Way of the Wicked Replacement Character Recruitment.


Recruitment

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With much sadness, I must once again open the recruitment thread for my campaign. I still have three strong players interested in continuing the game. I am looking to replace one player whom IRL has unfortunately consumed them.

That said, this is a pretty dedicated game (though we've slowed down a little understandably do to the time of year.) I am looking for a player that can typically do a 1/day and 1/weekend posting rate. This game uses Discord to help keep the flow of information and conversation between GM and players as open as possible.

That all said, to those who wish to apply...here is the link to the original recruitment thread. We are needing a 3rd level character at this point and your character should be a known criminal. I will be conferring with my players on final decision of who to accept.

If you have applied before, please apply with a set of rolls for your character (If you are looking to re-apply with the character you submitted before.)

The recruitment thread is here Original Recruitment Thread

Feel free to read over the gameplay thread to see how the group has ran up till now ^_^. Recruitment will hopefully last about 2 weeks, I will try to check in for any questions as often as possible.


dotting for interest with a Goblin Oracle, Shadow mystery. Likes to summon stuff and hide behind meat shields while buffing/healing.


Just to not muddle up the original thread, I thought I would post this question here. Would you accept an unchained monk who used that free archetype to tack on scarred monk (normally not available to UnMonks since it replaces abilities that became Ki Powers)?

I love the flavor of the scarred monk's mortifications, especially for this campaign, but the ki changes are rough.


I looked at the gameplay thread and will be kind of looking over it a bit more, but with most of it being in Discord, it's hard to say what characters you've got now. Is it Ileosa, Ella and Godfrey that are left? Just trying to figure out what would be a good balance in this group.

Edited to add Dice Roll as per Recruitment Post
4d6 - 3 ⇒ (6, 3, 5, 5) - 3 = 16
4d6 - 1 ⇒ (1, 6, 2, 1) - 1 = 9
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 1 ⇒ (5, 4, 1, 4) - 1 = 13
4d6 - 1 ⇒ (4, 1, 4, 4) - 1 = 12
4d6 - 1 ⇒ (5, 2, 3, 1) - 1 = 10
4d6 - 1 ⇒ (3, 1, 2, 1) - 1 = 6


Also, would you be willing to reskin the Absalom Bouncer trait for somewhere in Talin-garde?


4d6 - 3 ⇒ (3, 4, 3, 4) - 3 = 11
4d6 - 1 ⇒ (1, 2, 2, 6) - 1 = 10
4d6 - 1 ⇒ (1, 2, 6, 3) - 1 = 11
4d6 - 1 ⇒ (5, 2, 5, 1) - 1 = 12
4d6 - 2 ⇒ (3, 2, 2, 6) - 2 = 11
4d6 - 1 ⇒ (1, 3, 2, 3) - 1 = 8
4d6 - 1 ⇒ (2, 5, 1, 3) - 1 = 10

LOL the evilest commoner ever! Oh well, the dice say not this time around. Enjoy your game! :D


4d6 - 3 ⇒ (3, 6, 5, 3) - 3 = 14
4d6 - 3 ⇒ (6, 3, 4, 5) - 3 = 15
4d6 - 1 ⇒ (4, 1, 4, 5) - 1 = 13
4d6 - 1 ⇒ (2, 6, 1, 3) - 1 = 11
4d6 - 1 ⇒ (5, 1, 4, 1) - 1 = 10
4d6 - 1 ⇒ (4, 5, 1, 4) - 1 = 13
4d6 - 1 ⇒ (1, 3, 1, 5) - 1 = 9
Uh, that's not too bad, I guess.

I join the others with the interest in a little bit more information about the residual group.


Wow, Gummy Bear. I was thinking my rolls were terrible since I ended up with 2 9s, but at least I got a 17 and a 15.

EDIT: Character Concept is in original thread.


4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
4d6 - 1 ⇒ (2, 5, 1, 6) - 1 = 13
4d6 - 3 ⇒ (6, 5, 3, 4) - 3 = 15
4d6 - 3 ⇒ (3, 5, 3, 6) - 3 = 14
4d6 - 4 ⇒ (5, 6, 4, 5) - 4 = 16
4d6 - 3 ⇒ (5, 6, 3, 4) - 3 = 15
4d6 - 1 ⇒ (3, 1, 5, 5) - 1 = 13

Oh, I can work with that.
I did get to play Way of the Wicked for a while, until the game folded around Level 4.
So would actually be great to pick up from here - I'm rather busy for the remainder of the week, but I'll take a look at my options when the chance arises, as well as the current party composition.
May be a few days or may be faster(if time allows and inspiration strikes quickly), but I'll be back.


@Jagael, While I am unbalancing things a bit in the party's favor by some of the freebies I am giving....I'm a bit too green as a GM to know if I can balance Archetypes that aren't paizo approved. So, I'm gonna have to say no to using an Archetype that isn't rebalanced for UC Monk.

