Way of the Wicked Reversed (Gestalt), Be the Heroes of Talingarde (Group Three)


Recruitment

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Ashlion the Still wrote:
Well here is my half of The MONK-OFF!!

Unfortunately Monk is a bit MAD for me with my stats so I think I'll kindly bow out of the Monk-Off.

Instead, I'm looking at going Hunter/Inquisitor now. I feel the flavor mixes well when thinking about the Inquisitor hunting down the enemies of the church with his loyal bloodhound at his side.

Edit: Would you state that the gestalt Hunter/Inquisitor only gets one Teamwork Feat at level 3 or both?


"The Lucky Halfling" wrote:


Would you state that the gestalt Hunter/Inquisitor only gets one Teamwork Feat at level 3 or both?

Both.


Let's see:

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

Well then. That's worth considering. I have never played this but I have a concept that should work well. When you say reversed, how reversed is it? Is all the upper nobility corrupt and evil to some degree or just the High Priest? It seems the usual Way of the Wicked overkill's the goodliness so does this overkill the evilliness?


Here is my revised submission:

Name Neils D. Lafont
Race Male human
Class hunter 3/daring champion 3
Alignment Neutral Good
Background Neils is a hot-headed youth with aspirations so grand they border on ridiculous. He aims to found his own knightly order and in the process to carve out his own place in Talingrade's annal of legendary heroes. If that wasn't enough of a challenge on its own then consider that Neils is of low-blood, meaning he has no station or wealth to call upon beyond his own. Not that any of this troubles Neils, as he remains optimistic in the face of whatever setback. He took up the noble past time of falconry and kept at it even when the egg he had purchased spawned a bird of prey the size of a man overnight. He is a self-taught swordsman, doing his best to emulate the pageantry of dueling without ever considering the practicality of it - even going so far to learn the use of outmoded, esoteric weapons that have long since fallen out of style. He's the living embodiment of a square peg forcing its way into a round whole; determined to succeed on the grounds of simply wanting it more. For him, no obstacle cannot be overcome with rigorous and practiced application of sheer stubbornness.

Sheet:

Male hunter 3/daring champion 3
NG Medium humanoid (human)
Init +5 Senses Perception +9
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 15 (+4 Armor, +4 DEX, +1 Dodge +1 Shield)
hp 30 (3d10)
Fort +4, Ref +8, Will +5
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee mwk rhoka +9 (1d8+4/18-20)
Special Attacks tactician 1/day, challenge 1/day, glorious challenge

Hunter Spells Known (CL 3rd; concentration +6)
0th - create water, detect magic, enhanced diplomacy, guidance, light, read magic
1st (4/day) - entangle, heightened awareness, lead blades, produce flame
--------------------
STATISTICS
--------------------
Str 8, Dex 18, Con 11, Int 8, Wis 16, Cha 15
Base Atk +3; CMB +7; CMD 16
Traits On Guard
Feats Weapon Focus (Rhoka Sword), Slashing Grace (Rhoka Sword), Combat Reflexes, Outflank, Pack Flanking, Lookout
Skills Acrobatics +9, Handle Animal +8, Intimidate +8, Linguistics +2, Knowledge (Nature) +5, Perception +9, Ride +9, Sense Motive +9, Stealth +9
Languages Common, Draconic, Elven, Sylvan
SQ Bonus Feat, Skilled, Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy, Precise Companion (Outflank), Track, Hunter Tactics, Challenge 1/day, Order of the Flame, Tactician, Order Ability (Foolhardy Rush), Champion's Finesse, Nimble +1
Combat Gear 109gp; mwk rhoka, mwk buckler, mwk chainshirt, mwk studded leather, fighter's kit, falconry gauntlet, training harness, scroll of reduce animal [3],
--------------------
SPECIAL ABILITIES
--------------------
Glorious Challenge (Ex) A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.

A glorious challenge does not count against the cavalier's number of challenges per day, but otherwise acts like a cavalier's challenge class feature.

When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier's challenge).

The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).

