunch done, fluff to come soon.


Kareo Jalin, human hungry ghost (archtype perfectly suited for this campaign) monk LE
stats
str 10
dex 18 (16+2)
con 14
int 10
wis 16
cha 10
feats bonus feat from archtype is punishing kick (in exchange I miss out on stunning fist), monk bonus feat improved grapple, human bonus feat weapon finesse (unarmed attack) and lvl 1 feat weapon focus (unarmed attack).
hp 10, ac 17, initative 4+
traits crime (dueling) and savant (perform dance)
skills perform dance, acrobatics, intimidate, stealth and perception.
favoured class bonus 1/4 of a ki point per lvl is added to the ki pool.

story:
Learning the art of dancing and fighting went hand in hand (and foot) for young Kareo Jalin. Learning to dance at age 12 led to learning to kill at age 16, he was taught by the (in)famous hungry ghost monks. Feared by all for their ability to steal the life from another, they were especially feared by other monks who knew that a mere master of the hungry ghost could equal any one of their exalted "grandmasters". And all spoke the name of the hungry ghost grandmaster with fear, some believed him not to be a man but a demigod who would reign over them all.

Outlawed with the rise of house Darius the hungry ghost monks now wonder the land in pairs a master and an apprentice. He never knew his masters name but Kareo Jalin learned the art of the hungry ghost well.

His master left him then, concluding that his apprentice (rightfully so) was prepared to continue the order's traditions. He fought against a paladin in a duel to protect his mistress, a tiefling woman called Naraja. However an unknown witness reported this to the authorites who sent a small army of guards to arrest him. Even against so many Kareo Jalin demonstrated the reason why hungry ghost monks were feared, 10 of the twenty guardsmen sent to arrest him died, 7 of the survivors were crippled for life and only 3 escaped unscathed and captured him.

Sentenced to Brandenscar prison, Kaero Jalin now intends to demonstrate once again why his order is so feared.

have I missed anything gm?


I'm definitely interested... Not entirely sure yet if I could commit, but I'd love to. I'll have to mull some character concepts and see if anything sticks enough to make the commitment worth it.

What are you looking for in terms of background? I know you said we should weave everything in, but are you looking for something along the lines of a short-but-complete paragraph, or are you looking for something closer to the page-long end of things?


Dot, Cyx good luck to ya :)


@Bobson - Good question I tend to favour longer backgrounds but it can be to much. A single short paragraph has to be very well written to get you in, it is unlikely, but it happened in one of my last recruitments.


Fundamentally, a Wizard runs on Spite.

-Applying as Veris the Spiteful, Wizard.


Veris the Spiteful wrote:

Fundamentally, a Wizard runs on Spite.

-Applying as Veris the Spiteful, Wizard.

KKK Very good. XD


I have twwo submissions one is a rogue I submitted for your first Way of the Wicked campaign, the second is an Anti-paladin, whom truthfully i want to play more than the rogue XD. But she is a changeling though. Well here they are:

Selara The Rogue

Lani Anti-paladin

One is a corrupted, trained to kill, the other a born evil character.


I would love to apply with...

Vladst the Barbarian. He will be a barbarian/fighter eventually. Hopefully his training is a good reason story wise to start barbarian and be neutral evil and then take fighter levels also. He is not a follower of asmoseus but will become one quickly if it allows him to take revenge.

Personality/Appearance:

Vladst' grey-green skin is readily apparent. Sharper teeth than human and pointed ears make his heritage easily perceived. He does not slump in his reduced state but stands tall. No matter what happens to him his is determined to accept himself even if no others will. Rejected by humans and orcs alike he will make them accept him. Strength is the only thing that impresses him but he is wise enough, thanks to his mother that he knows strength is not the only thing that will get things done. Unfortunately his undeveloped mind fails him in this area. He struggles to keep his temper and is prone to smash things that get in his way, but his military training has indeed left it's mark and he is disciplined enough to show restraint(even if others must help him remember). He wishes to show everyone that they were mistaken about him and make them all pay for that mistake.

Backstory:

Vladst, so named for the man his father had slain, his mother's husband, never let the other kids make fun of him for his inhuman looks. They didn't make that mistake often. He was the strongest of the children in his area and took advantage of this. His mother was teaching him to control himself, but he was young and the orc in him often got him in trouble. She had not gone back to the farm which was destroyed with the orc raid that had brought forth Vladst, instead finding a place in town. People thought she was crazy for keeping him. She worked her trade as a seamstress, employed by a childhood friend who was now a tailor. Vladst attended school but only passed by the barest margin, uncaring of his studies, he preferred to practice at sword fighting with the other boys of his gang. Due to his mother's help controlling his orc nature and his failure in school to become anything special, he joined the military. The war against the asmodeans was going well and he, though late to the true fight, hoped to still catch some action. Training went quickly. He was a natural with weapons. He attributed this to his warlike ancestry.

