Way of the Wicked (Inactive)

Game Master Paizo Fan

Nostrus' Way of the Wicked campaign.


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Premise

Hello, I'm planning to run the Fire Mountain Games' Way of the Wicked Adventure Path. This is an unabashedly evil adventure path. Good-aligned characters NEED NOT APPLY.

You begin the adventure in the Branderscar Prison having recently been branded 'Forsaken' and sentenced to death for your crimes.

This adventure path pulls no punches and will not be easy. You will be beset on all angles by the forces of good. The following is the blurb from the rear of the first book.

Blurb:
The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. This is the story of how you burned this insipid paradise to the ground. It’s only fair. They
burned you first.

They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they’ll be rid of you.

They’ve given you three days. The fools, that’s more than you need to break out. And then, it will be their turn to face the fire.

Character generation
Ability generation - we'll be using the Focus and Foible system listed in the adventure path. This means that you get to choose one ability score which will be an 18 and one which will be an 8. After that, you roll 1d10+7 for each of the remaining ability scores in order (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma omitting the one that you've allocated as the Focus and Foible). You do not get to reroll or allocate the numbers.

Races - All races in the PF SRD are permitted, although the GM retains the right to veto any race. Unusual or monstrous races are going to be very difficult to play beyond the prison. Keep in mind that the over-arching objective of the game is to infiltrate and destroy the nation of Talingarde. Kind of hard to do with a massive minotaur as backup.

Classes - All are permitted save the Paladin and Gunslinger. Anti-Paladin has had the alignment requirement relaxed to include LE and NE. An LE Anti-Paladin may not use their fiendish boon to add the 'anarchic' property to a weapon. Instead, they may add the 'axiomatic' property.

Any class linked to the divine is strongly suggested to select Asmodeus as a patron.

Skills - As normal but there is a house rule that each player receives two extra skill points per level. This is due to the fact that the characters must be self-sufficient for much of the adventure.

Equipment and starting wealth - You begin with nothing, including class-based boons.

Alchemists begin without their formula book, extracts bombs or mutagens. Bards begin without their instruments. Cavaliers have lost their mount, however the week of mourning has past. Clerics begin with their chosen spells but have no holy symbol or material components. Druids begin with their chosen spells but their animal companion is either outside the prison walls or dead. Inquisitors and oracles don't have their holy symbols. Summoners begin the game with their eidolon and their wrists shackled so they are unable to complete the ritual to summon another one. Witches, Wizards and Magi do not have their spellbooks, material components, familiars or bonded objects. They do however have a full selection of spells memorized prior to incarceration.

Finishing details - Only alignments permitted are lawful neutral, lawful evil, neutral or neutral evil. Lawful evil is the preferred choice.

Characters must choose a crime that they are guilty of. Note that your characters are guilty. You have not been wrongly accused.

In this adventure path every character will have a chance to join an evil organization and swear allegiance to the master of that organization and its patron - the lawful evil god Asmodeus. This adventure path assumes your character says yes to that choice. Do not make a character who will outright object.

Traits - Each character gets two traits, one of which must be a Crime of the Forsaken below.

Crimes of the Forsaken:
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.

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

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

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).

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

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

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

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

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

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

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

Punishment: Death by beheading.
Benefit: You gain a +1 trait bonus to Fortitude saves.

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

Punishment: Life at hard labor in the salt mines.
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

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

Punishment: Life at hard labor in the salt mines.
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

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

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to confirm critical hits.

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

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

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

Punishment: Life at hard labor in the salt mines.
Benefit: You receive a +1 trait bonus to Reflex saves.

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

Punishment: Death by drawing and quartering.
Benefit: You receive a +1 trait bonus to Will saves.

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

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

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.

Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.

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

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

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

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

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

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

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

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

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

Please feel free to post your characters for approval.


Hmm very interesting indeed.

rolling stats to see what I come up with, thinking of a fighter/archer.

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (8) + 7 = 15

Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma

Focus str 18
fobile int 8

Str 18
Dex 16
con 17
Intelligence 8
wisdom 14
charisma 15


Wow, I think I will try to push for this system more often.


I'm thinking an undead lord Cleric. ;-)

1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (9) + 7 = 16


Very interested. Are the third party classes from the PF SRD also available?


Pathfinder Rulebook Subscriber

I'm think I'll make a whip specialist kensai magus.

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8


what are you going to do about bards who use their voices?

Oratory, Sing and Dance are performances, too...

