Interest Check for Way of the Wicked


Recruitment

Silver Crusade

Hey all, this is an interest check for a way of the wicked game.

We will be using Discord (text based) and have actual sessions between 4-6 hours depending on schedules and availability (again, text based) with the opportunity of continuing in a PbP format throughout the week.

I'll list most of the house-rules and house feats I use here-
Feat-tax rules will be in use. (mounted combat is a free feat as long as a character has at least 1 rank in the ride skill)
Background skills will be in use, in addition, you gain 1 additional skill point per level on top of your normal skill points per level.
If a spell is of the universalist school, you MUST be a universalist wizard to cast that spell.
Every PC may select a variant Multi-class without giving up feats, (in other words, pick a VMC, you gain those abilities for free, this is what I call a "half-gestalt")
All full BaB classes gain endurance for free (if your class gave you endurance as a feat, you instead gain Diehard, you do not gain this benefit if it is an "option" such as the half-orc option to gain endurance.)
A homebrew feat, "doublestrike", benefit: you may strike with both of your weapons as a standard action. Prerequisites: TWF, Dex 15
Spell focus- Applies to all schools you cast UNLESS they are your opposition schools This counts as if you had taken spell focus for each school. Greater spell focus must have a chosen school and only affects that school.
Every PC gains an additional feat to be used on a NON-COMBAT feat at level 1
Double-slice is gone. Two-weapon fighting now grants you full ability damage on your off-hand weapon.
Fighters gain perception as a class skill
Fighters gain good (full) reflex saves
Sorcerers gain Diplomacy as a class skill
Tower shields can be planted in the ground, and used as cover to fire ranged weapons from.
Bloodline spells are gained Immediately upon gaining the proper spell level to use them.
Hand of the apprentice uses its beta-testing rules, and replaces both to hit and damage with Int. (as does any ability based on or functions as hand of the apprentice)
Evocation school power now grants additional damage based on full character level (instead of half) and deals the same damage type as the spell used.

The build rules-
22 point buy non-graduated.
Max HP per level (bad guys get all the goodies)
0 starting wealth
no stat above 18 pre-racial, and no stat below 08 preracial. Only 1 stat may be 20 post racials.
4 traits, 1 drawback (non-optional)
Classes- All but occult, kinectist are the only exception.
Races- core and featured, no uncommon or monstrous races.
No templates, though these may be rewarded or acquired in-game
At least 2 paragraphs detailing your characters origin, and 1 paragraph for his personality. Minimum.
no CE characters. LN characters may be applicable.
Note the above section of house-rules, all of them will be in use.
VERY LIMITED 3PP, for maybe an archetype that has a lot of flavor (an example of this is the Lord of Darkness archetype for the anti-paladin) just for my sake. This is the first time I've run through the way of the wicked (ever) so this makes it easier on me.

if you are interested, and or have any questions, please ask!
also please do -not- post submissions in this thread or make aliases here as they will not be used. This is only to check for interest in the game with the above rules in place.


sounds cool I am interested


Extremely interested, wanted to run through this game for a long time.

Would you be down to have a CE character that is not one who behaves erratically, but is simply an anti-authoritarian, anti-hierchy anarchist, and is therefore strictly anti Lawful? Someone still willing to conform to the party's needs, someone who is a bad guy, but that does not mean they are a Bad Guy.

Also would the Scarred Witch Doctor archetype have its pre or post eratta ruleset?


Interested, will adjust. How are stats working. I think I am following you in that it is a one to one point build...correct?


Interesting set of house rules.

Silver Crusade

@ the lobster, no. That's not -my- call, but the APs, call for the players to have the ability to work under lawful beings, etc. I don't think it would work out well.

@Szordrin Yes, its one for one.

@JoshB, I hope you like the!


Here is my submission. I think it is complete.

