Hey everyone, need players for Way of the Wicked.


Recruitment

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So, I unfortunately had to have another player leave to some differences of play style. It sucks but that is life.

That said, I have another recruitment open already and now I feel I need to make a new recruitment to cover both openings.

Original recruitment

These are the character creation details.

I will be moving all my recruitment to this one from my former recruitment page.

The group is needing a FIghter type most likely and the fifth position is kinda open.

There will be no need for the buffer/healer platform despite there being an absence.

In case you don't wanna click the link:

Posting Requirements: Once per day Monday thru Friday, Once for Saturday or Sunday. I will be fairly strict on this, but so long as you give me notice of some kind, I will not hold it against you provided you can resume within a reasonable time. I will GM your character if needed during such time.
Classes: All are welcome save Paladin, all Occult Classes, and Vigilante (Honestly, I think they would excel at this particular AP but...I'm not that well versed in them so I'm gonna exclude them Sorry) No 3PP, I won't be swayed on this.

Health: Tadah, my Job as the GM is to attempt to murder you. While I read this is a deadly campaign, I'm gonna leave this a bit up to you. Max first level, Choose from the beginning; Roll the Hit Dice (Reroll on a one) or take half plus one.

Races: All Core, Featured, and Uncommon. (Save Android, Drow
Noble, Kasatha, Lashunta, Svirfneblin, and Triaxian.) No 3PP, and Aasimars will have an appropriate -2 stat added to them.

Alignment: LE, NE, CE (There is one caveat here. You must be willing to work with a group, it's the point of the campaign. Any player that puts an ultimatum down to try and get their way will be asked to leave. You guys are supposed to be a team, I'm supposed to cause chaos.)

Deity: You all if you do worship, must worship Asmodeus. Those with Domain powers will be granted access to most all Domains. (Your evil, you should be allowed unrestricted power.)

Stats: 4d6 drop the lowest, roll one extra set. (This is my favorite, I believe in luck) I reserve the right to roll an extra set on your behalf if I feel you are underpowered by too much. No stat above 20 starting.

Skills: Background Skills and one Free skill per level. As well as one Free Feat that can be any, and One Free Feat that must be non combat. (Please Paizo only feats as with all else, no 3PP)

Traits: Three traits, one of which must be your Crime.

Now then, one final caveat. Everyone will get either a free VMC or a Free Archetype for your class. (You don't lose whatever it requires you to lose.) Please tell me which one you select.

Please state what your freebies are in your crunch for all your choices including what your Background skills are and which one is your free skill.

I'm looking for a reasonable background. You are level one unfortunately so you yourself probably didn't kill twenty orcs but perhaps your ship did and you stood out in some way.

Finally, while you are evil and you're looking to be above the cut..Please don't min/max. We're all here to have fun, beating the AP to death via math isn't that fun and may force me to make things more difficult which in turn may not hurt your character but could be bad for other players cause I won't pull punches.

I will be setting up a Discord server for this game. I will be asking that all players post first to paizo, then copy and paste to Discord for the gameplay thread.

I feel this allows everyone to know when everyone has posted and it will let me know when to post next. It also allows me to make as many OOC threads as needed to help keep topics neat and tidy and easy to follow.

If you have any questions, please feel free to ask.

Also, your first post must include your dice rolls. (This includes Dots or expressions of interest.)
Once again, I ask that people understand that I am a newer GM but a long time Pathfinder player, so while I understand optimizing I am not allowing Min/Maxed cheese monsters!

One caveat, no grapple monsters, it can ruin all the fun of having a BBG show up when suddenly they're grappled for all eternity till the party can form a kicking circle and kick em to death.

Gold will be 500g for character creation.

All applications from the current recruitment for my fifth player are still valid. See This recruitment page for their submissions.


So it hasn't started yet? Because I have a fighter I want to run through it. But he isn't very friendly to an immature crowd as his crime is kind of a hot button topic.


The campaign itself has started. The group is about...I'd say one to two potential threats away from escaping the dungeon and have a pretty good setup to rush through it to the outside.

Feel free to PM me about the crime if you feel it's too taboo but I am like 90% certain that my group is old enough and adult enough to handle pretty much anything you throw at me. Given some of the original concepts, I feel I am too.

Shadow Lodge

If you would allow it I could just use my original rolls with an Oracle character?


Apologies Lord Foul II (AKA Wade Willhelm, AKA Drack the player that was just asked to leave) I don't appreciate the attempt to undermine the decision and attempt to re-enter the campaign.


Jing, I realized that I totally forgot to purchase my equipment with my submission in the other recruitment. Do you want me to reapply it with gear selected or is that okay?

I wasn't planning on buying anything super crazy with it, just some shortswords and a lot of stabbing goodness.


Alrighty, I moved all my submission stuff to this thread and updated the character sheet with equipment. He is good to go now.

