The way of the Wicked

Game Master HighonHolyWater

The criminals and fellow inmates have received help to escape by Cardinal Thorn. They have been trained into a group and given a small task as part of a larger plan to free Talinguarde from the grasp of Mitra.
Map of Talinguarde
Current Party Map


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Greetings again fellow pathfinder enthusiasts. I have returned in an effort to take up once more the path of the wicked and am looking for 4 brave but relatively evil souls to bring down the land of Talinguarde. This time we will start already escaped, I think there are plenty of you(including myself) who have escaped or almost escaped the prison for the game to halt. Oops. This time we have escaped and completed the group training excercise and Thorn is about to send you off on your first real mission. You will know each other and be committed to the task of remaking Talinguarde as a team and already signed the blood contract of which you each hold a copy with the original safeguarded by a contract devil. I am only choosing 4 because it will be easier for me too manage and keep track of and not be overwhelmed by. You might not feel the risk of playing with me worth it and I completely understand if you remember my previous game last year that went under and as a result do not apply. I only say that I am endeavouring to not let that happen again. I have slowly got back into the boards here as a player in two other games and will most likely not be applying to any more if this gets enough interest to get going.

Please give a backstory from before your imprisonment and explaining your crime of at least 1 paragraph, longer is great, a quick description of appearance and personality. Recruitment will stay open for about 2 weeks at this point.

Character Creation:

Third level.
Gestalt of 2 classes.
A single template (with ability score increases removed) is available at the cost of levels equal to the CR increase (e.g. quickling fighter 1/rogue 2) and can be chosen later instead of at character creation.
Automatic Bonus Progression(though weapon/armour abilities don't count against attunement and an individual weapon/set of armour is limited to +5 worth of abilities).
Stat array of (18,16,14,12,10,8).
Allowed races and classes are Paizo.
+2 Skill ranks higher than the normal that you get per level.
1 feat per HD/class level instead of per 2HD/class level(Leadership and Sacred Geometry banned).
Maximum HP per level.
1,500gp.
2 standard traits, 1 crime trait, 1 training trait, no drawbacks.

Crime Traits:

Arson Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Attempted Murder You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Blasphemy +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Witchcraft You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration You receive +1 trait bonus on all saving throws against divine spells.
Desertion You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.
Dueling unto Death You gain a +1 trait bonus to Fortitude saves.
Extortion You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery You receive a +1 trait bonus to confirm critical hits.
Heresy You receive a +1 trait bonus on all saving throws against divine spells.
High Theft You receive a +1 trait bonus to Reflex saves.
High Treason You receive a +1 trait bonus to Will saves.
Kidnapping You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.
Sedition You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you.
Slave Taking You receive a +1 trait bonus to both Disarm and Grapple attempts.
Slave Trading You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Training Traits:

Asmodeus is with you Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Deception is a tool You gain a +1 trait bonus to Bluff and Sense Motive.
Discover what is real and what is illusion You gain a +2 trait bonus on saving throws against illusions.
Fear nothing save our dread lord You gain a +2 trait bonus on saving throws against fear effects.
Focus strengthens your will You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Let us perfect your favorite spell Pick one spell currently available to you. This spell’s effects manifest at +1 caster level.
Quiet as death You gain a +2 trait bonus to Stealth checks.
Strike first You gain a +2 trait bonus on Initiative checks.
Second skin When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
Angel slayer You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.

houserules:

The three feats, Power Attack, Deadly Aim and Combat Expertise are no longer feats but combat 'options' that any character, NPC or monster may use at any time they choose. Characters count as having these feats for the purpose of qualifying for other feats and abilities.
The feat Weapon Finesse no longer exists and any character, NPC or monster may use their dexterity modifier in place of their strength modifier with any 'finessable' weapon. Characters count as having this feat for the purpose of qualifying for other feats and abilities.
The feats Two-Weapon Fighting and Vital Strike automatically upgrade into their Improved and Greater versions when the requisite BAB and DEX score is reached, they count as themselves AND the Improved and Greater versions once the requisite BAB is reached for the purpose of qualifying for other feats and abilities.
ANY Improved Combat Maneuver feat now automatically scales into it's Greater version when the BAB prerequisites are reached and counts as both feats for other prerequisites. Performing combat maneuvers now only provoke AoO's from a failed combat maneuver attempt.

