Repent from your Wicked Ways(WotW) (Inactive)

Game Master True Repentance

Fire Mountain's Way of the Wicked.
Prison breakout in progress.
Map of Talingarde
The Frosthamar
Current Loot


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Hello,

Asmodeus has heard your cry for a second chance at life. A chance to take revenge. And some of you shall have it.

This is my first ever time playing the part of GM so bear with me please. Playing for several years and trying to learn as much as I can I have an idea of what I have seen other DM's do well and not so well. Feel free to suggest how I may improve also if the opportunity ever comes up.

Anyway, onto the good stuff. At least four of you will have the chance to bring down Talinguarde. I will post more campaign Information nearer the end of the week when I get internet at my new place(yay NBN), for now it's just my mobile since I have no pc access from work.

So for now, post interest, create characters(no alias needed), copy pasta already created characters, ask questions about whatever crazy ideas for evil you can come up with and I will reply whenever I can.

Character Creation Parameters:

Players = No munchkins ;)
Stats = 25pt buy or Focus/Foible method.
Alignment = LE, LN, NE.
Race = No Custom, ask about anything non-coreish.
Class = No guns, no eastern, no paladins. Anti-Paladins are LE. 3rd Party? Maybe.
Equipment = Prison Rags or nothing.
Unfortunately any companions, bonded items and the like are dead, gone or confiscated. Prepared spellcasters do have their prepared spells memorised if you wish(it helps). Unfortunatly no material components to start off with. Alchemists are particularly feeling useless without their mutagens or extracts.
Backstory = make it quality. 500+ words is usually good though to help me understand how your character ticks. Add an appearance and personality or whatever else you think will sell your character and get asmodeus to choose him/her.
Deity = Doesn't have to be Asmoseus to start but he is a good choice, or anyone associated with him. Make sure your character is one asmodeus would choose to serve his will.
Flexibility = Always! Give me your crazy idea why something should be the way you want it to be. Character hates all gods but serves asmodeus to bring down Mitra, the god who ruined your life? Psionics is your thing? Become a vampire/undead of some sort? Ask and it shall be considered.

Post away my minions. Recruitment for say... till next weekend 6th or 7th? Or until I get too many prisoners for my prison, lets see. Please God(RL God) that my internet goes up on friday, haha, something terrible would have to happen for that to not happen.


Definitely interested. Probably human ranger.

Focus str 18
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (1) + 7 = 8
Int 1d10 + 7 ⇒ (2) + 7 = 9
Wis 1d10 + 7 ⇒ (10) + 7 = 17
Foible cha 8

Would you allow a reroll? I can work with these stats if I have to.


That just makes 25pt buy. I hate neg stat penalties as much as anyone. Rerolls and retconning I don't like either, so how about just bump your con and int to 10


Sounds good. That will make my stats.

Str 18
Dex 10
Con 12 (human +2)
Int 10
Wis 17
Cha 8

I will be going human ranger arrested for murder.


Hello there. Kana was imprisoned for rebellion and sentenced to death. Not that she wants to go there....

RPG Superstar Season 9 Top 32

Would you allow the Lord of Darkness archetype for Anti-paladin? I saw it on d20 and realized it was from Way of the Wicked as well.

If so, and the dice are nice... I present my stats:

Focus Str 18
Dex: 1d10 + 7 ⇒ (6) + 7 = 13
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Fobile Int 8
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Cha: 1d10 + 7 ⇒ (8) + 7 = 15

EDIT: Had posted on wrong alias...


42pt. buy, very nice. Yes that archetype is certainly allowed.

RPG Superstar Season 9 Top 32

Sweet, I'll get a build. Since the points are kinda high, I'll stick to core races only. If you feel the need to drop the stats some, that is fine.


will figure something out hopefully by the deadline.

BTW: Mr. GM after the situation that happened (with the game you are in as a player) If it seems the best way to go can I apply with a chaarcter that either was rejected from other application or was in a game that died?


Use an already created character if you like. Give me a link to where the rolls were made for official legitimate sake.

If it got into a game but died? Foolish character. Asmodeus may allow him to live once more.(Go for it)

Edit: BTW. How many active games are you in?


I forgot posting frequency...

As I will update every night and possibly post during the day, please make sure you can commit to 1 or more posts per day.

Edit: Everyone gets 2 extra skill points per level and 2 traits one of which must be a campaign trait(obviously).


GM see PM


Pathfinder Lost Omens Subscriber

I'll work on my Dhampire Cleric of Asmodeus this afternoon :-)...If that is cool


This ratfolk witch was rolled up for another WotW application but not accepted. It should fill all of your character creation requirements. His crime is consorting with dark powers - and said dark powers were what gave Pinkerton his knack and affinity for poison.


Interested
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (5) + 7 = 12
Focus - 18
Foible - 8

Never done focus and foible before, so if I'm doing something wrong, let me know.