The Crunch:
Araton Fal
Male Elven Unchained Rogue (Poisoner)
LE Medium Humanoid (Elf)
Init: +6 Senses: Low-Light Vision Perception: +9, +10 v.s. traps
--------------------
Defense
--------------------
AC 17 TAC 14 FF: 13
HP 16 Fort +1 Ref +7 Will +3
Special Defenses:
Elven Immunities: immune to magical sleep effects, +2 versus enchantment spells and effects
--------------------
Offense
--------------------
Melee
short sword x 2 +5 (1d6+1/19-20x2/P)
dagger x 2 +4 (1d4+1/19/20x2/PS)
*-2 when TWF
Ranged
composite shortbow (+1) +4 (1d6+1/x3/P)
dagger +4 (1d4+1/19-20x2/PS)
Speed 30 ft.
--------------------
Statistics
--------------------
Str12 (+1) Dex 18 (+4) Con 13 (+1) Int 18 (+4) Wis 12 (+1) Cha 12 (+1)
Base Atk +1 CMB +2 CMD 16
Feats Weapon Finesse, Skill Focus: Stealth, Two-Weapon Fighting, Iron Will, WF: Shortsword, Frightening Ambush
Skills Acrobatics +9 (2), Craft: Alchemy +9 (2), Bluff +6 (2), Climb +6 (2), Disguise +6 (2), Intimidate +9 (2), Perception +9 (2), Stealth +13 (2), Sense Motive +6 (2), Swim +6 (2), Escape Artist +9 (2), Disable Device +9 (2), Sleight of Hand +8 (1), Diplomacy +6 (2), Craft: Traps +9 (2), Escape Artist +8 (1)
Languages: Common, Elven, Goblin, Dwarven, Draconic, Sylvan
SQ: Elven Immunity, Keen Senses, Creepy, Human-Raised, Low-Light Vision
Traits Murder, Bruising Intellect, Reactionary
Favored Class: Rogue - +2 Skill
Combat Gear: shortsword x 2, composite shortbow (+1), dagger x 2, quiver w/ 20 arrows, masterwork studded leather (+3 AC, +5 Max DEX, 0 ACP)
Mundane Gear: backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, masterwork thieves’ tools, torches (10), trail rations (5 days), waterskin.
--------------------
Special Abilities

Poison Use (Ex)
Sneak Attack (Ex): +1d6
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Combat Trick: A rogue who selects this talent gains a bonus combat feat.
--------------------


Background:
Talingarde, what an awful country. It was supposed to be a simple enough job, kill a major political figure and collect the gold when Araton returned back to the mainland. He would remember that next time, there was no such thing as a sure thing when it came to assassinations. Vitallian of Estyllis should've been dead by now but things always seem to fall apart when amateurs were involved.

When Araton was just a child, he was given to the Ordo Sanguis to cover a debt and to keep the wrath of the group of assassins from falling upon his mother and father's heads. The order of killers was no place for weakness, compassion, or mercy; many of the uninitiated children would wind up dead from poison, murdered in their sleep, or slain during the multitude of testing they had to endure to ensure their place within it. Yet if there was ever a child that was born to be an assassin, it was Araton. Cold, methodical, his elven grace gave him more of an alien allure rather than the usual graceful beauty. To stare into those cold eyes were to stare into a thing without mercy or care, a thing that the Ordos Sanguis cultured and raised. No tactic was too underhanded, no murder too sacrosanct, and there was never hesitation in what he did. Honorable but vicious, Araton was raised into a machine of murder. On the mainland, he was guilty of countless assassinations among the criminal underworld and the elite of nobility. All of it was done for a fair bit of coin, a simple transaction. He knew damn well what he was good at and he played his part perfectly...until he was sent to Talingarde to kill the leader of the Church of Mitra.

Sent by his order's elders, he reconvened with a number of cutthroats and other killers. To kill so prolific a leader would require tact, sensibility, and numbers. Yet there had to have been a traitor within the group, for the night before they were to enact their plan to kill the priest on one of their holy days, the guards stormed the windmill they had been using as a place of operations. Most escaped into the night but Araton was not so fortunate. He would rather accept death than betray his tenants of silence, killing a nobleman's son who was leading the charge without mercy or hesitation. Due to that man's connections and family's power, his death would not be so simple of an affair. Instead, he was sentenced to go to Brandenscar and to have his head separated from his body. Such was the fate of a killer.

Fate had a different plan for the remorseless killer, as the carriage was ransacked by an unknown force and the guards travelling with it were slaughtered. The back door of the carriage was unlocked and there stood a terrible woman with an evil smile.

"Are you coming? My master awaits you." She said nonchalantly, moving out of sight as rain fell heavily upon the moors. It seemed death would not yet take the assassin's life this night.

Background Skills: 1st Level - Craft: Alchemy & Sleight of Hand, 2nd Level - Craft: Alchemy & Escape Artist
Free Skill: 1st & 2nd - Craft: Traps
Free General Feat: Iron Will
Free Combat Feat: Weapon Focus: Short Sword


Cathirix, Criminal Par Excellence

Spoiler:
Male Hobgoblin Gunslinger (Free VMC Alchemist)
NE Medium humanoid
Init +3; Senses- Darkvision 60ft, Perception +6
_____________________
Defense
_____________________
AC 18, touch 14, flat-footed 14, CMD 16
HP 20 (2d10+4)
Fort +5, Ref +6, Will +1
_____________________
Offense
_____________________
Speed 30ft
Pistol: +5 (1d8) x4 20ft
Dagger: +3 (1d4+1) 19-20x2
Kukri: +3 (1d4+1) 18-20x2
Pickaxe: +3 (1d8+1) x4
____________________
Statistics
_____________________
Str 13, Dex 16, Con 15, Int 12, Wis 13, Cha 11
Base Attack +2, CMB +3, CMD 16
Feats: Gunsmithing, Point Blank Shot, Rapid Reload (Pistol), Nimble Moves.
Traits: Grave Robbery (Crime), Never Stop Shooting, Heretic’s Caution
(A) Skills:
Acrobatics 8 (2 Rank, +3 Dex, +3 Class),
Bluff 6 (2 Rank, +1 Cha, +3 Class),
Climb 5 (1 Rank, +1 Str, +3 Class),
Intimidate 5 (1 Rank, +1 Cha, +3 Class),
Knowledge Local 6 (2 Rank, +1 Int, +3 Class),
Perception 6 (2 Rank, +1 Wis, +3 Class),
Swim 5 (1 Rank, +1 Str, +3 Class),
Survival 5 (1 Rank, + 1 Wis, +3 Class)

