Way of the Wicked (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Balentyne Info; Planning; Dwarven Map

Party Health
Hound------54/62
Mysty-------26/26
Nahia-------26/31
Rose--------44/54
Seren-------35/35


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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.

Hello :)

I'm looking for 4 or 5 mature players for a evil gampaign.

Char Creation rules:

Required Reading:

Player Guide

Lawful Evil

A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil represents methodical, intentional, and organized evil.

Alignment: LE. (if you want a class that has Chaotic Alignment as requirement, send me a private message. )

25 point buy or Focus and Foible. Your choice, no reroll.

Focus and Foible:
Choose a Focus, an ability score at which you excel.
You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness.
You receive an 8 in that score.
The other four, roll 1d10+7 four times in order. There
are no rerolls or moving of ability scores. Those are your
other four scores.

2 traits (One from player guide).

Class::

Antipaladin (LE, even tho it says it must be CE)
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Ranger
Rogue
Sorcerer
Wizard
Alchemist
Cavalier
Inquisitor
Magus
Oracle
Witch

Paladin is a banned class.

No summoner/ninja/samurai/ or any test stuff

Races:
Any, except Drow, no more than 20RP. But remember, you are a evil person, and most of the time you want to pass unnoticed...

Money: Dont even spend time buying equipament and stuff.
You will begin the game in jail. No money, no itens, nothing.

Extra credit:

You are a lawbreaker – the worst of the worst.
Too dangerous to live amongst the good people,
they dragged you in chains before a magistrate and
condemned you.

I would love to read what was your crime and how you got caught.

It's not mandatory, but it will help me a great deal in choosing the players.

Any doubt, drop me a line or send me a Private message.

Thanks and good luck. :)

P.S. Recruitment goes until: Monday 16. (12/16/2013)


Let's focus and foible. Intelligence is focus, charisma foible.

Strength: 1d10 + 7 ⇒ (4) + 7 = 11
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 1d10 + 7 ⇒ (10) + 7 = 17

Guess I'm making a wizard.


Here are stats for Hound, a Barbarian who is willing to serve one who will bring Talingarde low.

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.

RPG Superstar Season 9 Top 16

I've got a concept.

Marsella, Verdant Sorceress.

Spoiler:

Groomed from childhood for the court, all Marsella ever wanted was power. Her parents were accommodating...to a degree. They allowed her a tutor to study magic with, but only a couple hours a week. Not enough to make any real progress, as her days were filled with preparation to enter the nobility.

Refusing to settle for mediocrity, Marsella snuck out and met with a wood-witch. She brought jewels, but the witch would only give her the heartseed for a price in blood. Unfortunately Marsella had not slipped from the castle unnoticed, her retinue of guards followed her to the witch, who they seized immediately and then brought Marsella back to the castle.

The family cleric of Mitra inspected her, but found no taint of witchcraft on the girl. She was sent to her room with a harsh reprimand, told that there would be "consequences for this rebelliousness. Risking the family reputation! You know that the honored Sir Balin of Karfeld is our guest this week!"

Marsella didn't think twice when she was alone in her room, and swallowed the seed she was given. She paced the room impatiently, but nothing happened. Eventually, she went to bed frustrated.

She woke retching blood, nauseated through and through. As she thought she had coughed out the worst of it, she gagged as a shriveled lump of softened muscle passed through her mouth.
That..was my heart
She reached for her a towel, and a vine extended from her hand, bringing it to her.
"I guess I don't need it anymore." She wiped her mouth off and smiled, just as Sir Balin kicked down her door.

Her parents didn't say a word as she was condemned for witchcraft, and in the dead of night taken to a wagon that would deliver her to Mitra's justice.

Just as she finally got a spark of power. If she finds the right company to survive jail, it might be nurtured into something truly fearsome as takes her revenge and uproots the system that sought to restrain her.

Now, my head tells me: Take the 25 PB!

But my heart tells me to go with Focus/Foible.

Strength: 8 (Foible)
Dexterity: 1d10 + 7 ⇒ (5) + 7 = 12
Constitution: 1d10 + 7 ⇒ (3) + 7 = 10
Intelligence: 1d10 + 7 ⇒ (5) + 7 = 12
Wisdom: 1d10 + 7 ⇒ (6) + 7 = 13
Charisma: 18 (Focus)

Edit: Pretty boring rolls, but c'est_la_vie

Dark Archive

I have an idea for a cleric of Asmodeus. Every party needs healing and I have it to give... for a price. He will have been caught trying to burn down the temple of Mitra. Having been found guilty of arson and sentenced to burn to death he awaits his finish. While he was fine with the method of execution, he will jump at a chance to further serve his Lord's will on the material plane. He may work towards the Signifer prestige class or Diabolist prestige class (if they are allowed).