Not sure what I will be making yet.


Cole:

Full Name : Cole

Race: Aasimar Str +2, Cha +2

Classes/Levels AntiPaladin1

Gender M

Size M

Age

Special Abilities : Alter Self 1/day

Alignment: LE

Deity :Asmodeous

Location :Brandiscar

Languages Common, Celestial, Infernal

Occupation : Soldier/Militia

Strength 20
Dexterity 17
Constitution 14
Intelligence 8
Wisdom 13
Charisma 17

Height: 6'5" 225lbs
Favored Class: AntiPaladin (+1SP/Level)
EXP:
Hit Points: 12
Spd: 30
Init: +3
AC: 13 T:13 FF:10
BAB: +1
CMB: +6
CMD: 19
Saves: Fort +4 Ref +3 Will +1

Weapons:

Skills: 4 + Profession Soldier
Profession-Soldier +5
Bluff +7
Intimidate +7
Stealth +6
Kno. Religion +5

Feats:

Equipment:
None

Cole's Backstory:
Cole was born in the NE of Talingarde. His mother a beautiful woman and his father a loyal soldier and follower of Mitra. Cole was raised to believe in Mitra as well, but in his love of history he found out about how Talingarde used to be with temples to Asmodeous across the lands. He learned of the great purge the kingdom lead against these temples smiting them from the lands. Still curious of what Asmodeous was and meant he talked to his mother and father. Cole’s father comes from a long line of loyal servants of Mitra and the Kingdome, like his father before him and his father before him. He told stories to Cole of the triumph over these temples by his great grandfather, and to not speak of Asmodeous outside of the telling of these stories. His mother simply would smile and speak to how her family had nothing to do with either side really and Cole would be better focused on studying Mitra. Cole knew she was hiding something but couldn’t put his finger on it and she seemed adamant in keeping whatever it was hidden. To reinforce this Cole was sent to a monastic temple dedicated to Mitra.

Cole accepted the training but never fully bought into the belief of Mitra. It was here in his time of meditation and reflection that he received a vision. He shook it off at first thinking his mind was just playing tricks on him. The next week he was plagued with these visions in his sleep. Each one becoming more clear than the next. He saw men fall around him bearing the holy crest of Mitra, as he kneeled before a great horned demon receiving it would seem a blessing. He still didn’t know exactly what this meant, but it had seemed to open up the latent wickedness in his heart. He returned from the temple both bitter and resentful. He now felt contempt for his father and the others that blindly followed the Sun God. His father forced him into service upon his return. He was put under his father’s command. Now more curious than ever he tried to press his mother for more information on what she was hiding. He went as far as of accusing her of worshiping Asmodeous. She became very defensive and called upon his father to intervene. His father beat him into inches of his life, daring the boy to threaten his mother again. This was the final push the darkness in his heart needed.

Cole recovered and pretended to be the good boy his parents wanted. His father was quick to buy in and promoted Cole under his leadership. Cole used his new position to gather information on the patrols. It seemed an order had come down to his father to take his unit to aid a neighboring town that had fallen under raids from the goblinoids. Cole asked that he be allowed to go ahead and scout a day or two ahead. His father proud of the initiative allowed it. Cole went ahead, but he did so not as a scout. He had managed to steal a small supply of weapons and some light armor. He rode out with this in tow. He then arranged a meeting with a small raiding party. He offered up the weapons and armor and the time when the reinforcement would be coming. He even assisted in coming up with the ambush plan. All he wanted in return was to be alive and able to leave with his father who he wanted alive but bloodied and beaten. The deal was accepted and executed. The goblins did turn on Cole as well, but he expected this and was able to escape with his nearly dead father in tow. He showed up at home dropping the body in front of his mother.

Now you will tell me what I want to know or you will watch him die.

His mother now in tears dropped before him begging for her husband’s life.

I will tell you, just please don’t kill him. Not even your father knew of this. My grandfather was a high priest of Asmodeous. He passed the teachings to my father. He was killed in the purge and my father kept his worship hidden, trying to pass it to me. I am a follower of Mitra and turned against my father’s teachings. Are you happy now is that what you wanted to know?

Yes mother that will do. How dare you turn your back on the teachings. I will take up the rightful mantle.

With these words he embraced his mother and strangled her. He then slit the throat of his father. He covered the scene by hanging his mother with some rope from the rafters with a kicked over chair bellow her. She was clutching a bloody dagger. He then wrote out a note of confession of her secret worship of Asmodeous and how she finally was fed up of living with a follower of Mitra. She took advantage of him returning in his weakened state. She was then overwhelmed with remorse and decided to end her own life as well. Cole now had everything in place and was packed and ready to leave the next morning. What he didn’t know was his father’s unit survived and bested the goblins when the town militia came to their aid. The found the weapons and armor and got some of the goblins to confess in exchange for not being put to death. Cole was met that morning. He managed to convince the guards that he came home and went for a drink, his father still alive when he left. He returned to find the same scene. They bought this but he was taken in on the capital crime of desertion and supplying the enemy with weapons and information. He now has been taken to Brandiscar where he awaits his death, but he knows now it is his duty to bring the worship of Asmodeous back and follow in his great grandfathers path, though he knows not how yet.