I will admit to my lack of knowledge on the UC'd classes. Sorry >.<

@Everyone, Apologies I forgot to mention who was still in the Campaign. The Party consists of Godfrey the Magus, Ileosa the Inquisitor, and Ella the Bloodrager/Alchemist. There is also a Bard that is a party resource for the group. T'risstree Hunzrin is an NPC I am running that is an Arcane Healer so she will help provide healing for the group and potential extra avenues to plan off of.

However, she is a passive NPC so she will not help in combat beyond Bardic Performance and I am not using her to push the PCs in any direction.


I would like to resubmit my antipaladin do I need to re roll or can I link my original rolls


Please reroll if resubmitting or submitting a new character.

Scarab Sages

Pathfinder Starfinder Society Subscriber

4d6 - 2 ⇒ (2, 2, 5, 6) - 2 = 13
4d6 - 1 ⇒ (1, 4, 2, 3) - 1 = 9
4d6 - 1 ⇒ (5, 5, 1, 5) - 1 = 15
4d6 - 3 ⇒ (4, 6, 5, 3) - 3 = 15
4d6 - 2 ⇒ (2, 5, 3, 4) - 2 = 12
4d6 - 2 ⇒ (6, 2, 4, 3) - 2 = 13
4d6 - 1 ⇒ (3, 3, 1, 4) - 1 = 10

Cleric:

LE (Outsider [native]) Human Cleric of Asmodeus (Theologian) [free: Divine Paragon] 1
Init +0 ; Perception +3

DEFENSE
AC 10; Touch 10; Flat-Footed 10
HP ; 9
Fort +3 ; Ref +0 ; Will +5
CMD 11
Immune Fire, Acid ; Resist cold 10

OFFENSE
Speed 30ft;

STATISTICS
Str 12, Dex 10, Con 13, Int 13, Wis 17, Cha 15
Base Atk +0; CMB +1

Prepared Spells
1st -
0th -

Feats
Mask Of Virtue (non-combat), Fiendskin, Maleficium, Soulless Gaze, Diefic Obedience

Skills tot = ranks + ability + other
Diplomacy +6 = 1 + 2 + 3
Heal +7 = 1 + 3 + 3
Intimidate +10 = 1 + 2 + 7
Know (Religion) +5 = 1 + 1 + 3
*Perform (Sermon) +6 = 1 + 2 + 3
*Profession (Lawyer) +7 = 1 + 3 + 3

Languages
Common, Infernal

SQ
Evil (Domain)

Traits
Heresy, Fiendish Confidence, Vile Domain (Evil)

Gear


Ok not too many changes then. Just have to drop the hd and the BAB, and up the saves.


Updated. Is equipment WBL?


Wealth by Level for Level 2.


Ok let's see...

4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11
4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15
4d6 - 2 ⇒ (2, 6, 3, 5) - 2 = 14
4d6 - 1 ⇒ (4, 5, 1, 5) - 1 = 14
4d6 - 3 ⇒ (3, 5, 3, 4) - 3 = 12
4d6 - 1 ⇒ (5, 2, 1, 1) - 1 = 8
4d6 - 2 ⇒ (3, 2, 6, 5) - 2 = 14

Much lower than first time, I'll see if it works out


Not sure what to play yet, but let's roll dem bones to see what I'm working with:

4d6 ⇒ (6, 2, 4, 3) = 15 = 13
4d6 ⇒ (5, 6, 1, 2) = 14 = 13
4d6 ⇒ (5, 3, 1, 3) = 12 = 11
4d6 ⇒ (4, 6, 6, 2) = 18 = 16
4d6 ⇒ (1, 4, 3, 3) = 11 = 10
4d6 ⇒ (2, 1, 1, 4) = 8 = 7
4d6 ⇒ (5, 6, 6, 6) = 23 = 18

Well, I can work with a 34 point buy lol.


4d6 ⇒ (4, 1, 3, 1) = 9 8
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (6, 1, 6, 6) = 19 18
4d6 ⇒ (5, 6, 6, 4) = 21 17
4d6 ⇒ (6, 4, 1, 4) = 15 14
4d6 ⇒ (6, 3, 3, 1) = 13 12
4d6 ⇒ (3, 2, 4, 4) = 13 11

Okay, I can work with that. Thinking a nice beefy tank to soak up some damage.

Let me see if I can make an Anti-Paladin work. Otherwise, its going to be some kind of Juggernaut.


Well, if there's ever going to be a time to try out the diabolist prestige class, this is it. Maybe a tiefling who just wants to prove himself worthy of his infernal ancestors.

I'll put together some details, but I'm excited to have the chance to play an evil deal-maker who worships Asmodeus and thinks he might be directly descended from Him lol.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Oh level 2...