Expanded Crafting
Crafting base weapons/armour/etc. still works the same with the required Craft(item) skill requirements with the added ability to take metal materials from existing items. For example, you find a Cold Iron longsword but want a Cold Iron Greatsword. Put 1/3 the original weapons worth towards the crafting cost of the new weapon (10gp in the Cold Iron Longswords case of the 33.3gp required raw materials for a Cold Iron Greatsword). This makes reforging existing weapons better than simply buying the raw materials.
In a similar vein to an Arcanist ability, special abilities from other weapons, shields, armour or almost any magical item can be 'cannibalised' and added to another weapon in replacement of the spells usually expended, rendering the original weapon mundane. For example you take the magic from a +1 Frost Longsword and add it to your +2 Longsword, ending up with a mundane Longsword and a +3 Frost Longsword(paying the usual amount of gold such a bonus increase would incur minus half the cost of the cannibalised weapon).


intriguing. i will whip something up. many thanks for trying again.


Hmm. I'm thinking Master Summoner//Evangelist Cleric.


It might be fun to at least make a character.

I am currently thinking of a Catfolk Inquisitor with the Cannibalism domain. He is a vicious man eater.


This is awesome:). Not sure about what to pick yet given the templates. I might rework Kenderella for this, I would just have to change the stats I believe before templates. Maybe you could give me your thoughts on her (background/concept)?

Are there any templates banned? Some of them are absurdly powerful. Shadow Traced, Quickling etc. I might pick shadow traced for Kendrella unless I get a better idea (it works great with hexes, though I'm unsure how it would interact with bombs). It would make sense as some transformation caused by her patron.

Do you have houserules on dex to damage or are we still forced to go for one of the few subotimal options?


Why 3rd level? Are we in the middle of the campaign? Or is it we start at 3rd level from the beginning?


Hmm... I like villains that have character. Maybe a Black Blood Bloodrager//Brawler magic supremacist who was imprisoned for High Treason, trying to get a small settlement of magic users together and rebelling against the nation's order. Lawful Evil, very much bound to his own twisted sense of honor and obligation, definitely not the backstabby kind of evil, more the decry you to your face and then act in the face of your petty morals evil.

EDIT: On reflection, maybe an arcanist/alchemist works better.


DoubleGold wrote:
Why 3rd level? Are we in the middle of the campaign? Or is it we start at 3rd level from the beginning?

I think that there is a prison escape that we are skipping.


My character worked for the Black Market, what crime does that fit under?


DoubleGold wrote:
My character worked for the Black Market, what crime does that fit under?

Fraud, Forgery, and High Theft sound to be the most likely ones. I suppose it really depends on what your character did exactly for the Black Market.


I live.

Will try to keep the pace way up if selected this time.

HoHW: How have you been?


Dotting. Seems very sweet(plus I usually prefer small-group gestalt if given the choice) but I'll wait to see how the other WotW recruitment turns out before creating something for this one.


DM, would you allow me to be an Inquisitor or Cleric that is empowered by Predation? I really want to use the Cannibalism domain.


hmmm thinking rogue and something else...


Wow. So many options. How can I not dot?


Very interested. I'm thinking of a quickling tiefling kineticist or a suzerain Kitsune mesmerist/rogue


@Kenderella. I may limit the traces in some way. Mythic templates are banned of course. I have no intention to make dex to damage easier. Her backstory is fine, any template needs to be woven into it of course but looks ok so far.

@Rosemary. Well thanks. Good to see you again. No favourites here though, for everyone's sake.

@Nohwear. Clerics can follow ideals. I think it's ok for an inquisitor to do the same but be a bit more 'inquisitory/zealous' about their ideal. That means no favoured weapon i think.

@Doublegold. Everything that Nohwear said.

Good amount of interest so far.


Are you allowing for multiple archetypes for the gestalt classes?


DM, as this is way of the wicked, I feel I must ask: How macabre are you comfortable with the narrative being?


Okay, I have a thing.

Marvin the Strangler
Human Magus 3 (Staff Magus, Hexcrafter) // Brawler 3 (Strangler, Steel-Breaker)

If he was going to die tomorrow, so be it. He had no obligation, to himself or anyone else, to keep living. But the method of execution they gave to "traitors"... that, he took issue with.

No, if he was going to die tomorrow, it would be at the time and place of his choosing. And he'd find a way to take a few of these guards with him, as a final farewell. All he needed was to get his hands unchained, and find a nice big stick...