Strength 1d10 + 7 ⇒ (2) + 7 = 9
Dexterity 8
Constitution 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence 1d10 + 7 ⇒ (8) + 7 = 15
Wisdom 18
Charisma 1d10 + 7 ⇒ (9) + 7 = 16

Those will do quite nicely!


DM AKU:

Alexander Kilcoyne here. I was playing this character in a WotW Play-by-Post for the better part of a year, the GM unfortunately called the game off citing busyness this week. We were still in chapter 1, but definitely approaching the end of it. Would you object to me applying for this game? I have no problem keeping player and character knowledge separate. I would submit another character with a fresh concept as I dislike re-submitting the same ones.


Alazandaru Viorec wrote:
Would you object to me applying for this game?

No problem for me.

I'll be waiting for your app. :)

Sovereign Court

Ok great. I'll have a ponder and cook something up today.

DM Aku:

Would a Hobgoblin from across the wall be a little too outlandish? I'm aware he'll likely need to disguise himself quite a lot.


Alexander Kilcoyne wrote:
Would a Hobgoblin from across the wall be a little too outlandish? I'm aware he'll likely need to disguise himself quite a lot.

I don't mind it. But you would need a really good background explaining how he was treated as a "Lawbreaker" instead of just an evil monster. The way I see it, he probably would be killed just as monster, rather than be judged as a "person".

Dark Archive

NE Alignment be allowed. Looking at putting together a Fallen Aasimar (Garuda Blooded) Ranger of a sort. I'll post with my character and crime in a few hours.

Dexterity: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 7 ⇒ (10) + 7 = 17
Intelligence: 1d10 + 7 ⇒ (2) + 7 = 9
Wisdom: 1d10 + 7 ⇒ (9) + 7 = 16

Strength = 18
Charisma = 8

Very excited about this. Finally a chance to let that evil side out of a character.

Race: Aasimar (Garuda Blooded) - Native Outsider
Class: Ranger (Urban)

STR 18; Dex 18, Con 17, Int 9, Wis 18, Cha 8

Feat: Power Attack

Traits: Reactionary (+2 Initiative); (Trait to be picked)

Skills:
+8 Acrobatics
+8 Disable Device
+3 Knowledge (Local)
+8 Perception
+8 Ride
+8 Stealth
+7 Survival

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision: Aasimars can see in the dark up to 60 feet.

I'll add the fluff later when I get some time to work on it.

Sovereign Court

DM Aku wrote:
Alexander Kilcoyne wrote:
Would a Hobgoblin from across the wall be a little too outlandish? I'm aware he'll likely need to disguise himself quite a lot.
I don't mind it. But you would need a really good background explaining how he was treated as a "Lawbreaker" instead of just an evil monster. The way I see it, he probably would be killed just as monster, rather than be judged as a "person".

On it :).


I did not see it listed among the classes, but can I take it that Gunslinger is banned class as well?

I'm definitely interested in the game, but I'm currently weighing which option I would like to take in terms of my stats.


Sorry for the double post, but my last post is no longer editable.

So let's throw down some dice...

Strength = 8 (Foible)
Dexterity: 1d10 + 7 ⇒ (7) + 7 = 14
Constitution: 1d10 + 7 ⇒ (3) + 7 = 10
Intelligence = 18 (Focus)
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14
Charisma: 1d10 + 7 ⇒ (2) + 7 = 9

...let's see what the dice think!

Well that puts a bit of a damper on what I was going for.


This seems interesting!

Before I commit a concept (or decide which stat to focus on) I would like to ask some questions regarding the races. How is the demography of Talingarde?

I have always wanted to play a gnoll, preferably a tricky one, but I am unsure of how common the more monsterous races would be?

Edit: Also, I assume that druids are allowed to be LE in this campaign?


I would like to submit this character who started in another WotW. I will change his stats to a 25 point buy. I thought his background was there as well, but I will find it and attach it to my finished character!