Cleric 2:

LE (Outsider [native]) Human Cleric of Asmodeus (Theologian) [free: Divine Paragon] 2
Init +0 ; Perception +3
DEFENSE
AC 17; Touch 10; Flat-Footed 17
HP ; 15
Fort +4 ; Ref +0 ; Will +6
CMD 12
Immune Fire, Acid ; Resist cold 10

OFFENSE
mwk Heavy Mace +3 (1d8+1)
Speed 20ft;

STATISTICS
Str 12, Dex 10, Con 13, Int 13, Wis 17, Cha 15
Base Atk +1; CMB +2

Prepared Spells
1st -
0th -

Feats
Mask Of Virtue (non-combat), Fiendskin, Maleficium, Soulless Gaze, Diefic Obedience

Skills tot = ranks + ability + other
Diplomacy +6 = 1 + 2 + 3
Heal +7 = 1 + 3 + 3
Intimidate +11 = 2 + 2 + 7
Know (Planes) +5 = 1 + 1 + 3
Know (Religion) +6 = 2 + 1 + 3
*Perform (Sermon) +6 = 2 + 2 + 3
*Profession (Lawyer) +7 = 2 + 3 + 3
Spellcraft +5 = 1 + 1 + 3

Languages
Common, Infernal

SQ
Aura (Moderate) (Good, Lawful), Evil (Domain), Channel (DC 13) 1d6 (5/day)

Traits
Heresy, Fiendish Confidence, Vile Domain (Evil)

Gear
Breastplate, Light Steel Shield, mwk Heavy Mace


Ready for review, I believe.


4d6 - 1 ⇒ (6, 1, 1, 5) - 1 = 12
4d6 - 2 ⇒ (2, 3, 4, 5) - 2 = 12
4d6 - 2 ⇒ (6, 2, 6, 6) - 2 = 18
4d6 - 1 ⇒ (2, 4, 3, 1) - 1 = 9
4d6 - 1 ⇒ (6, 6, 1, 2) - 1 = 14
4d6 - 1 ⇒ (1, 1, 5, 5) - 1 = 11
4d6 - 4 ⇒ (4, 4, 5, 5) - 4 = 14

Hot diggety, that's a fun statblock. Though I've half a mind to take the 9 over the 11 (or a 12), to give a better weakness to play with.

By the way, is there any role missing from the current party? I'm considering a Witch, built mainly around potion-crafting and enchantment spells, but if you've already got two or three arcane casters, I don't want to step on any toes.


Apologies, the information may have been twisted. Character Level to be prepared is level 3, wealth by level should be two.

We have a Magus, a Bloodrager/Alchemist, and a Ranged Inquisitor. As well as a passive NPC tag along Bard (Arcane Healer)

Scarab Sages

Pathfinder Starfinder Society Subscriber

Oh level 3...

Cleric 3:

LE (Outsider [native]) Human Cleric of Asmodeus (Theologian) [free: Divine Paragon] 3
Init +0 ; Perception +3

DEFENSE
AC 17; Touch 10; Flat-Footed 17
HP ; 21
Fort +4 ; Ref +1 ; Will +6
CMD 13
Immune Fire, Acid ; Resist cold 10

OFFENSE
mwk Heavy Mace +4 (1d8+1)
Speed 20ft;

STATISTICS
Str 12, Dex 10, Con 13, Int 13, Wis 17, Cha 15
Base Atk +2; CMB +3

Prepared Spells
2nd - Align Weapon (evil)
1st - Protection from Good
0th -

Feats
Mask Of Virtue (non-combat), Fiendskin, Maleficium, Soulless Gaze, Diefic Obedience, Spell Focus (Evocation)

Skills tot = ranks + ability + other
Diplomacy +6 = 1 + 2 + 3
Heal +7 = 1 + 3 + 3
Intimidate +12 = 3 + 2 + 7
Know (Arcana) +5 = 1 + 1 + 3
Know (Planes) +5 = 1 + 1 + 3
Know (Religion) +7 = 3 + 1 + 3
*Perform (Sermon) +5 = 3 + 2 + 0
*Profession (Barrister) +9 = 3 + 3 + 3
Linguistics +5 = 1 + 1 + 3
Spellcraft +5 = 1 + 1 + 3

Languages
Common, Infernal, Celestial

SQ
Aura (Moderate) (Good, Lawful), Evil (Domain), Channel (DC 13) 1d6 (5/day)

Traits
Heresy, Fiendish Confidence, Vile Domain (Evil)

Gear
Breastplate, Light Steel Shield, mwk Heavy Mace


OK so here is my re-submission. I changed the stats to the new rolls and made her level 3

the story of Morgianna:

Talingarde, a land of good people, living in peace and well-guarded. But to the North lay The Savage Lands. Sealed off by The Watch Wall and guarded by the castle fortresses along the border. But one house has been assigned the task of guarding the wall, House De’Foe.
House De’Foe has been loyal defenders of the Wall since it’s creation. The forces that man the wall have been dubbed, “The Army of Angels” as many of the De’Foe family are of Assimar blood. But of course, not all is well in the heart of the De’Foe Family.

