Way of the Wicked Book II Recruitment - 1st Edition Pathfinder


Recruitment


I am seeking a player to play Lord Thomas Havelyn in a Way of the Wicked campaign. I altered the NPCs background a bit to have been married to a woman who was part Tiefling who worshiped Asmodeus secretly. Once she was discovered she was executed and the execution gave Lord Havelyn mixed emotions about Mitra and the Kingdom of Talingarde in general. These feelings were pushed aside until the arrival of the characters at Balentyne where one of the current characters Soren Marsailles is the spitting image of his dead wife and coincidentally was born the day after his wife was executed. Havelyn took this as a sign from Asmodeus and converted to the cause of the characters which led to the sacking of Balentyne at the end of Book I.

As an NPC, he was a Level 2 Aristocrat and Level 7 Paladin.

The characters are only Level 5 currently so I wish to have a new players run him as 5th level to match the current PC power level. I'd like to see him as a Cleric of Asmodeus or an Anti-Paladin but will entertain other interesting ideas as well. I allow all Third Party and Pathfinder classes.

You can either use a 25 point to make new stats or accept his stats as listed in the Book:

Strength 18 - Dexterity 12, Constitution 14 - Intelligence 12 - Wisdom 14 - Charisma 16.

You will begin with the following equipment:
+1 Dastardly Full Plate,
Masterwork Heavy Steel Shield,
Masterwork Longsword ("Balinger" an heirloom sword which has a Holy Symbol of Mitra built into the cross guard),
Masterwork Dagger (adorned with gilding which marks him as a Knight of Alerion),
Headband of Alluring Charisma +2 (already include din the stats above).
A Leatherbound Book Detailing the Family Tree of the Havelyn's (reading from it allows those who hear it the effects of Bless that lasts for 2 hours once per week if they are followers of Mitra - he will not part with it as it is still a family heirloom), and
900 Gold.

You will receive 2 Traits.

He is Human so his race will not change but a conversion to a half-fiend template I would consider as time moves on in the game.

I am a DM who took over for a prior DM so the builds are a bit of a compromise. At first level, the character is Gestalt. At 5th, 9th, 15th, and 19th I am allowing the PCs to swap out taking a Feat at the level to take another Gestalt Level.

My posting rate is relatively slow these days just an FYI.

Any takers? I'll leave this open for the next 10 days to see if there is any interest. Thanks.


I looked at the campaign in question and it seems like it's an interesting idea. I'd be willing to give it a go.


YanJieming wrote:
I looked at the campaign in question and it seems like it's an interesting idea. I'd be willing to give it a go.

Any particular class you would be interested in?


Get to play as the villain?! Count me in.

I can't think any books off the top of my head to use for a character build, but I do LOVE playing clerics.

Could just play him straight out of the rulebooks.

I see him with either a pentagram tattoo, or a festering wound in the shape of a pentagram.

(Why can't I find the gameplay thread?)


Hi SS, it's your least favorite game-leaver looking to make amends. Would you consider Havelyn as a Direlock?

I'd probably want to swap his Strength and Charisma (so 14 and 16 + 2) scores and his Intelligence and Wisdom scores, or if you prefer, 25 point buy.

Do we make Havelyn gestalt at 5th level?


I was planning on a cleric with the devil and fire domains, but I did want to look over his interactions with the group a bit before I mad a decision as to how to build him. My goal would be to make the transfer as seamless RP wise as possible.


Oceanshieldwolf wrote:

Hi SS, it's your least favorite game-leaver looking to make amends. Would you consider Havelyn as a Direlock?

I'd probably want to swap his Strength and Charisma (so 14 and 16 + 2) scores and his Intelligence and Wisdom scores, or if you prefer, 25 point buy.

Do we make Havelyn gestalt at 5th level?

Heh, no worries life happens.

Yes to the class, yes to the swap.

Level 1 - Direlock 1 + Gestalt
Level 2, 3, and 4 Direlock
Level 5 - Direlock 5 - You can Gestalt BUT it costs you the level 5 Feat.


tom_thiessen wrote:

Get to play as the villain?! Count me in.

I can't think any books off the top of my head to use for a character build, but I do LOVE playing clerics.

Could just play him straight out of the rulebooks.

I see him with either a pentagram tattoo, or a festering wound in the shape of a pentagram.

(Why can't I find the gameplay thread?)