His first battle however, would be his last. In the thick of the fighting against the enemy, he had killed at least a dozen men by himself. His force was ordered to pull back and surround the flank. As they marched they were ambushed by an orc horde. Surprised and now outnumbered they were forced to retreat. Vladst was confronted by the orc chief who, seeing his joy in battle instantly recognised the features of this half-orc as one of his own. Strange that one of those unfortunate human women would raise him as their own. Vladst had brought down a much larger opponent to help another escape. So unlike an orc. The chief would teach him a lesson. Cutting his way towards Vladst with his massive axe he called out to his son. When Vladst realised who this was he didn't know what to do and was too intimidated to move. He saw the fierceness of his father's fighting to get to him. Men were cleaved in two, it was the greatest display of skill he had ever seen. The chieftain challenged and shortly defeated him but left him alive. Mocking his half breed status, telling him he would never meet his true potential with the humans.

Vladst retreated, bloody and beaten, but the image of his father continued to haunt him the following weeks. He wad awarded for bravery in helping the unit retreat in overwhelming odds. The promotion didn't make him as happy as he thought. He was finally accepted by most of the men now. But the thought of his father humiliating him like he did ate away at him. He did not fit in anywhere it seemed. He got in a fight with a high ranking superior over wanting to be transfered and everything that had been building up inside him spilled out, leading him to try to kill the man in his anger. It was all the others needed to confirm what they had always known about the half-orc, he could never be one of them. He was instantly arrested before he could do any harm and was immediately sent to branderscar prison to await his sentence. He deserved the axe. What had his mother constantly told him? Live by the sword, die by the sword.

Character Sheet:

Vladst Grey
Male Half-orc Barbarian(Breaker) 1
LE Medium Humanoid(human & orc)
Init +1;
Senses Perception +5
Darkvision 60ft.
--------------------
Defense
--------------------
AC 11, T 11, FF 10
HP 14 (1d12+2)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed +5 (1d3+4/x2)
--------------------
Statistics
-------------------
Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 14
BAB +1; CMB +5 (+7 to sunder); CMD +16 (+18 against sunder)
Feats Power Attack
Traits Attempted Murder, Indomitable Faith
Skills 4(barbarian) -1(int) +2(bonus) = 5/level
Climb(1)+8
Intimidate(1)+10
Perception(1)+5
Survival(1)+5
Swim(1)+8
Languages Common, Orc
Other Gear none but his wits
Outfit Prison rags
--------------------
Special Abilities
--------------------
Attempted Murder You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Indomitable Faith You gain a +1 trait bonus on will saves.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Darkvision Half-orcs can see in the dark up to 60 feet.

Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Gate Crasher Many half-orcs revel in acts of wanton destruction. Half-orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects and on sunder combat maneuver checks.

Favoured Class(fighter) 1hp or 1 skill point or +2 bonus on rolls to stabilize when dying (0hp/0skill rank/0bonus).

Weapon and Armour Proficiency Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Power Attack –1 on melee attack and CMB checks +2 damage. +3 damage with two-handed attack. +1 damage with off-hand attacks. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
--------------------

Equipment:

Prison Rags 0gp/1lbs


I have a fallen aasimar who appears as a hobbit antipaladin. He was built to be gestalt, but I'll strip off the sorcerer.

He was built to 20, so I will adjust to 25.

Concept is he was the youngest in a line of do-gooders. His family was so good, the widowed father was visited by a celestial to create the ultimate legacy, an eight son who is part divine. The strain of being good, and his ego, led to him betraying everything.


Well, this got long quickly. Guess I got carried away.

Background

Spoiler:

Cid was born in the streets to a prostitute who died in childbirth. He was left by the city guards at a temple of Mitra, where he was raised by the head cleric. The cleric originally thought to train Cid as an acolyte, but quickly discovered that Cid's impressive physical stature as a young man would suit him much better as a knight or templar.

Cid tolerated his foster father's teachings, learning all he could about Mitra and studying how to use divine power and communicate with the gods in order to become a templar and protect the church's interests. However...

At the age of 15, Cid's church was attacked by an evil cleric of Asmodeus. He summoned many devils to surround the church and burn it to the ground. Cid was trapped in a corner with his father, a sword shakily held in his hand as the fiends approached. He swung wildly, but the blade didn't even leave a mark.

The fiend that approached him chuckled and said, "I like your spunk, kid. Not many could face a devil like me and go down swinging. I think I'll make you a deal."

A way out. Cid's body shook with fear, but also hope. His father shook his head quickly and put a hand on the boy's shoulder. "No, my son! Don't listen to this evil creature's silver tongue!"