Submitting Cole again. Third attempt. Stats rolled in previous thread, If you would like I will reroll just let me know. Hope to get in, very active player in 2PFS PBP, and was 5other PBP but 3 have died. Thanks for the consideration.

Will make Alias if selected, Cole is going to try the swashbuckler out after 2nd level and getting the bonus to saves from the Anti Paladin if you are ok playtesting the new classes.
Link to Stat Roles


jlord wrote:

Interested

1d10+7
1d10+7
1d10+7
1d10+7
Focus - 18
Foible - 8

Never done focus and foible before, so if I'm doing something wrong, let me know.

Not sure what I will be making yet.

Just remember that the rolls are in order so if your focus was dex and your foible was Int for example you would have

Str 11
Dex 18
Con 16
Int 8
Wis 15
Cha 12


Very interested... just trying to decide whether to resubmit same character as I did for spinningdice's game, or come up with something new.


Roll: 1d10 + 7 ⇒ (5) + 7 = 12
Roll: 1d10 + 7 ⇒ (8) + 7 = 15
Roll: 1d10 + 7 ⇒ (9) + 7 = 16
Roll: 1d10 + 7 ⇒ (8) + 7 = 15
Foible STR Focus CHA
Profile updated.


hmm i see, is it a problem that i didn't decided the focus or foible yet?
cause if it is i'll just scrap it and take 25 point buy


Very interested.

25 pt buy:
str 14
Dex 14
Con 12
int 10
wis 10
Cha 17

NE Aasimar Oracle of Bones. Wasting Curse.

In constant pain as her body slowly dies on her and seeing no relief in sight from her divine heritage, Seren turned to Asmodeus. His teachings taught her to revel in the pain and use it for her own purpose. With this in mind, she has found a sadistic glee in inflicting it upon others...slowly, but Death sometimes happens when the pain become to much for the weak to bear and a body is a horrible thing to waste.

Will fill out backstory this week.


I'm contemplated a tiefling race and either a bard, a witch or a cleric (either Evangelist or fiendish vessel)


Here is Hound, last member of a pagan tribe destroyed by the Mitrans.


Dhampir. NE Monk(Martial Artist).
Fangs Alternate Racial Trait, Blood Drinker Feat.
Grave Robbery, Corpse Cannibal

Str: 14
Dex: 17
Con: 11
Int: 11
Wis: 16
Cha: 11

Caught for grave robbing as a child, she was spared from execution by a (then) up-and-coming crime lord. Taught that "A life saved is a life owed", she willingly chose to serve. Now, jailed for graverobbing (The irony isn't lost on her), it is the first time that she can remember that she has no master to serve, and no rules to follow. The freedom is a new thing, and to her, that is scarier than the prison at present. She seeks a return to old habits, a purpose, but that is a bit of a vain hope, since this prison is likely to be the last thing she sees.


I have an idea but lets see what the dice ssy:

Str: 8
Dex: 1d10 + 7 ⇒ (6) + 7 = 13
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (9) + 7 = 16
Cha: 18

looks good with a 44 point buy

looking at making a sorcerer of some kind


Submitting Raymond K Hessel, Ifrit Master Summoner and protection racketeer. He was my submission from spinningdice's game, and he uses a 25-point buy as well as the Fire Insight and Wildfire Heart alternate racial traits.

He's also based around the idea that the Extortion crime isn't about some single act of blackmail, but rather about him attempting to set up a large-scale protection/extortion racket that ended up with him targeting a business owner with connections in high places. As written, his background has him growing up on the Plane of Fire and being a fairly recent arrival to Talingarde. I'm thinking maybe a year or so, enough time to set up shop and have a steady business before being shut down and sent to prison.

If it's allowed, I plan on taking the Leadership feat at level 7 and, hopefully, grabbing either a Shadow Mastiff or a Hell Hound as a cohort. If my score is high enough, I'll grab an Erinyes. The cohort will be used as a bodyguard at all times, while followers will be used as my "crew" and run my rackets and enforce my control over various areas.

Raymond:
Raymond Hessel
Ifrit Summoner (Master Summoner) 1
LE Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities
. . 10/day—summoning mastery
. . 1/day—burning hands (DC 16)
Summoner (Master Summoner) Spells Known (CL 1st; concentration +6):
1st (3/day)—mage armor, grease (DC 16)
0 (at will)—guidance, mage hand, detect magic, message
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 14, Wis 8, Cha 20
Base Atk +0; CMB -2; CMD 10
Feats Improved Initiative
Traits linked surge, extortion
Skills Bluff +6, Diplomacy +6, Handle Animal +9, Intimidate +11, Perception +0, Spellcraft +6, Use Magic Device +9
Languages Auran, Common, Ignan, Terran
SQ eidolon link, fire insight, lesser eidolon, life link, share spells with eidolon, wildfire heart
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Extortion +2 trait bonus to Intimidate. Intimidate is always a class skill.
Fire Insight Summon spells last 2 rounds longer with creatures with the fire subtype.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.