Backstory:

Marvin was no coward, and perhaps that was his problem—too much devotion to his convictions. He did what he was told, kept his word, and expected the same from others... and was often disappointed. Years ago, not so many, Marvin Grey had led a contented life, if not a happy one, though he had never much seen the point of happiness. A village crofter, he tended to cattle and a small farm, making coin on the side by fetching things for his neighbors from the nearest town, a two-day's ride by oxcart. He was a clever fellow, studious and industrious, and the things he learned from almanacs kept his family well-fed and content.
They kept the old ways, in his village—his wife, his brother, his parents, his childhood friends. There were a few small shrines, tucked away in barns and in the woods. "Old 'Modeus," Gran had called him; he was a god of order, of doing what you were s'posed to, of serving an ordered purpose in the world, and it gave his wife and children comfort knowing they served a secret, serious, brooding god, even if he never much understood the draw.

And then, on one of Marvin's trips to market, they came for his town. Worshipping the devil was never all that legal. Maybe they were given a chance to repent, as the authorities likely would've allowed, and something caused his family to stubbornly kick in their heels. Maybe something incensed an already over-zealous military commander to make an example of these backwards townsfolk. All he knew was that, when he returned, his house and land had been burnt to the ground, his wife and children along with it.

Marvin raged, for a long time, and prayed to Asmodeus in a way he had never done before. He asked for the dark god's vengeance, to become a tool of his wrath, his power, so that he might pay back what he had suffered. But there was no answer from the heavens, no divine power granted.

And so, in his grief, he turned to find power on his own, reading up on magic, some dark, some forbidden, spending what little cash and livelihood he had saved on forgotten magical tomes, until he learned how to curse a man good 'n proper, how to carve words of pain with a touch, start a fire with his hands, wreathe a sword in lightning.

Marvin never found the soldiers responsible for destroying his town, but he found others, and he hurt them, when and where he could, in dark alleys outside taverns. For the most part, he found that something inside him kept going, and for that he needed to eat, and so he fell in with a few larger-town crime rings.

For a year or two, he worked as an enforcer. Marvin believed a man should stick to his word, no matter how hard that word might have turned, and he had little love left for his country or his fellow man. This left him all too willing to break kneecaps at a whim, burn a magic brand of shame into a debtor's back, or slice off a few fingers to make an example. After seeing what the truly, painfully dead looked like, this was the sort of thing that soon didn't even make him flinch, and earned him both respect and uneasiness from his superiors.

There were too many people in the city, and too many people of the sort who didn't deserve his attention. The bosses he worked for were fat, and weak, and lacked conviction, and gradually Marvin found himself drawn to a more rural sort of crime. Where he had previously aided others in collecting debts, now he helped them knock over coaches and caravans. Marvin had never been trained as a soldier, and he was a bit old to start, but in the countryside he learned how to fight quite effectively with a walking stick, striking unsporting blows to his victims' weak spots.

And he was ruthless, when the situation demanded it, not hesitating to press a staff across defeated opponents' throats or dangle them from a tree using his own hair until they gave up the location of their valuables. Violence didn't phaze him, one way or the other, and he rarely lost his temper, but the commitment that Marvin put into his work earned a respectful nickname from his associates.

Gradually, his interests turned from robbing simple peasants and merchants. It was work, and he'd do it, but what excited him was the soldiers and nobles who sometimes rode on his roads, the sort of armed victims the other thugs would only take on when they outnumbered them 5-to-1. Not Marvin. And, one day, cajoling his fellow highwaymen on, he rushed out of the forest towards a party of Royal Guardsmen, shouting wildly, only to find himself alone as the others snuck wisely away through the trees.

And that was that. Treason, as they called it—no simple banditry for Marvin Grey—and a painful traitor's death as the only sentence.

Description and Personality:
Marvin walks with a bit of a limp. It's nothing serious, and he can run fast enough when danger is afoot, but an injury from his early days as a criminal never healed right, and on damp days his leg aches down to the bone. This is part of the reason he always preferred a walking stick as his fighting weapon.

Marvin studiously avoids the use of any religious language in conversation or pained/surprised exclamations. Maybe some part of him still wants to pray to "Old 'Modeus," but he's not about to mention the name out in the open (or even out loud to himself), and he certainly doesn't want to give any other gods the satisfaction of his mentioning them.

