Way of the Wicked book two - Call forth Darkness, Two more villains, level 7 recruitment.


Recruitment

1 to 50 of 120 << first < prev | 1 | 2 | 3 | next > last >>

Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter.

“I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”
“For their blasphemy, I am going to burn Talingarde to the ground and from the ashes I will build a new nation that knows its rightful master. I cannot do this alone. I seek servants worthy of our Infernal Father’s majesty. Have I found them in you?”
He rises and his eyes flash with hellfire and divine purpose. “Join me! Serve me well in this holy endeavor and I will raise you up in the eyes of gods and men. I will make you prince of the new Talingarde. Today, swear fealty to me and to Asmodeus.”
“Put aside forgiveness and I shall give you vengeance. Put aside mercy and be made powerful. Put aside peace and become my harbingers of war. What say you? Will you swear your allegiance or will you burn with the rest of the blind fools?”

==/==

Opening recruitment for two more villain for Call Forth Darkness!

Current party setup is:
Johan Hale - Inquisitor
Heinrich Cornelius Agrippa - Conjurer
Eldred Crofter – Ranger

==//==

Creation rules:
Level: 7.
Starting wealth: 17k, you can’t use more than half in a single item. No pre-game crafting.
Alignment: LE, even if you class say you can’t be LE, I’m allowing it.
Traits: 2
Drawbacks: Nops!
Banned classes: Samurai, Ninjas, Summoners, Gunslingers, Paladins
Abilities Score: Focus and Foible or 25pt. You can roll for F&F, if you don’t like your rolls, you can change for 25pt buy.
Multiclass: Allowed, one extra class.
Archetypes: Allowed, only one per class.
Prestige classes:Allowed, as long your background history cover it.
Background: Why are you evil? What have you done to attract the Cardinal attention, and motivate him into inviting you to join his plans? Don’t need to be necessarily big, but well written and concise backgrounds are a boost.
Motivation: Why do you what you do?
Personality: You character at first glance.
Metal Abilities Score: Dumping mental scores is fine, as long you don’t put int/wis/cha 8 or less and RP your char as the most smart/wise/charismatic person in the party. If you want to dump any ability, be prepared to RP it.
Skill Points: You have two extra skill points per level.
Sourcebooks: Anything on Paizo PRD is fine, except for Mythic Adventures, and Technology Guide. If you want to use anything else outside PRD, you’ll need to talk to me first.
3rd Party: Maybe, the party members will have the final saying if they want it or not. If they accept and you get chosen, you must be willing to share the sourcebook for reference.
Posting Rate: We usually post more than once a day. Because of that, 1/day posting rate is the minimum required, with the weekends free.

==//==

How to get chosen: I’ll consult the current players over the app and see what they think it would be best for the party. From the current setup, we have a Inquisitor in fullplate, the urban ranger focused in ranged combat and acting as party scout and rogue, and lastly the mage, partial battlefield controller, wannabe devilbinder.
I’ve already talked with them, and they don’t want any competition in party roles. That means: Inquisitors, Rangers, mages have less change of being selected. Of course that if you have a strong concept, this may change.

How to not get chosen:
Min-maxers, optimizers, rule-benders and one-week-posting-rate players, one-line posters will not be considered.
I don’t mind well-crafted and concise characters. However, if you want to optimize you char, your background should be above average and explain those optimizations.

Last reminders:
Don’t create an alias for this recruitment, you may if you so desire, post your application in RP format, and you may RP with other applicants to get a feel of your character. Role playing does not change your chance of getting selected.
Do not create a character sorely for combat, you will not do well, this is a fair advice from the DM.
Leadership feat is allowed, but it works differently, instead of getting followers, you get an organization. If you have interest in taking the feat, talk with me and I’ll give you more details about it.

Recruitment will be open until Friday, April 24. Results will be posted on Saturday.
Any question, drop me a line. :)


How do you want to handle Antipaladins? There is a nice group buffer archetype in Champions of Corruption.


I've been wanting to play a 'mob doctor' type of cleric. Not many evil games out there...


Dot. Thinking Evangelist Cleric.