Cid brushed the old man off and cautiously lowered the sword. "I'm listening." The devil smirked. "I'll give you a choice. Either you or your old man, I let one of you go. In exchange, I get your soul. When you die, you will be condemned to Hell. What do you say?"

Cid shuddered. He didn't have to die here. He was so young! Why should he have to die already? He'd spend his life stuck in this stupid church because his mother was a whore and his new father had chosen his life path already. His whole life was nothing but a bunch of misfortune forced on him by other people. This was his first real choice, a decision that would change his entire life.

Cid suddenly stopped cowering and straightened up, his eyes full of resolve. The devil nodded approvingly. "So, what will you do?" "If I make this deal, your master will not kill me when I run out?" "My master? Oh, you mean that cleric? Hah! He's not my master, boy. No, I'll tell you who my master is...the mighty lord who you owe your life to now..." The devil moved closer.

Cid's father desperately grabbed his arm. "I warn you! You will NEVER escape this! If you make this decision, you will suffer for eterni-" "SHUT UP!" Cid screamed and turned around, stabbing his father through the heart.

The old man's eyes widened in surprise as his face contorted into a mixture of pain and shock. He slumped over Cid's body, dead. Cid gasped and backed up, his father's body sliding off his sword onto the floor. Cid gazed at his blade, coated in blood. Blood that was responsible for everything he had ever experienced up until now.

Cid stammered and looked at the devil. "I want...I-I want..."

"It's up to you, boy. If you die here, you will be free. Well, not so much now that you've killed a man in cold blood. But hey, the gods have pardoned men for worse." The devil shrugs. "You can choose to live, or you can choose to be free."

Cid dropped the bloody sword and stuck one hand out. "I want to live!" The devil's grin stretched from one side of his face to the other. He seized the boy's hand and shook it. "Then welcome to the service of Lord Asmodeus!" Cid screamed in pain as his body erupted into flames, but then it was over as quickly as it began. Cid looked down at his wrist and saw a black tattoo on his skin. No...not a tattoo. A brand. It was black, in the shape of a sword with a single drop of blood falling from the tip.

"A reminder. You will never forget this moment, or this pact," the devil said, and disappeared. Panicking, Cid picked up his sword and fled the burning building, just in time to get outside as it collapsed on his father's corpse.

From then on, Cid could no longer pray to Mitra. His soul was tainted and his dreams were full of blood. He turned to Asmodeus instead, praying for guidance. Asmodeus rewarded him with divine power. Dark, profane power.

Cid became a raider, desecrating churches and attacking priests of Mitra in order to try and secure Asmodeus's hold over the country. With his prayers and his communications with his god, he was blessed with a silver tongue, and did his best to sway common folk on the teachings of Mitra. With effort, Cid managed to convince a small number of people to convert to Asmodeus where ever he went.

In one particularly brutal event, Cid and a gang of clerics attacked the temple in the capital. Cid personally broke the door down and yelled loudly, scaring all of the worshippers out. After they had left, he stood before the clerics of Mitra and grinned, shoving them out of the way. Lifting his maul over his head, Cid yelled out, "THIS is what I think of your precious god!" With one mighty swing, he cleaved the statue of Mitra's head off his shoulders and then kicked the statue in its stomach. The force of his kick was enough to uproot the statue and knock it over. It fell on the floor and shattered into a thousand pieces.

The city guards rushed in and seized Cid. Cid was surrounded, and his point had been proven. He surrendered without a fight and was knocked out, waking up in prison.


Too many people for my taste as well so I am bowing out to let others enjoy the fun.


Nymn the inquisitor

Personality/Appearance::
At first glance Nymn seems like the average human. 5’10, grey eyes, black hair, clean shaven. Average height, average features, but after a closer look you notice cold grey eyes and an above average musculature that is artfully hidden in his clothing.
Nymn is driven to an almost single minded purpose to root out the spies in his flock. He is very strict and will kill without question any follower who breaks the tenants of his faith, or puts the others in danger. Nymn will not tell a lie, but will bend the truth with misdirection or say nothing at all. If he gives his word it is good and should be considered unquestioned.