Straight out of the Rulebook he is Aristocrat 2/Paladin 7, you could build him as you see fit but his level has been reduced to 5.

Click into my Profile, you will see the Gameplay thread there.


YanJieming wrote:

I was planning on a cleric with the devil and fire domains, but I did want to look over his interactions with the group a bit before I mad a decision as to how to build him. My goal would be to make the transfer as seamless RP wise as possible.

Fire fits in quite nicely as a Domain based on the current roster :-)


Storyteller Shadow wrote:


Straight out of the Rulebook he is Aristocrat 2/Paladin 7, you could build him as you see fit but his level has been reduced to 5.

Click into my Profile, you will see the Gameplay thread there.

I was meaning the core rules...

But then I was thinking a cleric/monk, and using the sensei archetype.

I can buff comrades, and gain a few bard-like abilities. Win-win.


tom_thiessen wrote:
Storyteller Shadow wrote:


Straight out of the Rulebook he is Aristocrat 2/Paladin 7, you could build him as you see fit but his level has been reduced to 5.

Click into my Profile, you will see the Gameplay thread there.

I was meaning the core rules...

But then I was thinking a cleric/monk, and using the sensei archetype.

I can buff comrades, and gain a few bard-like abilities. Win-win.

Ah Core, gotcha.

Sure, I have a PC with the Sensei Archtype (one of the few remaining games I have time to be a PC in) and I am enjoying the build.


Hey, Storyteller Shadow! I see some good interest already but I'd love to throw my hat in the ring as you're one of my favorite GMs and folks in general on here. I used to post as Loup Blanc, and while I had to step away for a while life has settled back down to a place where I'm getting into things again. With that in mind, and seeing this, I'm very interested!

As far as build I'd probably play him as a straight Antipaladin, not sure what to gestalt in off the top of my head. One question would be if you're alright with Spheres of Power? I know 3rd party classes are okay but since Spheres is kind of a system I figured it would be good to check. Essentially it would allow him to trade out some spells and such for greater combat versatility and power. Let me know either way!


Hey Loup welcome back, yep Sphere of Power are ok.


I have too many games going on. I'll withdraw, thanks SS.


Health: 3d8 + 1d10 ⇒ (4, 3, 8) + (10) = 25

Okay, here's my submission for Havelyn:

Crunch:
Name: Thomas Havelyn
Race: Human
Class: Cleric 5/Antipaladin 2
Gender: Male
Size: 6' 2" 200 lbs
Age: 50
Alignment: LE
Deity: Asmodeus
Language: Common

Str: 14
Dex: 12
Con: 14
Int: 10
Wis: 18
Cha: 16

Stats
Senses Perception +8;
Speed 20 ft; HP 45/45

Defenses
AC 23, touch 11, flat-footed 22 (+1 Dex, +10 Armor, +2 Shield)(28/16/27 vs subject of Smite Good)
CMD 18
Fort +10, Ref +5, Will +12 (+2 vs emotion and fear effects)

Offense & Weapons
Melee MW Longsword +8 (1d8+2/19-20);
MW Dagger +8 (1d4+2/19-20)
Ranged MW Dagger +7 (1d4+2/19-20/10')
Special Attacks Touch of Corruption, Fire Bolt, Channel Negative Energy
CMB +7

Domain Spells
1st Burning Hands, Command
2nd Align Weapon (Evil Only), Produce Flame
3rd Fireball, Suggestion

Spells Prepared
Concentration +9
0-Level (DC 14): Bleed, Detect Magic, Enhanced Diplomacy, Spark
1st (DC 15): Bless, Command, Doom, Magic Weapon, Summon Monster I
2nd (DC 16): Build Trust, Bull's Strength, Hold Person, Produce Flame
3rd (DC 17): Bestow Curse, Suggestion, Vision of Hell

Feats
•Selective Channeling
•Channel Smite
•Improved Channel

Traits
•Noble
•Disillusioned

Racial Traits
•Bonus Feat
•Skilled

Skills
•Bluff (1 Rank, +3 Cha, +3 Class)
•Diplomacy +10 (3 Ranks, +4 Wis, +3 Class)
•Intimidate +8 (2 Ranks, +3 Cha, +3 Class)
•Knowledge (Nobility) +6 (2 Ranks, +0 Int, +3 Class, +1 Trait)
•Knowledge (Religion) +7 (4 Ranks, +0 int, +3 Class)
•Perception +8 (4 Ranks, +4 Wis)
•Sense Motive +12 (4 Ranks, +4 Wis, +3 Class, +1 Trait)

ACP: -6

Gear

Combat Gear
•+1 Dastard Full Plate
•MW Heavy Shield
•MW Longsword
•MW Dagger

Other Gear
•Headband of Alluring Charisma
•A Leatherbound Book

Wealth: 900 gp

Special Abilities

Aura (Lawful Evil): A Cleric has a particularly powerful aura corresponding to the deity’s alignment.