Animal Companion:

Female roc animal companion 3
TN medium animal
Init +5 Senses low-light vision; Perception +6
--------------------
DEFENSE
--------------------
AC 22, touch 15, flat-footed 17 (+3 Armor, +5 DEX, +4 Natural Armor)
hp 21 (3d8-3)
Fort +2, Ref +8, Will +2
--------------------
OFFENSE
--------------------
Speed 20 ft., fly 80 ft.
Melee 2 talons +7 (1d4+1), bite +7 (1d6+1)
Special Attacks tangling attack 2/day, vengeance strike 2/day
--------------------
STATISTICS
--------------------
Str 13, Dex 20, Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +7; CMD 18
Tricks Attack, Defend, Down, Flank, Heel, Hunt, Tangling Attack, Vengeance Strike
Feats Armor Proficiency (Light), Narrow Frame
Skills Escape Artist +9, Perception +5, Survival +2
Languages Common
SQ Link, Share Spells, Evasion
Combat Gear mwk studded leather, training harness
--------------------
SPECIAL ABILITIES
--------------------

Proposed Trait:

Self-Made Duelist
You learned the art of swordplay outside of a military academy or knightly order. Often this meant mimicking what you saw of other practiced duelists and ultimately led you to your own unique style.

You gain proficiency with one exotic weapon of your choice. Additionally, if you have levels in a class that grants you the swashbuckler's opportune parry & riposte deed, you gain a +1 to attack rolls made while using that deed. If you have the panache class feature but not the opportune parry & riposte deed, you gain access to the opportune parry & riposte deed instead.


Zayne, I know in the actual WotW AP there is some degree of corruption on the 'good guy' side of Talingarde, but for this homebrew, there won't be nearly as much.

By 'reversed' I mean that instead of being the group escaping from Branderscar, sabotaging Balentyne, defending the Horn of Abbadon, you'll be the heroes shutting down all these schemes.


Oh I see. I thought it was going to be the good guys fighting a corrupt government. Nevermind. I withdraw from recruitment.


1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (5) + 7 = 12

18, 16, 15, 12, 8, 8.

Got a few concepts in mind, unsure which, exactly, I will go with just yet.

Are we sticking to the WotW deities(Basically Asmodeous and Mitra) or are you opting to use the Golarion ones replacing Mitra with Iomedae, but opening up the pantheon beyond two??


We're actually using the full Golarion pantheon. The WotW AP author left other deities fairly ambiguous and left Talingarde isolated so that one could easily work it into their own world.

For all purposes, we will assume Talingarde is somewhere in the Inner Sea. However, Mitra is still by far the most worshipped deity in all the land. It wouldn't be too out of place to worship Iomedae, but a Paladin of anyone but Mitra would be very out of place.

Also, there are three versions of Mitra

Mitra the Shining Lord
Alignment: LG
Portfolios: the Sun, Justice, Honor, Charity, Valor
Domains: Glory, Good, Law, Sun, Nobility
Subdomains: Archon, Day, Heroism, Honor, Leadership, Light
Preferred Weapon: Longsword

Mitra the Beneficent Sun
Alignment: NG
Portfolios: the Sun, Healers, Mercy, Serenity
Domains: Community, Good, Healing, Protection, Sun
Subdomains: Day, Defense, Home, Light, Restoration, Resurrection
Preferred Weapon: Quarterstaff

Mitra The Fire Undying
Alignment: LG
Portfolios: the Sun, judgment, fire, purification, the destruction of evil
Domains: Fire, Good, Strength, Sun, War
Subdomains: Archon, Day, Ferocity, Light, Resolve, Tactics
Preferred Weapon: Warhammer


Just a heads up: I'm reserving a spot for JohnnyCat93's Hunter/Daring Champion Cavalier. He was one of my first applicants from group one that somehow got looked over by accident.


Looking forward to it.


Ok so I was thinking of an idea of a Inspired Blade Swashbuckler//Sacred Huntsmen Inquisitor build.
The race would most likely be human.
Inspired blade grants Weapon Finesse and Focus for Rapier. So Fencer's Grace allows Dex to damage from level 1. And he would have a Warcat companion named Mrs. O'Leary Nicknamed Mrs. Fussybritches


Monkeygod wrote:

1d10+7

1d10+7
1d10+7
1d10+7

18, 16, 15, 12, 8, 8.