Sovereign Court

NE Ratfolk Alchemist, Grenadier

25pt buy

STR - 12
DEX - 18
CON - 12
INT - 18
WIS - 10
CHA - 8

1ST LV FEAT: POINT BLANK
GRENADIER: MARTIAL WEAPON PROF - REPLACES BREW POTION

TRAIT: REACTIONARY (+2 iNITIV), SUSPICIOUS +1 (SENSE MOTIVE)

Skills:

Appraise 7
Craft 11
Disable Device 7
Know: Arcana 11
Know: Nature 11
Perception 7
Sense Motive 7
Sleight of Hand 11
Spellcraft 11
Survival 7
UMD 6

Background:
B@X+3r (Baxter) is an escaped lab rat getting his name from the placard above his cage. His dislike of Humans grew to hatred as more memories of his tortured past flutter back to him.

Crimes:
Baxter was caught pilfering supplies, a crime not too disastrous, but through a calamity of escalating decisions, when the rambunctious rat had burnt down the building and the two adjacent to it killing dozens.


Unfortunately I'm not thinking of anything decent to do with those stats so I'm going to withdraw. It was fun taking my chances though and good luck to everyone else.

Scarab Sages

Dotting for interest. Will be building with the Point Buy, rather than rolling. Will be making a magus.


Hello!
Thanks for you interest. I've seen some really cool concepts. :D

MaceoDKat wrote:
NE Ratfolk
Lord Zekk wrote:
NE Alignment be allowed
Hound wrote:
Align: NE

NE is really a tempting alignment, but for this game they are not allowed, despite of what is being said in the player guide.

Class that require a N alignment can be assumed to work with LE (Druid, anyone? :D), class that must be C, you will have to work a little more in his background to explain why such a unrestrained char want to join a evil organization with a wicked agenda.

Captain Fremont wrote:
I did not see it listed among the classes, but can I take it that Gunslinger is banned class as well?

Yes.

Lessah wrote:
How is the demography of Talingarde?

Talingard is a island-continent. It was united under the banner of The Victor, not so many years ago. Core races are fairly common, but featured races are rare. Past the Balentyne fortress, in the Savage North, monstrous races are not that rare. Goblinoids, orcs, gnolls, ogres, trolls and worse.

Most of cities in Talingard dont allow Monstrous races to enter, some they are even killed on sight.


I made this character for another WoTW Campaign, but did not make it as one of the final picks.

Submitting for another chance!

Link to Stats

I'll make a new set of rolls if you would prefer.

Info from alias:

Eric Erebus:

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

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

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

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

Background:

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

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

Personality:

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

Sovereign Court

DM Aku wrote:

Hello!

Thanks for you interest. I've seen some really cool concepts. :D

MaceoDKat wrote:
NE Ratfolk

no problem i can adjust to LE to better fit with WotW, if there's anything else that i would have to change let me know.

baxter does intend to get ranks in disguise and invest in masks to help pass for a gnome, that is if he ever escapes this prison.


@Hound and @Eric Erebus
You got some really cool concepts, and I know you guys made the char for another thread. But to be fair with everyone here, I would be good to roll for stats again or choose 25pt buy (even tho is such a waste not use that 42pt roll).


quick stat re-reroll. Keeping same Focus/Fobile (hope the dice are with me again). If stats are really bad, I'll pick a different class.

Dex: 1d10 + 7 ⇒ (3) + 7 = 10
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Wis: 1d10 + 7 ⇒ (7) + 7 = 14
Cha: 1d10 + 7 ⇒ (9) + 7 = 16


Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (5) + 7 = 12


@Hound - want to trade? j/k

Updating stats to new roll set.


If there is still an opening, i'd like to join!

3'2" 88 lbs
Goblin Ranger
25 buy

Str- 15
Dex- 18
Con- 12
int- 12 (to know common)
wis- 10
cha- 8

A raider who never understood why his clan members preferred to charged head on rather than set up useful traps and ambushes that would actually keep them alive. Leaving the clan to search for his own self sustainment, Rut made his way to make riches and fill his bottomless gut. Unfortunately, one goblin can't raid an envoy by himself....probably should have thought it out better.

Over sized ears- +4 perception (racial)
two weapon fighting- 1st feat
languages- goblin, common


Seren Little for submission.