Focus: Wis
Foible: Dex
1d10 + 8 ⇒ (5) + 8 = 13
1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (8) + 8 = 16

Wowza. I can work with that. Probably caster cleric.

S: 9 D: 8 C: 13 I: 16 W: 18 C: 16

Plus racials/level ups.


I played in the first part where the GM went missing unfortunately with this character. Would love to continue.


Fighting Chicken wrote:

Dot. Thinking Evangelist Cleric.

Focus: Wis
Foible: Dex
1d10+8
1d10+8
1d10+8
1d10+8

Wowza. I can work with that. Probably caster cleric.

S: 9 D: 8 C: 13 I: 16 W: 18 C: 16

Plus racials/level ups.

Good rolls, however, F&F is not +8, but +7.

Here your actual status:

Str:1d10 + 8 ⇒ (5) + 7 = 12
Foible: Dex 8
Con:1d10 + 8 ⇒ (1) + 7 = 8
Int:1d10 + 8 ⇒ (9) + 7 = 16
Focus: Wis 18
Cha:1d10 + 8 ⇒ (8) + 7 = 15

For those not familiar with F&F, here is a sum up:

Focus and Foible
Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.


Nohwear wrote:
How do you want to handle Antipaladins? There is a nice group buffer archetype in Champions of Corruption.

Anti Pallys are good. Can I get a link for that archetype?


Oh, I have a great idea. It uses the vitalist psionic class. It's a healer not based on positive energy. He tears the life force away from his foes and uses it to heal himself and those by him.

For some reason the followers of Mitra seem to disapprove of such an art. Of course, the cult of Asmodeus understands the usefulness of such a power. For while we are all tools in his plans, tools should be kept in good working order. Our tools at least. Mitra's tools need to be broken.


DM Aku wrote:


Here your actual status:

Str:1d10 + 8 ⇒ (5) + 7 = 12
Foible: Dex 8
Con:1d10 + 8 ⇒ (1) + 7 = 8
Int:1d10 + 8 ⇒ (9) + 7 = 16
Focus: Wis 18
Cha:1d10 + 8 ⇒ (8) + 7 = 15

Thanks, DM Aku! That works too (and generally stay away from low Con characters - could be interesting...)!


Well reading the description again, i got some other ideas there.
A mind affecting sorcerer with a pet might be a bit too much in the field of the wizard.

Half-elf rogue3/antipaladin3 using the unchained rogue.

Focus DEX, Foible STR
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9

Those stats are pretty unusable unfortunately, so i´ll go with 25PB.


Here you go, Aku: Antipaladin

I don't suppose it would be possible to keep my previous focus and foible rolled, would it? Or must we re-roll again? Just curious.


Definitely dotting.
Thinking Hellknight or Hellknight Signifier.

Is that okay?


It can't hurt to roll. Focus Wisdom, Foible Strength

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (9) + 7 = 16


Wow, hard to beat that set of stats.


DM Aku - Do you have any guidelines regarding permissible races?

I'm thinking of making an Investigator (Empiricist). A Havelock Vetinari sort of character.


DM Aku - Does one of our traits have to be a Way of the Wicked crime trait?


background:
Morgrim the Life-Stealer was born with eyes open. The masses blindly followed Mitra. Morgrim started out simply questioning this. As he grew, he felt stirrings in his mind. He could vaguely sense life around him and eventually he learned how to manipulate it. He started with animals, cutting himself and then draining their life energy to cure himself. Of course, only a fool would limit such experiments to animals. Sentient beings were the next step.

Sadly, the inquisitors of Mitra were vigilant and after half a dozen went missing, they found his laboratory, with evidence of torture, murder, and the crime of heresy for violating Mitra's laws. Fortunately, he wasn't there at the time. On the run, he fell in with the Asmodeans. They understood that killing and torture was useful. Morgrim would be useful.

More detail to come.

Motivation:
Morgrim is interested in exploring the nature of life. In the past he would have been willing to while away his time in a lab experimenting on people and draining their very essence. But now that he's become a fugitive, his dwarven determination is up. He understands that he won't be able to get what he wants until Mitra's church is cast down. Asmodeus is a means to that end. True it involves swearing an oath on his very soul, but they are the only option with a reasonable chance.

