The Way of the Wicked (Inactive)

Game Master spinningdice

Spinningdice's rendition of Way of the Wicked, by Fire Mountain Games
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Recruiting characters for playing the Way of the Wicked Adventure Path from Firemountain Games.

Please post your characters, you don't have to create a character profile until you're accepted, I don't know how many are still interested as I lost track on the other thread, but priority will be given to those who posted up on the I want to Play WotW thread.

Please see the following notes.

No more than 6 players.

Please download and refer to the WotW players guide (for traits etc), (I'm at work so can't provide a link at the moment), with the following notes:

Focus/Foible (choose one stat at 18, one at 8, others are 1d10+7 in order)or 25 pt buy, please either roll or point buy, don't roll and then chicken out.

See the Class/Race notes in the players guide, I'm not outright disallowing anything by Paizo (assuming a legal alignment is available - Anti-Paladin's be any-evil), 3PP need to check with me first and let me know all relevant rules. However firearms are not in use in Talingarde, and I am not changing this to make them more accessible, so I do not recommend a gunslinger (same applies to exotic equipment for Ninja/Samurai).

I am not expressly disallowing Chaotic characters, but if you are unable to work within this alignment to work as part of a team, you will find yourself facing difficulties. Good is still disallowed.

+2 skill points per level as per Players Guide is in play.

Don't bother picking equipment, but if a piece of equipment is core to your character build, let me know and I'll incorporate it into Brandescar somewhere (this includes components/bonded objects etc)

Again, re-iterating Players Guide, you do not start with any animal companions/mounts/eidolon's etc

2 Traits, one of which has to be your Crime, if you would like an alternate crime, please let me know and I'll do my best to work with you.

House Rules
I don't track Experience, for AP's, you will level up pretty much when the AP expects you to. I may also removing some encounters if I feel they are just "padding" to get you some xp (PBF games are slow enough without filler).

I sometimes issue Plot Points in face-to-face games, for inspiring roleplaying - I'm undecided as to whether to the same for a PBF game. I don't hand them out like candy, but they let you either auto-succeeed at a roll, force an opponent to auto-fail at a roll or change one minor game element (such as give an npc a personality trait/background element or add a feature to a room etc).

Other Notes
I am based in the UK (GMT), so may well post at odd-times for Americans, I aim to post at least once/day (probably around 9pm GMT), and will try to progress the game if it seems to stall.

Anyone who hasn't posted will be assumed to go along with the rest of the party. If someone hasn't posted for 2 weeks without letting me know they'll be away, I'll begin to look for a replacement player.

I've not run an extensive PBF before, so feel free to offer advice and bear with me.


Cole:

Full Name : Cole

Race: Human (Str+2)

Classes/Levels Monk MoMS 1

Gender M

Size M

Age 18

Special Abilities :

Alignment: LE

Deity :Asmodeous

Location :Brandiscar

Languages Common, Infernal, Abyssal, Goblin

Occupation : Soldier/Militia

Strength 20
Dexterity 15
Constitution 8
Intelligence 17
Wisdom 17
Charisma 15

Height: 6'0" 175lbs
Favored Class: Magus (+1HP/Level)
EXP:
Hit Points: 7
Spd: 30
Init: +2
AC: 16 T:16 FF:13
BAB: +0
CMB: +5
CMD: 21
Saves: Fort +0 Ref +4 Will +5

Weapons:
Unarmed +5 1d6+5 x2

Attacking Defensivly +3 1d6+5 x2 +3 Dodge to AC

Skills:
Profession-Soldier +7
Kno. Religion +7
Kno. History +7
Kno. Arcana +4
Spell Craft +4
Use Magic Device +3
Stealth +6
Sense Motive +7
Perception +7
Acrobatics +6
Escape Artist +6

Feats: Dodge, Crane Style, Crane Wing

Equipment:
None

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.


A "returning poster" here. Of course I'll go for Focus/Foible + rolls

STR = 18 Focus (+2 as Human) = 20
DEX: 1d10 + 7 ⇒ (9) + 7 = 16
CON: 1d10 + 7 ⇒ (4) + 7 = 11
INT: 1d10 + 7 ⇒ (6) + 7 = 13
WIS = 8 Foible
CHA: 1d10 + 7 ⇒ (7) + 7 = 14

EDIT: Not as good as I hoped, but also not bad at all. Low CON for a bruiser which I envisioned him to be, but DEX is high, should be OK.


Color me interested. My submission will be an evil human bard who's also a serial killer-- someone who likes to seduce audience members after a performance and kills them afterward. (It's pretty much the "psychosis" madness from the GameMastery Guide, but a little more under control.)

I'll be using the 25-point buy method. I hope to be able to post stats up later today.


I believe Jericho should be done by now. Somewhat similar in ways they fight to Ashe/Cole, since they're both unarmed fighters, but that's where all the similarities stop. Different fighting styles, classes (fighter and monk) and vastly different skill-sets, so I do not see us as "redundant".

Btw. Ashe/Cole - I like your backstory. Very, very dark and disturbing. Should fit the campaign well.

Jericho is somewhat of a "brute" - an unarmed fighting pirate, strong in Intimidation and Bluff skills also.


Posted towards the end of the original thread. Gonna go focus method , wish me luck.

str: 1d10 + 7 ⇒ (10) + 7 = 17
dex: 1d10 + 7 ⇒ (7) + 7 = 14
con: 1d10 + 7 ⇒ (8) + 7 = 15
int: 1d10 + 7 ⇒ (8) + 7 = 15
Wis 8
Cha 18

EDIT: fixed stats, + 2 human bump into str, left background the way it is, I like it :). Otherwise it can be critiqued if you want. I hope I get in and can try to play it again.