(B) Skills:
Appraise 5 (1 Rank, +1 Int, +3 Class)
Sleight of Hand 7 (1 Rank, +3 Dex, +3 Class)
Craft Alchemy (2 Rank, +1 Int, +3 Class)

____________________
Racial Abilities
____________________
Sneaky: +4 to Stealth
Darkvision 60ft
Favored Class Bonus 2/4th Grit
______________________
Special Abilities
_______________________
Grit 1 point
Deeds: Deadeye, Gunslinger’s Dodge, Quick Clear
Gunsmith
Nimble +1
________________________
Equipment
________________________
Battered Pistol
Powder Horn x2 each with 10 doses
Bullets (39)
MW Chain shirt
Gunsmith’s kit
Dagger
Kukri
Pickaxe
Back Pack
Flint and Steel
Candle holder with 3 candles

Background:

Sold into slavery as a child Cathirix's upbringing was brutal and unkind, more so than normal Hobgoblins. After escaping slavery he lived on the streets falling in with a group of young thieves and found himself an adept at picking pockets. As they grew older the group started to fall apart, Cathirix and one other boy joined up with a pirate crew. After a mildly successful few years, one failed raid and it was all over and he found himself washed up  in Talingarde.
Talingarde was just as unkind as everywhere else he had been, save for the pirate ship which was merely unpleasant, Cathirix quickly found his way back to crime. One afternoon in a run down tavern near the docks which happened to cater to low lifes, two black robed men, smelling of decay and brimstone, approached him with a job offer - Grave Robbing, they get the bodies and he gets to keep any valuables plus a finder's fee.
Life was good or as good as could be for a criminal Hobgoblin, until he got caught. Cathirix was no stranger to getting caught, that comes with being a criminal, however, this would be no week in the stocks, month in jail, or 20 lashes in the town square, this... this meant Branderscar and a date with the headsman's axe... at this point all he could hope for was a sharp blade...


Complete randomization. Because why not.

Rolls:
Stats: 4d6 ⇒ (6, 4, 3, 1) = 14 13
Stats: 4d6 ⇒ (1, 6, 1, 1) = 9 8
Stats: 4d6 ⇒ (4, 4, 6, 6) = 20 16
Stats: 4d6 ⇒ (1, 1, 2, 5) = 9 8
Stats: 4d6 ⇒ (5, 6, 1, 5) = 17 16
Stats: 4d6 ⇒ (3, 6, 4, 6) = 19 16
Stats: 4d6 ⇒ (5, 2, 5, 3) = 15 13

16 16 16 13 13 8 seems fine.

Alignment: 1d3 ⇒ 1(Law-Chaos)
Race: 1d38 ⇒ 4 Half-Elf (From Core, Featured, Uncommon top to bottom per d20pfsrd)
Class: 1d35 ⇒ 26 Hunter (From allowed, top to bottom per PFSRD)
VMC or Archetype: 1d23 ⇒ 19 Feral Hunter (All but paladin and those of hybrid class, from top, then archetypes, same source.)
Crime: 1d20 ⇒ 20 Slave Trading.

Interesting. This is easily doable, I will begin working up a history for this slave-trading Half-Elf feral Hunter.


Saulric the Black (formerly Saulric the Blacksmith's son.

A skilled warrior whose father bought his way into the military. Proving to be a deft hand with a sword he eventually joined the palace guards. During this time he fell in love with the princess. He imagined a great romance between them until a night of drinking blurred the line between reality and fantasy. He assaulted the princess and was caught in the attempt. He was arrested and sentenced to Brandescar. Having truly snapped vows to be reunited with his true love.


stat: 4d6 ⇒ (2, 2, 3, 5) = 12

stat: 4d6 ⇒ (3, 4, 1, 3) = 11

stat: 4d6 ⇒ (1, 5, 1, 2) = 9

stat: 4d6 ⇒ (1, 5, 2, 3) = 11

stat: 4d6 ⇒ (2, 3, 5, 3) = 13

stat: 4d6 ⇒ (1, 6, 2, 5) = 14

stat: 4d6 ⇒ (2, 4, 3, 1) = 10

Silver Crusade

still working on it but this is the build so far.


Dotting with the same character from the other post.


@Andulian Did you ever reroll your stats from the original recruitment? I've asked all players do so for fairness of all new applicants.


4d6 ⇒ (5, 4, 2, 1) = 12

4d6 ⇒ (3, 1, 1, 1) = 6

4d6 ⇒ (2, 2, 6, 3) = 13

4d6 ⇒ (6, 2, 3, 3) = 14

4d6 ⇒ (1, 2, 3, 2) = 8

4d6 ⇒ (5, 2, 4, 1) = 12

4d6 ⇒ (6, 4, 6, 5) = 21

Just for reference, I feel very underpowered as I only have a single score that ends up above 12


4d6 ⇒ (4, 2, 6, 2) = 14 = 12
4d6 ⇒ (6, 3, 6, 3) = 18 = 15
4d6 ⇒ (3, 5, 4, 2) = 14 = 12
4d6 ⇒ (5, 2, 5, 6) = 18 = 16
4d6 ⇒ (6, 5, 3, 1) = 15 = 14
4d6 ⇒ (3, 5, 5, 5) = 18 = 15
4d6 ⇒ (6, 2, 1, 6) = 15 = 14

16, 15, 15, 14, 14, 12 array is pretty solid. :P

I've got some cool ideas for a magus/VMC Sorcerer. Would something like that be sufficiently 'fighty' for the party?


Cathirix is from the other thread, do you need me to reroll here? (I will gladly do so, IN SONG FORM!)


@ElbowtotheFace You're good, no need to reroll. Your rolls are part of the current recruitment phase.


Jing the Evil GM wrote:
@Andulian Did you ever reroll your stats from the original recruitment? I've asked all players do so for fairness of all new applicants.