Check focus/foible:
Str: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Foible Wisdom
Focus Charisma

Character Sheet:

Seren Little
Female Oracle 1
LE Medium Angel-Blooded Aasimar (Outsider)
Init +1;Senses Perception -1

-----------
Defense
-----------
AC 11, Touch 11, Flat-Footed 10 (+1 Dex)
HP 12 (1d8+4)
Fort +3(+7 against Disease), Ref +1, Will +1

-----------
Offense
-----------
Speed 30 ft.
Melee Unarmed +2 (1d3+2 non-lethal)
Ranged --
Special Attacks Death’s Touch 8/day, Alter Self 1/day

Oracle Spells Known (CL 1st; Concentration +5)
0th (at will)(DC 15)- Bleed, Spark, Guidance, Detect Magic
1st (5/day)(DC 16)- Murderous Command, Inflict Minor Wounds, Cure Light Wounds

-----------
Statistics
-----------
Str 14, Dex 11, Con 16, Int 16, Wis 8, Cha 20
Base Atk +0; CMB+2; CMD 13
Feats Extra Revelation
Traits Attempted Murder, Unnatural Presence
Skills Bluff + 1, Disguise +1, Intimidate +11, Knowledge(Planes) +7, Knowledge(Religion) +7, Sense motive +3, Stealth +5
Languages Common
SQ Unnatural Presence
Combat Gear --- ;Other Gear --

------------
Special Abilities
------------
Death's Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Unnatural Presence: Your Intimidate skill works on animals and vermin


Background:

Seren was born to a minor noble family within Matharyn. From the day of her birth it was clear that she was something special as her angelic traits could be seen right from the beginning. As a child her laugh had an inspiring lyrical quality to it and her playful attitude seemed to draw in the people around her.

Her parents, convinced that Seren could be used as a stepping stone to further their climb up the social ladder, brought her to the Church of Mitra. After a few days with the girl the church was convinced that she was a blessed child, clearly holding divine favor and fast-tracked her study in the divine ways. It was in the church that Seren spent her formative years, her parents all but forcing her to engage in various activities and studies to rise in rank within the church, and respectively give themselves more power within the noble circles. These were years of happiness and joy for Seren however, as the congregation flocked around her and she found herself liked by many and friends to countless. It was on the precipice of her official declaration into the church that her world crumbled around her.

Excerpt from the journal of High Cardinal Vitalian of Estylli:

I was told that this girl was something special. That people flocked around her and her kindness would bring great tidings to the Church. Why then during her declaration would she scream out like she did? I can now only describe the sound as the cries of souls trying to escape from hell, and the sound still haunts me in my dreams. She was still screaming when hours later I finally had to stop her entrance into the clergy! This woman has no place in our church, for I fear that only something malicious or possessed by Demons could create a sound like that. I pray to Mitra for this girl Seren’s salvation.

Unbeknownst to the clergy that had raised Seren she was indeed blessed, though not by their god Mitra. The Devil prince Asmodeus, seeing her as a potential avenue of corruption into the Church of Mitra that had risen in the wake of the purge of his followers in Talingarde had claimed Seren long before that auspicious day. Seeing a perfect opportunity to hurt the Church, he chose Seren’s declaration to give her the full power of his divine gifts. The forced influx of power from an evil being had unforeseen consequence on a girl raised with such goodness around her. Constantly in pain when awake, and hounded by horrible nightmare when asleep, Seren quickly became unraveled, and soon lost her favor with the church; the once beautiful socialite’s life disintegrating around her. When it became clear that she would be more burden then benefit to her greedy parents, she was cast out, an unwanted distraction and detriment to the climb of power.

Broken and penniless, it was here that Asmodeus made his gambit. In exchange for her devotion and servitude, he would suppress the pain that his divine power caused her. Seren was quick to agree, anything to remove the constant pain she was enduring. She had underestimated the power that the contract gave him over her, and it was not long before his insidious thoughts and teachings altered her very being. Though no longer wracked with pain, the power of the evil prince flowing through her has caused her body to start slowly rotting away from within. His thoughts have warped her even less subtlety; no longer does she seek kindness and happiness, instead reveling in despair, pain, and the powers of her dark prince.

The pain gone, Seren once again sought entrance into the Church. Seeing the return of a prodigy, the Church was quick to welcome her back, convinced the Mitra had smiled down from the heavens and cleared her of her possession. Back within the church Seren used the naivety of the clergy against them. Thinking she could no wrong (an idea which she helped spread), Seren subtlety began removing those that Asmodeus commanded. The loss of too many of the clergyman, however, would raise suspicion, and in finding a solution Seren finalized her descent into Admodeus’ clutches. Finding that the disappearance of the clergy caused too much suspicion, Seren sought teaching in the necromantic ways, and in the ways of insidious torture techniques. Why kill a clergy man when she could instead convert them to her divine prince’s will and use? For those that would not succumb to her torture, death and then un-death quickly became them, Asmodeus using his divine powers to mask the undead aura’s until a reasonable excuse for their leaving could be distributed throughout the clergy. It was from within the church that Seren was slowly creating a new cult of Asmodeus!

