Asmodeus

GM Starsky and Cruch's page

19 posts. Alias of Starsky and Crutch.


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Ah, right, thanks. There's a lot applications, which means it's a little hard to keep everything straight when it's scattered, so I appreciate the centralizing. In fact, if everyone who's submitted two characters could put them into one single post together, that would be much appreciated. Same goes for if you have your story in one post and your crunch in another. There's a lot for me to go through and consider, and the easier it can be the better.


Updated character list. This is all the characters I noticed that have both a completed backstory and character sheet. But, may have missed someone, so let me know if you think your character should be on here.

Alexander Torov, Human Ninja/Ranger
Alucard, Dhampir Oracle/Sorceror
Ankova Schwarz, Aasimar Slayer/Warpriest of Eiseth
Artemis Blackwell, Human Alchemist/Investigator
Aleksion Coric, Human Cleric of Asmodeus/Ranger (Divine Tracker, Skirmisher)
Blayne Markov, Aasimar Swashbuckler/Magus (Eldritch Scion)
Cain, Half-Orc Werewolf (going into Slayer)/Inquisitor of Asmodeus
Cole, Human Cleric (Undead Lord)of Asmodeus//Weretiger/Bloodrager
Captain Vraxim, Halfling Monk (Underfoot Adept)/Ninja
Damien Dalkarta, Fetchling Antipaladin/Rogue
Disma, Tiefling Conjurer/Rogue
Horace Green, Tiefling Slayer (Stygian Slayer)/Warpriest (Sacred Fist)
Kaddoc the Grey, Aasimar Monk (Tetori)/Summoner (Synthesist)
Lilith, Human Fighter/Sorceror
Maynard Blackburne, Human Alchemist (Infernal)/Sin Mage (Gluttony)
Cole, Cleric (Undead Lord) of Asmodeus/???
Sicarrius, Tiefling Cleric (Fiendish Vessel) of Asmodeus/Warpriest (Cult Leader) of Asmodeus
Shemeska, Tiefling Barbarian (Brutal Pugilist/Totem Warrior)/Monk (Tetori)
Urgir Kalfrison, Witch (White-Haired)/Brawler (Strangler)
Zolthan, Tiefling Cleric (Fiendish Vessel) of Belial/Wizard


@nate: Only two applications per person.

@Kayne: Let's say there's 24 hours left. If everyone is ready to go a little earlier/won't be able to make the deadline, it'll end a little sooner.

@Lord Foul: No, you can't skip prerequisites for feats, yes downtime rules will be usable when you have the time, and there is literally zero reason to think there'd be Mythic involved. WotW is not a Mythic game and I would have said if I was running it otherwise.


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@Bane88: You start with them. So if you're a lycanthrope, better back that s%++ up in your backstory.

@SirGeshko: Only one crime trait.


I guess if you'd be willing to eat the eventual three levels, and I like your backstory enough to justify being part demon, I'd allow that.

Ratfolk is a no-go though.


@SirGeshko: The game will be played entirely on the Paizo forums. I imagine they'd both have Fire; I'll skim the books, because I'm not sure it actually offers up any information on playing as a cleric of Mitra, but I can look for what domains they have and work back from there.

@GenThunderfist: Still got a few more days before I make my selections, so go ahead.

@Tanner Nielsen: One of the things you can do with Gestalt is eat the level adjustment by taking templates, or even potentially monsters as races, as levels equal to the CR as one half of your gestalt, then leveling as normal from there. I've allowed that rule, but only in the case of Lycanthropes, since we're starting at first level. But in games that start at higher levels they can go into some pretty crazy places.


I'm fine with people trying for second applications. I know what it's like to be torn on different character concepts.


@Tanner Nielsen: There's no way to really split what qualifies as a "session', so no.

@Urgir: Not really. Talingarde doesn't really fit into the Golarion setting and you'll only be moving within geography of the game's design.

This is the list of finished character applications so far; that's for people with both full backstories, and character sheets. If I missed you then ask; if you have both those things done already then it's just a mistake. Note that you don't need to make an alias for your character until chosen if you don't want to; I'd hate to leave you with a charactermade for this specific and narrow set of circumstances.

