WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

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Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Stubborn Nails sound like a great item for use by the group. For the rest, I'm still saving for that stat bonus, but I'll chip in to cover the creation costs of one.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Hey guys, I've got a bit of bad news. My computer is having issues and it's going to take some time to sort it out. My posting over the next week or so is going to be stunted since I will only have access at work, and I've got a good bit of stuff to slog through. I'm still committed to the game, but I won't be able to post nearly as much.


King of Talingarde

Thanks for the heads up, Gwyn!


Father Donnagin said wrote:

"I find that I do not truly believe the words you have spoken to me.

And also

"But do not let it be said we are without compassion.

This is while evil will always win, because good is dumb.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Sadly, 'Good' is more heavily armed and 'Evil' is way outnumbered at the moment. :D


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Especially now that we've delivered a truckload of armor to them.

I wish I'd gone with my original idea of dusting all of it with contact poison.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Given that the cleric is suspicious, I am kinda glad the armor is figuratively clean.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Guys, I was hoping that things would not come to this. I have made the difficult choice that I am quitting the game. Have come to the game later than most of you, I have felt very excluded. This group is cliquey and the eternal bickering over loot and plans is just not my style of games. It is also pretty obvious who the DM's favorite is. In short, I feel the best thing for me to do is to simply withdraw.

Edit: I did want to say one thing to the only one of you who was nice to me while I was in the game (you know who you are)

Spoiler:
APRIL FOOLS


Wow. Well-played, sir.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Note to self... turn Fargo into a hand puppet.


King of Talingarde

Since as the GM I'm not nice to any player, so I won't bother with the spoiler.

Fargo:
Explosive RUNES!!

That is all.


King of Talingarde

On a more serious note, I'll be updating shortly.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Well, played sir.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Fargo, I was going to say that was evil and then I realised it was clearly Teon masquerading as you and since he is pure evil I really can't expect much better. >:)

FWIW - sorry for my slow posting, I've got a nasty cold and work is busy so I am struggling to do anything more than earn a paycheck and sleep.


I could arrange for that letter-carrier to be killed and eaten by some local (and surprisingly large) wolves if its' desired.

... too conspicuous? :)


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I think disapeared with out a trace would work better.


Hmmm.... okay, give me a fork, a steak knife, some ketchup, a shovel, some toilet paper, and about 24 hours...

... that's the best Cain can do for "disappearing without a trace".


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

I think we'll need to consider this carefully. I'd like to know how long it will take for the letter to be delivered and an answer gotten. If it'll take a couple of weeks... well, our plan is to wreck the town by then. :)

Also, being paranoid, I have to wonder if the Priest mentioned Dai would be our messenger as a test or a diversion. If we kill him, it should be further along his journey - at least a day out of town - and Milla should be the good worker around the castle who clearly had no opportunity. In fact, the less she knows about the specifics, the better.


King of Talingarde

It's possible I may have missed something, tomorrow evening I'll try to re-read everything and list these. Please feel free to have a barrage of questions for me as well.

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Oh, sorry. Head fell asleep on the keyboard :)


King of Talingarde

Oh, Dai!

It takes at least two days to get to Sligo by horseback, but it's quite probably he may need to tend to a few items while there so he's not expected back for a week.


Just looked over the keep and its description and breakdown.

.... this is gonna be so much fun. :D


Price wrote:

I think we'll need to consider this carefully. I'd like to know how long it will take for the letter to be delivered and an answer gotten. If it'll take a couple of weeks... well, our plan is to wreck the town by then. :)

Also, being paranoid, I have to wonder if the Priest mentioned Dai would be our messenger as a test or a diversion. If we kill him, it should be further along his journey - at least a day out of town - and Milla should be the good worker around the castle who clearly had no opportunity. In fact, the less she knows about the specifics, the better.

Oh, my thought was to wait and possibly intercept him on his way back. This does a couple of things. Firstly, if we can find a way to alter the message while he's still in Sligo, then no problem. Our chaplain will receive the message we want him to receive.