The current patriarch of the Family is Arctaurus De'Foe. This of course does not sit well with his twin brother Gabriel De'Foe. Gabriel felt that the head of the house should have been passed to him. It was Gabriel that led the armies against the savages when that would attempt to rally and strike at the wall. It was Gabriel that selected and trained the soldiers of the army. It was Gabriel that led correspondence with House Darius. Arctaurus was nothing more than a figure-head, a charismatic leader with no practical experience. But Arctaurus was married, and she was with child to produce the next heir.

Arctaurus gave Gabriel command of castle Tamms, the one fortress that extended furthest into the Savage lands, the vanguard of the Watch Wall. It would be this fortress that would bear the brunt of any major strike against the Wall. But also, the most isolated of all the castles along the wall.

Gabriel plotted to find a way to legally take hold of the family. He was not ready to commit murder, nor was that an option to him, At least at first. Gabriel met a woman by the name of Abigail Le Torneau. She was a thing of beauty. Perfect golden blonde hair, fair skin, and well educated. It was not long after Gabriel met her, she would be with child.

During a cold and rainy night, a monster was found roaming the halls of Castle Tamms. The alarm was raised and the creature (apparently pregnant) was driven from the castle. Gabriel found that his lovely Abigail was missing. He led a group of men to find her and slay the beast that took her.

The trail lead to a cold dank cave, where the creature had just given birth to a daughter. When Gabriel came upon the scene, the monster revealed herself to be his lovely Abigail, the child was his.

This news was not taken to well with Gabriel’s men, Abigail managed to convince Gabriel that his own men plotted against him. She tricked Gabriel to kill his own men, as they slept. He then returned to Castle Tamms with his daughter. When asked about the soldiers that went with him, he convinced the others that the monster had killed them all, and he managed to save the infant from the monster’s clutches.

The next day, Abigail returned to Castle Tamms and began to raise Morgianna. Gabriel grew darker and more secluded each day. The weight of what he did weighed heavily on him. Gabriel wanted to atone for his sin but did not know how.

As the years went on, Gabriel locked himself away in his chambers most nights, only Abigail would be allowed in. she would spend her nights by his side, filling his head with lies, destroying him weakening him. Biding her time till Morgianna was ready.

Eventually Morgianna was ready to be trained, and she was sent back to House De’Foe to be trained as a Paladin of Mitra. But Abigail’s influence had already corrupted her heart. Though she went through motions and learned all she could she would never accept Mitra.

With Morgianna away, Gabriel found the strength to find out what he needed to do. Late one night, Gabriel was able to slay Abigail, her true for of a Blood Hag was revealed. With renewed strength and his heart and soul forgiven. Gabriel worked to restore Castle Tamms back to what it should be.

When word of this reached Morgianna, she was devastated. She felt the need to avenge her mother, but to do that she would need an army. Morgianna remembered the rituals her mother had taught her, but she was unsure what would happen, or if they would even work. Late one night, Morgianna snuck out from her training and rode out into the Savage lands. Following a trail that seemed to just come natural to her, guided by the spirit of her mother.

She came upon a small deserted shrine to a forbidden god, guarded by two hags, Agatha and Amanda. They recognized the offspring of their sister Abigail and welcomed her into the shrine. There Morgianna learned the teachings of Asmodeus. But to seal her fate and become one of Asmodeus’ chosen, a blood sacrifice was needed, a pure sacrifice with a good heart.

Morgianna knew the perfect one. A young girl Harriet, daughter of Arctaurus’ sister Bella. The Lady Harriet was purest of pure, and a chosen disciple of Mitra. Over the next few weeks, Morgianna approached her, seduced her, and took Harriet as her lover. When the time was right, Morgianna was to sacrifice Harriet to seal her pact with Asmodeus. But the ritual was interrupted when Lady Sabrina and Lady Yaniel stumbled upon them.

Morgianna grabbed Harriet and fled the Castle heading back to the shrine to Asmodeus in the Savage lands, Sabrina and Yaniel gave chase. But Agatha, and Amanda managed to hold off the two Paladins just long enough for Morgianna to complete the ritual and sacrifice Harriet, But no time to escape.

Morgianna was taken and tried for murder, practicing dark arts, and Treason. In the end, Morgianna was convicted of High Treason as it was discovered that Morgianna had higher aspirations than just House De’Foe, she wanted the throne of Talingarde. Several documents were discovered showing her plans to take control of House De’Foe and use the house influence to gain access to the House Darius. She had plans to open the Watch Wall for the savages of the north to advance south into Talingarde. Morgianna was sentenced to Brandiscar prison. However, Asmodeus had much larger plans for Morgianna, Brandiscar was just a stop along the way to something much bigger.

Additional info:
1. I will be using the Iron Tyrant Archetype for “free” this will allow Morgianna to have two bonds, one with her weapon, and the second with her armor.