Personality:
Morgrim cares not for the suffering he inflicts. Those victims are lesser souls. Truly he has no emotions for anyone beyond him. However, he does understand that keeping his allies strong protects him. Angering those who share his goals would be foolish, and helping them to stay alive ensures that they see him as valuable. He doesn't care to lead the group, preferring to support and give what advice he can.

Party role:
Morgrim's strongest contribution is in support. He can link up to five people, plus himself in a network that allows telepathic communication, and healing can be shared among the network. His main offensive power is stealing health which damages the enemy for 13 and heals one of us that much. It's not a huge amount, but it's consistent. Other powers allow for more healing when needed. He's got a crossbow for further range. His AC is decent, so he can close if needed. His good skills are perception, sense motive, stealth and profession: torturer. Oh, and despite being a dwarf, he moves as fast as a human.

Stats:
Morgrim the Life-Stealer
Male dwarf Vitalist 7 (Ultimate Psionics 69)
LE Medium humanoid (dwarf)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 59 (7d6+28)
Fort +8, Ref +5, Will +11; +1 trait vs. divine spells, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4-1/19-20 plus 1d6 acid)
Ranged light crossbow +6 (1d8/19-20 plus 1d6 acid)
Special Attacks hatred
Vitalist Powers Known (power points 67, ML 7th; concentration +13)
4th—
3rd—body purification, kozak’s crisis of breath (DC 19), hostile empathic transfer (DC 19), mend body
2nd—empathic condition relief
1st—collapse (DC 0)
0 (at will)—detect psionics, fatigue (DC 16), sense poison
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 17, Int 14, Wis 22, Cha 14
Base Atk +3; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Cushion The Blow, Speed Of Thought, Steel Soul[APG], Weapon Finesse
Traits heresy, highlander (hills or mountains)
Skills Autohypnosis +12, Bluff +6, Climb +0, Diplomacy +6, Escape Artist +3, Heal +16, Intimidate +2 (+4 while questioning prisoners), Knowledge (history) +6 (+8 on checks that pertain to dwarves or their enemies), Knowledge (psionics) +9, Perception +15 (+17 to notice unusual stonework), Profession (torturer) +12, Sense Motive +13 (+12 while questioning prisoners), Spellcraft +9, Stealth +10 (+12 in hilly or rocky areas), Survival +10; Racial Modifiers highlander (hills or mountains), lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Orc
SQ collective, collective healing, health sense, hero points, request aid, soulthief's pulse, soulthief's touch, spirit of many, steal health, telepathy, transfer wounds, vitalist method (soulthief method)
Combat Gear deliquescent gloves; Other Gear +1 chain shirt, +1 buckler, crossbow bolts (10), dagger, light crossbow, golembane scarab, headband of inspired wisdom +2, backpack, basic maps (major landmarks only), bedroll, blanket, flint and steel, interrogation tools, knife, utility (0.5 lb), mess kit, waterskin (2), 19 gp, 4 sp
--------------------
Special Abilities
--------------------
Collective (Su) You have a collective of up to 6 individuals within 170 ft.
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can tr
Cushion the Blow You reduce the damage of an attack on an ally.

Prerequisite: Wisdom 15, collective class feature, manifester level 6th.

Benefit: As long as you are maintaining psionic focus, as an immediate action, you can minimize the da
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standar
Heresy +1 trait bonus on all saving throws against divine spells.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Request Aid (Su) Starting at 5th level, members of a vitalist's collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.

Soulthief Power: A soulthief vitalist adds collapse to his list of powers know
Soulthief's Pulse As a free action, a soulthief of 6th level may project a pulse to all members of his collective by spending one power point, which empowers the attacks of the members of the collective for one round. Any successful damaging attack made with an attack
Soulthief's Touch A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to th
Speed of Thought When focused speed +10ft or +30ft when you expend focus.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whe
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level +
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telepathy (Su) When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vita
Transfer Wounds (9/day) (Su) All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of nonlethal damage.