Spells:

0-Level (3)
Acid Splash
Jolt
Ray of Frost
Resistance
1-Level (3)
Mage Armor
Shield
Magic Missile

Szordin Arkenheld
Male Elf (Drow, Noble)
Wizard(Universalist, Arcane Crafter)1
Favored Class: Wizard (Hit Points)
Size / Type: Medium Humanoid (Elf, Drow)
Alignment: NE
Deity: None
Age: 126
Speed: 30 Ft.
Initiative: +8
Senses: Perception +8, Dark Vision 120
Languages: Under Common, Elven, Draconic, Giant, Dwarven, Abyssal, Celestial, Infernal, Common, Drow Hand Sign, Terran, Aklo

Stats:

Attributes
STR 10 (+0)
DEX 18 (+4)
CON 10 (+0)
INT 20 (+5)
WIS 18 (+4)
CHA 14 (+2)

Offense

BAB: +0

Rapier
Attack: 1d20 + 0 (+0 BAB + 0 Str + 0 Dex + 0 Magic)
Damage: 1d6 + 0 (+0 Str)
Crit: 18-20x2

Range: +4
Melee: +0

Defense
Spell Resistance: 12 (11+1)

HP: 7 (1d6 + 0 Con +1 Favored Class )
AC: 15 (10 Base + 4 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
Touch: 15 Flat-Footed: 10
With Mage Armor Spell: AC: 19 (10 Base + 4 Dex + 4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
With Shield Spell: 19 (10 Base + 4 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
With Mage Armor and Shield Spells: 23 (10 Base + 4 Dex + 4 Armor +4 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
CMB: +0 (0 BAB +0 Str)
CMD: 14 (10 Base + 0 BAB +0 Str +4 Dex)

Fort: +0 (+0 Base +0 Con)
Refl: +4 (+0 Base +4 Dex)
Will: +6 (+2 Base +4 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Skills:

Per Level: 10 (2 Base + 5 Int +2 Back Ground +1 Bonus)=10
Skills List:
Acrobatics: +4 (+0 Ranks +0 Class Skill +4 Dex)
Appraise: +10 (+1 Ranks +3 Class Skill +5 Int +1 Trait)
Bluff: +2 (+0 Ranks +0 Class Skill +2 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft:Gem Cutting +10 (+1 Ranks +3 Class Skill +5 Int +1 Trait)
Diplomacy: +2 (+0 Ranks +0 Class Skill +2 Cha)
Disable Device: +4 (+0 Ranks +0 Class Skill +4 Dex)
Disguise: +2 (+0 Ranks +0 Class Skill +2 Cha)
Escape Artist: +4 (+0 Ranks +0 Class Skill +4 Dex)
Fly: +4 (+0 Ranks +0 Class Skill +4 Dex)
Handle Animal: +2 (+0 Ranks +0 Class Skill +2 Cha)
Heal: +2 (+0 Ranks +0 Class Skill +2 Wis)
Intimidate: +2 (+0 Ranks +0 Class Skill +2 Cha)
Knowledge (arcana): +9 (+1 Ranks +3 Class Skill +5 Int)
Knowledge (dungeoneering): +9 (+1 Ranks +3 Class Skill +5 Int)
Knowledge (engineering): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (geography): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (history): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (local): +9 (+1 Ranks +3 Class Skill +5 Int)
Knowledge (nature): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (nobility): +11 (+1 Ranks +3 Class Skill +5 Int +2 Feat)
Knowledge (planes): +5 (+0 Ranks +0 Class Skill +5 Int)
Knowledge (religion): +5 (+0 Ranks +0 Class Skill +5 Int)
Linguistics: +10 (+1 Ranks +3 Class Skill +5 Int +1 Feat)
Perception: +5 (+1 Ranks +0 Class Skill +2 Wis +2 Keen Senses)
Perform (any): +2 (+0 Rank +0 Class Skill +2 Cha)
Profession (Gem Cutter): +6 (+1 Rank +3 Class Skill +2 Wis)
Ride: +4 (+0 Ranks +0 Class Skill +4 Dex)
Sense Motive: +2 (+0 Ranks +0 Class Skill +2 Wis)
Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex)
Spell craft: +10 (+1 Ranks +3 Class Skill +5 Int +1 Trait)
Stealth: +4 (+0 Ranks +0 Class Skill +4 Dex)
Survival: +2 (+0 Ranks +0 Class Skill +2 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +2 (+0 Rank +0 Class Skill +2 Cha)