Dotting for livid interest.

Constitution 18
Charisma 8

Strength 17
Dexterity 11
Constitution 18 +2 Human = 20 Con
Charisma 8
Intelligence 8
Wisdom 8


Crap I was going to ask to keep the scores for Cole as I just did him up for a game a few days ago but didn't get selected. We were going to become Vampires in that one though. So I will roll again and not dump Con. I may go a new build as well but backstory will be the same. Maybe antipaladin.

Focus Str
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
Foible Int
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (8) + 7 = 15

Angel Blooded Fallen Aasimar Anti-Paladin of Asmodeous

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

Need to think about what feat and other trait I want. Crime is Desertion.


Thanks Jerich, I wanted the srory to show that he is realy only interested in what furthers his own agenda and that nothing is out of bounds for him.


Expressing interest in an Infernal-blooded Sorcerer with either Sedition or Consorting with Dark Powers crime. Stats rolled below and I will get a character profile submitted once it is complete.

Str: 8 = 8 Foible
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 1d10 + 7 ⇒ (2) + 7 = 9
Wis: 1d10 + 7 ⇒ (6) + 7 = 13
Cha: 18 = 18 Focus


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

Ummm... Those rolls might be a little too good. Let me know if you would rather I did a 25pt buy.

I'm planning on submitting a dwarven zen archer monk, should have something together in a little bit.

RPG Superstar Season 9 Top 32

Dotting for interest. Considering Ranger, though if allowed, would like to use one of the play-test classes. Thinking of "High Treason" for my crime.

Str 18 (Focus)
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (1) + 7 = 8
Int: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 1d10 + 7 ⇒ (3) + 7 = 10
Cha 8 (Foible)

Will have a backstory up later with race decision as I have to decide what I'll do.

EDIT: Hmm... With those rolls I might want to consider a different class. I'm sure I'll come up with something. The risk of not going point buy, lol.

Dark Archive

Interesting, last time I ran this, folks mostly wanted casters...
Fanguar: those are good rolls, not to worry.


I have never played in an "evil campaign" but lemme try to give her a whirl...

The man sitting across from the others smiles at their unkempt appearances... he had fair blonde hair and bright blue eyes, a casual smile played upon his lips, never touching those ice blue eyes... his hands were bound in thin strips of torn cloth... but you can still see the thick white scar tissue up his wrists and across his chest...

This was a warrior... like a caged firepelt, he grins and watches, waiting for the key in the lock, to unleash the ferocious nature being held inside...

Fighter level 1
Point buy

Crime: War Crimes..
Past:former soldier... he fought the evil with such fervor that he became the monster he hunted....


Color me interested. I have a character in mind, a cleric of Urgathoa that is always flipping between seductive and sadistic.

Are other gods besides Asmodeus allowed?

RPG Superstar Season 9 Top 32

Okay, think I got this figured out.

L'ke (Pronouced like elk)
Alignment: True Neutral (leaning evil)
Half-Orc Fighter 1 (Lore Warden)
HP: 9
Str 18
Dex 15
Con 8
Int 13 (11+2 Racial)
Wis 10
Cha 8

Traits
High Treason (Crime): + 1 Will Saves. See background, Attacked royal family member but trying to count as attempted murder of a royal family member.
Dominator (Regional): +2 Intimidate checks to demoralize enemy in combat.

Alternative Racial features:
City Raised- City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Shaman's Apprentice- Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Background:

L'ke's mother was a human slave of his orcish tribe that died during child birth. The tribe's shaman admired L'ke at a young age for his strong body and is above-average intelligence among the orcs. The shaman started him young as an apprentice, to become the next scarred witch doctor of the tribe. It soon became apparent that L'ke's human ancestory had made him frail and unable to undergo the rituals required of him. After being known as a failure, L'ke was bullied and beaten until the day he fled.

It was not long before L'ke was lost and dying of thirst and hunger because he did not know how to survive on his own. As luck would have it, a caravan master by the name of Eric Willows found the youth, mistaking him at first for a human teen from some savage tribe. Turning L'ke over to see his face, Eric learned he had been mistaken; however, his kind heart would not leave the youth to die. Eric and his wife had always wanted children, but stopped after two miscarriages. Taking this as a sign, Eric took L'ke home to Talingarde where he and his wife raised him in hopes that he would take to the family caravan business.

L'ke was fairly quick to learn, but not very socialable and his quick temper often hurt his interactions with customers. Because of this, Eric decided that perhaps L'ke would be best becoming a professional guard and began hiring instructors for him.

While returning home from his private lessons, L'ke witnessed two individuals beating Eric while attempting to extort "protection money" from him. L'ke quickly sprang into action to defend the man that had adopted him. Doing his best to defend the unconscious Eric, L'ke shouted for help while beating one man unconscious before being held down by the other. The ruckus was enough to the city guard, whom upon arrival, identified one of the men as a relative to King Markadian V. L'ke tried to explain that Eric was his adopted father, but the King's cousin refuted the claim and said that Eric and his friend had been having drinks with him when L'ke attacked and attempted to rob them. The guards asked L'ke if he had attacked the men, and when he said "yes" and tried to continue to explain why, the guards arrested him. At his trial for the act of High Treason for attacking a royal family member, L'ke tried his best to plead his case, but being a half-breed his word was beyond worthless against the word of the royal family. Several times during the trial, the King's cousin was able to pick at L'ke's temper; inciting threats of violence from L'ke which only worsened his cause.