Focus: Wisdom
Foible: Dex

Str: 1d10 + 7 ⇒ (1) + 7 = 8
Dex = 8
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (4) + 7 = 11
Wis = 18
Cha: 1d10 + 7 ⇒ (3) + 7 = 10


Might go with 25 point by now


1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (8) + 7 = 15

I'll take these rolls.


Focus: Cha
Foible: Dex

1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (4) + 7 = 11

well, no use competing there. unless tanner, pharynx and chicken all mess up their chars seriously, they will be way ahead of what pointbuy will provide. so i guess i withdraw the instant i visit :)
Best of luck to you all.


Dotting for interest:

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17

Trying to figure out what to build. Druid or Alchemist could be interesting. Goliath Druid could be interesting focussing on perhaps some tie to giants of the far north (I assume there are some up there somewhere).

Edit - with those rolls a Monk or Monk/Druid could be fun.

Shadow Lodge

Definitely interested in giving this a go. Never had the chance to spread my wings and play an evil campaign, and would love to see how this turns out. I'd be interested in playing a Hellknight, Order of the Chain.

If psionics resources (i.e Dreamscarred Press) are allowed, that would be my first choice from a class angle, likely a Psionic Warrior. If we are sticking to core then it would be a straight fighter.

Focus: STR
Foible: WIS

Others:
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8

Definitely an odd dice arrangement. Talk about feast or famine!

I'll work something out and see what I come up with. Would appreciate feedback on the class question above!


Chad Newman wrote:

Definitely interested in giving this a go. Never had the chance to spread my wings and play an evil campaign, and would love to see how this turns out. I'd be interested in playing a Hellknight, Order of the Chain.

If psionics resources (i.e Dreamscarred Press) are allowed, that would be my first choice from a class angle, likely a Psionic Warrior. If we are sticking to core then it would be a straight fighter.

Definitely an odd dice arrangement. Talk about feast or famine!

I'll work something out and see what I come up with. Would appreciate feedback on the class question above!

Well, considering you can't move them, you have

Str: 18
Dex: 17
Con: 8
Int: 17
Wis: 8
Cha: 8

The con shafts most melee builds, and wizard with low hit die also suffers greatly from it. I suppose you could try a stealthy Rogue, using a composite longbow for sneak attacks? If you go ranged archery feats(rapid shot, manyshot etc) you could even deal good damage without sneaks, but either way you'd be a glass cannon. For a Hellknight, I fear that Con may be too low, but by all means try and build something :)


Chad, you probably don't a Wis as your foible if pahychic warriors are allowed.

The Exchange

Dotting for priestly interest.

Str 18
Dex 1d10 + 7 ⇒ (2) + 7 = 9
Con 1d10 + 7 ⇒ (6) + 7 = 13
Int 7
Wis 1d10 + 7 ⇒ (1) + 7 = 8
Cha 1d10 + 7 ⇒ (3) + 7 = 10

Ye Gods, so I think 25 point buy may be a better plan.

Cheers

Shadow Lodge

Philo Pharynx wrote:
Chad, you probably don't a Wis as your foible if pahychic warriors are allowed.

Yep, realized that after I posted. :)

I'm probably going to do 25pt buy anyway. Not a fan of 3 8's!


@Philo I don't think we are doing Psionics....

@Everyone on this thread. Please do not make a character that is only good at combat. We only spend about 1/3 of our time in combat...if you are only good at fighting then you might get bored and come to dislike the campaign. Try to make a character that is well rounded. A leader of a cult would fit in nicely with the campaign as it stands now.

I highly suggest reading through at least some of the gameplay thread.


Javell DeLeon wrote:

Here you go, Aku: Antipaladin

I don't suppose it would be possible to keep my previous focus and foible rolled, would it? Or must we re-roll again? Just curious.

Ah, I was asking for the archetype link, but thanks!

What about keeping previous F&F? You mean from past recruitments?
If it’s from a previous recruitment I made, you can keep, if it’s from another DM game, I would prefer if you rolled it again.

