
Storyteller Shadow |
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Way of the Wicked Recruitment
What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.
Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.
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Character Creation
1) Starting at 6th Level.
2) 25 point buy
3) All core races are allowed, as well as Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Ifrit, Kitsune, Orc, Oread, Sylph, Tiefling, and Undine.
4) All classes are allowed, and all archetypes. Unchained versions of core classes are also on the table.
5) Content from all Paizo books are allowed.
6) Two traits. You may take a drawback to gain a third trait. (You can select but are not required to select a Crime from Way of the Wicked as the game has moved beyond the prison break scenario).
7) Starting wealth as a 6th level character.
8) All characters must be LE or NE. No CE exceptions. Your character should be interested in Asmodeus as you will need to execute a contract to serve him, essentially in the opening set of scenes.
9) All PCs gain +2 Skill Points per Level. Not using Background skills per se, these are bonus skill points.
10) Hit Points are max a 1st level. Thereafter, each level you may choose either 1/2 HD +1 OR you may choose to roll HP. Once that choice is made, you have to stick with it, though I will allow 1 free re-roll if you get a 1 on the first try.
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There is currently one PC carrying over from when I ran the AP several years ago. We are picking up where we left off. The new PCs have been recruited by a woman named Tiadora and selected for their unusual interest in and (most likely secret fealty to) Asmodeus. The PCs will arrive in Farholde for the start of the game and have been instructed to meet with a contact in that city Sir Jack Balin, and if he cannot be located, they should pay a visit to Baron Vandermir.
Farholde is the northernmost colony of Talingarde. This small city is a backwater, largely isolated from its parent nation by distance and danger.
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I don't love long recruitments so I will close this out by April 18th and get selection completed no later than April 20th.
I will be taking 5 submissions. The PC carrying over from the prior run is an Anti-Paladin 5/Vigilante 1.
Let me know if you have any questions.
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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.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned 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. However, you, unlike your comrades, escaped before being sent to Brandescar Prison.
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.

Seth86 |

I'm interested
Fighter Armor master
Human.
Pretty much same as for fairygm's game
Crime : desertion
Question: would you allow crafting? Non magical so I won't be stacking items.
Born into a devout family, he was raised to become a Paladin. He had a strict father, who trained him daily from when he could hold a sword. Drills. Tenets. Every aspect of his life was to one day become part of the Holy order that protected the land. It was during his teenage years that he came face to face with death. Losing a very close a dear friend due to horrific accident. But instead of horror and pain, instead he felt wonder. Awe. But it wasn’t until much later that this sudden revelation truly took hold
When he was finally ready, he joined the part of a military unit while training and preparing to take his oath as a Paladin.
But after each battle, he became increasingly intrigued by the morbidities of death, decay, and rot. Death became a daily thing, and his mind often wandered to what could be if the body wasn't as frail as he has noticed. Even with the training to be a bulwark in combat, his thoughts always strayed back to the finality of being mortal. To the point where perhaps he was seeing visions. Unlike the paladins, he had no connection to any of the three, no divine magic to call on or any form of aptitude to suggest talent in the area. No priest or paladin could tell him why he could not call on the same powers they wielded. Though deep down, he knew, that it was because he wasn’t a true servent. Something else had his devotion, but what or who, he yet did not know or understand
One fateful day, he and his squad was sent to subdue and put a stop to a small Urgathoan death cult that was starting to become known in a small town not too far from the Capitol. There he finally realised that his thoughts, feelings and perhaps even his visions, were preparing him for this. He decided to try and abandon all that he was expected to do, leave this facade of a life, perhaps become a more useful instrument to his new beliefs.
But then he was caught and brought back. In his cell, days before finally being sentenced, he made a silent oath to Urgathoa, that he would become her champion on this plane, if she would only help him escape mortal death

Seth86 |

3 more questions:
1. Will we get the benefit of the extra training?
2. Do you allow the use of templates later in the game? Lich. Vampire. Graveknight?
3. I went to look at the game a bit, some of the characters mention gestalt levels and I think they used 25 or 24 pts. 1 to 1 build.
Are you changing how they are built? Just want to make sure I'm on the same page as you

Seth86 |

Seth86 wrote:Question: would you allow crafting? Non magical so I won't be stacking items.If it's non-magical what would you be crafting, but yes I am open to crafting, just want to better understand WHAT you are crafting :-)
The start of his armor. Adamantine full plate and towershield (living metal if possible)