Okay, I think that has things covered other than skills and feats. I'm contemplating having L'ke attempt to become a pain taster. Regardless, he will be going with a trip build with perhaps demorlization as well (though I know I traded out the half-orc's bonus for the endurance feat racial feature).


Zed ran his filthy finger over the outline of the still-healing brand, suppressing his desire to flinch at the pain.

Sentenced to die for killing that girl... Well, she should have known better than to bed the traveling minstrel. Still, she was a tastier treat than many of them had been, although I should have been more careful where I took her after the concert...

Zed remembered the scullery maid interrupting him just as he'd choked the life out of the girl. Enraged, and still naked, he managed to kill that woman with one thrust of his rapier, but not before she'd shouted out for help. He desparied silently as he heard the shouts of the town guard. Barely managing to get his trousers back on, Zed ran out of there, leaving behind enough of his possession to leave no doubt as to who had killed these two. And it was within a day of the wanted posters being hung that the sheriff's men caught up with him.

Then the trial, then the branding, and now... waiting for his execution within a week. He smiled in spite of himself. I wonder what they would have done to me if they knew how many others there had been...? as he reveled in another memory.

I used 25-point buy. See the alias profile for stat block and full background.


Dotting for interest. I would do a cleric of asmodeus.
Azmoth
LE human Cleric
focus Wis. Foible Dex.
Str:1d10 + 7 ⇒ (10) + 7 = 17
Con:1d10 + 7 ⇒ (5) + 7 = 12
Int:1d10 + 7 ⇒ (5) + 7 = 12
Chr:1d10 + 7 ⇒ (9) + 7 = 16

Crime: Attempted Murder (tried to kill a priest of Mitra in order to fulfill a pact previously made. botched the job and went to prison)

Background:
Azmoth was the son of a minor merchant. In his quest for advancement he turned to old books and ways now forbidden. In a moldy tome he found a ritual to summon a minor imp whom indoctrinated him in the ways of power by service to Asmodeus. In order to seal his pack for power and fortune, he was to slay a Priest of Mitra; however, that is where it went wrong. A paladin sensed his intend before the poisoned blade reached the Priest's back. Before he could call to his dark power, he was knocked unconscious. Upon waking he was summarily tried and sentenced to prison to await beheading. He imagines every day on his trip to prison choking the life out of the priest and the paladin. Perhaps Asmodeaus will give him a chance to settle the score.


Meet Ulic,
please do not take my short post of a background as laziness, I like to keep my backstory vague unless the DM requests more specifics, I keep it simple and short to avoid locking in a background that doesn't fit =]
25pt buy
Race Human

Classes/Levels Fighter 1

Gender Male

Age 22

Alignment Neutral Evil

Strength 16

Dexterity 13

Constitution 15

Intelligence 13

Wisdom 10

Charisma 12

Trait: Bloodthirsty:
You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade.

Benefit: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.

Crime: Desertion (War Crimes):
Desertion

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

(You have broken one of the cardinal laws of battle, your action is one that even the lowliest of scum would hesitate to commit, your actions are a disgrace and black mark upon the name of the Talirean military, you have been stripped of rank, property, and soon your 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.

Health Points: 12
Armor Class: 11 (unarmored)
Base Attack Bonus: 1
Combat Modified Bonus: 3
Combat Modified Defense: 13
Fortitude Save: 4
Reflex Save: 1
Will Save: 0
Initiative Bonus: 1

Skills:
Climb: 6
Handle Animal: 5
Intimidate: 5
Profession(Soldier): 4
Ride: 5
Survival: 4
Swim: 6

Feats:

Bloody Vengeance:
Your retaliatory strikes have long-lasting effects.

Prerequisites: Worshiper of Calistria, base attack bonus +1.

Benefit: If an opponent has damaged you within the past minute, you may study that opponent as a standard action. Thereafter, if you hit that creature with a melee attack, the target takes 1 point of bleed damage each round at the start of its turn. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage does not stack. Bleed damage bypasses any damage reduction the creature might possess.

Combat Reflexes:
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Weapon Focus: (Longsword/Bastard Sword) {Don't know if I can get a Bastard Sword yet}:

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

The man clad in rags has been sentenced to death for overstepping his bounds. When the enemy came waving a white flag in surrender Ulic did not heed the signal, instead charging forward and cleaving the man in twain

He was dragged back to Command by the ones who used to be his friends, believing it was they who had betrayed him, not the other way around... He had merely been killing the rebels, rebels did not deserve the luxury of surrender when the professionals came to wipe them out...

Ulic, over time, has come to see the entire government as traitors... Rebels... They will feel his pain... He will get revenge on every single one of them...


Here are the original stats for 'Hound' a character in another game that died when the Dm vanished. If accepted, I will readjust my profile.

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

Background

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.


Lets see what we've got to work with here:

Str: 1d10 + 7 ⇒ (2) + 7 = 9
Dex: 18
Con: 1d10 + 7 ⇒ (8) + 7 = 15
Int: 1d10 + 7 ⇒ (2) + 7 = 9
Wis: 8
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

Oy, that's an utterly pathetic set of rolls. Don't suppose there are re-rolls for really poor rolls?