I did! It’s on the other post. I’ll make the proper adjustments if selected ;)


I submitted an Investigator because it looked like you had a lot of up close damage dealers at the time [Inquisitor, Fighter, Bloodrager]. With the loss of the fighter Im probably going to submit something a bit more melee focused. Is that alright? I can use the rolls from the previous recruitment thread for the new character to keep things relatively simple.


Sounds good to both of you.


Background:
Silas Illium was always a little different as a child. He was smart and extremely curious about everything around him. He liked seeing how things work, he liked taking them apart and seeing inside. That was fine, if aggravating, when he undid the buckles on his father’s mule’s harness. It wasn’t considered as acceptable to them when he captured and cut open a neighbor’s dog to see how it worked inside. Over the years he slowly learned to hide the things his parents wouldn’t appreciate. He didn’t exactly understand why they thought it was wrong, but he got better at predicting how they wanted him to act. But the curiosity never quite went away. The longer he suppressed the urges, the more they burned deep inside him. He took precautions, he led the boy pretty far away, but when he saw the knife the scream attracted a nearby trapper. If it hadn’t been for the fact that Silas was only fourteen, he likely would have been sent away at that point.

His parents weren’t sure what to do with him at that point. They had no idea what they could do to fix their baby boy. So they were overcome with joy when they were approached by a group that had heard of the incident. They explained that they were part of a group that helped rehabilitate troubled youth. They told his parents a half dozen amazing seeming success stories. They were friendly and charming and within a week Silas was on his way to stay with them. As soon as they were outside of town the man laughed and gave him a smile, not the friendly personable smile he had shown Silas’ father and mother. Instead there was something feral to that smile, something powerful and intoxicating. That was the first time that Silas was told the name of the group he would be staying with, the Apostles of Asmodeus.

The Apostles, the shortened name they have given to Silas’ parents, were a group founded by a small number of the surviving members of the Church of Asmodeus before it had been driven out of Talingarde. They had overheard stories of a young boy who liked cutting up animals and after the barely aborted attack on another young boy. To most people that was a horror story and a cautionary tale. To the Apostles it was a calling to their newest member a tool they would hope to hone. They encouraged his interested, they taught him that his talents were something worthy of praise and practice.

Over the next several years he practiced and perfected his skills with a blade. His trainers also taught him how to better blend in with society at large. They showed him how to hide those things which the fine and upstanding men and women of Talingarde found intolerable. He was being groomed to an important task. He would be the blade which was driven deep into the heart of Talingarde, directly into the chest of the King himself. The Apostles of Asmodeus sought revenge on the Kingdom that had driven them out and killed them off. So they were training Silas to be a slayer of those that would stand in their way. He was raised to be a soldier. The plan was for him to insert himself into the military and work his way closer to the King before eventually striking. Unfortunately they were discovered before they could implement their plan. They fought, because they knew what awaited them should they fail. Most of the Apostles were killed during their resistance. Silas crippled two and killed one guardsman before he was finally taken down. Since he was the only member of his enclave to survive they decided to make an example of him. He was tried for High Treason and sentenced to death by drawing and quartering. While awaiting his sentence he was sent to Branderscar.

Role:
Okay so the original character I submitted was going to go the Master Spy route. This is a character I came up with for a different WotW Game with some changes. As a Slayer he's much more of a frontliner than my Investigator was. But I still think that with things like Cleaner he could potentially make a really cool Master Spy. One of his traits, Deep Cover, lets him take 10 on Bluff and Disguise to maintain the lie that he's really just a Soldier so that will help him even more when he acts as a spy/infiltrator. So I took Iron Will as one of the free feats and Cleaner gives him Deceitful the other prerequisite feat. So I might end up still going Master Spy on this new character as well depending on what the group seems to be looking like at the time. But he'll be a two-weapon wielding frontliner for the most part in terms of combat, he provides a lot more damage/melee potential than the Investigator did. Meanwhile he'll have decent skills to deceive people [bluff, disguise, stealth] and he had decent perception, sense motive and with a trait he got Disable Device as well to help out some as a scout when moving at the front of the group. All and all I think that mixing the two ideas I had for a Slayer and a Master Spy into one character to be really neat. Hope to see it play out in the game!

Free Stuff:
Free Archtype: Stygian Slayer. Normally it wouldn't combine with Cleaner but I think that both fit really well for the character Im working to make. Doesn't really kick in until 4th Level anyways, but gives him a bit more stealth options.

Free Skill: Bluff I'll be leveling every level so my free point can effectively go into that.

Background Skills: Appraise and Profession [Soldier] every level I believe.

Free Feats: I took Iron Will & Dedicated Adversary [Humans].

Crunch:
Silas Illium
Human slayer (sczarni executioner, cleaner, stygian slayer) 2 (Pathfinder Player Companion: Advanced Class Origins 21, Pathfinder RPG Advanced Class Guide 53, 118)
LE Medium humanoid (human)
Init +2; Senses Perception +6 (+8 vs. Humans)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d10+4)
Fort +5, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +4 (1d4+4/18-20) or
. . kukri +4 (1d4+2/18-20)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 14, Wis 13, Cha 12
Base Atk +2; CMB +6; CMD 18
Feats Deceitful, Dedicated Adversary, Iron Will, Power Attack, Two-weapon Fighting
Traits deep cover, high treason, vagabond child (urban)
Skills Acrobatics +6, Appraise +7, Bluff +8 (+10 vs. Humans), Diplomacy +5, Disable Device +5, Disguise +8, Escape Artist +5, Heal +5, Intimidate +5, Knowledge (local) +7 (+9 vs. Humans), Perception +6 (+8 vs. Humans), Profession (soldier) +6, Sense Motive +6 (+8 vs. Humans), Stealth +6, Survival +1 (+3 vs. Humans)
Languages Celestial, Common, Infernal
SQ focused killer, slayer talent (blood reader)
Other Gear mwk chain shirt, kukri, kukri, 234 gp
--------------------
Special Abilities
--------------------
Blood Reader (Ex) Know number of remaining hp a studied target within sight has.
Dedicated Adversary (Humans) +2 to Attack and Damage vs. creature chosen, and some skills.
Focused Killer (Ex) Studied target bonuses and DCs +1 vs. humanoids, -1 vs. others.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.