Morgianna family tree
House De’Foe

appearance:

Morgianna is a blonde-haired woman with one blue eye and one green eye. Despite this fact she almost could pass as a human or even an Aasimar. She is trained in etiquette and has some limited knowledge of the various houses of Talingarde.

image of Morgianna

stats:

Morgianna
Female changeling antipaladin (iron tyrant) 3 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 4 29)
CE Medium humanoid (changeling)
Init +1; Senses Darkvision 60 ft.; Perception +2
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
hp 28 (3d10+6)
Fort +7, Ref +5, Will +8
Immune disease; SR 9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee
. . dagger +5 (1d4+2/19-20)
. . mwk gauntlet +6 (1d6+2)
. . mwk heavy mace +7 (1d8+2)
. . unarmed strike +5 (1d3+2)
. . 2 claws +5 (1d4+2)
Special Attacks smite good 1/day (+3 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect good
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 14, Wis 13, Cha 17
Base Atk +3; CMB +5; CMD 16
Feats Armor Focus, Deceitful, Improved Unarmed Strike, Mother's Gift: Surprisingly Tough[ARG], Mother's Gift: Uncanny Resistance[ARG], Weapon Focus (heavy mace)
Traits armor expert, - custom trait -, high treason
Skills Acrobatics -1 (-5 to jump), Bluff +11, Diplomacy +4, Disguise +12 (+14 to look like specific individual), Handle Animal +7, Knowledge (geography) +3, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +3, Perception +2, Ride +3, Sense Motive +6, Spellcraft +6; Racial Modifiers +2 Disguise to look like specific individual
Languages Celestial, Common, Draconic, Elven, Orc
Gear oil of magic weapon (2), potion of cure light wounds, simple invisible ink (3), mwk breastplate, dagger, mwk gauntlet, mwk heavy mace, belt pouch, book of letters[UE], disguise kit, hollow-heeled boot, ink, inkpen, iron holy symbol of Asmodeous[UE], paper (10), poison pill ring[UE], scroll case, sealing wax (6), signet ring, wrist sheath, spring loaded, 35 gp
--------------------
Special Abilities
--------------------
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Smite Good (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Spell Resistance (9) You have Spell Resistance.


Hi GM, I'm resubmitting Nibs, the roguish summoner ratfolk. I'll update his stats tonight.


I've mostly finished Kosik Zafat. I just have to gear him up and come up with more details for his familiar than "it's a rat".

He's a transmuter wizard to start, and will go into the diabolist prestige class, focusing on binding devils to do his bidding.

The background is in the alias, along with the crunch, but here it is for click-free reading. Yes, I know you have to click the spoiler. Just go with it! :)

Background:
Kosik Zafat’s earliest memories are of being poked and prodded by rich young wizard acolytes. Considered sub-human by many people, not much effort was put into the search when he was taken from his parents as a toddler. He grew up in a private academy, used by the instructors as a teaching tool. Being seen as less than human by everyone and constantly being treated as a lab rat by teachers and students alike can make a person break in one of two ways.

One, a person can crumble, and have his brain go to mush. Spend his whole life curled up in a ball crying about how unfair life is and how if only he had the chance he’d blah blah blah.

Two, you can plan to escape and take steps to create that chance. And then massacre the whole f*!~ing lot of them in their sleep. You see, it wasn’t only the students that were learning in those classrooms. Kosik was as quick-minded as any of them, and picked up tricks even the most promising students didn’t. He had built somewhat of a bond with one of the imps that was constantly getting summoned by the students, and who didn’t like the situation any more than Kosik did. It was easy to summon that imp and let it loose on the residential wing late one night. Most of the professors were dead before anyone knew what was happening, and Kosik was gone.

Of course, it wasn’t a complete success. He was caught a little later by Sir Balin of Karfeld trying futilely to call up the imp again, and wound up dangling from chains for his trouble.


Lets roll to see what I get
4d6 ⇒ (2, 6, 3, 1) = 12
4d6 ⇒ (2, 5, 4, 5) = 16
4d6 ⇒ (2, 6, 2, 3) = 13
4d6 ⇒ (6, 4, 4, 1) = 15
4d6 ⇒ (3, 4, 5, 2) = 14
4d6 ⇒ (1, 6, 6, 5) = 18
4d6 ⇒ (6, 3, 6, 6) = 21
The stats appear to be 18, 17, 14, 14, 14, 11.


well that is impressive


I have an Asmodean Advocate cleric already made for an earlier Way of the Wicked game. I'll alter him to fit with the guidelines you've set.

4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (6, 4, 1, 4) = 15
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (2, 3, 2, 5) = 12
4d6 ⇒ (2, 2, 2, 6) = 12
4d6 ⇒ (6, 5, 6, 4) = 21
4d6 ⇒ (2, 1, 2, 3) = 8

Let's see, my stats are 14, 14, 9, 10, 10, 17. Could be better, but not bad overall.


Might be interesting, let me see what stats I get first off...