Finally, Marvin is very particular about the tailoring of his clothing (when he gets the opportunity), and more particularly the grooming of his hair. His excellent moustache is, perhaps, the one thing in life he is still truly proud of, and he hasn't cut it since the death of his wife. It also tends to lend him a bit of gravitas, when necessary.

Personal Goals:
Marvin wants to see soldiers, priests, and paladins suffer. The more zealous, the better. This isn't about Asmodeus; he's just developed a healthy contempt for organized religion and military of the sort he doesn't agree with. What constitutes justice, and righteousness, and protection of freedom, for him, depends mostly on which side he's on—because at this point, that's the only way he can justify much of what he's done. Marvin has strong convictions, but to little in particular at this point; he's simply a moral nihilist with a strong farmer's ethics, who believes that even criminals should always keep their word.

There is a specific element of revenge, too. Marvin wants to find out who was responsible for the death of his family—who gave the orders to burn the heretics, and who carried them out—and he wants to burn them to death, slowly. This is a dream that he's mostly given up on.

And finally, as he returns to crime, he's going to make sure it's with clever companions this time—ones unafraid to take action, and not content to sit around hiring others to do their dirty work.

Ability Scores/Combat Stats:
Str 12
Dex 18
Con 14
Wis 10
Int 18
Cha 8
Defense:

HP 39/39 (2d10 + 6 Con + 4 Favored)

AC 18 (Dex +4, Armor +4), Touch 14, FF 14
CMD 17 (Dex +4, Str +1) (19 vs Grapple or Disarm)
Fort +6, Ref +8, Will +5

Offense:

Initiative: +6

BAB: +3, CMB: +7 (+9 to Grapple, +10 to Disarm, +8 to other weapon-aided)

Masterwork Quarterstaff, +8 to hit (1d6+1)

Prehensile Hair, +3 to hit (1d3+4)

Light Crossbow, +7 to hit (1d8)

Equipment:

Masterwork Quarterstaff

Mithral Chain Shirt

Light Crossbow

Spells:

Concentration +9

Level 0:
Brand
Read Magic

Detect Magic
Light
(Spellbook: All, + Curses)

Level 1:

Shocking Grasp

Infernal Healing

Blade Lash

Frostbite

(Spellbook: Shocking Grasp, Infernal Healing, Bed of Iron, Frostbite, Blade Lash, Color Spray, Enlarge Person, Shrink Person)

Feats and Traits:

Feats:
-Agile Maneuvers (Human Bonus)
-Improved Unarmed Strike (1)
-Improved Grapple (2)
-Combat Reflexes (Brawler Bonus 2)
-Quarterstaff Master (Staff Magus Bonus 2)
-Improved Disarm (3)

Traits:
-High Treason (crime) (+1 to Will)
-Strike First (training) (+2 to Initiative)
-Liar’s Tongue (religion) (+1 to Bluff, and class skill)
-Desperate Focus (+2 Concentration)

[ooc]Most common flexibility/feat wish list: Improved Trip)

Skills:

28 points (Brawler 12, Int 12, Human 4)
*Denotes class skill

*Acrobatics +10 (1 points)
*Bluff +5 (2 points, +1 trait)
*Climb
*Craft
*Escape Artist +10 (1 point)
*Fly
*Handle Animal +4 (2 points)
*Intimidate
*Knowledge (arcana) +8 (1 point)
*Knowledge (dungeoneering)
*Knowledge (engineering) +8 (1 point)
*Knowledge (local) +9 (2 points)
*Knowledge (planes) +9 (2 points)
*Perception +7 (4 points)
*Profession (farmer) +5 (2 points)
*Ride
*Sense Motive +5 (2 points)
*Spellcraft +11 (4 points)
*Stealth +11 (4 points)
*Swim
*Use Magic Device

Class Features:
Strangle: +2d6 sneak attack when grappling to damage or pin

Practiced Strangler: AC not affected while grappling

Brawler’s Cunning

Martial Flexibility (4/day)

Martial Training (count as Fighter/Monk for feats)

Spellstrike

Spell Combat

Arcane Pool (5/day)

Magus Arcana: Hex (Prehensile Hair)

Sunder Training +2


"Automatic Bonus Progression(though weapon/armour abilities don't count against attunement and an individual weapon/set of armour is limited to +5 worth of abilities)."

"1 feat per HD/class level instead of per 2HD/class level(Leadership and Sacred Geometry banned)."

Okay, what do these two statements mean? I just wanna make sure I'm reading them correctly.