Secondly, if we're unable to alter the message in Sligo, but we still want to alter the message, we can stage an ambush in a wooded area on his way back. My thought is to make it look like bandits or wolves (don't know which of those is more likely given the area, but i'm sure some Gathering of Info or appropriate Knowledge rolls could help us there). Then, once we slaughter him, we alter the message to our liking and leave it on his corpse. This will both buy us more time, and will also give us a way of attempting to mask our alterations to the letter. If it was on him, it should be believable when it's all scuffed, marred, or covered in blood... which should give us some flexibility with how convincingly we've altered the message.

What do you guys think about that?


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Good plan.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Agreed


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Hey all, I hat to do this, but after some consideration and introspection, I'm going to be reducing the number of games I'm in on the forums. I have a lot of things I want to do, and unfortunately, Pathfinder found itself down at the bottom of the list when I got them sorted. I've had fun, but I'm dropping this game. I've had a lot of fun and I've enjoyed this game immensely. Good luck and I hope you guys succeed.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Good luck, sorry to loose you.


Agreed. Hate to see you go, but I understand the reason.

Speaking of which. How should we kick-start this bad boy? Are we waiting on any scenes to resolve?


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Later, Gwynnie! I wish you could stick around but I totally understand your choice here.

I hope I'm not holding anything up, guys. I was reading Mark's post as Price had conveyed her innocent message to Bis'marek (with a subtext of we need to chat and I might be under observation) and would be heading to her room waiting for someone to sneak up to find out the details and then give me some suggestions on what additional types of spying, etc. I should do. We can run that OOC if you'd rather not play the scene out.

Given the layout of the castle and players - its a lot to mull over.


King of Talingarde

Sorry to see you go Adam! Hopefully everything works out for you!!

As of this point, I don't believe we have any scenes to be resolved. I know Fargo and Cain were at Third Eye Oddities at present, last I was awaiting a revised response regarding the new information (I'll look over gameplay again tonight). Besides that I just need a plan.


King of Talingarde

All right everyone, it's Roll Call time!!

At present Gwyn has decided to party ways and Kalina seems to have disappeared. While both of these sadden me, the game must still go on!!

As such, I'm going to ask how everyone wants to proceed, stick with 5 or recruit? On that topic, I do want to mention that I have been approached by another player named Ice Titan. I gamed with him in another game until the GM had to step out for personal reasons. I found his playstyle very enjoyable and immersive and told him I'd recommend him here as a possible replacement. In my own opinion I think he would be a good fit to join us!

Now that said, I still believe this is a team game, and as such want everyone's opinion. Before I accept or decline him into the game, I would like to hear from everyone via PM, either Yes or No. The results sent by PM will be anonymous and the individual votes forever forgotten by me.

As far as his character, he has not yet proposed an idea and is still deciding. I'll have him post here when he has time, and if he is accepted you can all discuss it.

Oh, and Kalina if you are still here...:
...let me know by post or PM what's up, please.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Thanks. I'll check in from time to time, but I think this is it for me as a player. Good luck and happy hunting.


what's the diabolical version of 'here'?


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Bummer. :(

I'm here. I think our crew is pretty impressive as is. Gwyn brought a lot of personality to the game and I think that will be hard to replace. In terms of skills, Caine has Disable Device covered, and we're at the point that we are all pretty stealthy and able to supplement infiltration stuff with magic.

I'd be fine with another player, especially one with the GM's vote of confidence, but my concerns are the same as last time. I don't want to new player to step on anyone in the group's thematic toes, and I don't want anyone who's concept is a liability to our usual careful and stealthy approach.

So, if we do go with a new person, I think they need to-

1) bring something unique to the group

2) have the skills necessary to sneak around and not draw attention


Well said, Xanos. I agree.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Here. I agree with Xanos as to what we need. It also needs to be clear that we play evil without the maniacal laugh. If a new character starts monologging, the only question becomes whether he ends up a zombie or a hand puppet. That being said, adding one player who can be vouched for sounds like a good way keep up numbers without pausing to recruit.


Greetings!

Posting to say hi and to answer some questions about stealth and concept.

I'm considering playing an anti-paladin of the Prince of Law Asmodeus; I know I want a character who is beautiful and intelligent but also brutish and terrifying-- A physical manifestation of the doctrine of control that Asmodeus personifies.

(We'd have to find out what constitutes a good action though, and whether or not I can even function in society without running around kicking people who say hello and unprovoked throwing cats out of windows.)