Storyteller Shadow |

3 more questions:
1. Will we get the benefit of the extra training?
2. Do you allow the use of templates later in the game? Lich. Vampire. Graveknight?
3. I went to look at the game a bit, some of the characters mention gestalt levels and I think they used 25 or 24 pts. 1 to 1 build.
Are you changing how they are built? Just want to make sure I'm on the same page as you
1. Not familiar with the system, what book are those rules in?
2. Yes, I will absolutely allow Templates later in the Game. How often do you get to play Undead Templates? We just have to figure out a system to slow walk them over levels I think.
3. Yes, I am changing the original build. As I said this was an inherited game so the PCs were already built a certain way. Easier to rebuild A PC then use rules that weren't my idea to begin with on 5 new PCs.

Seth86 |

Seth86 wrote:3 more questions:
1. Will we get the benefit of the extra training?
2. Do you allow the use of templates later in the game? Lich. Vampire. Graveknight?
3. I went to look at the game a bit, some of the characters mention gestalt levels and I think they used 25 or 24 pts. 1 to 1 build.
Are you changing how they are built? Just want to make sure I'm on the same page as you
1. Not familiar with the system, what book are those rules in?
2. Yes, I will absolutely allow Templates later in the Game. How often do you get to play Undead Templates? We just have to figure out a system to slow walk them over levels I think.
3. Yes, I am changing the original build. As I said this was an inherited game so the PCs were already built a certain way. Easier to rebuild A PC then use rules that weren't my idea to begin with on 5 new PCs.
1. At the end ofter the villians do the task for the cardinal there is a 'training montage' and they get an extra trait (campaign specific options)
2. Awesome. I'm aiming for graveknight. So melee lich
3. Understood. Just wanted to make sure. Thanks for clarifying

Storyteller Shadow |

1. At the end ofter the villians do the task for the cardinal there is a 'training montage' and they get an extra trait (campaign specific options)
You know what, I don't recall if I did that with the original group, at the time I was running 30 games so I had a lot to juggle back then. I'll check the thread when I have a moment, if they did I will tweak the submission to reflect that new PCs have that option.

Storyteller Shadow |

Storyteller Shadow wrote:The start of his armor. Adamantine full plate and towershield (living metal if possible)Seth86 wrote:Question: would you allow crafting? Non magical so I won't be stacking items.If it's non-magical what would you be crafting, but yes I am open to crafting, just want to better understand WHAT you are crafting :-)
Yes, living metal eh? Send me a link!

Seth86 |

TWO SIGNIFICANT CHANGES
Storyteller Shadow wrote:So 7 instead of 6 to start.Way of the Wicked Recruitment
Character Creation
1) Starting at 7th Level.
7) Starting wealth as a 7th level character.
Ooooh. Even better. 1 level closer to my template goal
And here is the Living Steel
But just for a tower shield

Ouachitonian |

Seth86 wrote:3 more questions:
1. Will we get the benefit of the extra training?
2. Do you allow the use of templates later in the game? Lich. Vampire. Graveknight?
3. I went to look at the game a bit, some of the characters mention gestalt levels and I think they used 25 or 24 pts. 1 to 1 build.
Are you changing how they are built? Just want to make sure I'm on the same page as you
1. Not familiar with the system, what book are those rules in?
2. Yes, I will absolutely allow Templates later in the Game. How often do you get to play Undead Templates? We just have to figure out a system to slow walk them over levels I think.
3. Yes, I am changing the original build. As I said this was an inherited game so the PCs were already built a certain way. Easier to rebuild A PC then use rules that weren't my idea to begin with on 5 new PCs.
Ooh, templates.

Seth86 |

Storyteller Shadow wrote:Ooh, templates.Seth86 wrote:3 more questions:
1. Will we get the benefit of the extra training?
2. Do you allow the use of templates later in the game? Lich. Vampire. Graveknight?
3. I went to look at the game a bit, some of the characters mention gestalt levels and I think they used 25 or 24 pts. 1 to 1 build.
Are you changing how they are built? Just want to make sure I'm on the same page as you
1. Not familiar with the system, what book are those rules in?
2. Yes, I will absolutely allow Templates later in the Game. How often do you get to play Undead Templates? We just have to figure out a system to slow walk them over levels I think.
3. Yes, I am changing the original build. As I said this was an inherited game so the PCs were already built a certain way. Easier to rebuild A PC then use rules that weren't my idea to begin with on 5 new PCs.
If you have the feats to burn. By level 7 or 9 you can be a vampire. As WotW has a built in vampire feat chain you can follow
Where as my template is a long ritual that can only come to fruition by level 10. But it's worth it. Very similar to lich
For those interested
Armor Master Fighter
Sword and door (tower shield) tank build. I plan to be immune to all base elemental damage types. Get some bonus sonic resistance
Massive AC and decent amount of damage