Btw, do I get a re-roll with these, or no?

Edit: Aside from choosing the Arcane bloodline, is there a way for a Sorc to gain a familiar? Can't remember if such was in like Animal Archive or Familiar Folio...


Yeah I rolled three sets and didn't get more then a 18 point buy total...


IF you roll a set and delete it and reroll right away, you get the same set that you deleted.

If you drop a post with some rolls that don't meet the pt buy just leave it and make another post.


I just kept putting up the same formula block under the former rolls

Rolls
Rolls
Rolls
Rolls

Rolls
Rolls
Rolls
Rolls
^ Like that.


It's a 25 pt buy with or without the Focus/Foible 18/8?


1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
So Basically anything is doable. I'll see what I can make up.


Here is the fluff:

Name Peter Petragraf
Race Male human
Class Swashbuckler 3/War-sighted Life-Oracle 3
Alignment Chaotic Good

(Going back and forth between Life and Solar Oracle. Channeling seems really good, but blinding enemies by just standing near them seems great.)

Background Peter always longed for adventure in his childhood. Too bad he was born the son of a wealthy shipping magnate. He spent most of his days studying etiquette, the sciences and local trade issues of the day. "Knowledge and treating people with respect is of the utmost importance!", his father would always pontificate. But whenever he could he would sneak out to his father's dock and listen to all stories that the sailors had. Tales of exotic lands, salty bravado and tasty dishes of incredible colors. He loved these stories, and loved it even more when they would teach him swordplay. They always brought interesting tips and tricks he never saw the local knights using. The snappy remarks to send back to an opponent was just icing on the cake.

As he grew, he became quite the dare-devil and a little too salty for some of the more conservative members of his port city. But he was always kind and willing to help anyone, even though he always had a mouth about him. Then came a pre-dawn morning of helping his father's crew prepare for their next journey. He had plan to sneak aboard and ride off into the sun. When a panicked scream was heard down the pier. He saw a ragged man running down the dock, he was in chains and looking horrific. A group of savage man were chasing him down. He ran forward and blocked them from what he knew to be a slave. He fought as best he could in the dark pre-dawn, but outnumbered and out armored he was no match for the slavers. All he could really do was curse them and everything they stand for.

Then dawn erupted...from himself. A blinding flash of light engulfed the area, like a sun birthed upon the sea. And within that light Peter himself had his mind fill with the knowledge of amazing combat knowledge. Not stopping to wonder he moved to action as swept through the slavers. Soon the crew from his father's boat had run over and witnessed this miracle. By the time he was finished their was only a soft glow about Peter as he walked back to the ragged slave. He kneeled down to pull the slave up, and when they touched a warm light rose up once again as both of them where healed.

It was a miracle. His father and the crew were stupefied, and asked to know what had happened. Being the salty braggart that he was, Peter was more than ready to tell them of his tale of daring-do. However, when he attempted to take more colorful liberties with the events. He found only angelic words flowed from his voice. Try as he might he could not curse or lie. For though he said the words, they were only in the Angels tongue. "I've been cursed!", he screamed.

Soon the events were laid bare to the public. A blessing from Mitra was all the people of the port city could think of. More so for the conservative members, happy to have Peter speak nothing but pleasant celestial words when he was angry (p.s. all the time). He was soon shuffled off to the Blessed Order of St. Macarius (to wild for the actual church of Mitra), where he was once again forced to study and work as a faith healer. Woe is Peter Petragraf, adventure was so close, but now so far.

*Sheet to come. Deciding on trait.


Them rolls, Berenzen.

Sorry for the delay monkeygod. You wouldn't have a reroll with that block. The entire block 18 and 8 included needs to be at least a 25.


Here is the info for my submission, a Half-Orc Monk (Unchained) 3/ Rogue (Unchained) 3 named Abner Cazthin.

Combat Info:

HP 39
AC 19 T19 FF 14
BAB 3
Init +6
Fort +6
Ref +8
Will +6

Speed 40'

Unarmed +7 to hit; 1d6+5 damage; x2 crit.