==//==

Philo Pharynx wrote:
Oh, I have a great idea. It uses the vitalist psionic class. It's a healer not based on positive energy. He tears the life force away from his foes and uses it to heal himself and those by him.

That seems interesting. I’ll ask the players what they think about psionics classes.

==//==

bigrig107 wrote:

Definitely dotting.

Thinking Hellknight or Hellknight Signifier.

Is that okay?

Arcane or Divine Side of Signifier? In addition, I would like a good history of why someone that goes about killing devils can get along with devil binders, devils, and devil priests.

==//==

Tanner Nielsen wrote:

DM Aku - Do you have any guidelines regarding permissible races?

I'm thinking of making an Investigator (Empiricist). A Havelock Vetinari sort of character.

Anything from paizo if Fine. More distant from Core races you are, more you need to work in a better history. I usually don’t like those “I’m a tiefling from X heritage, which gains X and X…” but not a single line why he is a tiefling. Making choices for sake of Bonus is a sad things.

==//==

Tanner Nielsen wrote:
DM Aku - Does one of our traits have to be a Way of the Wicked crime trait?

If there is a crime you want to take, you can do it, but it’s not mandatory. You are free to choose any trait you want.

==//==

MordredofFairy wrote:

well, no use competing there. unless tanner, pharynx and chicken all mess up their chars seriously, they will be way ahead of what pointbuy will provide. so i guess i withdraw the instant i visit :)

Best of luck to you all.

I don’t make choices based on how optimal the character is, or how strong. I check posting history, writing consistence and role-play ability.

==//==

@Chad
Three eights? Wow, that put a damper in some builds. Low con can be bypassed if you are willing to invest racials and/or level adjustment on it.
For a fighter, it just means you aren’t the meatshield, but the tactical one. Maybe a reach/trip fighter, and even then, D10 means you’ll have a considerable amount of HP, even with a low CON score.

My personal advice? I would say drop the ‘pre-concepts’ that floats the boards and go for your idea. Like I said, you shouldn’t be only good in combat, and that int score opens a lot of Social opportunities.


Hmmm - a Bouda Witch could be very interesting in a WotW campaign. Would you consider the Bouda Eye to be a hex that would be sustained by the Cackle hex? Several other witch archetypes could also work well with an evil campaign.


DM Aku wrote:
MordredofFairy wrote:

well, no use competing there. unless tanner, pharynx and chicken all mess up their chars seriously, they will be way ahead of what pointbuy will provide. so i guess i withdraw the instant i visit :)
Best of luck to you all.

I don’t make choices based on how optimal the character is, or how strong. I check posting history, writing consistence and role-play ability.

Aye, i misworded that, sorry.

What I meant is that with good stats, other decisions regarding the character can be less optimal, more for fluff/story, while overall he stays competitive enough to not be a burden.

So with that logic, if someone has great stats AND can do story, they should come out ahead, since I would likely be locked into some choices needed for proper performance.

Sorry I phrased that in a misunderstandable way.

Also, still no luck. After being GM for a group in my city, I intended to play again myself(tasted blood, so to say), and only recently stumbled upon online campaigns. I would love to try and take part in one, but so far, no luck.
So nothing to show there. Either way, best of luck to you guys with the recruitment and game.

Lantern Lodge

Dotting interest. Going to do 25pt build urban druid that I have been considering doing for a while now.


I got some PM’s asking about Leadership.

Here is what to know about it:

House Rule:
When taking leadership, you can use your main ability score instead of using CHA. When using this choice, you add half of its bonus.

Example: A fierce warrior, with 20 STR and CHA 8.
Usually, he would use his -1 to decide his leadership score. With the house rule proposed, he can use half of his STR score, rounded down: 5/2 = 2,5, rounded down to 2.