Seth86 |

here is the crunch for Malleck
Malleck
Male human (Chelaxian) fighter (armor master) 7 (Pathfinder RPG Ultimate Combat 44)
NE Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 31, touch 17, flat-footed 30 (+12 armor, +1 Dex, +8 shield)
hp 46 (7d10)
Fort +6, Ref +4, Will +5
DR 6/—; Immune Acid; Resist cold 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine falcata +12/+7 (1d8+4/19-20/×3) or
. . dagger +10/+5 (1d4+3/19-20)
Ranged darkwood composite longbow +9/+4 (1d8+3/×3)
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Statistics
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Str 17, Dex 12, Con 10, Int 8, Wis 12, Cha 19
Base Atk +7; CMB +10; CMD 21 (29 vs. bull rush, 29 vs. overrun)
Feats Exotic Weapon Proficiency (falcata), Fiendskin, Fiendskin, Mask Of Virtue, Mobile Bulwark Style, Mobile Fortress, Mobile Stronghold, Shield Focus, Soulless Gaze, Weapon Focus (falcata)
Traits desertion, steel skin, unintentional linguist
Skills Acrobatics -12 (-16 to jump), Climb +0, Handle Animal +14, Intimidate +20, Linguistics +7, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -2
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ armor training 1, armored defense, cruelty, deflective shield, living steel
Combat Gear potion of cure light wounds (4), potion of cure moderate wounds; Other Gear +3 adamantine full plate, +3 living steel tower shield, +1 adamantine falcata[APG], arrows (20), blunt arrows[APG] (20), dagger, darkwood composite longbow (+3 Str), bag of holding, minor, cape of free will +1/+2[MA], bandolier[UE], belt pouch, canteen[UE], fishhook (2), flint and steel, hip flask[UE], masterwork armorsmithing tools, masterwork backpack[APG], sewing needle, signal whistle, 41 gp, 8 sp, 3 cp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Armored Defense (1/2/3) (Ex) At 5th level, an armor master gains DR 1/ - when wearing light armor, DR 2/ - when wearing medium armor, and DR 3/ - when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/ - when wearing light armor, DR 8/ - when wearing me
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Deflective Shield +2 (Ex) +2 bonus to touch AC, up to AC bonus provided by shield worn.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Immunity to Acid You are immune to Acid damage.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Mask of Virtue Your alignment is concealed.
Master Armorer (Ex) Treated as having Craft Magic Arms and Armor and Master Craftsman feats for making magic armor.
Mobile Bulwark Style While using style, move action to set tower shield as total cover. Add shield bon to bull rush/overrun CMD.
Mobile Fortress While using mobile bulwark style, add half shield bon to touch AC and reduce att pen from tower field. Can grant adj ally benefit of cover from shield.
Mobile Stronghold While using mobile bulwark style, gain part cover vs spells passing thru tower shield edge. Swift/Imm gain total cover vs. 1 att vs. you.
Soulless Gaze Otherworldy dread infuses your gaze.

Seth86 |

Here is the unedited Path of the Vampire feats
The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire.
Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.
The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.
The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).
However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.
If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.
The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th
level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.
True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level
Benefits: You gain the full benefit and weaknesses of the vampire template.

Elliaria |

Here is Lady Elliaria, my submission.
She is an aasimar inquisitor who is extremely good at social skills and interacting with the enemy. The intelligence gathering parts of the game will be one of her primary duties.
In combat, she has a number of tricks that require setting up. One of them is flanking. She uses Outflank and Precise Strikes with her solo teamwork feats, in case anybody wants to join her.
As an inquisitor, her spells are more for utility. But she is also a backup healer. Always useful in an evil party.