I've been looking for an evil campaign to try out the Insinuator Antipaladin. Antipaladin//Barbarian with a Terrifying Howl build would be very interesting I think. This would require a Neutral Evil character, of course, but the concept I have will have zero issues serving Asmodeus and working with the party so you won't have to worry about that.

Full disclosure, I did GM the first book of this AP. We never got further than that so I don't know what goes on past that but I just wanted to let you know in case that was an issue.


Under Automatic Bonus Progression, you can 'Attune' to Weapons and Armor to grant them bonuses. If they ALREADY have bonuses, that counts against your Attuning amount. The GM is changing that, so existing abilities on the weapon (probably not straight numbers) don't count against your Attunement limit.

Also, you get a feat every level, not every other level.

...

Also, I haven't decided if I'll make someone or not. XD


Thanks for the clarification, Rednal.

A feat every level? That's freaking cool. So, if you're a fighter, does that mean you get 2 feats(the fighter bonus plus the standard) every even numbered level?


Hi guys! Yeah, I created a Magus/Brawler; you can see how the feats play out in my proposal.


What's up, thunderbeard?! Been a long time, bud. Will check that out. Thanks!


I'm gonna throw this guy in there: Morthos

Ran him in a game a couple years ago that died. His mechanics are not up to snuff at all but will get that done before the deadline.
Gonna gestalt into Warpriest.


Michelle Williams wrote:
DM, as this is way of the wicked, I feel I must ask: How macabre are you comfortable with the narrative being?

The boards have a pretty strict limit on content unfortunately. Though of course the GM might have further limitations on top of that.

I think I'll make something with the shadow traced template then, even if it ends up not being Kendrella... I have some questions about how it works though... Do the traces come with copies of my gear? So can they attack with weapons/use spells with material components etc? What happens if they use limited resources, for example prepeared spells, spells per day, uses of bombs, do they count against my total allotment? What happens if they cast a spell on Kenderella herself? Can I choose to automatically fail the save to disbelieve or do I have to believe it or just roll? What about party members?


@qwerty1971 standard archetype rules. If they don't replace or change the same class feature then more than 1 archetype is allowed.

@Michelle my best way of putting it would say that let's keep it around an M rating.

@Javell What Rednal said. There will be no +1/2... weapons or armour. You get this automatically as you level.

@Arachnofiend All good if you've already GM'd it. I'd want a chance to play it too. Keeping your knowledge separate from character is all that is necessary.

@Kenderella Have you looked at the shadow creature or the shadow lord? Perhaps one of those would be a simpler path to go. Having 4x everything is quite ridiculous honestly. Maybe if it shared one set of spells and ability uses between them...


Are you allowing occult classes?
If so, I'm thinking of a bloodrager/spiritualist with a penchant for grave robbing.


@Javell: Have you thought about Antipaladin/Cleric? That would give you some niiiice channeling options, either via Variant Channeling->Rulership or just straight Channel Harm.

@GM: I can't think of a starting template that makes a lot of sense; would there be options to pick them up as you suggest? Not thinking about power here at all, but it could be fun to pick up a template like Psychic Vampire for the flavor.


@GM: That's why I suggested that you ban it. I'm fine skipping it if you don't want it as I do agree it is ridiculous. I kinda want to go with a suzerain creature, but Philo already sorta claimed that and it would require me to build the character from scratch. If he goes with the other option I think I'll try for that though.


I think I might try a new character for this actually. Pulling Rose, will submit something else.

What do you guys think of either Gunslinger/Warpriest or Gunslinger/Inquisitor?

Maybe a straight up archery class is better than guns...

choices!


In that case maybe I should make my character a Theologian Cleric/Feral Hunter or Brawler.


Is there room for one more?

If so would Cleric/wizard into Mystic Theurge/Bard be allowed? Or are you banning dual progression PrCs? because I want to get all the buff spells.

I would love to get into a game as in my local games I'm always GMing.
If that combo is allowed I'll get started on a backstory write up as soon as I get home today. I'm thinking abut getting caught working with some unsavory sorts and it going downhill might be interesting


I knew I forgot something. Suzerain grants Leadership which is a banned feat. So Suzerain, Shadow-Traced, Mighty and Instrument of the Gods are all not allowed as PC templates.

@Thunderbeard Yes at an appropriate time you could do that. Would have to be after level 5 for the HD requirement. That's why I mentioned it that templates don't need to be taken at character creation(or at all really) for the HD limit that some templates have, namely vampires.