This is Fanguar's monk submission.

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 simply seal them inside and set the roof ablaze. It was a horror that Torin will never forget, watching the flames consume his friends and his dear brother and finally himself. The last thing he remembers was screaming as the whole place collapsed around him.

He awoke to pain. Somehow he, and he alone, 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.


Dungeon master, for your convenience:

Martial (melee)

Jericho: Fighter
Donald: Ranger(?)
Hound: Barbarian
Death keeper: Fighter

Martial (ranged)

Fanguar: Zen Archer
Donald: Ranger(?)

Divine (Casting)

Olmek: Cleric
Greynoir: Cleric

Divine (Non-Casting)

Cole: Antipaladin
Elijah: Antipaladin

Arcane (spontaneous)

Zed: Bard
Dathom: Sorcerer


STR: Foible 8
dex: 1d10 + 7 ⇒ (4) + 7 = 11
con: 1d10 + 7 ⇒ (6) + 7 = 13
int: 1d10 + 7 ⇒ (8) + 7 = 15
wis: 1d10 + 7 ⇒ (8) + 7 = 15
CHA: Focus 20

Kana Cherryblossom:

Female Kitsune Sorcerer 1
LE Medium humanoid (kitsune, shapechanger)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -2 (1d4-2)
Spell-Like Abilities
. . 8/day—laughing touch
. . 3/day—dancing lights
Sorcerer Spells Known (CL 1st; concentration +6):
1st (5/day)—color spray (DC 16), charm person (DC 17)
0 (at will)—acid splash, disrupt undead, mage hand, ghost sound (DC 15)
--------------------
Statistics
--------------------
Str 6, Dex 13, Con 13, Int 15, Wis 15, Cha 20
Base Atk +0; CMB -2; CMD 9
Feats Eschew Materials, Realistic Likeness
Traits underbridge dweller (magnimar)
Skills Acrobatics +3, Appraise +6, Bluff +9, Intimidate +9, Perception +6, Spellcraft +6, Use Magic Device +9; Racial Modifiers +2 Acrobatics
Languages Aklo, Celestial, Common, Sylvan
SQ bloodlines (fey), change shape, kitsune magic
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (8/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Underbridge Dweller +2 to Perception checks in dim light.
--------------------
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 your
self. 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.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Short Story:
Kana Cherryblossom is one of the few Kitsune living in Talingarde, secretly mixing up with humans in disguise or consorting with the fey. Originaly she is from the west, near Caer Bryr, where she was also caught stirring up rebellion against the local lord. Totally convinced of her races and her own superiority she aimed to put herself into the position of power, so that the rest could grovel at her feet and serve her. Direct combat is something for underlings in her eyers and she never cared about physical workout, only relying on her beauty and ability to either lie or pressure others to what she wants them to do. In her plot for power she made extensive use of her astonishing ability to take on the appearance of others and tricked the lords own troops into attacking him and his guard, imprisoning him and killing many in the attempt. Only after some days her plot was discovered, due to diplomats from the capitol arriving. She learnt from that.


Of course focus is 18 + racial stat bonus.

Dark Archive

Sorry was completely unable to use the Paizo site yesterday, I think all the downloading of the acg rendered the site flakes as hell. Don't have time to go through all posts this morning. But to answer quick questions:
Other gods are allowed - assume standard Golarion ones, but Asmodeus / Mitra are dominant forces, others don't really feature.
Hesitant to allow rerolled but Xentiks rolls are particularly dire. Rerolling if more than 2 stats under 10 (not including your foible)


are you allowing the playtest classes?

Dark Archive

I see no reason not to at this stage, from a brief read through.


It does look as though we need a skill user though, so I can convert Ulic to rogue easily

:)

If that helps


Str: 1d10 + 7 ⇒ (7) + 7 = 14
Dex: 18
Con: 1d10 + 7 ⇒ (1) + 7 = 8
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Wis: 8
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

Ok, that'll work. Will whip up an assassin/spy/skill-monkey rogue (or perhaps ninja) later tonight.


Xentik wrote:

Str: 1d10+7

Dex: 18
Con: 1d10+7
Int: 1d10+7
Wis: 8
Cha: 1d10+7

Ok, that'll work. Will whip up an assassin/spy/skill-monkey rogue (or perhaps ninja) later tonight.

Or he can take skill specialist


I would like to submit a Were-bat kin bladebound magus for the Way of the Wicked AP. Still looking over the traits, but wanted to drop a post before you closed recruitment. This would be using the new Blood of the Moon companion book.

The character build is rather gish I'm afraid (on top of taking mostly rogue skills). Let me know if I should opt for something simpler.

Background:
Cat Burglar that believes himself superior to others by virtue of his vampiric heritage (he's not actually a vampire but believes himself to be one due to his bat shape).

  • STR: 1d10 + 7 ⇒ (4) + 7 = 11
  • DEX: 1d10 + 7 ⇒ (2) + 7 = 9
  • CON: 1d10 + 7 ⇒ (6) + 7 = 13
  • INT=18
  • WIS=8
  • CHA: 1d10 + 7 ⇒ (10) + 7 = 17

Yup, figures I'd get screwed on DEX, lol.


Duboris wrote:

Dotting for livid interest.

Constitution 18
Charisma 8

Strength 17
Dexterity 11
Constitution 18 +2 Human = 20 Con
Charisma 8
Intelligence 8
Wisdom 8

So I'm going with 25 point buy.