Organization:
You get a cohort as normal, but instead of getting followers you get minions, you create an evil organization and get some actions similar to Downtime rules.
Organizations have, much like as character, six Ability Scores:

Where a PC has Strength, Organizations are Ruthless. Ruthless is the ability to get violent things done. If Ruthless ever hits -5, your organization cannot take any violent actions.
Where a PC has Dexterity, Organizations have Secrecy. Secrecy is the ability to conceal your organization and its operations. If Secrecy ever reaches -5, your organization becomes a household name in Talingarde.
Where a PC has Constitution, Organizations have Survivability. Survivability is your organization’s ability to survive adversity. If Survivability ever hits -5, your
organization has ceased to exist.
Where a PC has Intelligence, Organizations have Connections. Connections is your ability to get nonviolent tasks done. If Connections ever hits -5, your organization can take no skilled actions.
Where a PC has Wisdom, Organizations have Espionage. Espionage is the ability to acquire information others don’t want you to have. If Espionage ever hits -5, your organization can take no espionage actions.
Where a PC has Charisma, Organizations have Loyalty. Loyalty is your minions devotion to their masters. If Loyalty ever hits -5, your organization falls apart.

==//==

This helps take of the load of the DM and helps the player to have more control over the things he can do.
Each action takes a test based on one of those statuses, so it’s a simple matter of testing the Organization score against what you are trying to see if you’ll actually succeed.

You can read more about it Here.


Thinking a sorceror 6/signifier 1.

Or, ninja 1/cleric 5/signifier 1.

Basically an assassin type, with a guild of assassins (Leadership).


1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17

Focus Strength, Foible Wis.

Edit: Not bad. That will make a great Anti-Paladin. Are you guys using the Vampire feats or no? I have Lord Cedric Barca

Direct descendant of King Jaraud of house Barca and is looking to reclaim his stolen title and place on the throne from the fools of house Darius. Cedric was in a game that died out in the cardinal's basement after the escape. I love this campaign and would really like to know what happens after book two. I have played in book two in a home game but the GM moved away for work and no one wanted to pick it back up so the story stopped for me. I am in 7 active games. Three are over 2 years old. three others at almost a year and one 3 months or so now. I am in for the long haul and post multiple times a day.

"You are wise to seek me out Cardinal. I am Lord Cedric Barca. Heir to the throne of Barca. It was stolen from us long ago by these betrayers of house Darius. I have been given and taught the teachings of the dark prince. You are not alone my friend. His divine power flows through my veins as well. Harbinger of war. I like that. So it was you that had a hand in the Bugbear horde sacking Ballantyne. That move stirred me. With and invading army I could start to make moves. Start to get close to the crown, but you sir seem well ahead of me to pull of such a feat. You have peaked my interest. I had secured the head of a noble family loyal to house Darius. I gathered what information I could before putting him to the sword. You truly present me with an opportunity of a lifetime here. I would be foolish to turn you down. I must ask is your interest in the land. I would ask you allow me to rise as king and take my birthright. I would still be in fealty to you my high priest. We could rule this land together. I know well the tenets of our dark prince." He pulls a dagger and cuts open his hand. "My blood flows for you High Priest. Bring me this contract. Let me take up and be your Harbinger. House Darius will fall to my blade. Asmodeus will see us both rewarded for this.

Cedric sits and awaits the contract to be put before him.

Hope you guys like and will have me. I will level to 7 as if the vampire feats are on the table, but it will be a quick fix to change if not. I will be rewriting the backstory as the was a roll20 game and we went light on the backstory. Thanks for the consideration.


bigrig107 wrote:
Or, ninja 1/cleric 5/signifier 1.

Please, re-read the recruitment notes. Ninja is a banned class.


Also, we already have an Assassin type...


Ashe wrote:
Are you guys using the Vampire feats or no?

No vampire feats, sorry.


Alright, that's my bad. Sorry for not reading!

I'll get something up.


No worries on the Vamp thing. Rewriting backstory now. Will post here when done.


Just an overview of what’s happening at the game right now:

The Ninth Knot, after discovering an abandoned pestilence cult temple, cleaned and restored the place, captured monsters, built trap and started a 222 days ritual to destroy a major artifact preventing the prince of pestilence to return to material plane.

When the ritual started, like a great unholy beacon, ghostly green flame flares upward into the sky. Everyone in the nearby city saw it; everyone can point the direction where the evil stirs.