Got an Evil bard that was a calistrian, suppose i roll some dice.

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (9) + 7 = 16

wow....

just... wow.


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

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

Contributor

Pirate Dancing Dervish (Fighter)

If you'll have me, that is.

Focus - Dex
Foible - Str

Con 1d10 + 7 ⇒ (5) + 7 = 12
Int 1d10 + 7 ⇒ (1) + 7 = 8
Wis 1d10 + 7 ⇒ (9) + 7 = 16
Cha 1d10 + 7 ⇒ (5) + 7 = 12

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

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


LE Rogue(Knife Master)/Alchemist(Vivisectionist)

STR: 1d10 + 7 ⇒ (8) + 7 = 15
DEX: 18
CON: 1d10 + 7 ⇒ (6) + 7 = 13
INT: 1d10 + 7 ⇒ (9) + 7 = 16
WIS: 8
CHR: 1d10 + 7 ⇒ (9) + 7 = 16

Crime of the Foresaken:
Grave Robbery

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

Punishment: Death by beheading.
Benefit: You receive a +1 trait bonus to confirm critical hits.


Ooooh, man with my great rolls - Either invulnerable rager barbarian or Totem Warrior barbarian...

Gonna smash me some stuff and have 8 intelligence!

STR 18
DEX 16
CON 16
INT 8
WIS 11
CHA 16

Awh heck yeah, hot barbarian with Intimidate as a class skill, so even if I communicate through a series of clicks and grunts, it will be very forceful.


Going with Human zen archer monk

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.

Stats ( after racial)

Str 18
Dex 18 ( +2 racial went here)
con 17
Intelligence 8
wisdom 14
charisma 15


I also have a clerical concept that I've been wanting to play called "Coyote." He reveres the native american trickster god by the same name. Domains are travel and trickery.

If you want a cleric I'd be happy to play either. Which would you (the dm) prefer, as I seem to be the only healer type thus far.


Interesting premise. I'm gonna go with a former paladin of Mitra, who fell and became an antipaladin. He foolishly attempted bring down the very church he had forsaken, alone. He'll mostly likely be human.

Str: 20 (18 w/+2 racial)
Dex: 1d10 + 7 ⇒ (6) + 7 = 13
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (8) + 7 = 15
Wis: 8
Cha: 1d10 + 7 ⇒ (9) + 7 = 16

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

Punishment: Death by drawing and quartering.
Benefit: You receive a +1 trait bonus to Will saves.


Pathfinder Rulebook Subscriber

I'll go with a human Kensai magus/Acrobat rogue.

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

Punishment: Life at hard labor in the salt mines.
Benefit: You receive a +1 trait bonus to Reflex saves

Str 15
Dex 19(+2 racial)
Con 11
Int 18
Wis 8
Cha 8

I'll write up the character soon.


dotting for interest. Let me put some thought into it.


This definitely sounds like an interesting campaign. I have a few concepts for different characters running around in my head, so let me see what stat rolls I ultimately get and use that to decide.

1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (4) + 7 = 11


Tiny Coffee Golem wrote:

I'm thinking an undead lord Cleric. ;-)

1d10+7
1d10+7
1d10+7
1d10+7

Forgot one.

Str 9
Dex16
Con10
Int16
Wis 18
Charisma1d10 + 7 ⇒ (5) + 7 = 12

edit: Well, I appear to be a casting cleric


Oh, wait a minute, so the attribute rolls can't be re-distributed to suit a concept?

daaaaaaaang.... i'm gonna have to think on this one.


ah, bummer, I just saw that.

so...

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

what the heck does that make? blech...


Hu5tru wrote:

ah, bummer, I just saw that.

so...

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

what the heck does that make? blech...

Great Barbarian and/or druid stats.


A Figher? Switch-hitter ranger? Combat Cleric?


Oooh, this might be a fun place to bring in my Devil Sorcerer. Just curious, what level??


Monkeygod wrote:
Oooh, this might be a fun place to bring in my Devil Sorcerer. Just curious, what level??

Sup monkey!

Havent seen any core arcane classes presented yet.


thinking...
thinking...
thinking...

>:{)} <-- EVIL goatee'd grin


TCG, you posted just a little too soon!

I’d like to put forward Dantes Goldforge, a lawful evil dwarven wizard (universalist). I see a couple of people putting forward ideas related to piracy and slavery, which would actually blend well with the background I have in mind for Dantes.