My stats will be the following:

Focus: Wisdom
Foible: Charisma

Str: 16
Dex: 13
Con: 12
Int: 12
Wis: 18
Cha: 8

Character Name: Desh Orstrava

Crunch:

Desh Orstrava
Human Fighter (Unarmed Fighter) 1
LE Medium Humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d10)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +3 (1d3+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 12, Wis 18, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Deflect Arrows, Improved Unarmed Strike, Skill Focus (Sense Motive), Snake Style
Traits Suspicious
Crime Deserter; an Extra skill point every level to be spent in Profession (Soldier)
Skills Acrobatics +4, Climb +6, Knowledge (engineering) +5, Profession (soldier) +8, Sense Motive +14, Swim +6
Languages Celestial, Common
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Deflect arrows Once per round, using no action, you may deflect one projectile. Must have hands free.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks

Crime: Desertion:

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 a battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.

Punishment: Death by Hanging

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

Desh Orstrava:

Short, crimson hair. Physically fit as a result of hours of practice and dedication to his craft. Eyes that pierce the very soul. Desh orstrava; though he used to be a somewhat queer knight in the army, was known for his tactical decisiveness on the battlefield. Though his own methods of combat were messy, made apparent by his constantly red-stained gloves, Desh was a magnificent giver of orders.

Approaching him was dangerous, as he was capable of weighing a man against his own scales through mere conversation. He could reduce the newly admitted paladins to emotional wrecks by just talking to them. Was it wise to make him a knight? I don't believe so, but those eyes... those damnable eyes...

Regardless, Sir Desh Orstrava has been condemned to Branderscar for desertion of a most high level. During an important battle among the outer walls, a quizzical, despicable thing had taken place. 12 of his subordinates had been killed, during combat, through the piercing of their throats. One of the accomplished clerics of Mitra determined that they had not been done in by mere arrows. Upon this realization, she too, was assaulted by him.

Our only understanding, though biased, is that he had intended to weaken our defenses from the inside and defect accordingly. After the hearing he was ordered to Branderscar... A most curious thing was that at this utterance, his brow raised and, escaped from his foul grin, a mild chuckle. As he was packed away out of the room he said nothing. As he passed me, all I remember are those deep, golden eyes.

My thoughts betray me, but I can not help but be worried... Truly if even the most stalwart of our new soldiers crumpled at his accusations, what kind of threat would daft jailers and sinners pose to him? Mitra save us.
------------------------------------------------------------------------

Desh's title and habits had preceded him, that was certain. As certain as the fact that his hands had been bound. "At least they prepared properly..." he whispered to himself. His situation was most certainly dire, to say the least.

As he sat in his corner and looked at his accomodations, he thought back to the recent events on the wall. Why had he killed those men? He smiled to himself. It was a long chain of thoughts really. Each one was not fit for service... Each one had crumpled at his words. They had been too easy to see through. To sum it up? They didn't have enough... what was it? Oh yes. Ambition... They had been meek! Small, pitiful souls. They didn't even enjoy the thrill of battle.

No one in that damnable army did.

Desh was a man of... sadism. He enjoyed watching the righteous fall and the weak of body crumple at his fingertips. little did he know, his infamous rise, the brickwork would be made of such simpletons.

He just sat in his corner, bound, staring. Waiting for some poor fool to make eye contact. Soon...

What do you guys think?


Ulic will almost definitely be converted to rogue


I'll just opt for Asmodeus, since it'll gel more for the campaign.

Presenting Angelica Rothfell, cleric of Asmodeus.

Background:
Angelica was an impertinent child, wise beyond her years and entirely too bold. In an attempt to tame her, her parents sent her to a convent. They hoped the clerics of the Mitra would have a benevolent influence upon her. This move may have worked, but heretics ran this particular convent. These clerics were polytheists; while they believed in the supremacy of the Shining God, they felt the church was wrong to preclude worship of the others, as they all had their places in the celestial pantheon. Angelica found that serving Asmodeus was her calling and excelled as a theological student.

Knowing that overt heresy would be stamped out, the clergy at the convent worked subtly. They trained a new generation of clergy and raised a collection of the faithful outside of the normal prejudices held in the land. Change would come as these new clerics went abroad and as the women of the convent subtly influenced families and communities to come around to, in their view, a more enlightened theology. As time went on, the clerics knew that they would have to expand their base of operations to facilitate the necessary changes to bring about this religious revolution.

This is where Angelica came in. Coming to visit the convent was a prominent bishop, one that the heretical clergy hoped would approve church funds for their expansion: building an orphanage and a seminary elsewhere in the realm to expand their influence. While the bishop was impressed with their facility, he saw no need for expansion and denied them the funds. He was also rather impressed with Angelica, though not in a way that was wholly proper. Dressed in the trappings of a proper acolyte of Mitra, she returned with the bishop as his aide. Soon he was comfortable with her, leaving her free to come and go in his offices. She began forging documents to facilitate the expansion of her convent’s heretical teachings—authorizing the transfer of funds and labor the bishop had originally denied—but one of her forgeries was detected.

An investigation was launched. Under the scrutiny of Mitran inquisitors, the true goal of the convent was brought to light. Angelica’s role was discovered, but she managed to save herself from death by putting on a convincing act for the bishop who had grown so fond of her. She tearfully admitted her role, but said she had no idea they had planned to spread heretical teachings. The bishop fell for her ruse and spoke on her behalf. However, this merely spared her from immediate death. For her part in a scandal that damaged the Church’s reputation, she was sentenced to a life of hard labor and sent to the Branderscar to await execution of her sentence.

