Way of the Wicked - This City is Ours


Recruitment

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Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

Way of the Wicked is an adventure path from Fire Mountain games where you play a group of evil characters, sentenced to death by the self-righteous and "noble", but you're given a chance to escape your fate and take up arms under a force serving the Prince of Hell, to fight back against the city that has wronged you, to burn it to cinders and reforge a new order from amidst the ashes of their glory.

What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the hurch of Mitra, the Shining Lord.

You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities.

Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

How did they catch me?
You tell us. You must pick a crime (there is a list provided below) that you were condemned for. They are only two requirements – you got caught and you really did it. It’s not surprising that the Talireans (the people of Talingarde) caught you, though. Talingarde is a fiercely lawful and good society. Crime (especially heinous crime like yours) is not tolerated.

Character creation details:
-25 Point Buy
-All races, but the more peculiar they are, the iffier it gets. All core races are acceptable without issue, but others will be on a case-by-case basis. There will be infiltration in the game that the particularly bizarre races will have a great deal of trouble with. Races that are able to disguise themselves or pass as closely to human as possible, such as Kitsune, are easier to justify, but goblins are unlikely to be accepted.
-Only Lawful Neutral, True Neutral, Lawful Evil, and Neutral Evil allowed. See below for why.
-All classes except for Paladin, which will of course be replaced by Antipaladin. All alignment restrictions on classes will be waived, allowing for all non-Paladin classes to be taken, due to the restrictions in place.
--Any alignment-specific features, such as an Anti-Paladin making their weapon Anarchic through Fiendish Boon, will be house ruled and shifted as needed.
--While not required, it's advised that divine classes play the worshippers of Asmodeus. Neutral characters are forbidden from worshipping good-aligned Gods.
--The adventure as written does not include guns. Should someone be very heavily interested in playing a Gunslinger, we will talk about establishing gun rules and revising it somehow, but until that comes up I won't make any changes.
-You begin with nothing. Classes that require a spellbook begin play with the spells they knew prior to incerceration memorized. Alchemists begin play with none of their extracts. Bonded objects and spell components are gone. Animal companions, familiars, and mounts are presumed captured or having had escaped, and have to be reunited with once you have escaped prison.
-2 traits, as well as a Crime (as listed below). Traits can be tweaked and refluffed as needed.
-Provide a written backstory explaining your character. This includes their life before capture, their personality, motivations, the details of their crime, and why they want to overthrow the forces of Good.
-A general plan for your character. Your eventual aim will be to overthrow the current order and instate your own authority, and everyone should have some idea of what part of that authority they would wish to be. Not everyone can be a ruler, but not everyone wants to be a ruler. A cleric may want to see every shrine in the city devoted to Mitra profaned and a grand monument to Asmodeus erected. A mage may wish to see forbidden knowledge and dark magic flourish. "Power" can mean a lot of things, and there much more creative and interesting goals in mind than being king.
-Material from any Paizo book where applicable (obviously nothing from Mythic) is acceptable.
-3rd party material will be on a case-by-case basis.
-If you intend to eventually endeavor into a prestige class such as Assassin, also note that.

The alignment restriction comes with good reason. Evil games can, in the wrong hands, very quickly devolve into sociopathic power fantasy. I've no interest in running a game of murderhobos, serial rapists, and brooding loners. Your characters are not to be sociopaths who stab first and ask questions never because they're too busy going off to find someone else to stab. I'm looking for principled villains with a goal, the foresight to see it through without doing idiotic things to ruin that goal, and motivation. The best villains are those who have a reason for it, and while not everyone needs some kind of tragic backstory, something as simple as "worships Asmodeus but has always had to do it in the shadows" is still infinitely more interesting than "because he likes killing people". You don't need to have a deep code of honour, but you do need to behave and work in a group.

Crimes:
Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Recruitment will remain open for roughly a week. Maybe a little more because of how oddly positioned this is during the week, maybe a little less if the majority of applications come in on time. I'll be taking somewhere between 4-6 players, based on both party balance (so if you see four people already have Rangers, then maybe consider something else) and how much I like the applications.


Very interested.


Sent ya a PM, Spooky. had some questions, they were kind of only applicicable for my idea.