vegecannibal wrote:
[dice=Stats Roll]4d6-1=12

[dice=Stats Roll]4d6-1=14
[dice=Stats Roll]4d6-1=15
[dice=Stats Roll]4d6-2=11
[dice=Stats Roll]4d6-2=12
--[dice=Stats Roll]4d6-1=11-- Lowest
[dice=Stats Roll]4d6-2=16

I've updated all my info into a single post.

Crunch

Spoiler:

Male Vanaran Hunter
Neutral Evil Medium Humanoid (Vanara)
Init: +4 Senses: Low-Light Vision Perception: +4
--------------------
Defense
--------------------
AC 18 TAC: 14 FF: 15
HP 16 Fort +5 Ref +7 Will +2
--------------------
Offense
--------------------
Melee : +1 (+5 with Weapon Finesse)
Ranged: +5
Speed 30 ft. Climb 20ft.
--------------------
Statistics
--------------------
Str1 (+0) Dex 18 (+4) Con 15 (+2) Int 14 (+2) Wis 14 (+2) Cha 10 (+0)
Base Atk +1 CMB +1 CMD 14
Feats Weapon Finesse(Combat), Careful Sneak, Animal Soul, Outflank(Combat, Teamwork), Point Blank Shot
Skills Climb +3 (1), Disguise +6 (2), Escape Artist +4 (1) Handle Animal +6 (2), Heal +7 (2), Intimidate +4 (1), Perception +7 (2), Ride +8 (2) Stealth +11 (2), Survival +8 (2)
Languages: Vanaran, Common, Elven, Sylvan,
Traits: Racial: Prehensile Tail, Dirty Fighter, Pillager, Desecration
Combat Gear: Machete 1d6 19-20x2 Slashing, Studded Leather Armor, Armored Kilt, Buckler
Mundane Gear: Hanging Tent, Adventurer's Sash, 10 Bottles of Baijiu, Butterfly Net, 2 Heatstones, Bloodvine Rope, 40 Trail Rations, Masterwork Backpack, False Bottomed Chest, Keif, 16 gp
--------------------
Special Abilities

Animal Companion (Ex):

Yuo the Ape is my animal companion.

At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Animal Focus (Su):

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training:

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Orisons:
(Create Water, Mending, Spark, Stabilize)

Precise Companion:

(Outflank, Teamwork)

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Spell Casting: 1st Level: 4 Per Day
(Summon Nature's Ally 1, Mud Ball, Acid Maw)

Track (Ex):

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex):

A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Primal Transformation (Su):

At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

The animal companion gains a pool of evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use.

This ability replaces animal focus.

Campaign Trait:
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.

Background: Hunter
Hunters primarily earn a living by hunting game animals. Unscrupulous hunters, known as poachers, hunt game on land owned by another.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Climb, Disable Device, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Stealth, Survival

Bonus Feat: Choose either Deadly Aim or Point-Blank Shot

Yuo's Crunch:

Spoiler:

Ape
STARTING STATISTICS
Size Medium;
Speed 30 ft., climb 30 ft.;
AC +1 natural armor;
Attack bite (1d4), 2 claws (1d4);
Ability Scores: Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7;
Special Qualities: low-light vision, scent.
HP: 18 (3HD)
AC: 14
BAB: +2
Fortitude: +3
Reflex: +6
Will: +2
Skills: Climb 1(+5), Survial 1(+5), Escape Artist 1(+7)
Feats: Outflank (Combat, Teamwork), Power Attack (Combat), Throw Anything(Combat)

Link (Ex)
A druid (hunter) can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid (hunter) may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks Known:

Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Break Out (DC 20): On command, the animal attempts to break or gnaw through bars or bindings restricting it, its handler, or a person indicated by the handler. If the animal cannot break the restraints by itself, its attempts grant the restricted creature a +4 circumstance bonus on Escape Artist checks. Furthermore, the animal can take certain basic actions such as lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal‘s ability.

Demolish (DC 15): The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable).

Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Flank (DC 20): You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.

Maneuver (DC 20)(Bull Rush): The animal is trained to use a specific combat maneuver on command, even when it naturally wouldn’t do so (animals typically use combat maneuvers only when using a monster ability to make a free combat maneuver, since otherwise it would provoke an attack of opportunity). an animal must know the attack trick before it can be taught the maneuver trick, and it performs maneuvers only against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.

4TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Backstory

Spoiler:

Sabade sat in the cart listening to the sermon of the human stranger who had picked him and Yuo up. He was going on about the power of Asmodeus, he spoke of the strong ruling the weak, Sabade nodded and feigned interest at the sermon but was intrigued by the prospect of power, for he was sure to need it in the days to come. He had left his home in exile and disgrace, but he didn’t miss it, they were simple-minded and couldn’t see beyond the trees they built their homes in. There was no respect for power among his people, but there was respect for power in him.
When he was young, had seen Yuo fighting off a nest of vipers when he was outside the village training, and saw her fists pound the snakes into soup and slam their bodies against a nearby tree. Yuo was still a young ape, hardly more than a child, but she possessed the strength and speed to snatch a viper as it jumped at her with fangs barred, and crush it. Sabade approached Yuo after this, with some food from his own rations as a gift, and she accepted. Sabade tended to Yuo’s wounds and formed a bond with the beast so strong that Yuo followed him home.
For two years Sabade had trained with Yuo, and together they brought down foes much mightier than either of them were alone. The elders daughter, Enomu, had also taken to training alongside a beast. Her’s was a large black cat, surely strong, but with the temperament of a sloth. She pampered the thing and even made it it’s own bed within her dwelling at the foot of her bed. Sabade never understood this, Yuo slept alongside him, it was practical, as they shared their warmth, and it furthered their bond, as equals, not as pets. Even with these differences in opinion for how one should behave with their companion, he had grown fond of her, or at least, of looking at her.
Sabade and Yuo had found a wonderful spot to train above a waterfall, a waterfall that Enomu happened to bathe in frequently. It wasn’t intentional, at first anyway, but it became a habit that Sabade and Yuo would go off and train, overlooking the waterfall unseen. His eyesight improved dramatically for...studious reasons.This wasn’t to last however, as the slovenly beast Enomu had been training would prowell the surrounding areas as she bathed, and eventually it stumbled upon Sabade and Yuo training. It was a prideful thing, and thought it could take Yuo, who it saw as it’s rival, it was wrong. Yuo threw the cat off the edge of the waterfall after catching it’s leap, the cat lie broken and dying on the rocks it washed up on. Enomu witnessed the cat’s fall, and spied Sabade and Yuo upon the cliff.
She was embarrassed, enraged, and sorrowful all at once, and when she returned to the village she told her father of what had happened. Sabade was given the choice of putting down Yuo or leaving the village, it didn’t even take a second for Sabade to make his decision, he slapped Enomu to the ground and bellowed “Your pathetic beast died because of your pampering, and like it, you are weak.” then he left.
Sabade found his way through the jungle and to a human village that he frequently visited, and from there found passage with this follower of Asmodeus. The worshiper of Asmodeus who had given Sabade a ride told him to travel to Talingarde if he wished to serve, and that what he would be dealing would be revealed once he was there. This seemed unnecessarily cryptic and possibly deceitful, but from what the man had said, this was the way of Asmodeus.
Their paths diverged eventually, but Sabade carried on to Talingarde, and when he arrived a robed man with an obvious air of superiorty greeted him, by calling him a savage. "Dear child, let me show you the ways out of your savagery with Mitra! Come to the temple, let me share the faith!" Sabade agreed, not because he was interested, but because he wanted to show him what a savage he really was. When they arrived he was ushered to sit and listen to a sermon, instead, Sabade guided Yuo to the shrine and bowed. The man was pleased immensely, until Yuo's mouth dripped acid, and she bit into the most fragile/elegant piece of the shrine. The man stood in shock and disbelief, then shouted "YOU HEATHENS, DESECRATING THE SHRINE IN SUCH A MANNER, YOU WILL P-" The mans speech was cut short when Sabade conjured a ball of mud and threw it at his face, he was blinded, and had swallowed a good deal of it to boot. Sabade punched him in the stomach, then slowly walked out, as he crossed the threshold of the temple, gaurds surrounded him, weapons drawn. Severely outnumbered, Sabade submitted to capture, hoping to keep Yuo safe.

Role: Frontline Fighter, but Yuo will end up being tankier than me, and I may decide to end up riding her into battle when she increases to Large size.

Free Stuff:
Feats: Weapon Finesse(Combat), Animal Soul
Traits: Dirty Fighter, Harvester, Desecration
Archetype: Primal Companion Hunter
Skill: Stealth


Here's what I'm currently thinking about. If I go down this route, I'd need GM dispensation to have both a Black Blade and a familiar at the same time. Take a look at the Black Blade spoiler and let me know what you think. If the idea (which I think is pretty neat) isn't kosher, then I'll rethink the build (probably dropping the VMC for a free Bladebound archetype). Note I've just got a brief synopsis for my backstory. I'll type it up in a prettier fashion a bit later. By the way, what kind of timeline do you have in mind for wrapping up recruitment? I didn't see anything in either this thread or the other thread.

Note: Made some slight alterations to my skills, etc after some reflection. It makes more sense to me to change this way.

Background synopsis:

* Godfrey Leiter was born to a significant noble family held in high regard in Talingarde.
* Despite being a fiercely intelligent, he didn't care for most of his lessons aside from swordmanship. He'd sneak away to practice swordmanship given any opportunity.
* His parents, desperate to have him live up to his potential, brought in a new tutor.
* This tutor possessed arcane skill and was able to keep his ward's attention by bribing him with magical lessons.
* Frustrated by the slow progress with his tutor, who urged caution and restraint, he practiced his swordsmanship AND arcane ability together in secret. Grew resentful of the restraints which eventually grew to disdain for the Mitran church (as a source for the restraint).
* Sought to expand his arcane knowledge as an adult, eventually touching on occult lore that skirted the bounds of legality (via others who share his passion).
* Charmed his way out of some legal trouble, but increasingly feels that the Church hurts Talingarde's ability to grow stronger and to improve.
* At this time, begins to grow closer to outlaw arcanists who introduce him to Diabolism. Finds himself at home with the tenets emphasizing cunning, strength, subjugation of the weak by the strong, and other Asmodean tenets. In particular, finds himself attracted to Geryon (Archdevil of the 5th level of Hell).
* His interest in increasingly arcane lore and in Diabolism eventually draws the attention of Mitra's lackeys who see fit to try and jail him. He escapes (with help? one the way? details TBD?) and joins up with the Evil crew.