They see me rollin': 4d6 - 2 ⇒ (4, 6, 6, 2) - 2 = 16
They hatin': 4d6 - 1 ⇒ (3, 5, 4, 1) - 1 = 12
Patrolling and tryin' to catch me ridin' dirty: 4d6 - 1 ⇒ (1, 3, 1, 5) - 1 = 9
Tryin' to catch me ridin' dirty: 4d6 - 1 ⇒ (3, 1, 6, 4) - 1 = 13
Tryin' to catch me ridin' dirty: 4d6 - 1 ⇒ (4, 6, 1, 1) - 1 = 11
Tryin' to catch me ridin' dirty: 4d6 - 1 ⇒ (5, 3, 1, 6) - 1 = 14
Tryin' to catch me ridin' dirty: 4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15

Unmod it comes as 16, 15, 14, 13, 12, 11

Huh...Couldn't do that again if I tried...

With stats like that it almost feels like I have to make a submission. Let me think on it and I will come back.


Oh, just saw that we are supposed to reroll.

4d6 ⇒ (2, 2, 5, 4) = 13
4d6 ⇒ (4, 2, 1, 3) = 10
4d6 ⇒ (4, 3, 2, 4) = 13
4d6 ⇒ (5, 1, 5, 2) = 13
4d6 ⇒ (6, 5, 4, 6) = 21
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (4, 1, 4, 3) = 12

That looks like 11, 11, 12, 17, 12, 11. :/


Introducing Alixus Vade, deceitful cleric of Asmodeus! I did something a bit unorthodox with his background, you'll see what it is.

Stats:

Alixus Vade
Human cleric (asmodean advocate) of Asmodeus 3 (cardinal, free)
LE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 18 (3d8)
Fort +2, Ref +2, Will +6
Defensive Abilities share will; Immune electricity, fire; Resist acid 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee ashmourn +3 (1d8) or
. . mwk dagger +3 (1d4/19-20)
Special Attacks channel negative energy 5/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—copycat (3 rounds)
Cleric (Asmodean Advocate) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—dread bolt[UM] (DC 17), invisibility[D], resist energy
. . 1st—barbed chains (DC 14), disguise self[D], protection from good, shield of faith
. . 0 (at will)—bleed (DC 13), detect magic, guidance, resistance
. . D Domain spell; Domain Trickery
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Statistics
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Str 10, Dex 10, Con 9, Int 14, Wis 17, Cha 14
Base Atk +2; CMB +2; CMD 12
Feats Fiendish Obedience, Fiendskin, Fiendskin, Maleficium, Mask Of Virtue, Selective Channeling, Soulless Gaze
Traits - custom trait -, deft dodger, fiendish confidence
Skills Disguise +8, Heal +9, Intimidate +14, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics +8 (+9 to create or detect forgeries), Perception +6, Profession (barrister) +10, Sense Motive +10, Spellcraft +8, Stealth +5
Languages Abyssal, Celestial, Common, Draconic, Ignan, Infernal
SQ devil in the details, pact bound, serpent
Other Gear mwk chain shirt, ashmourn, mwk dagger, belt pouch, candle (10), flint and steel, holy text (The Asmodean Monograph)[UE], masterwork backpack[APG], mess kit[UE], soap, spell component pouch, unholy symbol, obsidian, 33 gp, 5 sp
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Special Abilities
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Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Fiendish Obedience Purify yourself daily to prove devotion to a fiendish power or deity and gain benefits.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Mask of Virtue Your alignment is concealed.
Pact Bound (Ex) Gain Trickery domain, and no others.
Selective Channeling Exclude targets from the area of your Channel Energy.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Soulless Gaze Otherworldy dread infuses your gaze.

Background:

Warrant of Limited Contractual Authority 3T-487.59-666
ISSUED in the name of the Nine and Asmodeus most high, in accordance with protocol 24682:292.98, pursuant to relevant codes, regulations, and decrees.

ARBITRATED by Damned Procurator Ulanaxian, hereafter referred to as OFFICIATOR, in service of Asmodeus above all, to bind Alixus Vade, hereafter referred to as SIGNATORY, to the will eternal of the Nine and Asmodeus most mighty.
HERETOFORE shall the efforts of the SIGNATORY in service to the Nine and Asmodeus unparalleled, be rewarded as specified by the following terms.

1. The ability to channel power and magical effects, approved by the Nine and Asmodeus unsurpassed, with proper display of the Archstar, may it shine with radiance until eternity.

2. The grant of a representative of the Nine and Asmodeus incomparable, in the form of a viper until further notice is granted by the OFFICIATOR.

3. The SIGNATORY is herewith granted a writ of authority to issue contracts within the bounds of infernal code 199-219 in the name of the Nine and Asmodeus without equal.