Skills:

Acrobatics r3 +10
Climb r3 +6/8
Disable Device r3 +10/12
Disguise r3 +5
Intimidate r3 +5
Perception r3 +10/12
Sense Motive r3 +10
Stealth r3 +10
Swim r3 +6

Background Skills:
Appraise r3 +6
Linguistics r3 +6

Feats | Traits:

Blind Fight, Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Improved Unarmed Strike, Mobility, Power Attack, Shadow Strike, Snapping Turtle Style, Stunning Fist, Toughness | Quain Martial Artist, Reactionary

Equipment:

Climber's Kit, Sleeves of many Garments, Masterwork Backpack, Alkali Flask x5, Potion of Mage Armor x5, Potion of Cure Light Wounds x5, Masterwork Thieve's Tools, Masterwork Tool (Perception)


Here is HighonHolyWater's Bolt Ace/Inquisitor submission. After level 5 I plan to go Slayer/Inquisitor the rest of the game.

Backstory:

Dmitri liked to hunt, whether it was of the bounty of the land of Talinguarde that Mitra provided or the things that tried to pollute this bounty with their evil and poisonous ways. Early in his life he found a love for his religion more fervent than even his parents. He would go to the temple every day that he could to pray and when he couldn't would get down on his knees and hold his crudely crafted wooden symbol in front of him instead. When his symbol broke he learned to craft a proper one. When he wasn't hunting he was crafting, basic things for the village and himself. He was apprenticed as a craftsman and enjoyed creating beauty and skilled works with his hands.

He saw himself as an important agent for his god and did not seem to have too many close friends because of this. He prided himself in his zeal and was commended for it when he would bring in fleeing criminals, sometimes dead, sometimes alive. This caught the attention of an inquisitor who lived in a big city nearby. Dmitri was a most promising soldier of Mitra and was lured away from his village with promise of being closer to Mitra's enemies and more chances of spreading his light. Dmitri was relocated to the north where he helped protect the Watch Wall from the monsters of the lands beyond it.


Great submissions so far, thanks everyone.


Hello GM Snowe,

I just wanted to let you know I'm going to back out of this one. Playing with some character ideas was fun, but I'm having issues with nailing down a decent character for this one...not to mention another recruitment caught my eye. I do believe it caught yours as well. I appreciate the time though and good luck with the campaign.

The Lucky Halfling


For background, are we to be from the starting town, or can we have been wanderers, either recently settling in, or arriving?

Grand Lodge

I'm going to withdraw from this - I'm overstretching and I don't know the AP well enough to do it justice. Thanks all.


Whichever you like, Monkeygod!


Awesome!

Have you decided where in the Inner Sea Talingarde will be located? As I am deeply familiar with the setting, I'll be able to write up a better backstory knowing exactly whereabouts we're gonna be.


Could we get buy with a Hobgoblin?


I would like to submit an Investigator/Slayer, someone who can hold his own in and out of combat. I do not believe that conflicts with anyone.


oops. forgot to roll.

stat roll: 1d10 + 7 ⇒ (9) + 7 = 16
stat roll: 1d10 + 7 ⇒ (9) + 7 = 16
stat roll: 1d10 + 7 ⇒ (2) + 7 = 9
stat roll: 1d10 + 7 ⇒ (10) + 7 = 17


Tri that is one of my favorite gestalts. Basically it is a full BAB factotum.

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8

^ Ok that barely falls under the 20 point buy

18
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (6) + 7 = 13
8

3 good stats, 3 meh stats. I could work with that.