Aura of Evil: The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Detect Good: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good: Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.

Channel Energy (3d6 / DC 17 / 6/day) : An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Spontaneous Casting: An evil cleric can channel stored spell energy into harming spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (a inflict spell is any spell with "inflict" in its name).

Domain (Fire): A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.

Domain (Evil [Devil]): A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.

Hell's Corruption (2 Rounds / 7/day): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result.

Fire Bolt (1d6+2 / 7/day): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire.

Unholy Resilience: An antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (1d6 / 4/day): An antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. As a touch attack, an antipaladin can cause damage to his target. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.

I built him as a Cleric with the Devil and Fire Domains, with Antipaladin Gestalt at 1st and 5th. I figured Devil would fit really well with the Faustian bargain that was suggested might be available to him. I see him as having truly converted, as he watched Balentyne break and was filled with an unexpected sense of pleasure over the destruction of those hypocrites. Then as they leave on Tiadora's barge, he prayed to his new master and was filled with divine power. I've been thinking about having him take on a new name as part of this process. Mathwyn Pyre (Mathwyn being a combination of his first name reversed--Thom--and Bronwyn).

I see him having been drawn to the divine magic of Asmodeus as a subconscious desire to be the one to perform the resurrection magic should Asmodeus see fit to return Bronwyn's body once Havelyn has proven himself.

I built him so that his Knowledge (Nobility), (Religion) and Sense Motive were strong to go with his background and the groups interactions so far (how else could he have seen through Soren's skilled lies). I eventually intend to build up his bluff, but he showed before that he's not great at that yet, so I started him with just the one rank.


Quick question as I'm looking at things, although it may be moot since that looks like a very fine submission above! Would I be able to spend money to swap the heavy shield for a tower shield? I suppose for that matter it's worth asking if the gold can be spent at all.

Still working out details of a build but what I have going so far is a very tanky setup that will see Havelyn drawing enemy attention and fending off attacks, holding the line through thick and thin.


Will have a character build posted by the morning :)


Ugh...I made him a cleric/monk of Asmodeus, which I realized AFTER he should be aligned with Mitra...back to the build table...


tom_thiessen wrote:
Ugh...I made him a cleric/monk of Asmodeus, which I realized AFTER he should be aligned with Mitra...back to the build table...

Asmodeus is the correct God :-)


Storyteller Shadow, any word on the tower shield swap? It isn't a huge deal but it changes how I want the build to look by 5th level.


Helix Missionary wrote:
Storyteller Shadow, any word on the tower shield swap? It isn't a huge deal but it changes how I want the build to look by 5th level.

Sorry forgot about that.

No problem proceed the armory of Balentyne would have had one, probably Masterwork too.


Great! I shall finish up the build and hopefully post in later tonight or tomorrow.


Might have helped if I'd written some background.

Basic idea is that he saw his wife, and sold his soul to be reunited with her, becoming Asmodeus' pawn. The "gifts"--soulless gaze, armor, etc were only to weaken his resolve and further corrupt him. Sort of like Spawns suit, or the Venom symbiote.

I went with the fire and ash domains because they seemed fitting for Asmodeus (the black and red colors).

Never built a gestalt character before, so hope I didn't do TOO bad.

Thomas:

Thomas Havelyn
Human cleric 5/monk 2
LE Medium humanoid
Init +1; Senses Perception +9

DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
HP 50 (5d8+10)
Fort +6, Ref +4, Will +6

OFFENSE
Speed 30 ft
Melee mwk longsword +5 (1d8+4)
Melee mwk dagger +9 (1d4+4)
Melee Lt mace +9 (1d6+4)

Spell-Like Abilities
Inspire Courage (5/day)
Fire bolt (6/day)
Insightful Strike

Spells Prepared (CL 5th)
0--4 (DC xx)--antagonize wound, bleed, putrefy food & water, touch of torment
1--3 (DC xx)--burning handsD, command, cure light wounds (1d8+5), torchbearer
2--2 (DC xx)--produce flameD, shooting star, summon monster ii
3--1 (DC xx)--curse of capturing, fireballD,