TERMINATION of the Warrant of Limited Contractual Authority 3T-487.59-666 will come upon 1) the cessation of the mortal continuation of the SIGNATORY or 2) upon deviation from the will eternal, inferred or explicit, of the Nine and Asmodeus transcendent. Termination due to the first condition will result in the full integration of the soul of the SIGNATORY according to the will eternal of the Nine and Asmodeus unrivaled. Termination due to the second condition will result in immediate revocation of all vested ability and authority.

The Warrant of Limited Contractual Authority 3T-487.59-666 shall be signed in triplicate, firstly for possession by the OFFICIATOR, secondly for possession by the SIGNATORY, finally for record-keeping in sub-vault 9016B of the Nine-Fold Archive located in the damned metropolis of Dis.

Signed in blood and bound by soul.


Appearance and Personality:

Alixus Vade is a tall, thin man, his black hair slicked back. His deep brown eyes cut a contrast to his incredibly pale skin. He proudly present the brand on his forehead, a symbol of his devotion to his lord. He wears the blood-red robes of an Asmodean priest, trimmed with gold thread over a chain shirt. He carries a heavy mace, the favored weapon of Asmodeus, which he has named Ashmourn and a ruby-bladed dagger for religious ceremonies. A viper can often be seen coiled around his left wrist, the same with which he holds his obsidian holy symbol of Asmodeus.

Alixus is not a kind man, as one might expect for a fervent worshiper of Asmodeus. He expects total obedience from his followers, and has the cutting tongue and magical skill to back it up. He takes no small amount of satisfaction in subtly sowing conflict between his followers so that the strongest and most ambitious may rise to the top. His voice, though soft and slightly tremulous, cuts like a cold knife with an exacting precision that leaves loopholes for him to exploits and none for his enemies. To those that follow him, he is a firm but fair leader. Those that do their duty are rewarded, and those that shirk what is assigned to them are punished, just as the relationship between himself and his lord Asmodeus.

Let me know if you have any questions or if there's anything wrong with my character.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Simeon:

It seems that we have similar builds.

If your source of damnation is a devil (which I assume it is) you cannot be immune or resist electricity. Devils do not have that resistance. Also, because you have all four damnation feats, you can be immune to two types and resist the third for 10. Fiendskin benefits 1 and 2 specifically claim that they stack.


So seems like you could use a heavy hitter...let me build one. Working on a Nagaji Slayer (Executioner) with Fighter as the free VMC

I like random, Lets roll for hp

2d10 ⇒ (8, 8) = 16

Nice. Will keep working and show my work probably early next week.


Saasha:

Seems we do. Must've gotten the fiendskin thing wrong. It's a bit finnicky with Hero Lab.


I have to withdraw. I was just accepted in another thread, and between my active pbps and my upcoming dming of one i think I might be at capacity. Rather drop now than fall short.


I noticed the game thread has been quiet for some time. did this move to discord?


Yes, but just for now. Jing is doing training montages with each of us, explaining what has been going on during this pause and giving us the opportunity to interact with one of the NPCs, like Ella's on the game thread, where her and Triss bonded over smelly things and did NOT try and kill each other once.


dotting for interest with a gravewalker witch, taking putrefactor as the free archetype. Rolling now and I'll get the crunch and profile done later today.
My only initial question is since both archetypes change the familiar how would we deal with that?

4d6 ⇒ (6, 5, 6, 2) = 19 (17)
4d6 ⇒ (1, 2, 5, 6) = 14 (13)
4d6 ⇒ (3, 6, 6, 1) = 16 (15)
4d6 ⇒ (3, 3, 6, 4) = 16 (13)
4d6 ⇒ (5, 1, 5, 1) = 12 (11)
4d6 ⇒ (1, 5, 1, 4) = 11 (10)
4d6 ⇒ (6, 1, 5, 3) = 15 (14)

Looks like 17, 15, 14, 13, 13, 11. I'll definitely make use of that.


When I do stuff like a player on NPC roleplay "session" I like how in Discord I just open a Whisper with them and go back and forth real time. It helps me roll through what could take days or weeks in a shorter time and have a more personal touch.

Scarab Sages

Pathfinder Starfinder Society Subscriber

That sounds like a very cool synergy between the mediums.


That's a fantastic application of the technology, Jing! I imagine you and your players get to do a lot of fun roleplaying that way.


This is Mat_H. My rolls are above. I still need to write up a background/personality and buy gear for Coloua here, but the crunch is ready.

Coloua is a Wayang Gravewalker Witch, with the free extra archetype of Putrefactor. I went with the average+1 HP for the crunch.

I was still wondering how to deal with the dual archetype where Gravewalker witch gets a poppet that has no HP, whereas Putrefactor witch has an insect that lives inside her, and future abilities have stats based on the familiar's HP. That should be pretty easy to figure out if I'm chosen though. I'll update with background within a day or so and then do gear.


I'll probably start hashing out completely the difficulties of character build once chosen.

Background, role, and the like are a bit more important and above specific class and archetype for the most part. Apologies, I know that's not really an answer/ a good one but I don't want too push too deep into crunch till the crunch itself is being gone over and then I'll work with the player to make sure it works in a way we both feel is right.