Traits:

Classically Schooled:
Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Magic Crafter:
Benefits: You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.
Spark of Creation:
Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Arcane Prodigy:
Benefit(s) Once per day as an immediate action, you can double the duration of one of your racial spell-like abilities, as if using the Extend Spell metamagic feat.Drawback
Drawback:
Vain:
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Feats:

Noble Scion:
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.
Dodge:
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative:
Benefit: You get a +4 bonus on initiative checks.
Spell Focus
(Archtype Bonus)Craft Wondrous Items: @ 3rd Level
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item Creation rules in Magic Items for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.


Racial Abilities:

+4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con
Proficient with Hand Crossbow, Rapier, Short Sword
Immune to Magical Sleep
+2 racial bonus on saving throws vs. enchantment spells and effects.
Spell Resistance 15 (11 Base + 4 Character Level)
Keen Senses- +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Dark vision: 120 feet.
Weakness Racial Traits: Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Spell-Like Abilities (Su):
Divine Favor, Dispel Magic, Suggestion 1/Day
Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate At will.
Detect Magic: Constant


Class Abilities:

WIZARD
Arcane Bone
Arcane School:Universalist
Illusion Arcane School
Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Cantrips

Scribe Scroll


Spellbook:

Spells per a day
0:3
1:3

0-Level (ALL) DC:16
Resistance
Acid Splash
Drench
Detect Magic
Detect Poison
Read Magic
Daze
Breeze (Prohibited School)
Dancing Lights (Prohibited School)
Flare (Prohibited School)
Light (Prohibited School)
Penumbra (Prohibited School)
Ray of Frost (Prohibited School)
Scoop (Prohibited School)
Spark (Prohibited School)
*Ghost Sound
*Haunted Fey Aspect
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Arcane Mark
Prestidigitation

1-Level (8) DC:17
Protection from Evil
Protection from Good
Shield
Mage Armor
Detect Secret Doors
Magic Missile
Ray of Enfeeblement
Expeditious Retreat

Magical Items:


Equipment:


Back Ground:

Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing in from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life and was found by a person known only as the cardinal. Szordrin has worked for this person ever since.


Money:

Platinum:
Gold:
Silver:
Copper:
Gems:

Silver Crusade

@ the lobster, and sure, you may use the pre-errata rules for it. (sorry, I somehow missed that earlier)

Silver Crusade

For those still interested, and those just seeing this, please join me here.
The Wicked Way discord


I apologize for post my alias as I did not see that you posted not to. My fault.


I am very interested! What nights will the discord sessions be on? My schedule is a static rotating schedule, which means I'm off certain nights one week and the opposite nights the next. I've been looking for games willing to do say, Tuesday nights one week, Wednesday the next. I have a very interesting villainous mad scientist type character that would be fun for this kind of campaign

Silver Crusade

The sessions will be discussed at a later time, when everyone is present in the discord server.

No worries Szordrin. If you are still interested, hop on the discord.

I'll be taking 9 players, for the 9th Knot.


Interested, but unless it is evenings after 8(after 6 on Saturday, all day sunday and monday) I can't squeak in


will get to work on my character, have a couple of ideas either a summoner or an antipaladin also have an idea for a monk type but the back story was a little lacking

Silver Crusade

Just to put this here, the best assumption right now is to assume that sessions will start between 4-8 eastern standard time, (depending on schedules of the selected players) with Sunday looking like the best time.


I would be very interested!

Ack, I did not see that it was a Sunday game. That is the one day of the week I cannot do >.<


Ok let us see here. Here is Clyde McClod, elemental sorcerer who stokes the endless burning hunger in his belly with whatever he can get his hands on.

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