Description:
Angelica is a vibrant woman with auburn hair and hazel eyes. She stands 5 feet 7 inches in height and weighs 135 pounds. She is well aware of her physical attractiveness and exploits it. She always shows just enough leg or cleavage to garner attention or distract, knows when to toss her hair to best effect, or lick her lips to heighten anticipation.

Personality:
Angelica’s personality is a force to be reckoned with. Her combination of circumspection and force of personality makes her a formidable opponent. She plays the long game, manipulating the board and placing pieces; even if the game goes against her, she can sacrifice pawns to stay alive. She has also learned to turn her enemies’ weaknesses into her strengths, using seduction and the promise of carnal pleasures as ways to distract and use the weak-minded. Her service to Asmodeus is a game of life and death, and so far she’s managed to stay
alive; her survival and her faith are enough for now.

As a cleric versed in the deceit and guile of her god, Angelica enjoys putting her opponents on the horns of a dilemma. Their soft-hearted morality is a weakness to be exploited. In a battle, she’ll put innocents in danger to give foes a moment of indecision: defeat the enemy or rescue the imperiled. At worst, it may split the enemy forces; at best, they fall back to help those in danger. Pressing on will only crush them with guilt for failing to protect their companions—another knife for her to twist in their guts.

Angelica is always intrigued with those who resist her feminine wiles without good cause, such as age, infirmity, or sexual preference. She will often focus her attention on that person, trying to puzzle out what it is that allows them to resist her charms. Perhaps the thought of someone able to deal with her above a carnal level intrigues her.

Crunch:
Female Human Cleric of Asmodeus 1
LE Medium Humanoid (Human)
Init +1; Senses: Perception +4
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 11
Fort +4, Ref +1, Will +6
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Unarmed Strike +1 (1d3+1 nonlethal)
Spell-Like Abilities (CL 1st; concentration +5)
7/day — Copycat, Touch of Law
Cleric Spells Prepared (CL 1st; concentration +5)
1st — Cure Light Wounds, Disguise Self, Protection from Good
0 (at will) — Detect Magic, Guidance, Light
--------------------
STATISTICS
--------------------
Str 13, Dex 10, Con 14, Int 10, Wis 18, Cha 15
Base Atk +0; CMB +1; CMD 11
Feats: Combat Casting, Selective Channel
Traits: Charming, Forgery
Trained Skills: Bluff +6, Knowledge (Religion) +4, Linguistics +4 (+7 when forging), Sense Motive +8, Spellcraft +4
Languages: Common, Infernal
SQ Aura, Domains (Law, Trickery), Orisons
Gear: none

Thanks for any consideration!


Time to better flesh out my character, now that I'm out of work.
The high INT character I wanted to play really works better if I play an Alchemist rather than a Magus, my mistake. I am willing to make Magus work (despite having no actual combat functionality) if needed, just let me know.

Without further ado, Fletch Two-Fang,

Background & Crime:

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

Punishment: Death by burning

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

The first thing I remember is the FIRE.

My father beat me, cursed the day he bought me, and even forced me to sleep on the roof. During those long, cold nights I would practice the motions my father used when at his craft. I even stole bits of his reagents when I could. I learned many tricks including to change my form and a drink that offset my natural clumsiness. How I wished to make father love me.

It took many weeks of practicing from memory on that roof but I finally succeeded. I had made FIRE. When I showed my father, he was unhappy. I could not understand, surely I had done well? I even showed him that it was true FIRE. It spread and it danced and my father bathed in the glorious FLAME. He was first to admit it was FIRE.

It danced all around me like perfect visions of eternity. Others see chaos in the FLAMES. I see the perfect order of the universe. Tongues of FLAME danced across each of the corpses as if giving birth to the soul inside.

I found myself wondering where the souls went. If only I could see where their souls went. Only then would I have found my destiny, my meaning,...my god.

The last thing I remember is the reflection of the Captain of the Guard's gauntlet as it arrowed towards my skull.

That is my tale, stranger. This brand? It was born of FIRE and I accept it. They wish to burn me alive? They cannot because I make the FIRE and I must see where the souls go...

Crunch:

Fetch Two-Fangs
Werebat-Kin Skinwalker (Bloodmarked) Alchemist (Beastmorph) 1
N Medium humanoid (shapechanger, skinwalker)
Init -1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will -2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +0 (1d6+5 Fire +2 trait fire damage on a critical hit with a fire attack)
Special Attacks bomb
Spell-Like Abilities
1/day—obscuring mist, speak with animals
Alchemist (Beastmorph) Spells Prepared (CL 1st; concentration +6):
1st (3/day)—shield, disguise self, keen senses (DC 16)
--------------------
Statistics
--------------------
Str 11, Dex 9, Con 13, Int 20, Wis 6, Cha 17
Base Atk +0; CMB +0; CMD 9
Feats Bat Shape, Brew Potion, Throw Anything
Traits arson, traumatic shift
Skills Bluff +8, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +3(-2 w/o tools), Disguise +0 (+10 to appear as a bat in bat form), Fly +5, Knowledge (nature) +9, Perception +2 (+4 at night), Sleight of Hand +3, Spellcraft +9, Stealth +0 Use Magic Device +7; Racial Modifiers +2 Fly, alchemy
Languages Common, Other Language, Other Language, Other Language, Other Language, Other Language
SQ animal-minded, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), mutagen
--------------------
TRACKED RESOURCES
--------------------
Bomb 1d6+5 (6/day) (DC 15) (Su) - 0/6
Change Shape (3/day) (Su) - 0/3
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal-Minded +2 to Perception checks at night.
Arson +2 bonus on a critical hit with a fire attack.
Bat Shape Take the form of a bat, as beast shape II.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Change Shape (+4 Perception) (Su) You can choose to gain a +4 racial bonus to Perception when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Falls) (Su) You can choose to treat falling damage as 20 feet less while bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Personality:
A pyromaniac through and through, he is rather foolhardy but makes up for that with a towering intellect. He is rather enamored with his abilities to change shape as he feels they make him superior to those that cannot. His twisted morality (or lack thereof) results from mistreatment and estrangement from those around him.