Alexander Torov, Human Ninja/Ranger
Alucard, Dhampir Oracle/Sorceror
Ankova Schwarz, Aasimar Slayer/Warpriest of Eiseth
Cain, Half-Orc Werewolf (going into Slayer)/Inquisitor of Asmodeus
Lilith, Human Fighter/Sorceror
Maynard Blackburne, Human Alchemist (Infernal)/Sin Mage (Gluttony)
Cole, Cleric (Undead Lord) of Asmodeus/???
Sicarrius, Tiefling Cleric (Fiendish Vessel) of Asmodeus/Warpriest (Cult Leader) of Asmodeus
Shemeska, Tiefling Barbarian (Brutal Pugilist/Totem Warrior)/Monk (Tetori)
Urgir Kalfrison, Witch (White-Haired)/Brawler (Strangler)


At the moment, we're due to close Sunday. If the thread slows down heavily as the week goes on and it looks like there really isn't going to be much left, it might close Saturday instead if everyone has their stuff in on time. At the moment though, Sunday evening (EST) sounds good.


@Petty Alchemy: I'm going to try for a party that between the eight classes has at least one of a martial, a divine, an arcane, and a skill class, but that's very easy to do if people aren't just building pure martial characters en masse. I'm much more concerned with interesting characters than I am with trying to pidgeonhole in a party by role. Especially since rewriting encounters to gestalt everybody the hell up means I can take weak spots into consideration more easily.


@Lord Foul: Understandable, but on the other hand you're already stripped of your possessions long before you're shipped off to Branderscar, so there'd be no reason to have them brought to the island with you.

@Kayne: Definitely not allowing Mystic Theurge since you can instead just progress all the way (if you wanted to) through two full casting classes and come out pretty beastly, especially in the Sorc/Oracle combo. Plenty of other cool prestige classes you could take to do stuff with those, though.


@Lord Foul: Explain the situation and we can see about working in it, but as the book stands there's no "you go into a room and find all your confiscated stuff" room in the book.


@Lord Foul: I don't really pick characters by the elevator pitch, but I'd be okay with people submitting two different characters if they have a lot of ideas floating around.


@Jarred: Yeah, you can run that. Might be interesting to see how that turns out.

@varathiel: No space has been claimed because I'm taking applications for about a week and then choosing, so go for it.

@Alexander: Drawbacks are allowed. My ruling on eastern weapons would probably be that they are available in certain specialty shops in Talingarde or through other assorted channels, but not the sorts of things you can walk into any store to get. Sources that may come under a lot more scrutiny if you gain a certain measure of infamy and are the only person in town who seems to be swinging those sorts of weapons around.

@Ashe: One, the other, or neither.

@Wade: I'd allow Warlock.


It isn't the learning of a new system, it's the introduction of one. Adding skills and elements that the other players didn't necessarily agree to and aren't really set to utilize in any way. On top of it, I don't intend to use any Psionic classes when rewriting and rebalancing, which would leave potentially a single PC as the lone user in the world of any of these abilities. So, just easiest altogether to not allow them.


PCs totally can worship Asmodeus. He used to be a fairly popular god in Talingarde, but the current regime is very devoutly Mitran and worship of Asmodeus, or really anyone but Mitra, has been outlawed. A character can definitely start out worshipping whomever they wish (within the "must be LE" restriction I posted above, so the Whore Queens are definitely on the table), but would be wise to keep it secret, lest Blasphemy or Heresy be the reason they were sent to Branderscar.


@Alexander: I never understood the appeal of powergaming like that, so go for it.

@Andros: It's gestalt, so what would the other half of the build be?

@Kayne: I guess I could allow elemental folk on the requirement they're able to pass as human, either with visual traits being hidden or an investment in the Disguise skill.


@Rednal: I'd say no, for a couple reasons. One is that you would never be able to summon anything under any circumstances without blowing your cover--and that's a fair part of the AP--and the other is that the bargaining process seems like something that isn't particularly negotiable.

@Sicarrius: Asmodeus's weapon is the Mace. If you take a single level of Cleric, you can grab the Crusader's Flurry feat, which will add it to your list.


Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

Way of the Wicked is an adventure path from Fire Mountain games where you play a group of evil characters, sentenced to death by the self-righteous and "noble", but you're given a chance to escape your fate and take up arms under a force serving the Prince of Hell, to fight back against the city that has wronged you, to burn it to cinders and reforge a new order from amidst the ashes of their glory.

However, I'd like to run it a little differently, as something higher-powered. A gestalt version of Way of the Wicked, allowing for more versatile and unique villains, who will strive to be mightier than the average henchman. Not that your opponents won't also be gestalt; even a lowly 1st level prison guard will be more capable than usual, and beasts will be mighty. High power doesn't mean "easy" to me. It'll be tough, especially when you run across a major encounter where the gestalt has been chosen with care and your enemies rebuilt to provide a real challenge, but your hard-fought victories will make your revenge all the greater. I feel that high power should require a challenge to match, and despite what looks to be an advantage, you are going to be put through the wringer.