As far as Stealth, considering taking the human alternate for multiple skill focuses, for Stealth, Intimidate and Diplomacy. So that puts me at 4+3+~(0 to 2)+3-~(3 to 6) Stealth out the gate. So between 7 and 6. And considering armor expert to make that 8 to 7. And then considering not wearing a cloak of resistance if I can get away with it, using a cloak of the elvenkind instead to make that a 13 to 10. And then a noncombat feat for first level might just be stealthy to make that 15 to 12. So, yeah-- guy in full plate is silent as the night.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

We tend to do Silent as the Grave because the nights get pretty loud with the towers falling and the lamentations of the still living as they see our handiwork.


Price wrote:
We tend to do Silent as the Grave because the nights get pretty loud with the towers falling and the lamentations of the still living as they see our handiwork.

No monologues though-- just cross your arms and face away from the explosion(s) quietly.


Hey, Ice Titan, glad to hear you're interested in our little band of misfits.

Ice Titan wrote:
(We'd have to find out what constitutes a good action though, and whether or not I can even function in society without running around kicking people who say hello and unprovoked throwing cats out of windows.)

We still talking about the character? :P


Cain... wrote:

Hey, Ice Titan, glad to hear you're interested in our little band of misfits.

Ice Titan wrote:
(We'd have to find out what constitutes a good action though, and whether or not I can even function in society without running around kicking people who say hello and unprovoked throwing cats out of windows.)
We still talking about the character? :P

I sometimes mix reality with fantasy. In this case, the fantasy that I could ever do something good is mixed with the reality that I can't stop assaulting friendly people on the street.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Mark, what's your feeling about bending the Anti-Pally's alignment to LE particularly if said AP works for Asmodeus? It seems strange to me that Ol' Nick would have a powered up uber-chaotic minion on staff. Allowing LE would make it a bit easier to have a 'team player' AP instead of a mad-dog which is definitely in keeping with how we are all playing.

Ice Titan, just to flesh this out for you a bit. Our team is a cooperative group with several different long-term goals.

Shulme (Oracle Dark Tapestry) and Xanos (Wizard Necromancer) have related faiths (decidedly not Asmodean)... but they want to destroy Talingarde more than they despise Asmodeus so they are on-board for the project. Whether they want to supplant it or merely tear it down is a matter for them to discuss.

Fargo/Teon (Summoner Synth) is up for the destruction and has some loyalty to Price under the notion that she helped him 'tap into' his power some years back.

Cain (Ranger) is a lycanthrope. He likes to wreck stuff and his long-term goal is to rebuild his clan and establish a protected 'hunting zone' when the new order rules Talingarde. He is Price's long-time colleague.

Price (Inquisitor) works for Asmodeus but is not a 'Bible-thumper' or a proselytizer - especially with this group. Her end goal is replacing Talingarde with a government under the thumb of Asmodeus thereby launching herself up the ladder of Hell's hierarchy. Her subsidiary goal is to ensure that her allies achieve their goals as well.

Apologies if I'm oversimplifying anyone's backstory or motivations. I'm going for a thumbnail view here.


Psh... Cain is an Urban Ranger. I thought you knew me, man.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Fargo and Teon are also looking for love.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Hi Ice Titan. Not to step on your concepts shoulders, be we are doing pretty well on the front liner department. Do you have any other concepts?


King of Talingarde

To clarify on the anti-paladin alignment aspect, I'm fine with LE or NE for it. In fact, here's some guidelines below copied and pasted from my submission information. For several items, I'll have additional notes in OOC Blue[ooc].

First a note. I plan to set this in Golarion. How much Golarion will play into is should be minor. This is mostly to have a fully fleshed out pantheon available to use, as well as additional resources and flavor to be had. I will be changing references to Mitra as appropriate (mostly Iomadae or Sarenrae).

Ability Scores: Ability Scores will be determined by either the Focus/Foible system or 25 point buy. Under the Focus/Foible system, each player will choose one stat to be an 18 (the Focus), and another to be an 8 (the Foible). Afterwards, each stat will be rolled in order by a 1d10+7 roll. If you would rather use the point buy (or just don't like your rolls), please go ahead.

Races: All races from the Core Rulebook will be allowed. Races from other sources may be allowed on a case-by-case basis.