It has been so for a month, two band of Good-Doers have already sought the evil temple to cleanse it, both failed.

==//==

This is where you get in. The players are at the moment, the villains behind the dungeon, plotting, planning and doing evil thing.
I’m the heroes trying to prevent the bad guys of having their way. :)


How do you feel about the Fiendish Vessel Archetype?


With Anti Paladin and touch of corruption if I go Dhampir would you allow swift action healing like a normal paladin? Some GM's let it play this way so thought I would ask. Thanks.


Str = 8
Dex = 1d10 + 7 ⇒ (9) + 7 = 16
Con = 1d10 + 7 ⇒ (9) + 7 = 16
Int = 1d10 + 7 ⇒ (7) + 7 = 14
Wis = 1d10 + 7 ⇒ (6) + 7 = 13
Cha = 18

Quite a set of rolls! Will consider my options. Perhaps Oracle or Bard?


Playing with Bard(negotiator). Not sure if any of the prestige classes would work, but I like what the negotiator offers. The character will definitely be the party face, and a manipulative face at that.


Dot

Strength 8
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (7) + 7 = 14
Wisdom 18
1d10 + 7 ⇒ (9) + 7 = 16


Kana Cherryblossom II.:

Kana Cherryblossom II.
Female half-elf antipaladin 3/rogue 4 (Pathfinder RPG Advanced Player's Guide 118)
LE Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 63 (7 HD; 4d8+3d10+21)
Fort +9, Ref +13, Will +7; Situational Text, +2 vs. enchantments
Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune sleep, disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 elven branched spear +12/+7 (1d8+8/×3) or
. . mwk kukri +12/+7 (1d4/18-20)
Ranged mwk longbow +12/+7 (1d8/×3)
Special Attacks smite good, sneak attack +2d6
Antipaladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect good
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 13, Wis 10, Cha 16
Base Atk +6; CMB +11 (+15 dirty trick); CMD 21 (23 vs. dirty trick)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Greater Dirty Trick, Improved Dirty Trick, Weapon Finesse
Traits - custom trait -, threatening defender
Skills Acrobatics +14, Appraise +5, Bluff +12, Climb +4, Diplomacy +12, Disable Device +17, Disguise +7, Escape Artist +8, Handle Animal +8, Intimidate +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +5, Perception +12, Ride +8, Sense Motive +4, Sleight of Hand +8, Spellcraft +5, Stealth +13, Swim +3, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Infernal
SQ aura of cowardice, aura of evil, cruelty (cruelty [sickened]), elf blood, rogue talents (combat trick, sneaky maneuver), touch of corruption, trapfinding +2, unholy resilience
Combat Gear potion of protection from good (5); Other Gear +1 mithral agile breastplate, +1 elven branched spear, arrows (20), mwk kukri, mwk longbow, belt of incredible dexterity +2, feather step slippers, bandolier, eternal candle, masterwork backpack, masterwork thieves' tools, shinobi shozoku, 2,119 gp, 5 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cruelty (Sickened, DC 14) (3 rds, DC 14) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Immunity to Disease You are immune to diseases.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Good (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneaky Maneuver (Ex) Melee sneak atk: Take -2 atk to attempt dirty trick, disarm, steal, sunder, or trip.
Touch of Corruption (1d6, 4/day) (Su) You can inflict 1d6 damage, 4/day
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.
--------------------
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.

Debilitating Injury (Ex):
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a
–2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level
and 16th level, the penalty on attack rolls made against
the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but
additional attacks that deal sneak attack damage extend
the duration by 1 round. A creature cannot suffer from
more than one penalty from this ability at a time. If a new
penalty is applied, the old penalty immediately ends. Any
form of healing applied to a target suffering from one of
these penalties also removes the penalty.

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.