Statistics
Str 18, Dex 12, Con 14, Wis 14, Cha 16
Base Atk +3; CMB +8; CMD 19
Feats Deceitful, Improved Initiative, Soulless Gaze (Damnation)
Skills Diplomacy +8, Heal +9, Intimidate +13, Kn Religion +7, Perception +9, Ride +10, Sense Motive +12, Spellcraft +10, Use Magic Device +5
Languages Common, Dwarven
SQ aura of evil
Trait Martial Manuscript, Jaded
Gear +1 Djezet Skin (leather armor--see Armor Master's Handbook), mwk longsword (“Ballinger”, his father’s sword with a holy symbol of Mitra
built into the cross guard), headband of alluring charisma +2,
masterwork dagger (marking him as a Knight of the Alerion),
master keys to every lock in the watchtower, Family tree of Havelyn (bless 1/week for followers of Mitra)

Base Atk +8; CMB +12; CMD 23
Feats Cleave, Great Cleave, Power Attack, Selective Channeling,
Toughness, Weapon Focus (longsword)
Skills Diplomacy +15, Knowledge (Nobility) +8, Knowledge
(Religion) +8, Perception +14, Ride +8, Sense Motive +14,
Spellcraft +5
Languages Common, Dwarven
SQ aura of good, divine bond (masterwork longsword), lay on
hands (3d6, 6/day), mercies (shaken, diseased)
Trait – Indomitable Faith -- +1 to Will saves
Gear +1 champion full plate (see the Advanced Player’s Guide),
masterwork heavy steel shield, masterwork longsword
(“Ballinger”, his father’s sword with a holy symbol of Mitra
built into the cross guard), headband of alluring charisma +2,
masterwork dagger (marking him as a Knight of the Alerion),
master keys to every lock in the watchtower


I will be leaving this open until the 13th, at that date I will close the Recruitment and pick a Lord Havelyn.


Storyteller Shadow wrote:
I will be leaving this open until the 13th, at that date I will close the Recruitment and pick a Lord Havelyn.

Maybe it'll be a happy birthday to me :)


One more day to complete submissions. I likely will not pick until Sunday night as I will have a busy rest of the week and weekend. The current PCs will also have a say in the final selection.


1 person marked this as a favorite.

Alright, presented below is the stat block for my rendition of Lord Thomas Havelyn reborn, with notes following.

Thomas Havelyn, Fallen Lord Knight:
Lord Thomas Havelyn
Male human antipaladin (blood-soaked demon, warrior of blind faith) 5/sentinel 2 [gestalt]
LE Medium humanoid (human)
Initiative +2; Senses Perception +10
- - - - -
DEFENSE
- - - - -

Armor Class 26, touch 11, flat-footed 25 (+1 Dex, +10 armor, +5 shield)

Hit Points 51/51 (1d12+4d10+10+5)
Nonlethal Damage 0
Condition Normal

Fortitude +9, Reflex +6, Will +9
- - - - -
OFFENSE
- - - - -

Speed 20 feet (30 when not in armor)

Melee Bronwyn's Embrace +10 (2d6+6) OR
Melee gauntlet +9 (1d8+4)

Ranged heavy crossbow +6 (1d10/120 ft./19-20)

Special Attacks Guardian's Challenge, Shove
- - - - -
STATISTICS
- - - - -

Strength 18, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 14, Charisma 16

Base Attack Bonus +5
Combat Maneuver Bonus +9
Combat Maneuver Defense 20

Feats Improved Shield Bash*, Improved Unarmed Strike*, Muscular Reflexes, Power Attack, Shield Focus*
*Associated feat used for combat sphere/talent

Traits Desertion, Signature Moves

Trained Skills
Craft (armor) +5 (1 rank+3 class+1 Int)
Diplomacy +10 (4 ranks+3 class+3 Cha)
Handle Animal +7 (1 rank+3 class+3 Cha)
Intimidate +11 (5 ranks+3 class+3 Cha)
Knowledge (nobility) +9 (5 ranks+3 class+1 Int)
Knowledge (religion) +9 (5 ranks+3 class+1 Int)
Perception +10 (5 ranks+3 class+2 Wis)
Profession (soldier) +10 (5 ranks+3 class+2 Wis)
Ride +5 (1 rank+3 class+1 Dex) (-5 ACP from armor, -7 ACP from shield)
Sense Motive +10 (5 ranks+3 class+2 Wis)