This sounds like fun! (<evil grin>) I am thinking of a human male wizard, possibly a sorcerer. Crime would be Consorting with the Dark Powers (Witchcraft)


Okay, here is Hound Mk.2.Barbarian of a pagan tribe who rejected the Mitrians generous offer to save his soul.

Crunch:

Class: Barbarian (hp favored)
Strength 18 (+4)
Dexterity 15 (+2)
Constitution 15 (+2)
Intelligence 10
Wisdom 12 (+1)
Charisma 8 (-8)

Lvl:1
HP: 15
BaB: +1
CMB: +5
CMD: 18
Languages:Common
AC: 12 FF: 10 Touch: 12
Align: NE
Init: +2
Fort: +5 Ref: +2 Will:+1
Spd: 40
Weapons:

Skills: Acrobatics (1+2+3) 6,Linguistics(orc)1,Perception(1+1+3)5,Survival(1+1+3)5,Climb (1+4+3)8

Feats:Power attack(-1 +2),Racial Heritage(Orc)

Special Abilities: Fast Movement,Rage (6 rounds)

Traits: Murder(+1 damage when flanking)Survivalist(+1 Fort saves)
Stats While Raging: 22 Str 19 Con, +3 Will save, Hp 17

Background

The boy who became Hound was born in the savage north of Talingarde, although his memories are beginning to fade so he does not know exactly, and what does it matter? He was

born in the north with his clan. His people hunted, warred with other clans or traded with them, sometimes they even traded with the beastfolk of the north and at times inter-

bred with them hence the touch of orc in Hound's veins.

As a boy, Hound had little time for play, his play was training for the time when he would take up a man's duties and so he watched other's bring in food and when they warred,

sometimes they brought in captives who were placed upon the shamen's altar and sacrificed to the gods of the north.

Perhaps this is why the armored men on their horses came. They rode down the men with shining blades and armor and burned the shaman atop his altar with his apprentice. They

didn't kill everyone, Hound and the other children were deemed 'savable' and taken south and put in an orphanage where they would be taught to be proper people.

Hound was devestated, but he was determined to survive and in his foolish youth thought he could lead the others back north and start again, but one by one the other children

fell away. The youngest were easiest, being convinced by good food and kind words. The others got the rod whenever they spoke their own tongue and were cowed into obediance, and

Hound's rage grew as his dream withered, and then he was alone and then the clerics came to him with the rod and demanded he obey.

Then the dream died and there was only rage.

The red haze ended and he found himself surrounded by the bodies of the teachers and covered in their blood, a hatchet in his hands, he didn't have any rage left when the

soldiers beat him down and dragged him away calling him a beast for slaying those who just wanted to save his soul.

The boy who was born in the north then cast aside his name for that one was dead along with his people. All that remained was 'Hound' who now sought to bring the same agony of

loss to those who brought it to him. He has no illusions that he will die, perhaps even before the next Mitrian dies by his hands, but he will still make that effort.

Background

The boy who became Hound was born in the savage north of Talingarde, although his memories are beginning to fade so he does not know exactly, and what does it matter? He was born in the north with his clan. His people hunted, warred with other clans or traded with them, sometimes they even traded with the beastfolk of the north and at times inter-bred with them hence the touch of orc in Hound's veins.

As a boy, Hound had little time for play, his play was training for the time when he would take up a man's duties and so he watched other's bring in food and when they warred, sometimes they brought in captives who were placed upon the shamen's altar and sacrificed to the gods of the north.

Perhaps this is why the armored men on their horses came. They rode down the men with shining blades and armor and burned the shaman atop his altar with his apprentice. They didn't kill everyone, Hound and the other children were deemed 'savable' and taken south and put in an orphanage where they would be taught to be proper people.

Hound was devestated, but he was determined to survive and in his foolish youth thought he could lead the others back north and start again, but one by one the other children fell away. The youngest were easiest, being convinced by good food and kind words. The others got the rod whenever they spoke their own tongue and were cowed into obediance, and Hound's rage grew as his dream withered, and then he was alone and then the clerics came to him with the rod and demanded he obey.

Then the dream died and there was only rage.