As fate would have it however, this rise in power would soon come to an end. Seeming like any of her other targets, a young paladin whose name she didn’t bother to learn became her undoing. Using her charm and standing in the church she was able to lure him back to her cult’s base of operation like all of the others. Unlike the others of the clergy however, this paladin was truly blessed by the gods. She had not seen any of her other victims use divine holy power, and was unprepared for it use during his torture. Blinded and confused by the burst of holy light, the paladin managed to escape Seren’s grasp, falling into the church bloodied and beaten. It is in his attempted subjugation that Seren’s plot was finally revealed and it is for his attempted murder that she is now locked in the dungeons.

Personality:

Seren has no empathy towards others, seeing everyone as simple playthings alive for her and her god's perverse plans. She does, however, have great social skills, using her innate charisma to convince people to come of their own free will she can appear personable, even friendly when on a quest for Asmodeus or for some fun. Once she has someone within her grasp, her sadistic nature become apparent as Seren revels in causing pain, both physical and mental.

Appearance:

Seren is beautiful, having all the qualities expected of one descended from angels; tall, athletic, Blonde hair, and piercing blue eyes. The curse that came with her divine abilities, however, has begun to desecrate her body. Rotting skin now can be seen over larger and larger swaths of her body. She attempts to the best of her ability to hide the rotting skin, using clothing when possible, and her alter self ability when necessary.

(edit: Switched from 25 pt buy to Focus/Foible Numbers)


I would like to submit a 25 point buy fighter:

Harold

Crunch:

Male Human Fighter 1
LE Medium Human
Init +3; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+0 Armour, +3 Dex)
hp 13 (1d10 + 2 Con + 1 favoured class)
Fort +4, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Ranged
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5, CMD 18
Feats Improved Shield Bash, Iron Will, Two-Weapon Fighting
Traits High Theft, Indomitable Faith,
Skills Climb +8, Perception +2, Survival +8
Languages Common,
Combat Gear
Other Gear Rags
--------------------
SPECIAL ABILITIES
--------------------

Background:

Life wasn’t fair, the thought once again surfaced, as Harold stared at his shackled hands. The wagon rumbled slowly along the costal road towards Branderscar prison. The coarse wrought metal bars weaved a cage beside and above him, but provided no protection against foggy morning. He suddenly jerked as something prodded him in the back. A hoarse laugh from one of his jailors revealed the source. ”Feeling cold this morning, need a little warmth?” came the mocking. ”Perhaps you could work yourself to it,” it continued. Harold turned as best he could. ”Be gay while you can, because I will return and I will burn your home to the ground,” Harold mumbled.

Drained of energy he drifted back to a slumber. The little fat boy waited for him as always. This time it was the flight from the library. Oh how he dreaded that dream, well all of them. He relived the fear, the beating and the humiliation. Everyone had laughed, everyone. That wasn’t the worst part; the worst part was his father lecturing him on how to be a man and stand fast. How could he? Life wasn’t fair.

Running away from his father, a teenager caught up with him and passed him. Ahh, this triad, he thought, recognising the pattern. Looking ahead he saw the teenager stopping, others joined him. Next came the humiliation, the self-doubt and the yearning. Everyone had laughed, everyone. That wasn’t the worst part; the worst part was his love renouncing him, crushing him. Life wasn’t fair.

Frozen in shock everything blurred and faded away. A stone chapel shimmered into view. It was his last days as a squire, standing vigil over the relics of the order. He felt the pieces click into place once again and he decided once again to steal the sword and the chalice. Oh the yearning, the pride, the joy. Nobody had laughed, nobody. That wasn’t the best part; the best part was their failure to discovered his book, his ”Disciplines”. Life wasn’t fair.

The wagon rumbled across a bridge, after passing through a portcullis, Branderscar prison rose from its solitary rock. His last home before it was off to the salt mines and his death. Life wasn’t fair.

”Argh!” he yelled as the white-hot branding iron pressed into his forearm, marking him with the runic F of the forsaken. The charred skin had removed his last ties to the knights of Alerion. With the double-headed eagle gone, only the outline of the crest reminded him, Life wasn’t fair..