The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Linked Surge (1/day) Once per day, you may make a Strength or Constitution-based ability check or skill check using you eidolon’s ability score in place of your own. Your eidolon must be summoned and with 30 feet for you to use this trait.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summoning Mastery I (10/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Wildfire Heart +4 racial bonus on initiative

Eidolon:
Eidolon
Biped (Claws)
LE Medium outsider
Init +1; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 11 (+1)
Fort +3, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +4 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Combat Reflexes
Skills Intimidate +1, Perception +12, Sense Motive +4, Stealth +5
Languages Common
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).

Eidolon evolution build:
Base: Biped
Evolutions: Skilled(Perception) 1pt, Reach(Claws) 1pt, Improved Natural Armor 1pt

Background:
All my life I've sought my father's approval. That's not to say he never cared for me, but as the only half-breed out of his many sons it's safe to say I was the underdog. See, my father is an Efreeti. And not just any Efreeti, but a Malik; a noble. For him to have a half-breed son, and to keep both of us in his home, meant that he loved my mother very much. Because taking care of a human in a realm of elemental fire isn't easy.

So I grew up working my ass off to make sure I did what he wanted. While my pure-blooded brothers sat around and leeched off of the family wealth, I was out making sure things still ran smooth so that the money was always there. Which meant I was involved in a lot of things at a very young age. Things that most people want to keep their little rays of sunshine away from. But not my father. He was a strict, but fair, lord. If you paid your respects and did what he asked of you, you were rewarded with a safe place to live and do business. If you didn't, well, he sent a few friends of his over to your house to remind you exactly who was in charge. Before long, I was going out as part of those groups as well. I think I was 12 when I first smashed up someone's shop because they didn't pay their taxes. And boy did I love it. Took to it like fire to a match. So much so that by the time I was 16 I was the old man's preferred tax collector. Of course, it helped that I had learned to bring along certain pets every time I went out. People just stopped trying to talk back after that. My father loved me for it. It made his job a whole lot easier when he didn't have to send a whole bunch of guys over to wreck the place and had someone he could trust to get the job done. Soon enough I had my own associates that I sent out to do my work for me, but I kept a close eye on it all. Just in case.

But then, a few years down the road, the old man died. And what happened next wasn't very pretty. Out of 15 heirs, he had named me his successor. The will called all my brothers lazy, and they didn't like that. Especially not when it meant they were being outshone by a half-breed like myself. So a bit of a feud broke out with them against me. Things got bad, and I knew when it was time to go. So I hopped a portal and ended up in this place called Talingarde. I'd never seen anything like it. People were always nice and polite to each other, and they were all gullible.

So I thought to myself, "I'll start up a crew here. It shouldn't be too hard, at least not compared to home." And that's exactly what I did. I just couldn't get anybody to go along with it. So it was just me and some of my pets that I was able to bring with me, and we'd go shake down some businesses all simple-like. Things went well for a while, what with there being no real competition. But then I guess I hit the business of someone that had connections. They didn't pay up on time, so me and my pets started smashing up the place. No sooner had I knocked over a set of shelves than about 15 guards busted in. They beat me near to death, dragged me in on some trumped up charges, and in a heartbeat I was tossed in the can.

So here I sit, waiting to be shipped out. They say I'm gonna be put to work somewhere, but I've got other plans. I'm not alone here, and from what I saw this place isn't exactly lenient when it comes to their punishments. I may have just found where to put together a real crew, and with my brains I figure we can rule this place...

Appearance:
Raymond has skin the color of burnished brass, with short-cut hair that flows from fiery orange at the roots to bright yellow at its tips. His forearms and the backs of his hands are mottled with charcoal gray scales, while his shins and feet seem almost plated by them. While not physically imposing, he carries himself in a cool and confident manner. His voice rasps as though he's been smoking since birth, but he speaks in a calculated and clear tone.
Think Godfather from Generation Kill. This guy.

Personality:
Raymond is boastful and confident in his own abilities. When things go wrong he's quick to blame others for their shortcomings while believing himself to be infallible. He has a tendency to act like he's tougher than he actually is when he has one of his pets by his side. This is made even worse by his natural abilities as a summoner and the fact that he's frequently in the presence of at least one summoned creature.


Gonna go Human Cleric (Fiendish Vessel)
STR 11
Dex 16
Con 15
Int 8
Wis 18
Cha 14 (+2 Race)

If evangelist is a stack-able archetype with Fiendish vessel, I would like to do both but if not that's OK.)