The red haze ended and he found himself surrounded by the bodies of the teachers and covered in their blood, a hatchet in his hands, he didn't have any rage left when the soldiers beat him down and dragged him away calling him a beast for slaying those who just wanted to save his soul.

The boy who was born in the north then cast aside his name for that one was dead along with his people. All that remained was 'Hound' who now sought to bring the same agony of loss to those who brought it to him. He has no illusions that he will die, perhaps even before the next Mitrian dies by his hands, but he will still make that effort.


I'd like to play a LE Psion(telepath), probably human. Class ok?


Sorry, no Psionics. Completely different ballgame.


Not really but ok, thanx for the quick response


Dotting with the white hot intensity of a thousand suns! I must conjure forth an evil persona


I am really interested in participating in this game and have been wanting to try the Anti-Paladin for some time now. I will try to get a character put together as soon as possible.


Under the cut is what the book has to say about certain choice classes and how to best prepare them. Note that Im not going to be selecting simply based off of what this say and leave out any classes not noted, but it might help you if you're looking for something to jumpstart an idea, or an angle to go by.

Spoiler:
The Anti-paladin from the Advanced Player’s Guide is well suited themetically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. Thus it is recommended that your GM allow the house rule “The anti-paladin may be of any evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.

Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.

Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.

Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for examplethe Order of the Cockatrice) are very appropriate indeed.

Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes.

Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.

Gunslingers are permitted but this adventure path assumes by default that firearms do not exist. There are no guns found in the treasure or adversaries who use firearms. If you want to play a gunslinger, you should talk to the Game Master about this. If they approve this choice, then they will need to modify the campaign accordingly to accommodate your character.

Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?

Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde. Much like the gunslinger above, talk to the Game Master and work out these special needs.

Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.

Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

We'll also be using the book-advised variant where PCs receive an additional two skill points per level.


OK I have finished the rough outline for Zinbah Boreol, my wizard submission. Still working on his background here but I should have it completed tomorrow. I borrowed heavily from one of my other wizard characters from a long defunct PbP game.


I'm making a melee-focused alchemist. Would it be alright for me to have both the Vivisectionist and the Internal Alchemist archetypes at the same time? I know some GMs are iffy on stacking archetypes


If they don't overlap, I'll allow it.


Dotting.
2 Earlier attempts didnt cut it, so i'm signing up with Delayla. human female oracle of fire.

Bio

Spoiler:

Delayla, said as Dee-lai-la, a young woman with a taste for sadistic revenge.
At a young age she was still a pretty normal girl. As she turned 15 her troubles began. She hated her aunt Donna. She spat upon the carriage, but her spit was a breath of flame, setting her aunt's carriage ablaze.
Being grounded the same night, she started to hear a voice that told her the fire was a gift and not something to ignore. The ghostly voice didn't leave her alone, attracting attention on occasion, displacing small objects. Something she had learned eventually from this visitor.
She was shunned for her fiery powers, rumors started to circulate. <"You don't belong here, leave!">..<"Fire powers, she must be a worshiper of an evil deity, only an evil god would embrace such powers.">

So it eventually came to pass. While staying at the house of two sisters and their parents she'd befriended, who weren't so judgemental. After all, there are non-evil deities surely with fire powers.

As Delayla one day came to her friends' house, she saw how a group of men lead by a zealous fat priest attacking the house. <"Where are you hiding the heretic, the flame woman? Flames are an unholy sign of the dark one. Tell us or die!" After the father refused, they zealously killed the father, then raped and enslaved the mother and daughters. Delayla knew she wouldn't be able to defeat multiple men, not with her lack of combat. She could only hide. From her hiding spot, she saw the women being taken.

Over the next year, Delayla used her charms trying to find bits and pieces of what happened to the three women. The result wasn't what she wanted to hear. The mother was executed for not sharing any information. The daughters were certainly eyecandy, and were used for private "service" for the priest and his followers until they would get enough of them, which from rumors would be soon. Delayla grew disgusted of these Mitrans.
She discovered the location of the house they were kept, albeit in it's basement though. Casting Ghost Sound, she made a diversion luring the watchman away. One firm burning hand over the face and the man was no more. Grabbing the keys she went in and did the same trick on the second. Unlocking the basement she found her friends. Fed, but bruised. They were narrowly able to escape. "Where is the fat piece of filth that did this to you?"
<"He's holding a sermon for fellow clergy and soldiers about the good they serve. A few streets that way.">, she pointed at the top of a tower.

