
Storyteller Shadow |

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 knew I missed something last night.
Book 2 of the AP, about 1/3rd of the way through.
Yes, but by then you are dead and significantly limited, only night activity and you need to sleep in a coffin by day.

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Nice! I've venture into WotW twice before in PBP. But as PBP so often go, both died down eventually.
Two character ideas right off the bat:
1) Asmodean Advocate cleric. In all appearances, the most outstanding citizen and the finest legal council in Talingarde. Of course, in secret he is the vessel of Asmodeus' plans, corrupting the weak into his will.
2) Living painting (trompe l'oeil template) swashbuckler. A close-ranged damage-dealer, passable secondary tank, and a party face. (a character from a short-lived game, who I would've liked to play a bit longer). Background story for this one:
A sin so subtle nearly of us can fall.
And vanity was the sin of also a man called Arein Kin. He was rich, he was powerful, and most of all, he was very handsome. And he wanted himself immortalised in a painting. But not just any painting - it had to be something that would stand the test of time, to be admired decades to come.
Sparing no money, Arein sought out the greatest artist in the lands. And finally, he fell in love in the works of one painter by the name of Mosquiet. After very long negotiations, and receiving a hefty sum of gold, she agreed to paint his portrait. Vanity was her sin as well, so the painting couldn’t be any ordinary portrait. Long they talked, and argued and planned - and finally decided to base the painting in the history of Talingarde, the victory of King Markadian I over House Barca. Arein, of course, depicted as King Markadian, offering mercy to the former enemies.
And Mosquiet started to work. Perfectionist that she was, the process took good part of a year. She created new pigments, invented new techniques, and gave all to create her greatest work. And once it was finished, everyone who saw it claimed they have never witnessed greater art. Arein himself spent a week in solitude, just staring at the work, now named The Mercy of King Victorious. It was thing to behold, indeed.
But one morning, something strange had happened. The King was missing in the painting, just empty space among the crowd of Barcans....
Would either of these would be suitable (or unsuitable) for your campaign?

Seth86 |

Monkeygod wrote: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 knew I missed something last night.
Book 2 of the AP, about 1/3rd of the way through.
Yes, but by then you are dead and significantly limited, only night activity and you need to sleep in a coffin by day.
We'll tie his coffin, with him inside, to a horse or something. Drag him around when we travel by day

Elliaria |

Okay, I think it's time to talk about playstyles and party composition.
Is this going to be a kick in the door party, a sneaking party, or a schmoozing party?
You can mix sneaking and schmoozing to some extent, but if you have any characters that are only kick-in-the-door types, then either that character is waiting for weeks at a time or the rest of the party doesn't get a lot of sneaking or schmoozing in. If you've played a sneakmonster or face character in a kick-in-the-door party you know what I mean.
That doesn't mean that everybody has to be a ninja master or a full bard. It does mean that everybody needs to at least have enough skill to not sink the party in sneaking and/or schmoozing.
From the concepts I've seen, I think we can have an awesome sneaking/schmoozing party where we infiltrate, get all of the secrets and then suddenly we disappear, leaving behind an absolute massacre.
p.s. I am not trying to call out the kick-in-the-door playstyle. It's just that there are a hell of a lot of games for that style, and much less for more subtle games. Like I say, mixed groups tend to settle into kicking in the door most of the time.

Seth86 |

Storyteller Shadow wrote:Either us fine Karma, i want players to play what they want to play!Does this mean that templates are generally on the table or only the one single template?
Barring vampire. As it's a feat tree. Lich and graveknight are on the table and can be worked towards.
Anything else I think should be discussed on a 1 for 1 topic
That's how I understand it atm

Storyteller Shadow |
1 person marked this as a favorite. |

Storyteller Shadow wrote:Either us fine Karma, i want players to play what they want to play!Does this mean that templates are generally on the table or only the one single template?
I'm OK with Templates in general, if you choose to use one, just let me know the plan for implementation.

Ouachitonian |

Storyteller Shadow wrote:We'll tie his coffin, with him inside, to a horse or something. Drag him around when we travel by dayMonkeygod wrote: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 knew I missed something last night.
Book 2 of the AP, about 1/3rd of the way through.
Yes, but by then you are dead and significantly limited, only night activity and you need to sleep in a coffin by day.
[The barbarian picks up the coffin and beats enemy to death with it]

Storyteller Shadow |

Seth86 wrote:[The barbarian picks up the coffin and beats enemy to death with it]Storyteller Shadow wrote:We'll tie his coffin, with him inside, to a horse or something. Drag him around when we travel by dayMonkeygod wrote: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 knew I missed something last night.
Book 2 of the AP, about 1/3rd of the way through.
Yes, but by then you are dead and significantly limited, only night activity and you need to sleep in a coffin by day.
LOL, if it's during the day you'd better make sure it doesn't break open!