Appearance:

Age: 21 (Adult)
Size: Medium, 5’10”, 205 lbs.
Type: Humanoid (Human)

The young Harold is a little larger than most but towers few. A fresh pageboy haircut hints of more kempt times for his now dirty and unruly hair. His heavy face features grey eyes, wilds brows and stubbles.


Character is completed with background

Sczarni

Dotting for interest.

I have at least 2 concepts to consider. I will post them tonight.

Thanks for the opportunity Aku :)


New Crunch:

Class: Barbarian
Strength 18 (+4)
Dexterity 18 (+4)
Constitution 17 (+3)
Intelligence 12 (+1)
Wisdom 17 (+3)
Charisma 8

Lvl:1
HP: 16
BaB: +1
CMB: +5
CMD: 19
Languages:Common
AC: 14 FF: 10 Touch: 14
Align: NE
Init: +4
Fort: +6 Ref: +4 Will:+3
Spd: 40
Weapons:

Skills: Acrobatics (1+4+3)8,Perception(1+3+3)7,Survival(1+3+3)7,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


Alright, character is built.

Backstory to come shortly, as well as the Extra Credit.


Hi, very interested in this campaign. Here's my submission:

Johan Hale


@Hound

Hey, Really nice rolls! There's just a minor error.

Str 18 (Focus)
Dex 16
Con 17
Int 17
Wis 12
Cha 8 (Foible)

instead of:

Dex: 1d10 + 7 ⇒ (9) + 7 = 16
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Wis: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (5) + 7 = 12

You need to keep the abilities scores in order. :)

@Eric Erebus
Its not as good as the other, but still really good rolls.


Adjusted stats:

Class: Barbarian
Strength 18 (+4)
Dexterity 18 (+4)
Constitution 17 (+3)
Intelligence 17 (+3)
Wisdom 12 (+1)
Charisma 8

Lvl:1
HP: 16
BaB: +1
CMB: +5
CMD: 19
Languages:Common
AC: 14 FF: 10 Touch: 14
Align: NE
Init: +4
Fort: +6 Ref: +4 Will:+1
Spd: 40
Weapons:

Skills: Acrobatics (1+4+3)8,Perception(1+1+3)5,Survival(1+1+3)5,Linguistics(1)(Orc),Know-Natur e (1+3+3)7,Climb(1+4+3)8,Swim(1+4+3)8,Stealth(1+4)5
Ride (1+4+3)8

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

Special Abilities: Fast Movement,Rage (7 rounds)

Traits: Murder(+1 damage when flanking)Survivalist(+1 Fort saves)
Stats While Raging: 22 Str 21 Con, +3 Will save, Hp 18

Since I got 2 more Skill points due to more INT, I got Stealth and Ride.


Depending on if I get recruited to another game I might be tempted to join. I'm thinking about a noble son whose family had some distant infernal blood added to mix. They've been quietly working to subvert the empire for the glory of Asmodeus and their own house. Mechanically, I like the idea of doing something like Bard (Arcane Duelist)/Cavalier(standard bearer)/Battle herald. I'd be a charming/scheming type who prefers to fight with some sort of polearm. I'd be tempted to eventually pick up Eldritch Heritage(Arcane) and Improved Familiar to get an Imp buddy.

RPG Superstar Season 9 Top 16

Some people like Hound, Zekk, and drayen have clearly sold their souls for unholy rolls.


Word.


@Petty I agree!

Asmodeus never looked my way like that:
Here is some proof:

Roll 1: 1d10 + 7 ⇒ (2) + 7 = 9
Roll 2: 1d10 + 7 ⇒ (7) + 7 = 14
Roll 3: 1d10 + 7 ⇒ (5) + 7 = 12
Roll 4: 1d10 + 7 ⇒ (10) + 7 = 17

Not so bad, but it don't even compare to Hound rolls. =/ Sad.

Here is some more proof: Roll.


I'm seeing a lot of martial fighter types... that makes my concept more and more tempting. I'll start playing around with some concepts to see if I can make it work.

Sczarni

Well, someone had to do it...

I present Icarium Raest (Ray'st).

He is a Suli Antilpaladin. I used 25 point buy because the dice gods dislike my face for some reason.

He is in Branderscar Prison for High Treason. Want to know why? Read on :)

Witness Icarium Raest!:

"You are a fool Icarium Raest!" Her words, a poison tipped arrow, bounced feebly off the armor of his resolve.

"Too many words! Icarium Raest is no fool. These paltry few Darians will not deny my glory!"