Languages Common, 1 other

Equipment:
Weapons
Balinger (Heirloom masterwork longsword with Mitran holy symbol)
Masterwork dagger (insignia of the Knights of Alerion)
Heavy crossbow
--10 bolts

Armor and Clothing
+1 dastard full plate
Bronwyn's Embrace (Masterwork tower shield, masterwork shield spikes, masterwork reinforcing boss)

Other Gear and Belongings
Leatherbound Havelyn Family Tree

Money 849 gp

Class and Archetype Features:

Aura of Cowardice: All enemies within 10 feet take -4 on saving throws against fear effects, immunity to fear is lost.
Aura of Evil: Evil aura with power equal to level, extra damage from smite evil.
Bonus Feat: Shield Focus
Combat Training: Expert practicioner, Charisma modifier.
Dedicated Defense (Sentinel 2): DR 1/-, stacks with similar DR.
Defender's Soul (Sentinel 1): Guardian bonus sphere with challenge package.
Detect Good: At will detect good as the spell, move action to concentrate within 60 feet and determine as if studying for 3 rounds.
Fiendish Bond: Bond with armor, standard action to apply +1 enhancement bonus or special effects; once a day for 1 minute per level.
Guard Wall (Sentinel 2): When ending turn without moving more than 5 feet, gain +2 circumstance bonus to CMD.
Guardian Challenge (Sentinel 1): +1 bonus on attack and damage rolls against target of Guardian's challenge for duration.
Iron Fist: Improved Unarmed Strike bonus feat; attacks with gauntlets, spiked gauntlets, and armor spikes use warpriest sacred weapon table for damage.
Martial Tradition: Knightly Training, bonus combat spheres/talents.
Plague Bringer: No damage or any penalty from diseases; still contracted and spread, but immune to effects.
Sentinel's Reserve (Sentinel 1): 3 Reserve points per day, can spend as swift action to gain 12 temporary hit points that last 1 minute or until lost. Reserve points regained after resting for 8 hours, once per 24 hours.
Unholy Resilience: Bonus equal to Charisma bonus on all saving throws.
Unstoppable: When wearing heavy armor, not slowed by terrain that halves movement unless magically manipulated.
Wise Reflexes (Sentinel 1): Can use Wisdom modifier in place of Dexterity for initiative and Reflex save bonus, not exceeding class level.

Combat Spheres and Talents:

Brute Sphere
Shove: Move action to move up to half speed and make a melee touch attack. Successful attack causes target to take Strength modifier bludgeoning damage and gain battered condition (-2 to CMD, cannot take attacks of opportunity provoked by combat maneuvers) until end of next turn. May shove in place of attack on charge without extra movement.

Equipment Sphere
Armor Training: Proficient with medium and heavy armor.
Knightly Training: Proficient with flail, greatsword, halberd, heavy flail, heavy pick, light pick, lance, longsword, shortsword, and warhammer, may wield bastard sword and estoc as two-handed martial weapons. When performing a charge, only -1 to AC.
Shield Expert: Increase shield bonus of any shield by +1.
Shield Training: Proficiency with all shields, including tower shields, and all shield bashes.
Tower Shield Mastery: Ignore attack penalty for attacking while carrying tower shields and may bash with tower shield, dealing 1d8 bludgeoning damage. Treat possessed tower shields as heavy shields for enchantments and shield spikes. When wielding a tower shield, increase max Dex and reduce armor check penalty by 2.

Guardian Sphere
Challenge: Challenge a seen creature as swift action, or free by expending martial focus; it takes -3 penalty on attack rolls not including Havelyn as a target, +2 to rolls only targeting Havelyn. Target is aware of the effect, not duration. Challenge lasts 5 rounds; new challenge causes previous challenge to end. Multiple challenges do not stack. Creatures with no Intelligence cannot be targeted.
Delayed Damage Pool: Pool of 15; when receiving damage, may redirect all or part to delayed damage pool, applying damage reduction and resistance first, and not exceeding pool's capacity. Delayed damage pool empties at end of turn each round, inflicting damage and bypassing DR and resistance. Additional effects apply immediately. Healing in excess of max HP reduces delayed damage pool.
Mass Challenge: May increase required time to issue challenge by one step (swift to move, free to swift) to issue challenge to 4 creatures.
Swift Guardian: Reduced action requirement to issue challenge.