Possible Future Feats:
Channel Smite - Angelbane Strike
Adept Champion
Quick Dirty Trick + Dirty Trick Master

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:
Kana Cherryblossom had a good childhood. She grew up with her parents in Matharyn, in a wealthy and loving family. Everything she wanted was laid to her feet. While growing up though she couldn´t avoid noticing her pointed ears, which her parents - both human - did not have. So she asked about it. All her father said though was: You´re my beloved daughter and i will always love you! her mother didn´t say anything on the topic. Of course later she knew her father must have been an elf. She did get bullied for her ears and being different, but being a beauty, intelligent and a good speaker, she overcame all that. Still she developed an interested in fighting and out of sheer stubborness took to learn the art of elven spearfighting, which she mastered. Overall, her life was mediocre and she could have lived it happily.
Yet, deep in her heart there grew a shadow. She hated being different than the others. Always she had the feeling the "humans" would look down on her and pitty her for being a bastard. She hid this well though.
After coming off age, she decided to travel to elven lands, to see the culture that must have spawned her unknown father. Opposed by her parents, she left. Only to find no solace there. While the humans in her hometown knew her and left her alone mainly, this changed on the road, where she got heavily molested. Worse, she found elves to be no different, being cold and condescending to her. That let something snap in her and on the road back, she changed. The first men to whistle after her she killed on the side of the road, a road into darkness.
Back in Maranthys she seemed to fit in, much to the joy of her parents, but secretly she went on stealing and violating what she could, thinking that she deserved most. All that human culture and talk of Mitra, sun, bravery, honor, justice, charity made her sick. When some drunken Knights of the Alerion made the mistake to try and flirt with her, disaster started. She went on a rampage and killed them in the street, shouting out loud obscenities about Mitra. Unfortunately a that brought the city watch on the plan, who was able to overwhelm her. She was carried off to Branderscar Prison and sentenced to death.
On behalf of a then unknown agent she was able to break out though and proved herself worthy, joining the old cult of Asmodeus and becoming his champion, a dark knight.

Motivation:
Kanas motivation is to please Asmodeus. There are no real reasons for her to be evil besides being a bastard. Evil grew within her because of her own complexes and lacking self-assurance. She just wants to see Talingarde and those shining knights of Mitra burn. Proving herself being better than any human or elf could be in the meantime and getting all the attention, admiration and riches she truly deserves are welcome side effects.

Personality:

Voice: sweet and innocent, sometimes cold and fierce though
Attitude: all conniving sugar with an slight air of superiority
Triggers: being looked down upon or ignored. Arrogant knights of Mitra.
Catch Phrase: “Indeed?” “Must you?” “Well, that may be acceptable by your standards…”

Thoughts:
This character is a partyface with good combat ability and many skills. Would probably go on with Antipaladin Dread Vanguard. Reach weapon and dirty trick give a lot of support power to go into combat with the inquisitor.


@Hayato How would you fit Kana into the story as it is going right now? How do you think Kana would fit in with the other three members of the Ninth Knot?


Well Kana is a lawful servant of Asmodeus, or wants to be, and lately has sworn fealty to Cardinal Adrastus Thorn. I take it that the cardinal has asked her to join a group of other gifted individuals to serve together in the greater scheme to burn down Talingarde. A pleasure she will take too delightful.
Of course she will cooperate to her best with the group she has been assigned too. After all, they are all servants of Asmodeus and petty personal things become minor then. She would want to prove that she´s a very worthy new acquisition to the ninth knot and have the other members appreciate her.
She also has a healthy respect of magic, which she is not able to do - yet. She hopes she can earn the respect of Asmodeus so he will grant her that power one day. And of course those who became victims of the knights of Mitra, their weak society with its false claims of mercy, only waiting to condemn those who are different, are always in her favor.

I was a bit hesitant to fill in too much details about what Kana did exactly after Branderscar. I played the first book until going off the ship, then the campaign died unfortunately. Don´t want to say: "Huh, i slayed an angel all on my own!" when that might come only later in the books^^

Grand Lodge

Any roles in particular that need to be filled? I had an Elven Necromancer that made it most of the way through the 2nd module before the game died... would love to run that character again. You can find her here:

Caladwhen Aldimae

1 to 50 of 120 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Way of the Wicked book two - Call forth Darkness, Two more villains, level 7 recruitment. All Messageboards

Want to post a reply? Sign in.