Strength 1d10 + 7 ⇒ (8) + 7 = 15
Dexterity 1d10 + 7 ⇒ (6) + 7 = 13
Constitution 1d10 + 7 ⇒ (4) + 7 = 11
Intelligence Focus 18
Wisdom 1d10 + 7 ⇒ (2) + 7 = 9
Charisma Foible 8

With modifiers, that puts him at:
Strength 15
Dexterity 13
Constitution 13
Intelligence 18
Wisdom 11
Charism 6

Trait: Slave Trading. Bonus skill point at each level for the Appraise skill.
Trait: Focused Mind.
Feat: Breadth of Experience.
Class Abilities: Bonded Object: Raven familiar (either dead or beyond his means to contact).
Equipment: None.

background:
For decades Dantes has worked to build his fortune, and he did it all on his own. He was estranged from his family, warriors all who valued honor more than profit. They could have made a fortune as mercenaries, but opted to live hand to mouth as simple defenders of others. Dantes worked odd jobs for years before finding that vast profits could be made in trades that others scorned, such as slavery. His wealth was growing to be considerable, thanks to frequent trafficking with followers of Asmodeus who were discreet, wealthy and good to their word.

Then in one night it all fell apart. All of his wealth was tied up in his latest shipment when the ship was seized. Talingarde vessels seemed to appear out of nowhere and all was lost. The usual attempts at bribes failed, and he found himself in chains, stripped to nothing. Decades of hard work and effort gone. Now he was told that in three days he would be beheaded. He nodded grimly to himself. We will just see about that…


Haruk would be a Sorc with the Devil bloodline and possibly the Tattoo archetype. Worships Asmodeus, focusing on enchantment spells.


Question, Nostrus... Is the Vishkanya an acceptable race?


11 Con is kinda Meh for a glass cannon like a barbarian. Coming down from rage she might just die. And a strength focused druid with 11 con, sheesh.

I will think on it and get a few concepts up tomorrow I think. It's a bit late in Europe.


Hu5tru wrote:

11 Con is kinda Meh for a glass cannon like a barbarian. Coming down from rage she might just die. And a strength focused druid with 11 con, sheesh.

I will think on it and get a few concepts up tomorrow I think. It's a bit late in Europe.

You can move your free 18 around.


Would be a decent dwarf anything as the dward helps balance out the con.


I'm digging on a Suli Barbarian/Sorcerer going Dragon Disciple. Total arrogant melee beast who's magic blood gives him a few extra tricks.

STR (Focus) 18 + 2 = 20
DEX 1d10 + 7 ⇒ (5) + 7 = 12
CON 1d10 + 7 ⇒ (8) + 7 = 15
INT (Foible) 8 - 2 = 6
WIS 1d10 + 7 ⇒ (9) + 7 = 16
CHA 1d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11

/facepalm

Apparenly he'll be light on the Sorcerer. Let me put some thought into this.


In answer to the level question: we'll start at level 1 and proceed from there. Medium progression and the rewards come thick and fast. Keep in mind that you'll need to design a character that can stand on their own two feet, due to the large amount of opponents you will face.

No third party even if on the SRD. No Eastern weapons and you'll need to justify why a ninja or samurai exist if you want to take them.

RPG Superstar Season 9 Top 32

Let's try to roll something up. Ideally I'd like a Human LE Ninja, so 18 Dex and 8 Int (what got him into this predicament in the first place). The crime would be High Treason.

Str:1d10 + 7 ⇒ (8) + 7 = 15
Con:1d10 + 7 ⇒ (7) + 7 = 14
Wis:1d10 + 7 ⇒ (5) + 7 = 12
Cha:1d10 + 7 ⇒ (9) + 7 = 16

Wow. Those are some nice stats. Also my ninja was ninja'ed by the GM post. Well I'll explain:

Spoiler:

While nation of Talingarde is relatively remote from the East, it is an ally of another nation which is currently at war with Tian Xia (or if the setting is not Golarion, its equivalent). The war has come to a stalemate, and to tip the scales, my character was sent by a secret order as part of a group of agents to infiltrate Talingarde and assasinate their monarch, blaming his death on the rival nation. That would at least make Talingarde to withdraw their trade relations, and at most - force the rival nation to wage war on two fronts, thus ensuring Eastern victory.
Alas, the plot was discovered by the Talingarde inquisition. Most of the group have managed to escape by tricking my character into letting himself caught, with the promise of getting him out of prison. It has become blatantly obvious that he was used and made a scapegoat. He doesn't blame them - he would do the same had he been a bit smarter.