That works for me. I always think background is the most important part, that's why I got the crunch out of the way and now am gonna take my time with the background. Since the person chosen is coming in late, is there anything specific you would like us to address in our most recent history that would place us where we need to be? If I go from the player's guide and stop at my crime then that puts Coloua in the prison and not able to join up with the group.


I would focus more on the crime and general backstory of your character. It would make sense more for me as the GM and the selected player to adjust the period between being caught and branded and meeting and joining the group.


Rolls: 4d6 - 1 ⇒ (5, 4, 4, 1) - 1 = 13
Rolls: 4d6 - 2 ⇒ (2, 5, 4, 6) - 2 = 15
Rolls: 4d6 - 1 ⇒ (1, 4, 3, 5) - 1 = 12
Rolls: 4d6 - 2 ⇒ (3, 2, 5, 1) - 2 = 9
Rolls: 4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
Rolls: 4d6 - 1 ⇒ (1, 5, 1, 5) - 1 = 11
Rolls: 4d6 - 1 ⇒ (6, 2, 1, 3) - 1 = 11

13,15,12,11,16,11

Hmm, I'll have a quick think


I might make small modifications to this until selection is complete, but here is the main meat of Coloua's background. The general concept will remain the same, but knowing me I'll add a little here and there (and correct grammar).

In terms of role, Coloua, being a witch, is primarily a debuffer. She will also make pretty extensive use of her arcane spells, especially the necromantic ones, allowing her to act as a good damage dealer. As she levels up, her archetype and spell choices will add in a decent amount of creation/control of undead. She also is pretty stealthy due to her stats and race, so she can serve as either a scout, or a surprise to devout Mitrans who do not see her approaching them in the shadows to curse or kill.

Coloua's Background and Crime:

Life is never easy for a Wayang, especially in Talingarde, and especially for Coloua. She grew up in a small community of Wayang in Daveryn which had migrated to Talingarde before the rise of the House of Darius, which had done relatively well despite their distrust of the humans among which they lived. After the rise of the Mitran religion, their community found themselves persecuted out of fear, as the humans associated their appearance, habits, and affinity to the shadows with evil.

Coloua was born after the House of Darius began its rule, and had only heard tales of the times when the clan was relatively safe and happy. All that she knew was a life of hiding, and having to steal what supplies they needed when they were unable to find someone disreputable enough to barter with them.

As she grew, the clan got smaller. Every few months one of the members would not come back from an excursion into the city, with no word of them ever heard again. The clan became more and more paranoid and isolated, but lacked the resources to move to a safer place, so they made due as they could and slowly shrank in size.

When she was only 28 (early teens for a Wayang) her father did not come home, followed shortly by her mother who chose The Dissolution over continuing in her grief. Coloua was left alone with few friends and little guidance. Thinking back to the tales of the 'good days', she could only blame the Mitrans.

Not wanting to wait for her fate to come to her, she began to reach out into the underbelly of Daveryn. Although she found mostly persecution, occasionally she would encounter those who shared her disdain of the state and its religion, and she began to build a network of compatriots. Having left what was left of her clan behind, she had no means to support herself and was forced to live in the shadows of charnel houses and graveyards, where few would tread at night. Her solitude began to affect her, and she often felt confused and abandoned.

She began to feel at home among the dead and the insects, and felt that they accepted her as one of her own. One fateful night sleeping among the graves she awoke to a calling. She felt accepted by both the insects around her and the dead underneath her, and realized that these were now her new clan. She needed to spread the word that rot and dissolution were stronger than health, and death was stronger than life. All living things eventually died, and all healthy things rotted when left to their own devices. The darkness was stronger than the light of Mitra, and the dead were more powerful than the living of Talingarde.

Having come to this revelation, she reached out to the dissolute of Daveryn, spreading her new beliefs. She condemned those who worshiped Mitra as zealots who had slain her clansmates out of fear for their strength in the shadows, and who had pushed the darkness and rot down out of fear that it would naturally overcome them. Her ideas were welcome to some of those who had been cast out by society and she began to build a cult, giving sermons in the graveyard and feeding the insects of the earth with their blood as they practiced the traditional Wayang scarification that she taught her followers.

Word of this activity made it back to Sir Balin of Karfeld, who brought his men to the graveyard and interrupted their gathering in an attempt to capture Coloua and her followers, slaying those that would not submit. Coloua ran, following the call of the dead that only she could hear, with her insect friends swarming around her, hiding her from the Mitrans. After a long chase through the dark alleys of Daveryn, Sir Balin finally cornered her, beating her into submission, and the last thing she heard was him accusing her of Heresy as she fell unconscious. She awoke to the news that she was being taken to Branderscar to be tried for her crimes. The only thought in her mind was after losing two families...two clans...to the Mitrans, she would find a way to make them pay.

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