Classes: All classes from the PHB, APG, UC, UM will be allowed, as well as all Archtypes. If playing something unusual to Talingarde (such as a Ninja or Samurai), a good backstory should be presented.

All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.

[ooc]Much of the class starting information no longer applies, such as the missing familiars and whatnot. If in question, please ask.

  • The Anti-paladin from the Advanced Player’s Guide is well suited themetically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. Thus it is recommended that your GM allow the house rule “The anti-paladin may be of any evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.
  • Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.
  • Barbarians can be a good choice, but since chaoticalignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.
  • Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate
    indeed.
  • Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes.
  • Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.
  • Gunslingers are permitted but this adventure path assumes by default that firearms do not exist. There are no guns found in the treasure or adversaries who use firearms. If you want to play a gunslinger, you should talk to the Game Master about this. If they approve this choice, then they will need to modify the campaign accordingly to accommodate your character.
  • Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?
  • Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde. Much like the gunslinger above, talk to the Game Master and work out these special needs.
  • Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.
  • Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Feats: Each character will receive an additional non-combat feat at first level. Approval of such feats are subject to GM approval.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Start with standard equipment for a fourth level character.

  • Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
  • Bards begin without their instruments.
  • Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
  • Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
  • Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside
    the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
  • Inquisitors and Oracles lack their holy symbol if they need one.
  • Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
  • Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Finishing Details: As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice. At the Game Master’s discretion, lawful evil may be the required alignment.

Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. If you are using the trait system in the Advanced Player’s Guide, choosing this crime counts as one of your traits.

There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.


King of Talingarde

As far as traits go. One trait must be selected from the following list. I am open to it being reflavored since you are being added in. This is a balancing issue for the most part since the other characters started from the same list.

Crimes of the Forsaken:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

This list of twenty crimes is not intended to be comprehensive. Feel free to invent your own crime, punishment and benefit (with the GM’s approval of course). Besides simplying choosing a crime, you should also consider how the crime was done. Was this a wellplanned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out
your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are
guilty. You have not been sentenced to the worse prison in Talingarde unjustly.

You are here because you deserve to be.

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 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 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.

Dueling 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

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 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.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Fargo Drinog wrote:
Hi Ice Titan. Not to step on your concepts shoulders, be we are doing pretty well on the front liner department. Do you have any other concepts?

Is an archer antipaladin a thing that works? I dunno, you probably wouldn't get best effect out of the touch of corruption or the auras, but an archery Smite Good has got to be just as super as an archery Smite Evil is.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

That does make sense.


I see some overlap but I'm not sure how to not do that with an arcanist, a divine caster, two divine/arcane melee hybrids and a melee/ranged switch hitter. If I'm a caster, you have two. If I'm a meleeist, you have two. If I'm ranged, well...

Archery is the least interesting form of combat in the game with the highest benefit, which is the exact opposite of what I'd like to spend time writing long posts about. "I shoot him. I walk forward and shoot him. I spend time gloating then shoot him. I shoot him twice." I don't know-- that doesn't exactly say "a character who I could only play in this campaign" and doubly so I'd just play a ranger instead of an antipaladin. I don't need the AC bonus or saves when no one can target me; I get a stealth bonus from favored terrain, I get half-perma smite with +4-6 to good outsiders and +4-+6 to humans.

I was suggested a bard-- but we have two charisma casters in the party. A cleric-- two divine casters. I don't really want to play a sorcerer-- two arcanists.

I considered a ninja but that's another front-line character. And a ranged ninja/rogue would be really... I can think of a concept for a ninja that isn't Tian Xia/Asian themed-- a patron of Norgorber who was blessed by the Blackfingers with the ability to turn his body to wind-- but if I went that route, I'd be hucking shuriken from ten feet away while invisible.

As is, I can't pick a class without access to stealth as a class ability because I've been told I have to and also it seems I don't get access to free Stealth Synergy or the extra traits.

If it comes down to that, what do you think I should play? I was looking forward to the antipaladin but if I can't play it I don't know what I could play that you don't already have two of.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I am not telling you what you should or should not play. Currently we have two front liners (synthathist, and Ranger) and two second line melee characters (Inquisitor and Oracle). I think Anti-paladin's are great and often better than a regular paladin. I just wanted to point out that we have a lot of hitting stuff people.

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