"Few?" She scoffed. "Two score is not few to even the most seasoned of our number. You will die today, and no one will mourn you."

"I require no mourning, mother. Witness!"

The Suli warrior's sword hisses from its scabbard and suddenly, his forearms flare in dancing flames. He bursts from his position on the fern strewn hillock bellowing his warcry.

"Asmodae!"

Charging at full tilt, the dark haired youth lowers his shoulder and crashes into the royal carriage carrying Princess Bellinda.

The wooden wheel is as nothing before Icarium's strength and weight. A splintering crack rends the air as the wheel and axle give way.

Raest leaps back in a fluid motion, avoiding two snap-fired quarrels. He tears the door from the crippled coach and bears his teeth at a glowering Princess.

He raises his sword and opens his mouth to cry out...

THUD!

A black-feathered bolt sprouts like a spring thistle shoot from Icarium's chest. He casts his eyes about wildly and locks on the offending guardsman.

With a bestial roar, Icarium Raest hurls his heavy blade, burying it deep in his attacker's chest.

Witness... The word is small in volume, but heavy with promise.

Blackness engulfs Icarium.

Icarium Raest: Antipaladin, Servant of Asmodeus:

Icarium Raest
Suli Antipaladin 1
LE Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +4
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks smite good
Spell-Like Abilities
. . At will—detect good
Antipaladin Spells Prepared (CL 0; concentration +3):
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Traits High Treason, Killer
Skills Diplomacy +5, Intimidate +7, Perception +2, Sense Motive +3, Stealth +6; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Other Language
SQ aura of evil, elemental assault, hero points
--------------------
TRACKED RESOURCES
--------------------
Elemental Assault (1d6, 1 rounds) (1/day) - 0/1
Smite Good (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Elemental Assault (1d6, 1 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

The Exchange

Interested, will post.concept in a.m.


@Darksmokepuncher Really cool, a little doubt: Was it not a murder attempt?

Just a curiosity:
Raest - Jaghut Tyrant from book1?
Icarium - Half Jagh from book 2? (Mappo is really cool too :D)
Witness! - Karsa maybe? :D

Sczarni

Yes, sir! Those were the inspirations. I love those characters! Especially Karsa.

It could be murder attempt, but because it was the attempted murder of Princess Bellinda, the sole heir, I thought High Treason fit better. :)


@Darksmokepuncher My Fav's are: Iskaral Pust, Rake and Fiddler.
I'm trying now the Ian books, but they are really a different lot from Steve books.

@Devon. 'Kay! I'll be waiting. :)

Sczarni

I will get to the Ian books some day. :)

Pust, Rake, and Fiddler are awesome. I really enjoyed the Trails of Dogs? The Coltaine story of the Wickans. Super cool.


Petty Alchemy wrote:
Some people like Hound, Zekk, and drayen have clearly sold their souls for unholy rolls.

This character had that happen for the last game for WotW I was in. Came to a 52 point buy using focus and foible.


Hmm...an Aasimar Oracle of Flame with the Blackened Curse would be an interesting submission. Unaware of his powers, the man one day called upon his powers in a time of stress. Threatened by muggers, he raised his hands in defense. However, to his surprise, flames erupted from them to engulf not only his enemies, but the surrounding buildings as well. Trapped by the flames, he was given little choice but to push his ways through the flames in order to prevent the flames from smothering him in their heat. So instead of dieing in a blaze of glory, he escaped with extreme burns across the majority of his body.

Sovereign Court

Almost done with the fluff now... Deciding between 25 point buy and rolls.


Went with point buy in the end... Alexander Kilcoyne presenting Malgrim Ironskin.

Malgrim Ironskin-

Appearance-
From a distance, Malgrim looked every inch a typical Hobgoblin warrior. It was only when someone moved closer they began to note that he was rather uglier; and far, far more scarred. The hobgoblin was tall for his race, standing at 5 foot and two inches. He had no hair at all upon his head and was also rather disfigured. He was missing his right eye and his flesh was veritably covered in brutal scars from both blade and fire; rather than battle wounds these seemed to be mostly self-inflicted and had resulted in a tough mess of scars that made his very skin and muscle a veritable defence.

Malgrim was tall and wiry, with well-defined muscles that were more similar to an acrobat's than a brutes. Despite his injury he moved with grace and ease, balancing his weight on the balls of his feet perfectly. He could also move with frightening speed in short bursts. His single eye was bright red and seemed to flare in intensity when he was angry.