Probably gonna go with birthmark and either Heresy or Desecration for the traits.

Shadow Lodge

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
hmm what to make my forbile... hmm
focus is cha
I'm going oracle, either bones, juju or metal, black blood curse, and as for race either dhampir or aasimar if we allowed custome races I'd use the 16 point buy one I made for a different way of the wicked campaign it's a fusion of dhampir and aasimar


1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
HOLY ASMODEUS!

I'm just posting to make people envy, since I'm already in a WotW game.
Good game to you all.

Yes I'm evil.

Shadow Lodge

can I have his stats :P
mostly joking


Fletch Two-Fangs sounding in.

Not sure if you'll allow, but I've been itching to play one of the new races from Blood of the Moon. Alchemist is non-core as well I believe. Elf would work fine in place of werebat if needed. A fire-specced wizard might work instead of alchemist but loses some of the flavor...Let me know though.

Skinwalker (Bloodmarked) Alchemist. Playable werebat race from Blood of the Moon companion.

Planning to play a cunning pyromaniac bent on destroying those that misued him and locked him away in a mental institute. A funny quirk i'd like to play off of (if werebat is allowed) is that he believes himself to be a vampire (cause of the fangs and such) and low wisdom.

STR: 8 Foible
DEX: 1d10 + 7 ⇒ (8) + 7 = 15
CON: 1d10 + 7 ⇒ (1) + 7 = 8
INT: 18 Focus
WIS: 1d10 + 7 ⇒ (1) + 7 = 8
CHA: 1d10 + 7 ⇒ (7) + 7 = 14

Racial mods: -2 WIS, +2 INT, +2 DEX* *Bestial Form only

Not great dice rolls, will work with them if needed. Kinda worried about a WIS of 4 (DEX alchemist mutagen decreases wisdom) I will re-roll if needed.


Dwarf Monk (Zen Archer, Qinggong)

Took the 25pt buy:
STR 14
DEX 14
CON 16
INT 11
WIS 19
CHA 5

Crime - 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.


Background:

All they had wanted was to venerate Father mountain, as their ancestors had for centuries before them. Long before the ancestors of man washed up on these shore, the dwarves lived and died and prayed to their Gods.
The encroachment of the men and dwindling of the dwarves was hard enough for the people to take, but this recent forcing of the Mitran faith down on them was too much. They had already taken their lands and know they thought to separate the dwarven people from their true gods. No all would give up so meekly and so a few of the devout, Torin and his brother amoung them, secreted themselves in a hidden mountain dell and build themselves a shrine. Where they could continue to worship away from the persecution of the Mitrans. Over the decades the word had spread and a few other of the faithful began to make the pilgrimage to the dwarven shrine.

It seemed only natural that the keepers of the shrine would preach to those who came to pray and so they did, with Torin's brother becoming their figurehead. His zeal and rhetoric were unmatched in the little enclave and his sermons enflamed the heart of the dwarven pilgrims reminding them that they had once ruled this island. That Father Mountain had made these lands for the dwarves and that this upstart human god barely deserved the title.

This last proved to be their undoing. Speaking against Mitra is a most serious crime and one that the Church takes great pains to enforce. It was only a matter of time before the dwarves called down the might of the Mitran inquisition of their heads. When they did, Torin and his fellows were terribly overmatched by the shinning knights and they had little choice but to fall back into their beloved shrine. With stout stone wall and stouter dwarves to defend them, the shrine would not fall easily.

Unfortunately, the inquisitors were more than content to set the roof ablaze. Their intention was probably only to smoke the dwarves out, but they underestimated the legendary stubbornness of the stone kin. It was a horror that Torin will never forget, watching the flames consume his friends and his dear brother still praying for salvation. Finally they came for himself. In his agony he thought he heard the flames whisper to him. They offered him the chance of vengeance, to repay those who had killed his brother ten-fold and all that it would cost would be his soul. In a moment of weakness, he accepted the faustian deal. The last thing he remembers was screaming as the whole place collapsed around him.

He awoke to pain. He had managed to survive the fire, if just barely, and the Mitrans had healed his charred and melted body. When he had finally managed to ask them why, he was told curtly that none escape the justice of Mitra and that he would pay for his crimes in Branderscar Prison. When he was told the punishment for his 'heresy' against Mitra, he had laughed and laughed until the pain drove him from consciousness. He was to be burned at the stake.

Description:

Torin is a mass of scars . The flames scourged him. Gone are his once luxurious beard and hair and in their place only twisted and brutal scars remain, making him look so much like a melted candle. The skin of his lips is all but gone, leaving his face frozen in a horrible rictus grin. The heat and smoke damaged his voice and now he speak only in a rasping whisper. (Accounts for low CHA)


Party Role:

A mix of ranged and melee DPS initially, switching completely to ranged at level 3. He has a decent stealth and climb along with an amazing perception, so he will make an effective party scout and infiltrator. Also, between his high sense motive and perception, he will be excellent is keeping an eye out for trouble.