Seth86 |

Here is Lady Elliaria, my submission.
She is an aasimar inquisitor who is extremely good at social skills and interacting with the enemy. The intelligence gathering parts of the game will be one of her primary duties.
In combat, she has a number of tricks that require setting up. One of them is flanking. She uses Outflank and Precise Strikes with her solo teamwork feats, in case anybody wants to join her.
As an inquisitor, her spells are more for utility. But she is also a backup healer. Always useful in an evil party.
Very, you keep me up, and ill give you extra cover, be it spells or attackers

Jolene. |

I've updated Jolene, not much of a fighter but she is a very capable face character / spy with a side interest in debuffing and enchantment. Her dearest desire is to seduce and corrupt as many paladins as possible.
If she has a signature move, its likely going to be doing darkly amusing things with beguiling gift. At the moment she's put her FCBs into 1/6 tail feat, I'm considering switching this out for alchemy instead since her disguise is already sky high.

Seth86 |

I've updated Jolene, not much of a fighter but she is a very capable face character / spy with a side interest in debuffing and enchantment. Her dearest desire is to seduce and corrupt as many paladins as possible.
If she has a signature move, its likely going to be doing darkly amusing things with beguiling gift. At the moment she's put her FCBs into 1/6 tail feat, I'm considering switching this out for alchemy instead since her disguise is already sky high.
what about a very handsome, but bloodthirsty, soldier ? :P

Storyteller Shadow |
2 people marked this as a favorite. |

Excellent call on Training of Thorns Seth86! I didn't remember this at all.
Each of you may take one of these Traits in addition to the other traits selected as part of character creation.
“Asmodeus is with you.”
Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain
a +1 trait bonus to the save DC of your channeled energy.
“Deception is a tool. Master it.”
Adrastus Thorn teaches you the subtle arts of deception and how to sense
when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.
“Discover what is real and what is illusion.”
Adrastus has taught you to see through deceptions and to never
lie to yourself. You gain a +2 trait bonus on saving throws against illusions.
“Fear nothing save our dread lord.”
Adrastus Thorn has shown you fear and taught you to master it
within yourself. You gain a +2 trait bonus on saving throws against fear effects.
“Focus strengthens your will.”
Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You
gain a +2 trait bonus on saving throws against charm and compulsion effects.
“Let us perfect your favorite spell”
Adrastus Thorn drills you again and again in the use of one particular
spell. Pick one spell. This spell’s effects manifest at +1 caster level.
“Quiet as death”
The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.
“Strike first, strike ruthlessly and thus be victorious”
Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.
“Wear your armor like a second skin.”
You have drilled extensively in wearing armor in combat. When
you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
“You shall be my angel slayer.”
Adrastus thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.

Monkeygod |

I would sell all the souls of Talingarde to Father Asmodeus in order to not only play in(and hopefully finally complete) a WotW game, but also one run by Storyteller Shadow?!? YES PLEASE!!
Quick question, where exactly in the AP do we join? I've played in a few different attempts, and I don't remember whereabouts Farholde is.
Also, we're to start at level 7th? Could I start with the first 4 vampire feats??

Seth86 |

I would sell all the souls of Talingarde to Father Asmodeus in order to not only play in(and hopefully finally complete) a WotW game, but also one run by Storyteller Shadow?!? YES PLEASE!!
Quick question, where exactly in the AP do we join? I've played in a few different attempts, and I don't remember whereabouts Farholde is.
Also, we're to start at level 7th? Could I start with the first 4 vampire feats??
I think it's during the spire arc of the story.

Jolene. |

Jolene. wrote:Jolene has been adjusted to lvl 7 and Training of Thorns.
@Seth86 Depends how handsome.
if we go by CHA score to determine that, i think 18 will do ;)
just a possible connection if you want
Eighteen charisma you say? Jolene's reaction will be on the lines of, "Well hello darling!"