Okay, here he is. I used the racial bonus to offset the the 8 (to make Wisdom a 10)

Shadow:

"Shadow" ~ Fendel Meniska
Male human investigator (empiricist) 3/slayer 3/gestalt 3 ( Pathfinder RPG Advanced Class Guide 30, 53,
100)
LN Medium humanoid (human)
Init +9; Senses Perception +13
—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 42 (3d10+12)
Fort +6, Ref +6, Will +3
Defensive Abilities trap sense +1
—————
Offense
—————
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+3/×3) or
net +2 (entangle) or
sap +6 (1d6+3 nonlethal) or
sap +6 (1d6+3 nonlethal) or
tonfa +6 (1d6+3)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +7)
1st—expeditious retreat , monkey fish ACG, shield, true strike
—————
Statistics
—————
Str 16, Dex 16, Con 17, Int 18, Wis 11, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Alertness, Extra Investigator Talent ACG, Improved Initiative
Traits blood of dragons, reactionary
Skills Acrobatics +7, Diplomacy +3 (+8 to gather information (You can use your Intelligence Modifier
instead of Charisma)), Disable Device +13, Escape Artist +8, Knowledge (arcana) +8, Knowledge
(dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8 (+9 to navigate underground
in an appropriate area), Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge
(nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +13, Sense
Motive +12, Spellcraft +8, Stealth +9, Survival +4 (+5 to navigate in the wilderness in an appropriate
area), Swim +7, Use Magic Device +10; Racial Modifiers ceaseless observation
Languages Common, Elven, Goblin, Infernal, Orc, Tien
SQ alchemy (alchemy crafting +3), inspiration (5/day), investigator talents (expanded inspiration ACG,
underworld inspiration ACG), keen recollection, slayer talent (fast stealth), track +1, trapfinding +1
Combat Gear caltrops; Other Gear leaf armor ISWG, mwk battleaxe, net, sap, sap, tonfa UC, area map UE,
chain (10 ft.), manacles, masterwork thieves' tools, 483 gp
—————
Special Abilities
—————
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if
trained).
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to
attack or save.

Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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.
Track +1 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of
Hand (if trained).

working on the background


Hear is the Crunch for Peter. Went with Solar for characters background. Still willing to switch to life oracle if there is a serious need for channel healing.

Crunch:

Peter Petragraf
Swashbuckler/ War-sighted Solar Oracle 3
N Medium Human
Init +5|Senses: Human| Perception +3
--------------------
Defense
--------------------
HP 36/36
AC 21 (Chain & Buckler)
Fort +4, Ref +7, Will +3
Defensive Abilities: n/a
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier: +6 (1d6+3/18-20)| Dagger: +6 (1d4/18-20)
Ranged Longbow: +6 (1d8/x3)
Special Attacks: Luminous Form
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 15, Int 11, Wis 8, Cha 18
Base Atk +3; CMB +3; CMD 16
Traits: Sun-Blessed
Feats
Campaign: Power Attack, Weapon Finesse, Deadly Aim, Combat Expertise
Human: Weapon Focus (Rapier)
1st Level: Fencer's Grace
3rd Level: Combat Reflexes
Skills
Acrobatics: +9
Intimidate: +10
Diplomacy: +10
Perception: +5
Kn(Religion): +6
Kn(Local): +6
Background Skills
Appraise: +6
Profession(Merchant): +6
Languages Common, Celestial
SQ:
Oracles Curse (Tongues): Can only speak celestial in combat
Charmed Life (3/day): add Cha to saving throw
Nimble: +1 dodge bonus to AC
Panache (4/day): Fuel for Deeds
War-sighted: Spend a move action to gain a combat feat
Equipment
Rapier
Dagger x2
Longbow (20 arrows)
Chain shirt
Buckler
Temple Garb
Gold Holy Symbol Flask
Snapleaf


1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
18
4

Those are workable numbers


lets just see.

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (7) + 7 = 14
18 14 14 11 9 8
=exactly 25

for kicks

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9

higher pt buy worse arrangement. Not That I actually get the second roll anyways but I would choose the first set.

Got it. Doing Warpriest of Mitra FU/Slayer.

A purifier and devil hunter.


I have a question
Crusader's Flurry
I get Channel Energy next level. Could I take the feat as my 3rd level feat and use it? Its mostly to allow my character to flurry with Kukris which I wanted to be his iconic weapons.


Here is the fluff for Bane88’s character. Crunch to follow later.

Name Davor Elan
Race Male Human
Class Warpriest of Mitra 3/ Deliverer 3
Alignment Lawful Good

Background

We are the burning rays of sun that light up the dark places. We are the blade in the dark that bring swift justice to the foes of Mitra. We are those who stand in blood so that the good may walk in peace. We are those that seek out evil and deliver it unto judgement. Mitra deliver me from evil and surround me with your light that the dark may not find me. Bathe my blade in your light that it may strike the very heart of darkness.

