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Arson
You have wilfully 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.
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 trait 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 pre-eminent 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 churches, 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 dishonour 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, cowardice or neglect 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.
Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honourable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honourable. Duelling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honour. Now, duelling of any sort is punished severely. Duelling 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
Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
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 labour 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 Branderscar 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 labour 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 dishonour a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honour 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 wilfully 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 unforgivable 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 (this 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 agony of 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 travelling 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.

Tenoch Itzcoatl |

Just saw this forum was open. I've put together the basics of the character. So everything except the crime and the text descriptions of abilities and such (since I generally like to have everything on hand). I also created an alias for when he's in eidolon form. It's a quadruped with limbs(arms) and claws as purchases.
Let me know if this is sufficient. I'll be mostly offline this weekend except perhaps my phone on occasion.

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Just saw this forum was open. I've put together the basics of the character. So everything except the crime and the text descriptions of abilities and such (since I generally like to have everything on hand). I also created an alias for when he's in eidolon form. It's a quadruped with limbs(arms) and claws as purchases.
Let me know if this is sufficient. I'll be mostly offline this weekend except perhaps my phone on occasion.
Sounds good. make sure you describe what it looks like. :)

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Just saw this forum was open. I've put together the basics of the character. So everything except the crime and the text descriptions of abilities and such (since I generally like to have everything on hand). I also created an alias for when he's in eidolon form. It's a quadruped with limbs(arms) and claws as purchases.
Let me know if this is sufficient. I'll be mostly offline this weekend except perhaps my phone on occasion.
Thanks, and if you can populate the stats paizo leaves open for you with info like Alicia and Malendia that would be great.
helps me a ton as a DM to have those things available at a glance.

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Sykes From Under The Empty Moon wrote:Updated status bar as well.Sykes:
Check out Alicia d'Kouzra and Malendia Athenalia for examples on that staus bar, no spoiler tags needed, kinda looks like a hot mess there what you got done. :P
Bwah, slave driver!
:3
Is it better now?

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Winterwalker wrote:Sykes From Under The Empty Moon wrote:Updated status bar as well.Sykes:
Check out Alicia d'Kouzra and Malendia Athenalia for examples on that staus bar, no spoiler tags needed, kinda looks like a hot mess there what you got done. :PBwah, slave driver!
:3
Is it better now?
LOL. Yes Grasshopper you have done well.

Tenoch Itzcoatl |

All right, I believe that I am ready to go. The Eidolon profile is here: Tenoch_Itzcoatl.

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All right, I believe that I am ready to go. The Eidolon profile is here: Tenoch_Itzcoatl.
You can remove the dailies and spells from your status if you want, but you look fine at a quick glance. :)

Tenoch Itzcoatl |

I'll leave the Dailies/Spells. It helps me keep track of my own resources at a glance (although I grant you that they do seem to take up some space). I will post shortly.
EDIT: Consolodated them a little to save space.

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Checking in with Adria... Apparently, after going into a writing frenzy, I forgot where to post. :p
Status bar updated. Crime trait is, naturally, witchcraft.
Have fun in the IC board you look fine at a casual glance.
Other: I bumped the drow fighter for a tiefling monk, he should be joining you soon and we can advance the plot a bit once he is in.

Alaric Morgain |

Hi, JAFO checking in... I'm off to see dr. who soon, but I'll have this character ready by tonight sometime... thanks for the 'in', winterwalker! I'm looking forward to this.

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Hi, JAFO checking in... I'm off to see dr. who soon, but I'll have this character ready by tonight sometime... thanks for the 'in', winterwalker! I'm looking forward to this.
Cool.
Dump your gear, and lose a trait and swap it for one of the campaign traits (they are required for this game)

Adria, the Red Witch |

Upon getting out of my "write all the backstory" mode and taking a look at the party make-up, I notice we don't really have a dedicated healer. While the two witches, mine humble self included, can probably take the brunt of this once we get access to our familiars and start learning new spells, I fear this might cause problems during our hopefully speedy escape from the prison.
Given that we haven't really gotten to a point where we are actually using our abilities quite yet and the fact that my character has something of a history with serving as a healer (er..sort of), I was wondering if I might swap out my Misfortune Hex for the Healing Hex and Ray of Enfeeblement on my spell list for Cure Light Wounds (along with dropping Sleep from my current spells prepared to have one Cure Light Wounds at the ready).
Would that be a problem, Winter? Or will we just have to tough it out?

Alaric Morgain |

rolling for my feat, fiendish heritage:
fiendish heritage roll: 1d100 ⇒ 56
fiendish heritage roll: 1d100 ⇒ 35
fiendish heritage roll: 1d100 ⇒ 20
I'll take #3, the 20: "You gain a +2 bonus on Combat Maneuver checks."
I believe I am leveled down to 1 now... feel free to double check me before I begin and let me know how i get into the game.
(edit) I see it's a 20 point buy and he came from a rolled stats, game... I will need to restat him... gimme a few to do that...
stats changed

Alaric Morgain |

waiting for clearance from the tower...

Alaric Morgain |

Umm you don't have to take that feat anymore, Blood of Fiends errated it out.
Hmmm.. I have that pdf.. .but I was just going by the OGC... I will amend my sheet - thank you.

Alaric Morgain |

Didn't exactly wait for clearance, but GM told me what to do and I did it, and scaled back character even more (like stats to 20 pt buy), so I hope that was good enough to make an initial post...

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Upon getting out of my "write all the backstory" mode and taking a look at the party make-up, I notice we don't really have a dedicated healer. While the two witches, mine humble self included, can probably take the brunt of this once we get access to our familiars and start learning new spells, I fear this might cause problems during our hopefully speedy escape from the prison.
Given that we haven't really gotten to a point where we are actually using our abilities quite yet and the fact that my character has something of a history with serving as a healer (er..sort of), I was wondering if I might swap out my Misfortune Hex for the Healing Hex and Ray of Enfeeblement on my spell list for Cure Light Wounds (along with dropping Sleep from my current spells prepared to have one Cure Light Wounds at the ready).
Would that be a problem, Winter? Or will we just have to tough it out?
I'm OK with this. :)