SagaGenerator |

Saw there is another Kitsune with social skills but this is what I came up with.
I wouldn't want a creature like that living next to me. How can you trust some thing with two faces? We are each given one soul, so how can it have two forms? Its closer to an animal than any type of person.
First the insults. Rarely to your face, but sure to be in earshot.
Next is the othering. You notice you and your family aren't getting invited out. Your accomplishments aren't talked about at church like the other families. Is the grocer charging you more than last week? Again?
Third is threats. Marks drawn on your door or fence. Anonymous letters left for you. You are not our type of people. Perhaps you would be more comfortable in your own community.
Last is the physical violence.
Tih remembers mama and papa's resilience. They thought the town would grow used to them. Retreating to the woods or to another town would only prove the townsfolk right. They paid their taxes, they went to church, they rarely used their fox forms. Why upset people when they were just as comfortable looking human. Right?
It was over before Tih got out of bed. The crowd had burst through their front door, flogged mama and papa, and dragged them into the street. The nooses were already tied. Tih didn't watch. Just stole what she could from the village storehouse and ran.
Over the last 10 years, Tih has become the bogeyman of the woods around her former village. She lures victims into the woods with magic and honeyed words and then kills and raises her victims as undead. Recently a witch hunter was dispatched to deal with Tih, and attempting to hem her in with a fire, he burned down a large chunk of woods and her former village. Not yet satisfied with her vengeance, Tih has left the charred remains of her life to seek new opportunities.
Tih
Kitsune Mesmerist (Spirit Walker)
NE Medium humanoid
Init +3; Senses Perception +9
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 51 (6d8)
Fort +5, Ref +9, Will +11
Offense
Speed 30 ft.
Mesmerist Spells Known (CL 6th; concentration +11)
2nd (4/day) - alter self, hold person (DC 20), mirror image, mortal terror (DC 20)
1st (6/day) - charm person (DC 19), disguise self, ill omen (DC 19), obscuring mist
0th (at will) - dancing lights, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation
Statistics
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 20
Base Atk +4; CMB +3; CMD 16
Traits Among Humans (race), Charmed Innocent (regional)
Feats Realistic Likeness (1st), Spell Focus: Enchantment (3rd), Greater Spell Focus Enchantment (5th), Command Undead (Bonus, 6th)
Background Skills Knowledge (geography) +3, Handle Animal +4
Skills Bluff +14, Diplomacy +14, Disguise +14, Intimidate +14, Knowledge (arcana) +10, Knowledge (nobility) +10, Perception +9, Sense Motive +9, Spellcraft +10
Languages Common, Sylvan, Celestial
SQ Hypnotic Stare (Su), Mesmerist Tricks (Su) [gift of will, astounding avoidance, slip bonds, compel alacrity] Undead Inception (Su), Painful Stare (Su), Towering Ego (Su), Bold Stare (Su) [psychic inception], Continued Animation 2/day (Su), Command Undead (Su)
Gear WIP
Thanks!

Elliaria |

Some minor updates to Elliaria. She is now a noble scion, among other twists.
@SagaGenerator, I've never actually seen a mesmerist in action. It will be interesting to see how they play.
@-Karma-, Would your advocate be involved in teaching law? I might be your student.
I'm having visions of the BBGG (Big Bad Good Guy) getting concussed by a coffin to the head which breaks open and burst into flames.
So anybody going vampire should get grappling feats. If they are going to burn, they might as well take the enemy with them.

Storyteller Shadow |

I won't be taking any extra templates other than the one I'll be working to get IC, but I am wondering
@GM
Would you allow characters with no starting templates (vampires excluded), to maybe take a Flaw for an extra feat?
Similar to those 3.x had?
Probably not as the Templates will result in the loss of a class level or two so the power levels should even themselves out.

Ouachitonian |

Philo Pharynx wrote:I'm OK with Templates in general, if you choose to use one, just let me know the plan for implementation.Storyteller Shadow wrote:Either us fine Karma, i want players to play what they want to play!Does this mean that templates are generally on the table or only the one single template?
The Elemental-Infused or Fiery templates would go well with what I'm planning. Would you allow either of those, GM?