Black Blade/VMC:

I'd like to tie the Black Blade to Asmodeus (or rather a lieutenant of Asmodeus) and the sorcerer bloodline that I picked for Godfrey's VMC (Serpantine). My theory is that Godfrey's blade and eventual familiar are the same spirit/devil. He's committed to the accumulation of ever more esoteric lore (as a way of enhancing his already formidable arcane strength). His particular interests and desires align neatly with the Archdevil Geryon's domains. Geryon (as a servant of Asmodeus) gifts him with a blade that has the same (or similar) goals.

This gifted blade grants Godfrey abilities above and beyond a 'normal' black blade (which can be flavored as the sorcerer VMC). This eventually takes for the form of a blade that can transform into a snake and back, Godfrey's affinity for serpents, his venomous bite, etc. Mechanically, this doesn't strike me as too over the top as there is some overlap (only one entity who gets the benefits of familiar/blade at a time).

Crunch:

Godfrey Leitner
Male human magus (bladebound, hexcrafter) 2/sorcerer* (Pathfinder RPG Ultimate Magic 9, 47, 48)
LE Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+7)
Fort +5, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . longsword +5 (1d8+4/19-20) or
. . warhammer +5 (1d8+4/×3)
Ranged sling +3 (1d4+4)
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), shield, shocking grasp
. . 0 (at will)—brand[APG] (DC 13), detect magic, light, prestidigitation
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 17, Wis 12, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Combat Casting, Cosmopolitan[APG], Toughness
Traits blasphemy, extremely fashionable, suspicious
Skills Appraise +4, Bluff +6, Climb +6, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +9, Perception +6, Sense Motive +7, Spellcraft +8
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ bloodline (serpentine[APG]), hex arcana
Combat Gear potion of cure light wounds, scroll of shield; Other Gear chain shirt, dagger, dagger, longsword, sling, sling bullets (20), warhammer, sleeves of many garments[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4 gp, 3 sp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Hex Arcana You can substitute Hexes for Magus Arcana.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Free Stuff:

Feats: Cosmopolitan, Combat Casting
Traits: Extremely Fashionable, Blasphemy, Suspicious
VMC: Sorcerer (Serpentine)
Skill: Sense Motive x 2


Just an FYI, I read the player companion for Way of the Wicked, and it mentions that animal companions are either killed or evaded/escaped capture. So if we start imprisoned, Yuo would hopefully (with your permission) have escaped with her Break Out Trick and be waiting somewhere for me.

Silver Crusade

I will just place my other submission from the other thread here.

Derick:

my story? It's quite simple. You could narrow it down to one thing, if you wanted to over simplify it. Revenge. Someone of great power and influence killed my parents. A corrupt noble, a cult leader, doesn't matter. What matters, is that it was one allowed to live in this corrupt land of Mitra... he left nothing but me, blood, and this dagger behind. That was his first mistake. I will find out who it was, and anyone else involved, and I will make sure Sorrow drinks it's fill from them. My parents probably would be horrified to see me now, but my hatred and sorrow have kept me alive, still do. Maybe one day I can follow in my parents footsteps to make this land better, maybe in my own way, perhaps with an ironfist. But first, blood debts need to be paid. suddenly there is a loud pop from behind, you turn to look and see nothing, when you turn back, the man you had been speaking to has disappeared.

Derik the Rogue, otherwise known as Dart, Ryder, or stalker was the son of Daniel, a paladin of Mitra and Sarenrea. Daniel was part of a group dedicated to rooting out corruption or evil, and had aided in many a purge of Asmodean or darker heresy. However, Daniel soon found a trail, a trail that would oust many a prominent figure and a cult. There were attempts at dissuading, but he kept digging his nose into deeper things, started causing problems. And so, he was eliminated. Slowly, accusations and "found evidence" began to pile up, slowly tarnishing Daniel's name. And finally, one night an assassin killed both of Derick's parents, planting ample "evidence" of his fall and consortment with dark powers. Of a dark ritual gone wrong. The assassin left Derick, a child of 12 years, alone, sleeping in his bed. Figuring either he would die, be accused as a devil-child, or taken in by the church. He didn't care, the child hadn't been part of his contract. However, Derick hadn't been asleep. He knew the truth, and knew he would likely be accused as well. The only things he took, was an ornate black steel dagger left embedded in his mother. undoubtedly part of evidence against the family. And his Sorrow and Anger. Slowly, that anger grew into hatred, hatred at the land he and his family had called home. Towards the government and its so called knights. Towards its justice, twice he has had to take to survive, and they would toss him to the mines for it. Well, Derik proved to be quite adaptive, and over the course of 8 years had made a name for himself in the few and far flung dark corners of Talingrade. Where he was approached by cabal of nobles. They spoke of new beginnings, better times, promises of change. And Derik, despite himself, believed them. Perhaps, he merely wanted to kill the king. Kill the man he had come to blame for everything. To change the government. Yet, when the plans started to fall apart, when they were so close... he was betrayed. Turned into a Scapegoat. His hatred grew ever more. All trust for nobles gone. He had no one, and indeed, there was barely even a trial. It was en route to his prison that a soft whisper came to his ear, the promise of revenge, and of the fall of Talingrade. With it, came a gift, the dagger he had taken those years ago with another, silvery dagger alongside it, and a request to meet someone after he got out. So, he defly maneuvered his way out of his bindings before killing the guards on duty, and skulking off into the shadows, towards the place he had been told to meet. One thing is certain for Derik, Blood will flow, and a new night would dawn. That which is, shall fall.

Personality: Derik is very cynical and aloof. He knows how to be friendly, and when to be respectful but normally does so out of self preservation more than anything else. Even then, he rarely will show any sort of respect to those that think themselves his betters. He has gained a mild taste for killing, and the power he feels while doing it. He is cold, calculating, and mildly power hungry.

Daggers: Sorrow, is the dagger he took from the back of his mother.