-Deliverer Prayer

Davor was one of the many orphans left over from the purging of Talingarde. When all forms of polytheism were stomped from the island, his parents were killed, and like so many others, he was taken into church run orphanages. A happy child, Davor got on well enough with the other kids and his caretakers. As he grew, his prowess and intelligence became apparent.

Every year a priest of the Mitran church that looked unlike any that normally stopped to preach to the orphans or bring them gifts on the day of Shining, this priest was welcomed with a cold fear by the abbot and priests of the mission that was right next to the orphanage. This priest, clad in a black robe would walk among the children and every year he would take several. They would never be seen again.

In his tenth summer, Davor was taken. Brought to the capital, he began a life a clerical training. Unlike the many priest classes and cleric groups in the massive cathedrals that spent countless hours pouring over magic and sermons, his group was small. When finished with the morning sermons and basic magic lessons, they were removed from their peers and forced through ruthless training with the Mitran military. Eight to thirteen year olds enrolled in special forces training alongside veteran soldiers and practiced witch hunters. The pain they experienced was grueling. After years of this, his group was taken to the Grand Cathedral of Mitra, Davor savored the depictions of the stain glass, the light so playful. Where they went there was only torch and candle light. Down they went, below the storerooms, through the lowest dungeons and inquisitors heretic detention chambers. Davor did not envy those who screamed from behind locked wooden doors. Down to what appeared to have been catacombs, tombs lined the walls and in one area, they were emptied out and cleaned. Tables and chairs were in this room, candles of wax and mountains of books. Here the priest in the black robe led them. Father Elan he was called. Davor discovered that all like him took the first name of the priest who selected them as a surname, suddenly he was Davor Elan, and his classmates were his brothers. The next five years were spent in nearly complete darkness, rarely did they go to the surface. They spent every waking moment learning of the various natures of killing. The anatomy of man, beast, devil. How to augment their military tracking skills in light of this new information. They were made to execute prisoners, made to kill without remorse or mercy. When all was said and done, Davor was 21 and ready to be sent on assignment, a full fledged deliverer.


Do we roll our own, or do you?


GM Snowe wrote:
STATS: SPECIAL 18, 8, d10+7 for the remaining stats. If you roll more than one 1, or your final stats do not equal at least a 20 point buy, then you may reroll the set.

Using the text (I bolded the important part), my take away was to roll my own.


1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (7) + 7 = 14
18
8

Meh kinda weak stats


1 person marked this as a favorite.

Does those ^ even meet a 20 point buy? You can reroll if your stats if they didn't.

By the way Bane, love the backstory. Should have mine soon, if work would let up for a bit.


I think it amounts to 26
That auto 18 makes it hard to be under 20, since it is 17 points on its own.


Do you allow the Factotum? Its the only non-caster class I can find that supports only 1 good stat.


1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (5) + 7 = 12

If I do not include the 18 and the 8. This is is a 9 point buy.


1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (8) + 7 = 15
18
8

I could use this.


@TheGodd*mnPlayer @ Marconius

I made another post saying that if the point buy, including the 18 and 8 was under 25 (instead of 20) you could reroll it.

I'm closing recruitment on this tomorrow night and will start putting final touches on the group.


Hello! I'm currently GMing a Way of the Wicked campaign, and we've just finished the first book.

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11

Since 8, 8, 11, 11, 12, 18 would normally be a 17-point buy array, I'll help myself to the reroll.

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

8, 8, 15, 16, 17, 18. One focus, double foible! I think I can work with this. If I remember correctly, Talingarde doesn't have much respect for arcane spellcasters; it would be interesting to play a character that tries to do genuine good in a country where his skills are misunderstood at best. I'll have my application ready soon.


Extending this a few more days for those who have posted in the thread already to finalize their submissions. No new interests at this point please :)


Good luck to all, the game should be a blast.


GM, do you want finalized crunch or can we wait until selection?

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