@Rosemary That's fine. Guns are at the 'emerging' level though still pretty rare. Definitely playable though.

@Fearcypher Dual progression PRC's are standard banned in gestalt games.


DM HolyWater wrote:


@Fearcypher Dual progression PRC's are standard banned in gestalt games.

Ok I really only wanted it so I could get MEGA buffs but I'll come up with something else.


@DM and Kenderella: Would you allow Suzerain without the leadership? After all, you are already stripping stat bonuses. If it is allowed, I'll let Kenderella have it. I have another concept to play with. If it's not, and you still want to do a social character, inveigler has a few nice features for an underground cultist.

Since we've established that I'm not playing the social character, my concept is a quickling tiefling Chaokineticist. A character not born, but created by an infernal cult to destroy Talingarde and the church we all hate. Her cabal was caught, and she felt the sting of failure. Her faith stood strong and she has the chance to redeem herself and serve her infernal master again.

more later.


Philo Pharynx wrote:

@DM and Kenderella: Would you allow Suzerain without the leadership? After all, you are already stripping stat bonuses. If it is allowed, I'll let Kenderella have it. I have another concept to play with. If it's not, and you still want to do a social character, inveigler has a few nice features for an underground cultist.

Since we've established that I'm not playing the social character, my concept is a quickling tiefling Chaokineticist. A character not born, but created by an infernal cult to destroy Talingarde and the church we all hate. Her cabal was caught, and she felt the sting of failure. Her faith stood strong and she has the chance to redeem herself and serve her infernal master again.

more later.

Suzerain is utterly broken in pc hands, stats and leadership aside.

Gm, have you considered how banned leadership interacts with book 2?


@Philo: With Suzerain banned I'm not sure I'll go for a social character at all. Assuming he doesn't unban it again (without leadership of course) I'll probably go with something else.

@GM: So templates like Alacritous Creature, Quickling and Ghost are allowed, imho they might not work too well in a game with untemplated characters, but a quickling was your example? I'm considering using Alacritous creature if it's allowed.


A ghos-

*Pauses thoughtfully*

You know, the spirit of someone who WAS executed, and is helping out the rest of the party for revenge, could be pretty interesting. Plenty of reason to attack the kingdom, no conflicting desires to hurt the rest of the party... If the GM's open to the idea, I have a couple thoughts on making that work.


Rednal wrote:

A ghos-

*Pauses thoughtfully*

You know, the spirit of someone who WAS executed, and is helping out the rest of the party for revenge, could be pretty interesting. Plenty of reason to attack the kingdom, no conflicting desires to hurt the rest of the party... If the GM's open to the idea, I have a couple thoughts on making that work.

If our DM is fine with using that template then I say go for it.


Going to stick with the current list of banned templates. Alacritious is ok.

@Rednal I didn't think that ghost was even a good idea with being incorporeal all the time. Tell me about your thoughts though and we'll see if it could work at all.


If one wanted to be undead via templates, would it be required to have some form of magical disguise? ala dread lich wearing a mask


interesting. would you allow an antipaladin with (or without) the LE variant?


Cant do it. Want to play the character too bad. Sticking with Rose. Changing her backstory a bit and class.

Will you allow Lord of Darkness archetype as it was made specifically with this AP in mind?

Doing Anti paladin 3/ Dread Vampire.

Final will look probably like AP LoD 20//Ghoul Blooded Sorcerer 17/Dread Vampire.

Also well done thunderbeard I really like Marvin.

Morthos as well.


This does sound very interesting as I've been wanting to play this AP for quite a while now

The basic idea for my character is for a guy who has been wrongly convicted. Not because he shouldn't be imprisoned and he's a nice guy but simply because he didn't commit the actual crime that landed him in prison. He was framed by his former partners so they could go free. As such he's after more than just the downfall of the Mitra worshipping establishment, he's also in it for sweet revenge.

The Exchange

I'm like "wait, wasn't I in this game?"
Apparently that was a long time ago. Shall I bring back Azrin?


Color Me Intrigued...

I have an idea for a Wizard (or maybe Psychic)/Ranger(maybe prestige into Arcane Archer). Training will be first strike and Crime will either be Piracy or Desertion.


It IS hard to play a ghost without a few practical changes, yeah. XD I'm also considering a Hellfire creature - Corrupter Creatures are thematically appropriate, but some abilities are too strong for low-level characters. Divine Champion could be interesting, too.

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