I am Neutral Evil, not Fire Stupid. I will NOT ask "Can we burn it?" every three seconds. I'll be more inclined to make observations like, "Oh, gnomes burn faster than Halflings...I must write this down!"

A set of thieve's tools and eventual access to an alchemist lab are both items my character would need at some point.


Very excited about getting into this game.

Here's my character sketch; hopefully a little different flavour. Statblock to follow tomorrow.

Noddy Lumwinkle, Disgraced Cemetery Groundskeeper
Dread Gnome Cleric/Undead Lord

Show:
Being an outsider most of his life, Noddy Lumwinkle always relied on the kindness of strangers. Dead strangers. The corpses of the cemetery became his closest friends. Most people would turn a blind eye if they saw Noddy mumbling to a tombstone. The priests considered it an eccentricity when Mr. Lumwinkle would graciously welcome a new corpse to the sepulchre as if it were an inn.

But when brother Ignatius saw Noddy's light on late one night and strange sounds emanating from within, he had to investigate. As he drew closer he could make out the flickering candlelight, could hear the sounds of Noddy laughing lasciviously, and the faint romantic playing of a mandolin.

His hand shook with rage as he gripped the door handle. He couldn't be rid of the feeling that he knew what obscenity was playing out on the other side; that Mr. Lumwinkle's strange fascination with the deceased had turned to a dark perverted compulsion.

He swung the door wide and shuddered at the sight before him. Noddy Lumwinkle in the midst of a most heinous act with not only the corpse of the late Duchess Audelaine, but also the rotting form of ex Vice Chancellor Thyrius, the acrid skeleton of Bishop Gargus, and the charnel remains of Lady Wesselham! Necrophebria! Engaging in dinner conversation with the dead! The twelfth worst thing you can do with a corpse.

If Brother Ignatius hadn't immediately bludgeoned the startled gnome unconscious, the evening surely would have progressed to at least the fourth worst thing you can do with a corpse. Necrofumigania: having a pipe over a cup of brandy with the dead...

The Crimes:
1) 1 Count: Grave Robbing. By which the condemned admits to "willfully breaking the holy seals of Mitra, removing four corpses from their resting places, and dressing them in formal yet understated attire."
2) 1 Count: Desecration of a Holy Place. By which the condemned confesses to willfully hosting a most unholy and profane dinner party in an Ossuary of Mitra.
Sentencing: By the authority of King Markadian V, the condemned will be held at Brandescar prison until such time as he may receive the punishment of beheading followed by burning.

The Exchange

Time to spin the wheel.
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (2) + 7 = 9
18
1d10 + 7 ⇒ (7) + 7 = 14
8


Im looking forward to analyzing the lot of you. I really hope this guy makes it in :D


Dotting for interest.

I'm at work right now, so I don't really have the ability to draw up a full character, but I think I'd like to submit as either an Ifrit or a Halfling Summoner with the Master Summoner archetype. I haven't decided on whether I want to do the Focus/Foible method or the 25 point buy yet though.

I'll try to get something up once I get home.


Question for the GM - Would it be possible to re-flavor the Extortion crime as being the head of an extortion/protection racket(My, what a nice shop you have. Be a shame if anything happened to it...) rather than the blackmail that it's listed as in the player's guide?

Also, what are your thoughts on the Leadership feat? I know it's a contentious issue for more than a few GMs because it's a major game changer, so I wanted to get your thoughts on it before I get too far into character planning.

Dark Archive

Submitted Character List (more for my reference than anything else)
Martial
*Jericho Fiendaxe Human Fighter (Unarmed)
*Elija Moore Human Anti-Paladin
Cole (played by Ashe) Aasimar Anti-Paladin
L'Ke (played by Donald Robinson) Half-Orc Fighter
Torin Ironbeard Dwarf Monk (Zen Archer)
Hound Human Barbarian
Desh Orstrava (Played by Duboris) Human Fighter (unarmed)

Arcane
dathom (incomplete) Sorcerer
Kana Cherryblossom (played by Hayato Ken) Kitsune Sorcerer
Unruly (incomplete) summoner

Divine
Azmoth (played by Graynor) (incomplete) Human Cleric
Angelica Rothfell (played by Olmek) Human Cleric
Noddy Lumwinkle (played by IronDesk) Gnome Cleric/undead Lord

Skill-Specialist
Ulic (played by Death Keeper) Human Rogue
*Xentic (incomplete) ?

Multiskilled
Zed Allenstar Human Bard
Fletch Two-fang Werebat-kin Alchemist

Walter Lindie (incomplete)

*denotes expression of interest in prior thread, which will be given due consideration.