Arson..
Delayla arrived at the church.
She waited for the door to be closed, the time to strike was there.
She went around the church to look for any other backdoors to meld shut. She then melted the iron middle of the main door shut. Wrapping a firm stone in cloth, she set it ablaze and tossed it through the window, lighting up the banners. As the banners caught fire, so did the wooden support of the structure. The masses couldn't escape the inferno that ensued, the screams of many faded as the fire went on. 100 people died in the fire.
This time she didn't get away, having spent her power had left her somewhat tired and she was taken into custody and sent to Branderscar. Tried shortly after that, she was sent to the salt mines for life, a bleak future.

Appearance, Personality & personal aim.

Spoiler:

Delayla is a graceful looking young woman with long blonde hair, partially kept together at the back. Her looks are one of her valuable features, being able to smooth-talk through a lot of situations.

Deelayla, though appearing well mannered, isn't very modest when it comes to revenge. Already having killed a hundred people in 1 night, any body atop count that is simply another number.

After all that has transpired, Delayla wants the extermination of the church of Mitra along with it's clergy and armed forces. She hasn't made plans yet for what comes after that.

The crunch i'll have to look up and post tomorrow morning.

Dark Archive

That's certainly a unique take on a lawful good society...

Dark Archive

I would like to submit Amanda Malburne, an Ex-Templar of Mitra who was turned into an Inquisitor of Asmodeus after being captured by a cult and learning that her birth was the result of a demonic pact her mother made with Asmodeus. She was an infiltrator in the church until the cult was broken up and her allegiance exposed. She has a desire to bring down the Mitran church, become the head inquisitor of the new order as well as transform herself into a fiend to avoid the scourging of hell after death and gain immortality.


Very interested to run this with my Druid/Monk melee fighter character. He's a radical neutral Aasimar that is set on keeping the balance between good and evil completely equal, no matter what it takes. This alias was to be used in a home campaign starting at level 4 so I will have to adjust him slightly, however the general crunch is there. I see him being imprisoned for the deaths of a few Mitran priests, he killed a couple goblins that day and well, the balance had to be restored. Right now this world is much too "good" for his taste, and he plans on changing that.


I am considering a human male, fighter sword and board. Properly minor nobility or middle class with an axe to grind with Talingards current goverment.

Dark Archive

As for my character's specialty, she's a jack of all trades type. She has reasonable dexterity and strength so can cross easily between Melee and Ranged attacks. She has also pretty good bluff and diplomacy so can be a face when the group needs it. She also has some thief skills so can sneak around, spot things and disable devices. And she has spells as well. So while she isn't a specialist in anything in particular, she can do a wide variety of different things for the group.

Dark Archive

Submitting Selina, the Sorceress.

Game Stats:

NE Human Sorcerer 1 (serpentine)

STR 10
DEX 14
CON 13
INT 14
WIS 12
CHA 18

HP: 7
AC: 12 (+2Dex)
Fort: +1 (+1Con); Ref: +2 (+2Dex); Will + 3 (+2Class +1Wis)
Init: +2
Attack: +0Melee; +2 Ranged

Feats
Spell Focus: Enchantment +1DC resist
Deceitful: +2 Bluff & Disguise; +4 at 10 ranks

Abilities
Crime Fraud: +1 Bluff, Bluff is always a class skill.
Trait Suspicious: +1 Sense Motive, SM is always a class skill
Trait Silent Hunter: +1 Stealth, Stealth is always a class skill
Bloodline Arcana Mind-Affecting & Language Dependant spells affect animals, magical beasts and monstrous humanoids as if humanoids who understand my language.
Serpents Fang (Ex) Grow fangs as free action. Natural weapons 1d4+str + poison: (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save), only usable for 3+cha rds/day.