Storyteller Shadow |

Storyteller Shadow wrote:The Elemental-Infused or Fiery templates would go well with what I'm planning. Would you allow either of those, GM?Philo Pharynx wrote:I'm OK with Templates in general, if you choose to use one, just let me know the plan for implementation.Storyteller Shadow wrote:Either us fine Karma, i want players to play what they want to play!Does this mean that templates are generally on the table or only the one single template?
Yes

Storyteller Shadow |

Seth86 wrote:Well. We have both a potential vamp and a potential eventually graveknight. So why not?Well, yes, I would be a vampire too.
But, I'm more worried about minions/hordes and such than I am about PCs being undead, lol
I'm ok with minions but you're going to have to post their combat actions :-)

SagaGenerator |

Updated Tih to level 7 and realized Spirit Walker spells are not added automatically to spells known.
Kitsune Mesmerist (Spirit Walker)
NE Medium humanoid
Init +3; Senses Perception +9 (low-light vision)
Defense
AC 21, touch 14, flat-footed 18 (+6 Armor, +1 Deflection, +1 Natural, +3 Dex)
hp 59 (7d8)
Fort +5, Ref +9, Will +12
Offense
Speed 30 ft.
Ranged mwk light crossbow +6 (1d8/19-20)
Special Hypnotic Stare (-2 Will, -2 attack), Painful Stare (+3 / +2d6)
Mesmerist Spells Known (CL 7th; concentration +13)
3rd (2/day) - charm monster (DC 22), confusion (DC 22)
2nd (4/day) - alter self, command undead (DC 18), hold person (DC 21), mirror image
1st (6/day) - charm person (DC 20), disguise self, ill omen (DC 20), obscuring mist, silent image (DC 17)
0th (at will) - dancing lights, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation
Statistics
Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 22
Base Atk +5; CMB +4; CMD 18
Traits Among Humans (race), Charmed Innocent (regional)
Feats Realistic Likeness (1st), Spell Focus: Enchantment (3rd), Greater Spell Focus Enchantment (5th), Command Undead (Bonus, 6th), Intimidating Glance (7th)
Skills Bluff +18, Diplomacy +18, Disguise +16, Intimidate +18, Knowledge (arcana) +11, Knowledge (nobility) +11, Perception +10, Sense Motive +10, Spellcraft +11
Languages Common, Sylvan, Celestial
SQ Hypnotic Stare (Su), Mesmerist Tricks (Su) [gift of will, astounding avoidance, slip bonds, compel alacrity] Undead Inception (Su), Painful Stare (Su), Towering Ego (Su), Bold Stare (Su) [psychic inception, disorientation], Continued Animation 2/day (Su), Command Undead (Su)
Gear mwk light crossbow, elven chain, headband of alluring charisma +2, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, ring of eloquence, runestone of power I, lesser rod of metamagic (logical), 415 gp

Liam the Wanderer |

Here's Ouachitonians character. Is there anything flammable around? It's been *hours* since I got to set anything on fire.
Mechanically, Liam is a pure Pyrokineticist. He's all about ranged blasting, burning and destroying all the things. He does have some pretty solid skills, Stealth, Escape Artist, Acrobatics, etc., so he can potentially still be useful in non-combat situations. He does have the Elemental-Infused template, plus Kineticist 6, planning to go straight Kineticist the rest of the way, doubling down on fire at next level, not sure what he'll take for his third element. Maybe air or aether. Maybe Void if he spends enough time hanging out with undead between now and then.
Now he has to go, there are some trees over there that look like they'd burn well.

