I've got a sorcerer diabolist in my wotw campaign, and her diplomacy bonuses for contracts are in the extreme range. Also, if you work on it with your GM, this could open up the road for the 'devil bound' archetype. (Especially since wotw has extra rules for making vampire and lich templates possible without loosing levels on them. I ruled it should be possible to take this template. My diabolist already has her contract; two other characters are working on it.)
Malag, it fits with the theme of way of the wicked. And it's not that much different from aowing them to get the vampire or lich template. (which is already possible in this ap) They're going to need to invest time (which they don't have a lot of) and precious recources to actually pull it of; and then there's the tasks that make it even harder. And their soul, that's already owed to another. Without going into detail to not spoil anything.
Ok first some background, and a warning to my group to stay out. I'm running a way of the wicked campaign. One of my players is running a diabolist character and wanted to make a deal with a devil to acquire the 'devil bound' template.
But this has started the ball running and two more players are into this, one of them even wants to make a deal with a pitfiend. Now I'm a bit stumped to find some cool things for the characters to do for these creatures. Especially for the pitfiend. It says that pitfiends are masters in making contracts, and they will ask for some outrageous things in a deal, perfectly knowing that some items will be dropped during negotiations. I've got some neat ideas, but I would like some more. I really want to hit that player with a boatload of stuff. For reference, the true name he's tracking down at the moment is Alastor, the executioner of hell.
I agree with Taku. And, you can add some other interresting things there.
All the joy of being a merchant. :p
My group is doing something similar in carrion crown.
Now, this is often a very strong mix, but it has drawbacks. Especially when our alchemist isn't present and we're up against swarms or neutral mobs. But most important: it's fun (and that's what we went for), and it works.
Do you mean this thread? Because this isn't the same situation. Cleric of Pharasma vs. Inquisitor of Ragathiel. The cleric murdered the sheriff in the name of Pharasma, which goes against his faith. The inquisitor did no such thing and broke no tenets of his god of righteous vengeance. No I don't mean that thread. A few weeks ago (I think; it's been awhile) a Gm came calling about this exact situation. I recognised it immediately (including the tortures, the broken leg, and his eventual solution of giving a warning) It's somewhere on the boards.
Thanks guys.
But for this test I'm more looking to build some kind of 'grand test' if that makes any sense. I would like to put the party in a position that lets them prove they are worthy of this task, and their partymember is worthy of taking up the role of pharao. This may be a quest that takes up multiple sessions. Right now I'm thinking of sending them to a remote area, to some place that's special to the faith of Sarenrae. (any ideas there are welcome) I intend to have them undergo a ritual (thanks to Rory for some ideas for a ritual) And this ritual might put them in a trance or some kind of dreamworld. And there they would be confronted by a situation that lets them prove themselves. Any ideas for this?
First of all, if you're one of my players, get out now! I mean it! Shooo! And now on to my question.
The basics of my starting plot are as follows.
Now they've approached one of the temples of Sarenrae in the Soth of the land and explained that the rightful rulers had been killed and replaced by usurpers. And that as far as they know, the only remaining member of that family is their priestess of Sarenrae. And that they intend to return rulership to the rightful people.
But right now, I can't seem to come up with a good test.
So last night our group did something I consider very cool; the kind of thing that makes a campaign memorable. We had just heard of the upcoming regatta. Now my character had become intrigued with the Sea Wraith the first time we'd come to Port Peril, up to the point where he'd sneaked on board one night to wander around this vast ship. I mentioned to the rest how cool it would be to have the balls to steal this ship and sail it for the regatta; how much rep this would give us. And to my surprise, the rest agreed. So, we went for it. We arranged for halucinatory terrain to be cast all the time we needed to rerig and aquip this vessel, and were careful not to draw too much unwanted attention. When the time came, I had some guys blow the dike keeping the water out of the canal, and then sailed the ship into the harbor, dwarfing every single other vessel moored there, while our captain was on shore to roll us in the race, giving everyone present a fit by mentioning the name of that ship. Ofcourse the temple came calling, but we refused to give her up before we'd run the race. Afterwards, they can have her back. Our reasoning: Besmara, as a goddess of pirates, can't very well be angry with pirates for stealing her old ship (that's just sitting here instead of being sailed as she's supposed to). They'll have her back, but we'll sail her this one time for having the balls to actually steal her where this other bunch never even thought of it. Awesome.
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