Skills
Acrobatics (Dex) +3 (1rank +2Dex)
Bluff (Cha) +10 (1rank +3class +4cha +1trait +2feat)
Diplomacy (Cha) +8 (1rank +3class +4cha)
Disguise (Cha) +7 (1rank +4cha +2feat)
Sense Motive (Wis) +6 (1rank +3class +1Wis +1trait)
Stealth (Dex) +7 (1rank+3class +2Dex +1trait)
Spellcraft (Int) +6 (1rank +3class +2Int)

Spells
4x1st level/day

0th (4)
Acid Spash
Detect Magic
Ghost Sound
Prestidigitation

1st (2)
Charm Person
Sleep

Background and related:

Background
Selina was born to a minor noble family, struggling for money and devoid of any power, but with a vestige of something else in her bloodline. Betrothed to the scion of a wealthy merchant family while a young girl, her family were hoping that the blossoming girl would save the family's fortunes.

However Selina got greedy. Magically inducing her husband to sleep on her wedding night, she eloped with his money, and spent the next few years under various identities seducing, charming and stealing her way to wealth.

Ironically it was her first husband who eventually caught her, having dedicated himself to the Watch and spending an inordinate amount of time hunting her down over the years since their marriage.

Selina loves wealth, she likes wearing fine clothes and jewelry and the privileges of wealth. She has no interest in causing others harm, but doesn't particularly care if someone loses out for her gain. Sneaking, talking or charming her way of problems are her tool of choice. Though she does have a petty and vindictive streak if someone seems to target her above and beyond the norm.

Appearance
Selina is drop dead gorgeous, sleek dark hair, bright green eyes and pale flawless skin (or at least it was before her branding). She revels in her appearance, liking to wear revealing clothes and accentuating jewelry and makeup.

Advancement
May take a level or two of Rogue or other skill class to give an injecting of skills, though not decided on this. Could branch into Arcane Trickster if the party makeup is lacking in rogue-like skills. Do intend on taking Leadership if available to have a group of adoring sycophants to abuse...


I'd like to submit this guy for consideration. He was made for another game that I didn't get into so he will need some modifying but the back story is the important part.

The Exchange

Spooky GM wrote:
A cleric may want to see every shrine in the city devoted to Mitra profaned and a grand monument to Asmodeus erected.

I'm leaning towards this, but substitute "profaned" with "burned", as I want to be a fire-obsessed cleric (of Asmodeus, of course).

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting with EXTREME prejudice. This is awesome. I am definitely making a character. *evil grin*


I'm very interested.

Basic idea would be for a Cleric or Inquisitor of Ardad Lili, one of the Whore Queens of hell. She'd be an heir to human branch of House Barca, the family that ruled Talingarde before Mitra became the prominent god.


Awesome! Going to submit Lily, an Antipaladin of Asmodeus. She'll stay single-classed, likely, and is planning to go with a two-handed build, maybe with a reach weapon (I've been toying with a fauchard build). Will make an alias if chosen. Thanks!

Sheet:
Lily Steelsong
Human Antipaladin of Asmodeus 1
NE Medium humanoid (human)
Init +2; Senses Perception +0

Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +3

Offense
Speed 30 ft.
Special Attacks smite good
Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect good

Statistics
Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Intimidating Prowess, Power Attack
Traits arcane temper, high treason, omen
Skills Bluff +7, Disguise +7, Intimidate +11, Ride +5, Sense Motive +4, Stealth +5
Languages Common, Infernal
SQ aura of evil

Background:
Lily grew up along with the nobility of Talingarde. Not because she was noble herself, but because her family were revered paladins of Mitra. Before she was born, her mother had a revelation that unfortunate and disastrous changes would happen when her sole daughter came of age. Afraid to tell her husband, she went to the church that she had trusted so much and confided in them. They assured her that her secret was safe. Not long after childbirth, Lily's mother passed away, unable to bear the burden any longer.

Raised solely by her father, Lily grew up learning the tenets of Mitra, and held them dearly. But she had visions, visions that ran through her mother's side. She saw horrible things in the future. And the proponent of these awful changes was always brought forth by the Monarch of Talingarde — the beloved King Markadian V.

Passing her religious studies, Lily graduated from the Church of Mitra and became a full fledged paladin. Assigned to the court, she began to look into how to prevent the disastrous future that she witnessed every night she lay down to sleep. But the Church did not listen to her. None believe her visions, and tried to assure her that it was nothing more than the Fallen one's influence, trying to test her faith.