Going with dwarf zen archer monk

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.

Stats ( after racial)

Str 18
Dex 16
con 19
Intelligence 8
wisdom 16
charisma 13

Changed to dwarf for rp reasons, and the con boost will be very helpful if the difficulty is going to be increased.


most definitely interested.

will post later with character idea.


How is HP generation being handled at first level? full HD plus cond mod or is there a variation.


Full HP + Con mod. Toying with the idea that it will be that all the way through. Combat will probably be pretty brutal.


Anti-paladins don't need much Con, coz they get HP and AC out the wazoo. And smite really, really hard.

Oh yeah, gonna be bad. Gonna be very, very bad.

But, will work on it tomorrow.


Also, I will be recruiting to fill the staples (meatshield, arcanist, skill monkey, healer) only because the chances of a TPK are quite high. Seriously, there could be a TPK within the first part of the first act.


Nostrus wrote:
Also, I will be recruiting to fill the staples (meatshield, arcanist, skill monkey, healer) only because the chances of a TPK are quite high. Seriously, there could be a TPK within the first part of the first act.

Hmm so I am guessing a Zen archer is out in that case.


I'm going to aim to recruit four but I may recruit up to six if there are a lot of good characters, so go ahead and submit anyway.

I would say that this game isn't probably going to be one where you experiment much with classes. The first book alone involves the infiltration of a castle with 101 soldiers.


Heh, sounds like this game should be gestalt, lol.

I will have Haruk up later, once I get home from work. How much of a backstory do we need? I am totally unfamilar with the setting.

Also, is the Tattoo Sorc from Inner Sea Magic allowed? No big deal if not.


Alright keep same stats will submit a barbarian.


Nostrus wrote:
Seriously, there could be a TPK within the first part of the first act.

Good to know. Back up character concept to the dwarven wizard (universalist) would be a halfling sorcerer (pit-touched). You know, just in case. :)


Backstory should basically encompass what you did to so grievously offend the rulers or law-makers of Talingarde and how you were caught. Details are given in the traits. I'm not going to run this in Golarion.

I'd allow Tattooed Sorc but in the interests of fairness for other players, I'll homebrew that magic in the prison eliminates the ability to use your tattoo. This would then match what happens for others.


Totally fair.

Another question(sorry this concept is an old one so there's a lot of excitemet to play him again): Could I take the Diabolist PrC from Princes of Darkness, provided Haruk survives long enough?

If not, straight Sorc for me most likely.


Of course, the class is almost made for this adventure path. Like I said, this adventure path is about unabashed evil. The only restrictions that I place is that there will be no sexually motivated evil. It's not written into the path and I'm not willing to broach the subject in the game.

Silver Crusade

Enchantment specialist wizard. Need to fine tune details, but here goes.

Was taken as a slave for another wizard, who learned how bright he was and decided to take him as an apprentice. His master specialized in enchantment magics and alchemical techniques to make extremelty obedient and mind-washed slaves. When the paladins came, his master was killed in the fight, but my character was injured in the fighting to unconsciousness. He is in prison for slave trading (amongst other charges, using that one for the background trait).

Strength 8
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (2) + 7 = 9
Intelligence 18
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (5) + 7 = 12

ouch on stats.


Definetly interested but would like to know if I could play a Half-Fiend (Infernal/Pit Fiend.).

Another question hope you don't mind are archetypes aloud?

Siren Fleshrender
Half-Fiend Human
Lawful Evil
Undead Lord (Cleric Archetype)
Cleric of Zon-Kuthon

STR: 1d10 + 7 ⇒ (7) + 7 = 14 +4 for Infernal Heritage
DEX: 1d10 + 7 ⇒ (2) + 7 = 9 +2 for Infernal Heritage
CON: 1d10 + 7 ⇒ (10) + 7 = 17 +4 for Infernal Heritage
INT: 8 +4 for Infernal Heritage
WIS: 1d10 + 7 ⇒ (5) + 7 = 12 +2 for Infernal Heritage
CHA: 18 +2 for Infernal Heritage

Aiming to be a Necromancer battlepriest sort of Cleric.
Will work out a backstory after I hear back from the DM on whether or not this will be ok thinking of either Treason Graverobber or Desecration.

End stats would look like this unless you want to put some sort of penelty on me due to the fact I would probably be somewhat overpowered.

STR: 18
DEX: 11
CON: 21
INT: 12
WIS: 14
CHA: 20

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