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Here's the first draft of the Asmodean Advocate. Some money unspent, and might consider swapping the last feat into one of those Asmodean feats
Human cleric (asmodean advocate) of Asmodeus 7 (Pathfinder Player Companion: Dirty Tactics Toolbox 16)
LE Medium humanoid (human)
Init +1; Senses Perception +17
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Defense
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AC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +1 natural, +4 shield)
hp 59 (7d8+21)
Fort +8, Ref +4, Will +12
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks channel negative energy 1/day (DC 11, 4d6)
Domain Spell-Like Abilities (CL 7th; concentration +13)
. . 9/day—sudden shift (7 rounds)
Cleric (Asmodean Advocate) Spells Prepared (CL 7th; concentration +13)
. . 4th—blessing of fervor[APG] (DC 20), confusion[D] (DC 20)
. . 3rd—bestow curse (DC 20), chain of perdition[UC], nondetection[D], communal resist energy[UC]
. . 2nd—grace[APG], mirror image[D], silence (DC 18)
. . 1st—barbed chains[HA] (DC 17), disguise self[D], divine favor, liberating command[UC], shield of faith
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domain Trickery (Deception)
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Statistics
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Str 13, Dex 13, Con 14, Int 14, Wis 22, Cha 7
Base Atk +5; CMB +6; CMD 17
Feats Heavy Armor Proficiency, Heighten Spell, Preferred Spell (monstrous physique i)[APG], Skill Focus (Profession [barrister]), Spell Focus (necromancy)
Traits brevoy bandit (mivon), seeker
Skills Acrobatics -5 (-9 to jump), Knowledge (planes) +6, Knowledge (religion) +11, Linguistics +6 (+9 to create or detect forgeries), Perception +17, Profession (barrister) +27, Sense Motive +10, Spellcraft +10
Languages Common, Infernal, Orc
SQ devil in the details, heart of the fields[APG], pact bound, serpent
Combat Gear lesser reach metamagic rod[APG], authoritative vestments; Other Gear +2 full plate, +2 heavy wooden shield, amulet of natural armor +1, cloak of resistance +1, headband of inspired wisdom +2, 3,243 gp
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Special Abilities
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Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 4d6 (1/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (9/day) (Sp) Create a single mirror image duplicate
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Heart of the Fields +3 (Profession [barrister], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Heighten Spell Increases spell level to effective level desired.
Pact Bound (Ex) Gain Trickery domain, and no others.
Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
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Arcane Familiar CR –
Viper (sage) (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +9
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Defense
--------------------
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 14 (1d8-1)
Fort +4, Ref +5, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 4, Dex 17, Con 8, Int 12, Wis 13, Cha 2
Base Atk +5; CMB +6; CMD 13 (can't be tripped)
Feats Weapon Finesse
[b]Skills Acrobatics +3 (-1 to jump), Climb +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +8, Knowledge (nobility) +8, Perception +9, Stealth +19, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Languages Common, Infernal; speak with animal (same kind only), speak with master
SQ empathic link, poison, sage’s knowledge +3
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Special Abilities
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Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 12) Viper Poison: Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Sage’s Knowledge +3 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (20 feet) You have a Swim speed.
As for the build, there isn't anything special. Silly diplomacy/bluff (using profession (barrister). High defences, offensive divine caster.

Storyteller Shadow |
1 person marked this as a favorite. |

Hey folks, I had to make the decision tonight to let my dog go, that will be taking place Saturday morning. That said, I'm not sure how up for reviewing submissions I will be that night and Easter is the next day and I'll be having a full house.
Recruitment will still end on April 18th (let's make it 11:59 that evening so there's a clear cut off) but I might not finalize the party until mid next week.
Apologies in advance for the delay but I've had this guy for almost 11 years and it's gonna be a rough couple of days.

Philo Pharynx |

Hey folks, I had to make the decision tonight to let my dog go, that will be taking place Saturday morning.
Apologies in advance for the delay but I've had this guy for almost 11 years and it's gonna be a rough couple of days.
I'm so sorry to hear that. I have been there and I know how hard it can be. Spend the time you need to grieve and to be there with your family. We'll still be here when you're ready.

Mightypion |
Oooffff, may he get great rubs in 4 legged heaven.
Quick character concept:
Sigvörn af Skrellig
Iraeni mercenary, his tribe was driven deeply into the wilds by the Mithrans for worshipping a polytheistic pantheon including, among others, Dispater, Eiseth, Nocticula, Nurgal, Asmodeus, Gorrum and Szuriel.
He views worship as entirely transactional, is neutral evil, thinks Gorrum is a bit dumb and very strongly concerned with his professional mercenary reputation. He seriously hates Mithra, having lost close kin on their pyres, and may have been saved by one of Thorns allies from that same fate.
Mechanically, I think Bloodrager or Slayer with a 2 level dip in Antipaladin Insinuator, which is less "Anti Paladin" and more "Paladin but evil", and as a bonus point is really good at impersonating Paladins.
Due to reasonably high charisma, he can both smooze and smack, not very stealthy though.
Additional questions:
--Drawbacks allowed?