Will be closing of recruitment tomorrow (will post to close off - probably around 10pm GMT) and run through characters more in-depth over the weekend. I don't demand that submitted characters be 100% complete by then, but if you can have at least attributes, race, class and at least a skeleton of background up.

Also note that while I've catagorised the characters by 'role' above, I am a firm beleiver that groups can work around their deficiencies, so don't feel compelled to create a rogue-type just because we lack skill-monkeys. I'll make selections primarily by characters that interest me, that seem like they'll interact well (or interestingly) in game and rounding the party comes in as a tie-breaker.

Dark Archive

Unruly - minor re-theme of Extortion is fine, Intimidate seems to still apply.

I have no problem with Leadership for this campaign, in fact the later adventures encourage it. There is a variant Leadership effect in the campaign where instead of directly gaining followers you gain control of an organisation which you can then send on missions. Assuming you're still looking into Leadership by that time (and assuming the game gets that far) we'll discuss what we do with it closer to the time.


Hmmmm.

Fletch is rocking a 8(Foible) -2(racial) -2(Dex Mutagen)= 4 WIS

Best idea, ever.

In the interest of not having a -3 to Will saves at lv 1, can I switch my Foible to STR? Putting me at:

  • STR: 8
  • DEX: 9(11*)
  • CON: 13
  • INT: 20
  • WIS: 9
  • CHA: 17

*Only in bestial form.

Still only a 7 WIS/ -2 to Will saves but at least I retain some semblance of rational thought in the HEAT of things.


Spinningdice, would you prefer a more detailed background for Ulic (his background is being redone)

because I quite enjoy writing, and don't want to make a Wall of Text™ that you would rather not read.

Roughly six paragraphs long

Crime: high theft


Yeah i would perhaps like to go the leadership route with Kana Cherryblossom because it fits the concept really good. As a mistress of compulsion, she surely likes minions^^ Also with realistic likeness, she has a high disguise power.
That´s why she is a follower of the green mother too, among her slightly fey background. Surely she is open to get converted to another god over time, if that will prove more resourcefull.

Since i GM on the board too and elsewhere, i personally refrain from big walls of texts and too detailed backgrounds.
Firstly, i think this puts a lot of work on a GM, reading through all of it and then remembering it.
Secondly, if it´s too narrowed from the beginning, there is not that much room for development and people tend to be stubborn in the way they play then, which might be interesting sometimes, but can also cause a lot of problems, especially if it doesn´t fit. Remember it´s the resilient and adapting heroes that survive, not the stubborn ones :D
Of course there might be other views on that.


I'm asking which he/she prefers because its one thing to say

Crime: high theft
Stole a statue

Rather than

Growing up on the streets was a rough life...(ect....)

And when the chance came he took it, snagging the jewel encrusted platinum statue from the alter in the dead of night, slipping up the silk rope, he nearly escaped, but the statue burst into a glowing torch, like staring into the sun, the guards arriving almost immediately, half blinded and outnumbered ulic was easily captured.


Here is dathom's submission for an Human, Infernal Bloodlined Sorcerer. I am still deciding on one or two spells, where to put one skill point and a suitable trait that fits his background . But outside of that, the character is complete.


Ok, I think I've pretty much got myself sorted out. I'm going to take the 25 point buy as an Ifrit Master Summoner.

I took some liberties with the background, putting myself as not really being from Talingarde originally. Hope that's ok.

Raymond K Hessel:

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
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.
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.
Extortion +2 trait bonus to Intimidate. Intimidate is always a class skill.
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).

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.


Here's the crunch for my (Xentik's) Human Rogue (Kitsune Trickster).

She was adopted and raised as a runner/lookout for a group of Kitsune assassins known as The Shadows. Most of the clan was wiped out during the purge, and the few that remained made it their goal to gain vengeance by killing King Markadian V. Their plot eventually unraveled, and Rei is the last of the group in Branderscar awaiting execution for High Treason.

Will whip up a full background and appearance/personality info tonight and throw it in her profile.

Crunch:

Rei of the Shadows

Female Human Rogue (Kitsune Trickster) 1
NG Medium Humanoid (Human, Elf)

Init +4; Senses; Perception +7

Defense
AC 16, Touch 14, Flat-footed 12 (+2 armor, +4 dex)
HP 7/7
Fort -1, Ref +4, Will +0

Offense
Speed 30 ft.

Melee Dagger [+4 hit (0 BAB + 4 dex), 1d4+2 dam]
Ranged Dagger [+4 hit (0 BAB + 4 dex), 1d4+2 dam]

Statistics
Str 14, Dex 18, Con 8, Int 18, Wis 8, Cha 9
Base Atk +0; CMB +2; CMD 16

Feats Weapon Finesse, Racial Heritage (Kitsune)
Traits Crime: High Treason, Child of the Temple (Nobility)
Skills Acrobatics +8, Appraise +4, Bluff +9, Diplomacy +9, Disable Device +8, Disguise +7, Escape Artist +8, Knowledge(Local) +8, Knowledge(Nobility) +9, Knowledge(Religion) +6, Linguistics +8, Perception +5, Sense Motive +7, Sleight of Hand +8, Stealth +8
SQ Kitsune’s Guile, Sneak Attack +1d6

Languages Common, Sylvan, Infernal, Celestial, Orc, Goblin

Combat Gear None
Other Gear None

Off Topic: Nice name Unruly, don't suppose your Eidolon is Jack's inflamed sense of rejection?

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