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Lucrezia Sibylla
Lawful Evil Human Female Arcanist [Blooded:Imperial Bloodline] 2nd
Hgt.5’11” Wgt.175 Hair:Black Eye:Gray Deity: Asmodeus
Str:8 Dex:14 Con:14 Int:16 Wis:14 Cha:16
HP:15 |1d6 (+2Con,+1 Favored Class)
Init:+ 2Speed:30ft
Fort:+2 [+0+2]
Reflex: +2[+0+2]
Will: +5[+3+2]
BAB:+1
Melee:+0
Ranged:+3
Languages: common,infernal,celestial,draconic,abyssal,elven,ignan
CMB:+0
CMD:12[10+1-1+2]
AC:12[16*]{16**][18***] [22^] [10+2(dex)]+4[mage Armor]* +4{shield]** +2[Shield of Faith]***[All defenses^]
Armor:None
Weapons:
Dagger +0 1d4-1 10ft 19-20/x2 piercing
Light Mace +0 1d6-1 x2 bludgeoning
Light crossbow +3 1d8 80ft 19-20/x2 piercing
10 bolts
Skills: 14 Background Skills:4
Fly:+6 |1+2+3|
Diplomacy: +8(+11)|2+3+3+3*|
Spellcraft: +8|2+3+3|
Knowledge[Arcana]: +8|2+3+3|
Knowledge[Local]:+9(+12) |2+3+3+1+3*|
Knowledge[History]:+7(+10) |1+3+3+3*|
Knowledge[Planar]: +7|1+3+3|
Knowledge[Religion] +7|1+3+3|
Bluff:+9 |2+3+3+1|
Background:
Profession(Scribe):+6 |1+2+3|
Linguistics:+9(+12) |2+3+3+1+3*|
Perform(Oratory) +4 |1+3|
Traits:
Convincing Liar:You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.
Tongue of many Towns:Benefit You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics.
.
Feats: Fast Learner, Extra Arcanist Exploit[Armored Mask]
Equipment:
Wizards’ Kit:Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Chroniclers’ Kit:Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.
Grooming Kit:This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Scriveners Kit:Price 2 gp; Weight 1 lb.
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Shaving Kit:Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Arcanist:
Weapon and Armor Proficiency:
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spellcasting:
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbooks:
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
Cantrips:
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir:5/day
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Exploits:
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
-Armored Mask:
By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor.
She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
Consume Spells:
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Blood Arcanist Archtype:
A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.
This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.
odline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely affected by that spell until the end of your next turn. Adversely affected typically means damage, but it can also mean debilitating effects or conditions.
Bloodline Powers: You draw upon ancestors both legendary and forgotten.
Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.
Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.
Take Your Best Shot (Su): At 9th level, if you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can make an Intimidate check to demoralize the creature that produced the effect, but only if the creature that used the harmful effect is within 30 feet and can clearly see and hear you. At 13th level, you can use this ability after succeeding at a saving throw to reduce the effects of an attack (if no save is allowed, you cannot use this ability).
Heroic Legends (Su): At 15th level, you may inspire greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell’s level; this duration is doubled for human recipients.
Immortal Legend (Ex): At 20th level, you cease aging; no longer need to eat, drink, or sleep; and gain immunity to death effects and energy drain.
Human:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Casting:
Spells per Day
1-4
2-
3-
4-
5-
6-
7-
8-
9-
Spells Prepared:
0- 5[Detect Magic,Message,Acid Splash, Prestidigitation,Spark]
1- 2[Magic Missile,Shield]
2-
3-
4-
5-
6-
7-
8-
9-
Spellbook:
0- Resistance,Acid Splash,Detect Magic,Detect Poison,Read Magic,Daze, Dancing Lights.Flare,Light,Ray of Frost,Spark,Ghost Sound, Haunted Fey Aspect,Bleed,Disrupt Undead,Touch of Fatigue,Mage Hand,Mending, Message,Open/Close,Scriveners’ Chant, Arcane Mark,Prestidigitation
1st-[6]Shield,Floating Disc,Magic Missile,Identify,Charm Person,Unseen Servant,Endure Elements,Alarm
4-
5-
I'll need to update her, but this is my idea for a spellcaster. Studious, Noble, very Chelaxian seeking the superiority of Humanity and Chelax.

Storyteller Shadow |

Hello! I would like to make a character for this game and have two ideas.
A Vigilante(Serial Killer) who while not Hannibal Lector still poses as a chef and butcher.
Swashbuckler who duel wields and is styled after Feyd-Rautha from Dune 2
Whichever you prefer! Either one is an interesting concept.

Storyteller Shadow |

Seth86, & Philo, I believe this is the item you are referring to, but I modified it a bit.
Iron Circlet
This circlet of wrought iron alters itself to comfortably fit any
wearer. It allows the wearer to alter their appearance as with
a modified disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.
You make yourself – including clothing, armor, weapons, and equipment – look different. You can seem 1 foot shorter or taller, thin, fat, or in between. The difference with respect to THIS circlet is that you CAN change your creature type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
---
However, the PCs will not start with this item, but they will acquire it relatively soon in the game.
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PCs will also acquire a Silver Holy Symbol of Asmodeus when the time is right.

Seth86 |

While we wait. If people want to. Any interesting stories regarding the AP up to this point they would like to share?
Here is one so long
During the prison break, just before the warden tried to escape, our barbarian tackled him OUT OF THE WINDOW
It was rather funny as they were both bleeding out due to the damage taken.