@+7: 4d10 ⇒ (5, 6, 9, 1) = 21


This is Donald here. I think I have everything ready for review. I'll try not to muck up the recruitment thread with pre-game RP (unless you would like to see that in order to make your decisions). I normally can post 1-2+ times per day during the week. Weekends are random in that I'll be on either all day, or only be able to check in once. I am currently not in any other PBP games at the moment.

I plan to have Eric focus a great deal on the intimidating tactics and further debuffs that the Antipaladin and Lord of Darkness offer. He isn't going to be an over-the-top damage dealer, but should be able to dish out at least enough to be useful. Good luck on your move-in!

Eric Erebus:

Human Antipaladin (Lord of Darkness) 1
LE Medium humanoid (human)
Init +1; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +5 (*+1 All Saves vs. Divine Spells)
Resist Fire 1
--------------------
Offense
--------------------
Speed 30 ft.
Unarmed Strike +5 (1d3+4 non-lethal/x2)
PA Unarmed Strike +4 (1d3+6 NL/x2)
Spell-Like Abilities:
Detect Evil (at-will, move action)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 8, Wis 16, Cha 17
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Intimidating Prowess

Traits
Omen: +1 Intimidate, 1/day demoralize opponent as swift action
Desecration: +1 all saves vs. Divine Spells

Skills Intimidate +12(1R), Knowledge (Religion) +3 (1R)

Languages Common
SQ Aura of Evil
--------------------
Special Abilities
--------------------
Detect Good (At-Will)
Smite Good 1/day (+3 Attack, +1 Damage)
Resist Fire 1 (Human Antipaladin favored class)
Equipment- Prison Rags

Background:

Eric spent the early part of his life rummaging the streets knowing not his name or much of anything except of how to scavenge for food. Clergy members of a Mitra orphanage found him wandering the streets and brought him to the orphanage. Eric’s stay was anything but pleasant.
Eric was often teased for not being as smart as the others. The Clergy members knew that Eric was not stupid, but that he had grew up alone on the streets for so long that there was much he never learned. Every day Eric prayed to Mitra to stop those that bullied him, and every day brought new torment from the other children. Though the teasing harmless, the taunts grew ever stronger to him as Eric bottled everything inside his heart.
Reaching his mid-teens, Eric’s body began to grow in strength and size. Seeing this as a chance to stop his tormentors, Eric began to lash out at those that had bullied and teased him. The clergy began to understand his anger and frustration and stepped up his lessons in the ways of Mitra in hopes to quell his frustrations. It was during these daily lessons that Eric first learned of “The Fallen” and his own lust for power and vengeance.
At first, Eric was unable to find out anything more than fleeting mentions of The Fallen and the Mitrans’ triumph over his followers. The more Eric asked about The Fallen, the further the clergy kept the answers from him. Eric knew the priests were keeping secrets, and the feelings of alienation from the others did not help matters. As the feelings of alienation and hatred grew stronger in Eric, the more he found himself cursing Mitra’s name. Soon, Eric began to pray to The Fallen in hopes that someone would answer his prayers. It was the eve of Eric’s eighteenth birthday, his real birthday, in which Eric’s prayers were answered, and he became aware of several truths.
”I am Asmodeous. Tomorrow marks eighteen years since you were thrust into this unforgiving world. Tomorrow marks eleven years since your parents were burned at the stake for preaching my truths. Tomorrow marks the day you can be free of those that have tormented you so. Come find me, son of Erebus.”
Accepting the words as divine truth, Eric knew what it was that he had to do. Leaving under cover of night, Eric made his way to the nearest temple of Mitra. Bursting his way through the doors, Eric quickly went to work destroying everything he touched. Hearing the shouts of alarm and the approaching footsteps, Eric had just enough time to leave one final message. Smearing ashes on the wall behind the altar, he wrote, “ASMODEUS”, before being apprehended. Eric knew the punishment for desecrating a Mitran temple, but he did not flee or try to break free of his captors. Eric simply smiled at the thought of his new found “freedom”.

Once locked in his cell, Eric entered a state of almost ceasely prayer to Asmodeus. As he prayed Eric continued to recite, "Free me and I shall forever be your servant, your instrument of destruction. Free me and I shall forever seek to undo the injustice done unto us. Free me and I shall bring them all to their knees."

Personality:

Eric has become quite arrogant since his early days. He takes enjoyment from making others uneasy, and throughly enjoys watching others suffer as much as he feels that he has.


What have I got myself into... will reply, will start reading backstories later. Wow.

@Eric. All good. Lets see your sorcerer.

@Scranford. Dhampir is fine.

@Pinkerton. I like ratfolk, witch is a fine class.