But she believed, and she began to plot. If only the Brave of House Darius were no longer in power, perhaps the lands might be saved. She sought others that were like minded. Others that could help her destroy the current rule. Plans were put into motion to discredit the legitimacy of the throne. Secret taxes were enforced with the monarchs knowledge. Heralds seeking to cause sedition were found in the streets nearly every day.

But something went wrong. There were royal spies in the midst of her conspiracy. They quickly found the source, and confronted Lily. She was tried by the courts and convicted of High Treason. The Church, her only pillar of strength, turned their backs on her. She was frightened, but more than that, she was angered. How could they!? Would they not listen to reason?

But she found another rock in the turbulent storm of chaos, a dark voice deep inside her. The Fallen One's words were soothing, and stoked her anger. It spoke to her of future deeds, and how she could destroy the hated Church, and cease the line of the monarchy forever. She would have her revenge. The iron bars she found herself behind now, awaiting her execution, could not contain her wrath. She would find a way. The Church would burn. A new rule would be established. The lands would be washed in cleansing darkness.


I am very interested and present either the sorceress Serafina or the Monk/antipaladin Talia

Serafina:

Serafina Tolemy
Female Human Sorcerer 1
LE Medium humanoid (human)
Init +5; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +2, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bloodline arcana: infernal
Sorcerer Spells Known (CL 1st; concentration +6):
1st (5/day)—charm person (DC 18), sleep (DC 16)
0 (at will)—detect magic, mage hand, message, prestidigitation (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 14, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 9
Feats Eschew Materials, Noble Scion of War, Silent Spell
Traits consorting with the dark powers (witchcraft), fiendish confidence, magical lineage
Skills Bluff +9, Diplomacy +9, Intimidate +10, Knowledge (arcana) +7, Knowledge (nobility) +8, Knowledge (planes) +7, Spellcraft +6, Use Magic Device +9
Languages Common, Draconic, Infernal
SQ bloodlines (infernal), corrupting touch
--------------------
Special Abilities
--------------------
Bloodline Arcana: Infernal (Ex) +2 to save DCs from spells of the Charm subschool.
Consorting with the Dark Powers (Witchcraft) (Knowledge [planes]) +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Corrupting Touch (1 rds) (8/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 1 round.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Infernal +2 DC on Charm spells.
Magical Lineage (Charm Person) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Silent Spell Cast a spell with no verbal components. +1 Level.
--------------------
The Tolemy family had a long and proud history in Talingarde, the family had once been among the great nobility of the land but over time the family dwindled. By the time the House of Darius rose to power the family had already shrunk to possessing no more than a few manors and townhouses, still rich but dwindling. The family had long been loyal to Asmodeus perceiving him as the protector of the social structure which placed them in a rich and comfortable position. In earlier days the family had included many wizards and clerics who had dabbled extensively with devilkind. This was in the past by the time the house of Darius took the throne while still followers of Asmodeus there was nothing special about them.
Then the purges of Asmodeans began , almost all of the families properties were confiscated and most of the family fell in the purges. Only the children and one cousin the black sheep of the family survived she had become a worshipper of Mitra and raised the surviving children of the family.
Serafina was one of these children she remembered enough of her family to know this was not right she was knew that this lady raising her was not her mother. As she grew up she was a difficult child rebelling against authority figures and those teaching her. At the age of 12 while hiding the attic she made the discovery that would shape the rest of her life. She found the family histories and books on the old faith of Asmodeus , combined with the opening of her magical talants this gave her direction. Publicly she returned to her studies and started to become a proper young lady. While with every spare moment she studied magic and deviltry. Finally after finsihing her education she had the time to properly pursue her studies she began to gather unnual arcane components in secret or so she believed indeed she shared this only with her older brother who she believed would be delighted to help. She intended to call forth devils and use their power to rebuild the family fortunes. But her weak brother betrayed her as she gathered the ancient scroll she had found and the arcane components and called forth a devil the witchunters broke in spoiling the ritual and leaving her condemned as a devil worshipper and summoner.

Serafina wants to have it all back , she wants wealth , luxury and revenge . Power would be nice and she would like to be a great lady but is not so sure she would want to be bothered with ruling but who know's. Sadly it all dies here in Brandscar prison without a chance to find out.