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 hurch 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 Guidelines:

Begin at level 1
Gestalt
25 point buy
All core races are playable, as well as the following: Aasimar, Catfolk, Changeling, Dhampir, Fetchling, Kitsune, Orc, and Tiefling.
-Aasimar should not be a choice made lightly, as beings of divine heritage, there should be some elements of a fall from grace in your character concept.
-Both Aasimar and Tieflings may choose freely from the variant ability tables for any option except for those that grant +2 to an ability score. You may also roll for your ability, and if you do indeed roll for the +2 then you can keep it. Tieflings do not need the Fiendish Heritage feat to do this because it's b!&$%*&$ that they need one but Aasimar don't.
Only Lawful Evil and Neutral Evil alignments are possible. All alignment restrictions on classes other than Antipaladin have been lifted for this purpose.
-Antipaladins are Lawful Evil instead of Chaotic Evil, and all applicable class features are changed as necessary.
Only Lawful Evil gods may be worshipped by any divine character. Very early into the AP your characters will be swearing their lives to the service of Asmodeus, so they should not hold faith in gods other than devils, who all pay lipservice in one way or another to the Prince of Darkness.
All classes except for Paladin, and all archetypes are allowed. This includes the Occult Adventures playtest classes, but be aware of the risks that come in the event of errata/heavy changes in the finished product, and of course playing a class that does not have much in the way of feat or equipment support yet.
-The book has a few suggestions for where to go, crunch-wise. While not necessary by any means, the book mentions the Assassin prestige class, Anti-Paladin, Sorcerers of the Infernal bloodline, a focus on devils for summoner characters, Alchemists, and Necromancy specialists. Feel free to make characters that don't have these if you wish, it's not a requirement or something I'll be taking into account when making my choices. But if you were curious about what works or may have some goodies in store, it'd be these.
-Archetypes that fit the flavour and "evil" theme of the campaign, such as those dealing with shadows or undead, are also good directions to consider.
-Classes possessing a bonded object, familiar, animal companion, or the like begin play without these things; animals were either slain during your arrest, or escaped and must be sought out/replaced. No penalty will be imposed for this replacement. All classes with prepared spellcasting will begin play with a day's worth of spells memorized.
Two additional skill points per level, representing villains' generally greater aptitude.
One free bonus feat at 1st level for much the same reason.
Two traits, as well as a Crime Trait chosen from the list below.
0 starting gold, and you begin with nothing but the rags on your bag.
The books also have steps that allow characters to eventually become vampires or liches. For vampirism in particular, it's a feat chain that can be started at first level to end at ninth. If you're interested in that, the information will be given and worked out. Lichdom is a much later-game, resource-oriented process, so no need for that right now. In addition, because we're playing gestalt you may sacrifice one class level at level 1 to gain the Lycanthrope template. From second level onward you will gain levels as normal, but with Lycanthrope as similar to a one-level dip.
Material from any Paizo book where applicable (obviously nothing from Mythic) is acceptable.
3rd party material will be on a case-by-case basis. No Godlings or archetype packages material. I also don't like introducing things that introduce whole systems, so Psionics and Path of War are not allowed. I'm a lot more open to self-contained classes, archetypes, feats, spells, etc.

1st vampire feat chain feat:
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.

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

This list of twenty crimes is not intended to be comprehensive. Feel free to invent your own crime, punishment and benefit (with the GM’s approval of course). Besides simplying choosing a crime, you should also consider how the crime was done. Was this a 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 receive 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.

I feel it's important to explain exactly what I'm looking for, in terms of characters. Evil campaigns can go in a few different directions, and I would very much like to avoid sociopathic power fantasy or murder-happy psychopaths who only care about bloodshed or killing. I like principled villains, people who do what they do because they believe it's what's right. People crushed beneath the heel of a Mitran regime and want to change the world to fit their vision of it. They can be tragic or noble or any number of things, but they shouldn't be The Joker. Being a team player is also huge; don't steal from the party or do anything stupid and reckless. Your character should be able to get along with the rest of the party fine. Also please no rapists. Despite the potential for mature themes let's just forget that rape is a thing altogether and not go there.

Also, your character has to be the kind of person who would, at least in a matter of life-or-death, choose to follow Asmodeus. As I said above about the worship of gods, you'll be swearing your lives to Asmodeus, and it's not a voluntary decision. If you have a character in mind either too loyal to another god to think otherwise, or aggressively committed to not swearing fealty to any god, then either change them or come up with something else, because it won't live past the second chapter.

I'll take a party of four and leave recruitment open probably for a week.