@Jlord. Browman has it right. Also you can choose foible and focus after you have rolled. I will check out if Evangelist and fiendish Vessel stack and if they do you can likely use them.

@Cole. Looks legit, keep your stats, would hate for you to get something that doesn't work with that character. Yep i'm open to using the playtest classes.

@Kana. Ah the kitsune sorcerer :)

@Unruly. Ouch man. A master summoner with his eidolon and a devil bodyguard. How would you want it to gain levels?

@Wade. No custom races plz.

@Walter. Away with your shenanigins.

@Fletch. That quirk is funny. What are the races stats? Paizo books are fine. 23pt. buy with those rolls. Make your con a 12 and we'll call it even. Do you want him able to become an actual vampire later?

@Eric/Donald. Thanks man, already moved in, internet companies though... If you wanna pregame roleplay please spoiler it. I may or may not read it. It does show me people are interested but can get silly.

@All. Recruitment ends at 50 posts. Once I see a second page I will make a post to say it is closed. So 51st or so may just get in.


Hound's stats are in the profile


Bring him back to level 1. And remember no equipment to start with since you are in prison.


Browman here.

Drahzar is a ranger who specializes in hunting humans, particularly those who he is paid to remove. He was orphaned at a young age and grew up on the rougher side of being destitute. He killed for the first time at the age of 12, defending some food he had stolen. A few years later he left the city and fell in with some bandits, recently he returned to the city to make some money doing what he does best, eliminating people. He was arrested standing over the bloody body of a shopkeeper, holding a rather bloody hammer.


Whoops. My mistake, I didn't change my profile. I was in another WotW game that died and didn't change my profile. I'll cut and paste my changed stats.

Crunch:

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

Lvl:1
HP: 16
BaB: +1
CMB: +5
CMD: 17
Languages:Common
AC: FF: Touch:
Align: NE
Init: +2
Fort: +6 Ref: +2 Will:+1
Spd: 40
Weapons:

Skills: Acrobatics (1+2+3)6,Perception(1+1+3)5,Survival(1+1+3)5,Linguistics(1)(Orc),Know-Natur e(1+3)4,Climb(1+4+3)8,Swim(1+4+3)8

Feats:Power attack(-1 +2),Racial Heritage(Orc)

Special Abilities: Fast Movement,Rage (6 rounds)

Traits: Murder(+1 damage when flanking)Survivalist(+1 Fort saves)
Stats While Raging: 22 Str 20 Con +3 Will save, Hp 18


Story:

The boy who became Hound was born in the savage north of Talingarde, although his memories are beginning to fade so he does not know exactly, and what does it matter? He was born in the north with his clan. His people hunted, warred with other clans or traded with them, sometimes they even traded with the beastfolk of the north and at times inter-bred with them hence the touch of orc in Hound's veins.

As a boy, Hound had little time for play, his play was training for the time when he would take up a man's duties and so he watched other's bring in food and when they warred, sometimes they brought in captives who were placed upon the shamen's altar and sacrificed to the gods of the north.

Perhaps this is why the armored men on their horses came. They rode down the men with shining blades and armor and burned the shaman atop his altar with his apprentice. They didn't kill everyone, Hound and the other children were deemed 'savable' and taken south and put in an orphanage where they would be taught to be proper people.

Hound was devestated, but he was determined to survive and in his foolish youth thought he could lead the others back north and start again, but one by one the other children fell away. The youngest were easiest, being convinced by good food and kind words. The others got the rod whenever they spoke their own tongue and were cowed into obediance, and Hound's rage grew as his dream withered, and then he was alone and then the clerics came to him with the rod and demanded he obey.

Then the dream died and there was only rage.

The red haze ended and he found himself surrounded by the bodies of the teachers and covered in their blood, a hatchet in his hands, he didn't have any rage left when the soldiers beat him down and dragged him away calling him a beast for slaying those who just wanted to save his soul.

The boy who was born in the north then cast aside his name for that one was dead along with his people. All that remained was 'Hound' who now sought to bring the same agony of loss to those who brought it to him. He has no illusions that he will die, perhaps even before the next Mitrian dies by his hands, but he will still make that effort.


I may want to modify my submission from (martial artist) to the (Hungry Ghost) Archetype. I'll have to take a good look at the difference, but it would be interesting to potentially have a character that could eat ~everything~.


question on sources
can we use this book?

EDIT: what about Traits? I am guessing one trait will be our crime trait


I will review posted builds tonight(in about 12 hrs).

Hungry Ghost looks pretty fun Me'mori.

@Edward. You can use that book, I don't have it and I don't suppose there is any online reference for it? Just show me the spells you want. Make it spoilered for each one.


