Priest of Asmodeus

GM of the Wicked Path's page

59 posts. Alias of Butterfly with Bullet Wings.




There's a closed recruitment post from a few days ago that's left me inspired, and I've been kicking around a lot of ideas ever since about running something superheroic within Pathfinder. So, super curious and bursting with ideas, I'm coming to see if there are enough interested parties for me to start bringing the ideas all in line and trying to run it, since I love supers but have found most systems in that vein sorely lacking in different places.

The game would be centered probably in Absalom just because of its size and ease of doing pretty much anything, and would revolve around a group of costumed vigilantes who began their crimefighting careers independent of one another, but who come together because of reasons to team up and fight crime, both in the standard street level sense, and in more high scale, high stakes sorts as the game progresses.

I'd want a fair bit of focus on roleplaying both in costume and out, with civilian lives given a fair amount of importance, and some minor sandbox elements to explore their lives without their masks. Which means that for character creation, it would be fairly involved and require some explanations of the character as a person, their "origin story", and their masked persona. People would be free to take inspiration from existing superheroes, but not quite to the level of a broody ninja who fights in the shadows whose real name is Bruce Payne. Got to have some of yourself in that.

For allowable content, I haven't decided yet on allowing third party material, but the Vigilante playtest material would definitely be on the table. I don't want to make it a requirement though, because I want this to be a long-term game and I'd rather not center an entire campaign around content we'll only see finished and fleshed out a year from now, so people can take it if they want, but it's not needed. Past that, the only character creation info I'm settled on is that you would start above level one, to represent experiences as either a crimefighter or as something else.

So yeah, let me know if there's interest in this, and I'll consider getting serious with the idea.


In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken?

Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?


Okay, everyone report to here. I'll begin gameplay some time tomorrow, so in the meantime, ask any last minute questions or make whatever small changes you have to before we begin.


Whatever your motivation, whatever your crime, whatever little spark sets you apart from "them", you've been deemed not to belong in the righteous utopia that Talingarde strives to be. It's a hollow lie and you know it. In fact, perhaps the very cirme you committed was in trying to expose their hypocrisies and their own crimes. They aren't righteous, they're self-righteous, and for not fitting their vision you have been sentenced to a swift and merciful death, perhaps the salt mines if you're lucky. Or unlucky, perhaps. The axe gives you a freedom that the tight shackles dug into your wrists make you long for.

But before you can know its cleaving liberation, you must toil away three more days within this horrible cell. Damp, dismal, and almost oppressive in its bleak greyness. Your bindings are too tight, and the your arm burns with the runic F that was branded into your arm upon arrival. That's why they call the prison Branderscar, too lacking in imagination to think of anything better. Its rigid walls have never once given way to a prisoner, each who occupied this cell before you met with their fate hopelessly. There is no escape from Branderscar, and you've now three days before you in which to accept your fate and meet your death honourably. Or, if you would prefer, kicking and screaming obscenities up toward the sky in one last act of defiance.

Lurking within the murky shadows of the future though, is a third option. A sort of freedom you can't even fathom in this awful prison. Though you don't yet know it, fate is conspiring to give you not only another chance at life, but the opportunity for vengeance. For power. To burn down everything the zealous worshippers of Mitra have ever strode toward and rebuild something upon its ashes. A difficult path, and one fraught with danger and its own twisted needs, but rewards nonetheless await those willing to walk the way of the wicked.

I'm looking to start up a Way of the Wicked game using gestalt rules. For those not familiar with it, Way of the Wicked is an AP written by Fire Mountain Games that sees you playing a villainous character rising up against the righteous and Good nation of Talingarde. Your character is, to be blunt, evil, in some capacity. I will detail more about which manner of evil I'm looking for below, but being evil is not an excuse for mindless game-derailing violence or stealing from the party; your villain has to have some manner of principles, if nothing else. Since I wish to run a fairly roleplay-heavy version with a lot of focus on the characters, these villains ought to be fleshed out and compelling.

Gestalt opens up a lot of room for high powered games, yes, but you will not be facing the original versions of the enemies listed in the book. Any characters with class levels will likewise be gestalt as well, and where class levels are not suitable solutions for balancing enemies, other, tougher monsters will take their place. You are trying to dismantle a powerful kingdom after all, and a feeling of desperation and like the deck is stacked against you is vital to how I want this to be done, tonally, so don't expect to breeze through anything simply because of the gestalt rules.

Setting information:

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”.

How did they catch me?
You tell me. You must pick a crime (there is a list provided below) that you were condemned for. They are only two requirements – you got caught and you really did it. It’s not surprising that the Talireans (the people of Talingarde) caught you, though. Talingarde is a fiercely lawful and good society. Crime (especially heinous crime like yours) is not tolerated.