Backstory:
Nymn’s parents were acolytes in a small temple of Asmodeus and as such Nymn was raised in the ways of the dark god. Being raised in the temple set up a strong faith in the boy, because he could see first hand the power of the god through the rituals and spells cast by his parents and their peers.
At the age of 10 he joined a gang of teenage boys and girls made up mostly of the children of the temple. They set up a small protection ring in the slums of the city, stealing from beggars and homeless in the guise of protecting them from the unsavory elements of the city. Never one to be in the spot light he maintained a low profile using his skills in disguise, his quick tongue, escaping, and consider intimidation for one so plain to help whenever he or his friends got into trouble. For years this gave Nymn an outlet for his cruelty and the group grew in size until encompassed a large portion of the beggars quarter.
Everything seemed to be going well until a rumor came down that the city was going to wipe out the unsavory elements that were threatening to spill over into the more prosperous areas of the city. The officials were getting scared of the power the gang was amassing. During a portion of the campaign an inspired captain in the guard decided to send in a swarm of spies to infiltrate the ranks and obtain vital strategic information.
With the information obtained a wholesale slaughter ensued, which nearly wiped out the gang. Nymn barely survived escaping into the sewers. He was just not strong enough to protect his friends and fellow worshipers. Going back to the safety of the temple and under the tutelage of his parents he trained to root out the spies that seek to destroy the followers of Asmodeus and gladly accepted the title of inquisitor.
After all of the mistrust and lies that lead up to the happiest time of his life ending. Nymn has sworn to never tell a lie again. He will bend the truth to the nearest point but will not tell a lie. This has finally gotten him arrested and charged with Blasphemy against Mitra. When brought before the magistrate he admitted to defaming a temple of Mitra and has been sentenced to death by burning. He now bides his time looking for a chance to escape and get his revenge against the hated temple and their followers.


By the by, while I know you can see the direction I'm going with the 'charmed slaves' with the spells, my intent with that was to use Leadership to simulate the number of people under Lucia's thumb. I assume that's all right (the feat isn't really specific about HOW you have your followers, just that you have them.)


This still open?


Yes


ZOMGXLKUEOWNJLDSi

sorry i got a little excited there...
I'll have to be awake and take a look at the feats and stuff to pick out my class and such, but I'd likely want to play a Cleric of Asmodeus, summoning/necromancy focus, although after looking at other applicant's i may change my mind...


@ Lucia - In regards to leadership. First of all I do not have any experience with it as a feat, do to it always being banned. I plan on allowing it in this adventure. I am going to use the suggestion in book two which is you get your cohort as normal but no followers, instead you get an evil organization, we'll handle that later how that works. Perhaps when you close in on level 7.


I went over your submission and might have some questions or comments, please see below. Let me know if I have forgotten anyone.

Hound:

I have been looking at your stats and can’t get them to add up, could you please do the math for me.

Lucia Rhitu:

A solid submission I have no questions.

Cid:

A decent submission. Having read the background I feel Cid surrendered to hastily to the devil, but lets talk about it, let me here your thoughts.

Kareo:

I feel your background could benefit from some detailed descriptions of what happens. Perhaps tone down his power a bit. I use your backgrounds as a writing example as well as background.

Veris:

Please submit a writing sample or expand your background with story.

Lani:

I’ll be honest I am not a favourite of most races outside core. That being said I like your background very much. A few questions though. You write about the call of her blood, but what about the call from her mother.

Vladst:

How will you hide when you have escaped, half-orcs are not common and people are naturally suspicious.

Gimlet:

I am not fond of the beginning of your background, it bothers me somehow. I have seen many submissions with assaimar turned evil now, so what does your submission bring that sets it apart

Nymn:

What will you do when your companions doesn’t follow the tenants of your faith, PvP? Why was he a cruel child? Why did the priests of Asmodeus allow the gang to endanger the church by working so open?

Cyx:

As always a decent submission, but somehow it doesn’t strike a chord with me, I can’t tell you why. The idea is good.

Vysin:

Who is Glasya

Akhar:

Please submit a background to be considered.

Slevin:

A good story, I am looking towards seeing what changes switching to Asmodues are going bring. What domain would you switch to?

Arzazel:

A decent submission, no questions.


I don't know if you saw it, but the backstory is in Veris' alias.


Veris:

I did, but it did not give me a feel of how you write and how he behaves and I would like to know. It is a good account of what happened but lacks a tale. Do you understand what I am asking for?


@Big OM: There is no call from her mother because she is dead, she is one of the witches Sir Balin killed, thus she receives no call at puberty. I was thinking she gets restless even so, as if knowing something was to happen but didn't. I was kinda sleepy then though So I guess I cut it a bit. Although it copuld be interesting too if her mother was alive she sought her out with Sir Gant and they ended up killing the mother after all, they are both Lawful characters and an Annis hag is a chaotic evil being. Well I think that answrs your questions. Yeah I knew about the race, but the ideas just started pouring. I'm fine going either way with her mother both are interesting to me. (Thinking I might write that possible encounter with her mother if I have the time...)

Sovereign Court

My submission


OM, I'm sorry for not having posted anything after dotting so far, life took one of those "shortcuts" that your crazy uncle takes that you just know will take longer ;) Will get you stats and a BG as soon as I can!

1 to 50 of 128 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Your way and my way - WotW All Messageboards

Want to post a reply? Sign in.