Well if there are too many sorcerers i could make this a rogue/ninja too.
Although the STR would be a problem then^^


ok here is the crunch for Vigor Mortis - The Half Pint of ultimate evil:

Vigor Mortis:

Vigor Mortis
Dread Gnome Sorcerer 1
LE Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +2 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +1, Will +5
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred, shadowstrike
Spell-Like Abilities
. . 1/day—bleed (DC 14), chill touch (DC 15), detect poison, touch of fatigue (DC 14)
Sorcerer Spells Known (CL 1st; concentration +6):
1st (5/day)—shadow weapon (DC 16), ray of enfeeblement (DC 17)
0 (at will)—detect magic, sotto voce (DC 16), jolt, penumbra
--------------------
Statistics
--------------------
Str 6, Dex 13, Con 15, Int 17, Wis 16, Cha 20
Base Atk +0; CMB -3; CMD 8
Feats Eschew Materials, Tenebrous Spell
Traits shadow child
Skills Acrobatics +1 (-3 jump), Craft (alchemy) +7, Fly +3, Knowledge (arcana) +7, Perception +5, Spellcraft +7, Stealth +9, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Goblin, Sylvan
SQ bloodlines (shadow), knack with poison
--------------------
TRACKED RESOURCES
--------------------
Bleed (1/day) (Sp) - 0/1
Chill Touch (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Shadowstrike (8/day) (Sp) - 0/8
Touch of Fatigue (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs poison (+4 if accidentally expose yourself).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Child No 20% miss chance for attacks in dim lighting.
Shadowstrike (8/day) (Sp) Melee touch attack deals 1d4 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Tenebrous Spell You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.

I decided to not use the 1001 spells right now.

basic personality:

Vigor is your typical evil gnome. suffering from little person complex he tries to overcome the expectation of gnomes being all cute and happy by being as evil as he can. but because of his size not too many take him seriously. this frustrates him immensely.

a favorite Quote: "Who says evil needs to come in a fearsome-looking package?"

a little bit of what I based the idea on but more "evil" looking

forgot to add, in case it is not too obvious, but his crime is consorting with the dark powers. (not included on the sheet above yet)


@Kana. There will likely be multiples so just create what interests you the most. Whether there are 5 sorcerers and 1 of everything else doesn't really matter as there are limited spots anyway. I just saw that nice lvl1 dc for enchantment spells and smiled.

Another point that I should add. You guys are evil. But remember you should always be willing to work with the party, it still requires lots of teamwork to take down the good guys.
And I will say now, anything your character does that is terribly evil... my policy is fade to black. If you want to describe how the blood spurts and how many pieces their finger bones broke into. This isn't your game. :) This may be obvious stuff but i'm just making sure.


DM Repentance wrote:

@Kana. There will likely be multiples so just create what interests you the most. Whether there are 5 sorcerers and 1 of everything else doesn't really matter as there are limited spots anyway. I just saw that nice lvl1 dc for enchantment spells and smiled.

Another point that I should add. You guys are evil. But remember you should always be willing to work with the party, it still requires lots of teamwork to take down the good guys.
And I will say now, anything your character does that is terribly evil... my policy is fade to black. If you want to describe how the blood spurts and how many pieces their finger bones broke into. This isn't your game. :) This may be obvious stuff but i'm just making sure.

I'm with you. Evil to me is calculating and cunning. Forging alliances to see your ambitions come true. If anything the teamwork has been higher in evil games I play in here in real life games, but we are all pretty mature and don't think everyone deserves to die just cause I can kill them and they are there. Thats not evil, its stupidity.


Well, reading the players guide, one can see that this is a lawful evil campaign. Even then there are borders and boundaries which should not be crossed. Also this is a public board and therefore kind of a publiy game.

Let´s be sane and consensual^^


Have to agree with all the above. Public boards aren't a place to get super graphic with the evil, plus I enjoy playing this at work and when it starts to approach NSFW it can be a problem.


@GM - If I were to get an Erinyes, I'd probably have it take levels in Ranger or Inquisitor(Sin Eater). I could have the Erinyes take levels in Monk(Zen Archer), but that would be a lot of overkill I think, and unless it's looking necessary I wouldn't do it. The Hell Hound would likely be Fighter levels, while the Shadow Mastiff would either be Barbarian or Rogue levels.

Raymond is built around the idea that he sees himself as a boss. He tells people what to do, they do it, and he keeps his hands "clean." He'd much rather have others do his fighting for him while he just sits back and watches. But if things start to go south, he's not above stepping in and getting dirty himself.

For instance, Raymond might walk into a shop and try to convince the owner to pay some protection money. He'll never lay a hand on them, but he'll make implied threats and do his best to convince them that it's in their best interest. If they refuse, he'll order his eidolon to go in and smash the place up or set it on fire, or maybe he'll summon a few creatures to do it instead. Either way, it's not him doing it, but he's in control.


@Unruly. Though it makes sense to have a devil follower since you are a master summoner following asmodeus after all. Also so many creatures to keep track of. Having constant true sight seems op. Thoughts?

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