Character creation - Crunch:

1) You will start at 1st level in two classes, as noted in the gestalt rules
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.
3.1) Aasimar and Tieflings may roll on the table for alternate class features. Aesthetic additions may be taken without rolling in whichever number you'd like, to make your characters individual and fit whatever you'd like them to.
3.2) For Aasimar specifically, I insist that any players looking to play one consider the divine heritage that comes with the race, and perhaps how to tie that in thematically to their character.
4) All classes are allowed, and all archetypes except for Synthesist Summoner, which especially in a gestalt game just seems like too much. Unchained versions of core classes are also on the table.
4.1) Antipaladins are Lawful Evil, and any class features dealing with chaos are adjusted to law according.
4.2) Aside from Antipaladin, all alignment restrictions are lifted.
4.3) Characters who choose a deity must choose a Lawful Evil one. Asmodeus is the easiest, but if not, said character should be another Devil who, concievably, is answering to the Prince of Darkness. This is very important, as oaths will need to be sworn in-game to Asmodeus, and while anyone under his purview ought to be fine, a NE deity wouldn't like it nearly as much, and it could cause problems.
5) Content from all Paizo books are allowed. For Unchained specifically, we will not be using any variant rules beyond classes, largely due to not wanting to make the book a requirement for those intersted in playing.
6) Third-party content is allowed on a case by case basis, but restricted only to archetypes, spells, feats, and items.
7) Two traits, one of which must be a crime trait taken from the list further down. You may take a drawback to gain a third feat.
8) No starting gold or equipment; you begin with nothing but the prison rags on your back. Prepared casters do not begin with spellbooks. Any class with an animal companion at first level has to note in their backstory whether said companion was slain, captured, or escaped, and will have to be replaced or found accordingly.
9) All prepared casting classes begin play with a day's worth of spells prepared.
10) Within the campaign, there will be opportunities for casters to become liches, as well as a feat chain offered beginning at level one and running through until ninth that will slowly allow your character to become a vampire. Should there be interest, I will post these feats for players to see, should they wish to take them.
11) All characters must be LE or NE. No CE exceptions.

Crime Traits:
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.

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.

Character creation - Fluff and other details:

1) Provide a written backstory for your character, including the explanation of their crime and how they were caught. You can give it as much length as you want, although remember that I'm looking to run a roleplay-heavy game, and characters with more depth to them are more likely to catch my eye.
2) Explain your character's personality, and as above, be as in-depth as you'd like.
3) Detail a few goals your character would have if given the chance to get out and work against Talingarde. These can be related to your backstory in some way, or merely where they think they should fit into a new, Asmodeus-worshipping society that they've helped build. As there can be only one or two rulers, perhaps have a backup plan if that doesn't pan out.
4) It's of the utmost importance that your character be a compelling villain in some way. I don't want a reckless, sociopath with no history or purpose like The Joker. Give me villains with depth and complexity, who have some reason for the horrible things they do or some code of honour that guides their actions. The most compelling of villains are the ones who have a reason beyond "yep, I'm evil" or have some kind line that they won't cross. Restraint and standards are important, because this isn't meant to be a destructive power fantasy of rape and pillaging.
5) No rapists. This game will deal with mature content, but rape will not be among that. And please, no creepy mention of children, either. We can be mature without having to be f&&&ed up.
6) Your character must be a team player, if only to further their own needs. You'll have very little in the way of allies or resources compared to the kingdom of Talingarde, and so working together is a must. No stealing from the party, no pitching in-character fits (or, even worse, out-of-character fits), no super immature behavior. Arguments should best be resolved through roleplay without inter-party murdering. And also very important is that you will have to swear oaths of loyalty to an NPC, and so your character should not be someone who would rather die than bow. They don't have to like it, but they have to at least begrudgingly prefer living to not.
7) Detail at least in brief your plan for the character on a gameplay level. Will they take prestige classes? Multiclass? What do they offer on a gameplay level in terms of party roles and what they do?

I'm looking for probably four players who can post at least once per weekday and at least once on weekends, although more is definitely nice. Life happens, but if you have plans that will keep you from posting for a few days, please warn about them in advance so we can know to go on without you if it comes to that. I have no problem skipping somebody if I have to. The game will be played off-grid and entirely on a narrative basis, so if your character is hardcore built around precise positioning and where pieces are relative to one another, there may be a couple issues there, but I'll describe rooms and arrangements to the best of my ability. Let's say for now, the deadline is the night of Saturday the 11th. I'll extent it a day or two if it's needed, depending on how much interest this gets and such.