Sorrow: Derik's dagger, has a Long jet black blade with a slight curve to it. Silver crossguard with gold inlays and Onyx gems embedded on each side. The hilt is black steel wrapped in black leather and the pommel is shaped as a laughing skull with gold inlay running along its edges, with rubies embedded in its eyes.

Remorse: Derik's other dagger. The blade on this dagger is a silverly white reflection of moonlight. the pommel and hilt are wrapped in velvet red.


I'm interested.. particularly after reading some of the posts in gameplay.

4d6 ⇒ (4, 6, 6, 6) = 22 = 18
4d6 ⇒ (4, 5, 6, 2) = 17 = 15
4d6 ⇒ (5, 6, 4, 3) = 18 = 15
4d6 ⇒ (6, 4, 1, 5) = 16 = 15
4d6 ⇒ (1, 1, 6, 2) = 10 = 9
4d6 ⇒ (6, 5, 6, 5) = 22 = 17
4d6 ⇒ (1, 4, 2, 2) = 9 = 8

With these stats I'd normally think kobold, but from what the player's guide says I'd be afraid that'd be problematic. I have an idea for a gnome shifter... we'll see if it works out.


@Binkybo

Play to you hearts content. I know that it says some races would be looked down upon but I don't see any harm in playing any race and I think that is a bit of an unfair warning.

If you do play more "evil" races, I'd simply suggest investing in Disguise or something like alter self.


stats: 4d6 ⇒ (1, 5, 4, 4) = 14 = 13
stats: 4d6 ⇒ (3, 2, 3, 6) = 14 = 12
stats: 4d6 ⇒ (4, 5, 5, 5) = 19 = 15
stats: 4d6 ⇒ (4, 1, 4, 2) = 11 = 10
stats: 4d6 ⇒ (6, 1, 5, 3) = 15 = 14
stats: 4d6 ⇒ (2, 2, 3, 1) = 8 = 7

set 2
stats: 4d6 ⇒ (2, 6, 6, 6) = 20 = 18
stats: 4d6 ⇒ (3, 4, 6, 5) = 18 = 15
stats: 4d6 ⇒ (1, 1, 2, 2) = 6 = 5
stats: 4d6 ⇒ (2, 2, 6, 3) = 13 = 11
stats: 4d6 ⇒ (4, 6, 5, 4) = 19 = 15
stats: 4d6 ⇒ (5, 3, 4, 5) = 17 = 14

well now set #2 looks good except that 5

set #1 is ok, but that has the 7

wonder how to play that 5 stat makes me wonder... maybe I can boost it to a 7 with the right race boost.


Apologies Sobel, I think you are the second player to run into the situation of misinterpreting what I meant on rolling stats.

But fear not, you actually end up with pretty decent setup.

My intent was for players to roll 6 stats, then roll a replacement stat for a total of only 7 rolls. Not to roll two different stat sets.

So, your final stats would be presumably: 18,15,14,13,12,10

You would not be one of the players that got a possible GM reroll from me :P


4d6 ⇒ (3, 4, 5, 6) = 18 15
4d6 ⇒ (1, 2, 5, 1) = 9 8
4d6 ⇒ (3, 4, 2, 3) = 12 10 EDIT: DM RE ROLL = 16
4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (1, 1, 4, 2) = 8 7
4d6 ⇒ (3, 5, 4, 3) = 15 12

Wild rolls.

4d6 ⇒ (1, 1, 4, 6) = 12 11 - better than a 7. I'll think on this and post something up this weekend.

Ok, I will submit a Rogue who will multiclass dip as a Barbarian from the north. Build to come this weekend.


Rikash wrote:
By the way, what kind of timeline do you have in mind for wrapping up recruitment? I didn't see anything in either this thread or the other thread.

Hi Rikash, timeline is when we manage to get out of prison. You all have already managed that and just waiting on us slow pokes. We're close, just stopping off to kill someone. Soon hopefully.


Just do the first 7 from above Edward Sobel.


Jing the Evil GM wrote:
Just do the first 7 from about Edward Sobel.

ok got it thanks.. I posted then deleted it after reading what you said.

thanks for the clarification.


Posting here as well! This is with the new rolls. In the other thread you didn't replace any stats of mine, though if not necessary that's fine too. Still hopeful! And no worries on the other drama, I think we all understand

Silver Crusade

ready for this with mechanics, still working on background

Lantern Lodge Customer Service & Community Manager

Removed a couple off-topic posts.


I am super excited for selections to be made :D


@Behzar

Apologies, yes I did ask that players with characters from the original recruitment reroll their stats for the new recruitment.


Right. This is the rerolled, rebuilt character


Gotcha, thank you. I am sore at the moment and having a bit of trouble keeping everything straight with everything that's happened in the last week. (Doesn't help that I have a bad pain day and I started the morning stupid sore from starting some yoga like nonsense last night to restart Physical Therapy.)

So apologies to everyone if I've been a bit distracted or not fully catching everything that's been asked of me.


<-- This is BinkyBo's kobold. I have some polishing to do, and still need to do personality/appearance stuff, but he's far enough along to get an idea.


Hi guys, just a note to say I am still interested, working on the back story for a Changling Antipaladin.

also I found a trait called Chosen of Iomedae , was wondering if there is a way to rework this to be chosen of Asmodeus?


First look, you would be looking at being able to cast Darkness and start with a Mace instead (Heavy or light). You'd have to add it into your backstory, and likely your parents have died. (There was a culling of worshippers when Mitra became the official head of religion of Talingarde.)


I am putting together the back story now. And I may not go with that. But I will keep it in mind. I am still sorting through ideas right now.


As I have been accepted into a different Way of the Wicked campaign, I will be removing my submission from the list. Good luck everyone else!


congrats King..... I saw that in the other thread. I was going to submit there but I just wasn't feeling it over there.

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