Background-
Malgrim had been a young warrior of 15, living in the savage north of Talingarde when he was recruited by the Ironskins; a small but elite band of Hobgoblin martial experts. His life up until that point had been integrating himself into the warrior caste, but he was a particularly unpleasant Hobgoblin that enjoyed whipping his lessers, spurring them on to greater effort with both cruelty and discipline. While this was an activity he left behind when he made his first kill and became a true warrior, his fondness for metallic weapons was not forgotten.

Seeing potential in him, it was the Ironskins that taught Malgrim to harden his flesh, and took the process to even greater levels. After a gruelling nine years of training, they finally accepted Malgrim as a journeyman in their craft and allowed him to take the title "Ironskin". The long years of physical and mental conditioning had given the young Hobgoblin discipline, but had not dulled his ambition...

It was this ambition and desire for glory, combined with a contempt for both his more cautious elders and the forces of Talingarde that led the foolhardy warrior to scale the wall with a small group of like-minded young warriors and begin to take slaves from the countryside. The group planned to take several slaves on a few small raids, steal a boat from a coastal town and make their escape; returning to the tribe with much-needed slaves and proving that Talingarde was not nearly so strong as they believed.

Slave-taking-
The crime of slave-taking was a very grave one in Talingarde and traditionally, those caught doing so were taken alive to be made an example of. However, goblinoid and other monstrous humanoid bands were usually slain to a man, so this was rarely enforced in these cases.

Malgrim's party were swiftly tracked and chased down, half his force dying in mere moments. The Hobgoblins attempted a fighting retreat but were eventually forced to make a stand. Malgrim was one of the last Hobgoblins fighting and was about to be overwhelmed; when the young nobleman he had wounded in a brief single combat in the first skirmish shouted an order for him to be taken alive, in accordance with Talingarde law. Surprised but daring not to overrule the nobleman, the soldiers complied.

A young scion of House Barcas, the youth was extremely angry that he had been bested; and on his first outing, no less. Malgrim was knocked to the ground and badly wounded, but not killed. The young nobleman wished to see him suffer and slowly cut out one of his eyes, hissing in the Hobgoblin's ear and telling him while he writhed in agony, that he would leave him one eye to see the headman's axe descend.

Half-concious, Malgrim was imprisoned and his trial was extremely swift; he was sentenced to be held at Branderscar and beheaded in three day's time.

Personality-
Malgrim is a solemn but extremely ambitious member of his race. Suspicious by nature thanks to his upbringing, he is comfortable with hierarchies and orders, possessing only an average intellect. He has little moral qualms and particularly lacks any mercy towards females; Hobgoblin society makes very little distinction between the sexes. Unusually confident in his abilities, this confidence has been greatly shaken by doubt thanks to his capture and may take time to re-emerge. He speaks slowly but attempts to waste few words on speculation, having been taught to translate words into action at the first promising opportunity.

Party Role-
Malgrim makes a good scout and is designed to be an agile combatant (finesse warrior), eventually specialising in combat manoeuvres that excel against humanoid opponents (mainly Disarm and Trip). While his initial level is in Monk, his favoured class is Fighter and will begin to take fighter levels at Level 2 or 3. He is a fairly well-rounded character and should always be able to make himself useful. He will start to wear armour soon and play more like a Fighter than a Monk.

Crunch/Mechanics-

Malgrim's statblock is in his profile. It is reproduced in this spoiler for convenience.

Malgrim Ironskin:

Malgrim Ironskin
Male Hobgoblin Ironskin Monk 1
LE Medium humanoid (goblinoid)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 11 (1d8+3)
Fort +5, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +5 (1d6+1/×2)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 16, Int 12, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 16
Feats Improved Unarmed Strike, Power Attack, Punishing Kick, Weapon Finesse
Traits whip specialist
Skills Acrobatics +9, Escape Artist +9, Intimidate +2, Perception +5, Stealth +9
Languages Common, Goblin, Infernal
SQ pit boss, unarmed strike
--------------------
Special Abilities
--------------------
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pit Boss +1 on maneuver checks to disarm or trip with a whip.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Punishing Kick (Push 5') (1/day) (DC 11) You can push or knock down an opponent with an unarmed attack.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
___________________________________________________________________________

Campaign Trait- Slave Taking

Punishment- Death by beheading

Benefit- +1 trait bonus to both Disarm and Grapple attempts.

Thanks for your consideration.

P.S- Really hope they put up a decent Hobgoblin piece of art soon. Closest I could find is this Morlock.

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