Shield Sphere
Active Defense: When using a shield and attacked while aware and not flat-footed, may spend attack of opportunity to increase shield bonus against attack by +3, chosen before attack roll. Triggers one deflect talent.
Bashing Shield: Do not lose shield bonus to AC when attacking with shield; may shield bash with a buckler as a light shield one size smaller.
Cover Ally: While maintaining martial focus, may use active defense to benefit ally within shield's reach when they are targeted by an attack.
Smashing Counter (deflect): When an attack misses creature benefiting from active defense, may make a shield bash attack as a free action even outside of turn.

Decision Notes:
Mechanically he's wrapped up, although he needs another language--presumably whatever he was statted as knowing previously--and I haven't gone through the full kibosh of purchasing mundane sundries, although he'll probably have a horse with some barding (since he's been shown to own one already) and some general equipment, and quite possibly some fancy clothes as well as more basic ones.

In terms of design and how it molds into plans, I see Havelyn as a deeply conflicted man who's going through a huge transition period in his life. He's fallen quite precipitously from a steadfast if troubled servant of Mitra, dutifully holding his faith and his position as a protector. In a matter of days--perhaps even less, if I'm reading the relevant posts right--he has turned to Asmodeus and helped to slaughter his own soldiers, opening up Talingarde to attack from monstrous savages and throwing in his lot with what ought to be his most deeply sworn enemies.

And why? Because he hopes to resurrect, or perhaps at least avenge, his dead beloved, put to death for her heretical beliefs. It's my understanding that Soren looks very much like her, and may or may not be some sort of reincarnation of Lady Bronwyn, given there's apparently something potentially significant to the timeline of Lady Havelyn's death and Soren's birth. Her arrival, actions, and revelation to Havelyn triggered a change of heart in the man, causing him to fall from bright light to utter darkness--even if for what might be considered a noble cause, from a certain point of view.

This comes to my decision to build Havelyn as a heavily armored tank who wields a massive shield of his own creation in combat, eschewing the brilliant sword emblazoned with the symbol of a faith he can no longer uphold. Havelyn's goal now is to survive, to prove his mettle and fight alongside the Knot while living long enough to return his lady love to this world. To that end, heavy armor and a large shield suit his needs well. And what better offense than that great defense? His weapons before were symbols of his old life: the church of Mitra, the Knights of Alerion. He isn't prepared to leave them behind entirely, but nor does he wish to use them in battle.

Instead, following his betrayal, he turns to an old pastime of smithing, and in the forges of Balentyne he makes for himself a new symbol, a new weapon and shield that will see him through these dark days. Wrought of strong iron and steel, the shield represents all he has sacrificed and all he now desires. It is a thing of malice, of anger, of utter, desperate hope. Dark Lord willing, this shield will bear Thomas Havelyn to its namesake: the loving arms of his long-dead wife.

Hope you enjoy, and happy to answer any questions! Looking forward to hearing the final decision.

Silver Crusade

I was thinking of doing an anti-paladin lord of darkness archetype if that is ok.

Or, if you allow, a fiendish vessel cleric would be my first choice.


rorek55 wrote:

I was thinking of doing an anti-paladin lord of darkness archetype if that is ok.

Or, if you allow, a fiendish vessel cleric would be my first choice.

I allow everything. Get that sucker up fast, this Recruitment is closing at Midnight tonight. :-)

Silver Crusade

Oof. I'll see what I can do.


Storyteller Shadow wrote:
yep Sphere of Power are ok.

WAIT WHAT?

GRUMBLE IS ABOUT TO GET VERY MORE GRUMBLY


Busy few days, submissions are closed, I will make final selection early this week.


My apologies for the delay, I can only pick 1 submission despite the fact that they were all excellent. That being said, Helix Missionary's submission is the one that will be selected for the Campaign.

Please dot into the discussion thread Helix.

YanJieming and tom_thiessen good gaming to you!


Yay Helix!! Didn't get in with the Russian Boys, nice to see you get in here. (Though no, I'm not here. Just, um ... peanut-gallery-ing. For a second.)


Thanks Shadow :) look forward to other games.


Congrats Helix, that was quite the submission. Awesome job.


Thanks to all, and thanks for having me!

Community / Forums / Online Campaigns / Recruitment / Way of the Wicked Book II Recruitment - 1st Edition Pathfinder All Messageboards

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