Talia:

Talia
Female Human Monk (Weapon Adept) 1
LE Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 untyped)
hp 8 (1d8)
Fort +2, Ref +5, Will +5; +1 trait vs. divine spells
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d6+1d4 bleed)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 11, Int 10, Wis 17, Cha 15
Base Atk +0; CMB +0 (+2 grapple); CMD 16 (18 vs. grapple)
Feats Belier's Bite, Improved Grapple, Improved Unarmed Strike, Perfect Strike, Weapon Finesse
Traits criminal, heresy, vengeful
Skills Acrobatics +7, Bluff +3, Disguise +3, Escape Artist +7, Perception +7, Sense Motive +7, Sleight of Hand +8, Stealth +7
Languages Common
SQ ac bonus, unarmed strike
Other Gear 150 gp
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Heresy +1 trait bonus on all saving throws against divine spells.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20) (1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vengeful +1 damage vs. last creature that damaged you.
--------------------
Talia grew up in one of the slums of Talingarde's city. Her family were poor and desperate. They desperatly needed charity to aid them , her father was crippled in Talingarde's wars and her mother stressed trying to raise 6 children. They were also desperatly unlucky in most of Talingarde the clerics of Mitra would have helped such a deserving family enought at least for the family to get by. However one of the few blights on the good name of Mitra was the local priest he was a greedy man who had become a preist on the strength of his family connections in truth he would have made a better priest of Asmodeus than Mitra. He kept the charitable funds at his disposal to himself doling them out only to those needy who gave him reason. It was he who suggested to Talia's family that they sell her to one of the criminal bosses of the city who saw that she had potential as an enforcer and theif , she was trained . Her tough and brutal training knocked the pity out of her , although she still cared for her family even that was growing distant. She could have grown up to be the ideal bodyguard and enforcer loyal , ruthless and pitiless . But there came the day her family became desperate , her mother finally gave herself to the corrupt priest discovering this her father hanged himself, her mother seeing her husband dead killed herself as well. Talia was more practical she killed the priest, and decorated his alter with his internal organs. There she was caught and send to brandescar and she assumes her brothers and sister died on the streets , of course the priests of Mitra instead found them and took them into proper orphanges and are seeing them cared for properly in memory of their parents and the crimes of the priest rather than their heretic elder sister/

Talia wants revenge she believes that the lies and hypocracies of the priests of Mitra are the cause of all that has gone wrong with her life she had renounced Mitra and should she live will seek another cause to follow Asmodeus is likely to be that cause.

I would intend her to go Antipaladin and mix levels of Antipaladin and monk it would be nice to take a slightly modified champion or Irori to mix the two together but can work perfectly well without that.


Hey spooky!, This is a character I rolled for another WotW campaign, I'll have to tweak him a bit.

Down to 1 from lvl 4

Slight rewrite of backstory to include prison, Azin had escaped from the salt mines in his original story.

switch to 25 pt buy from the rolled focus and foible currently in use.

His basic character idea is a fighter that uses a longsword and is part of the order of the first sword, a group of Asmodeus worshiping swordmasters that seek ultimate mastery of the sword, themselves and the attainment of victory over all others.


GM Spooky – here is Felrin Vennax, an inquisitor of Asmodeus who has managed to survive the rapid disappearance of not one, but two, Way of the Wicked campaigns right out from under him. The first didn’t even make it out of Branderscar, and the second was highly modified from the original, so I’d have very little player knowledge to suppress in playing this.

Felrin is a simple clockmaker, though one with a secret. He’d have been content, or at least would have settled for, his life going on as he knew it, working for a clockmaker for a decade or two in one of the cities of Talingarde until he felt his secret would soon be discovered, then moving on to another city for a another run of years. But he was discovered, and imprisoned, and wants revenge for what Talingarde did to him.

Felrin’s fluff and crunch are below for convenience, and also behind this alias – they’re for him at second level, but he’d be easy to put back to first if selected. I am a very regular, reliable poster, who likes to build characters and relationships by interaction with the other players, and I try to be funny from time to time as well. The only build oddities I’d point out are that he’s an Oni-Spawn tiefling (his background explains how this is possible in Talingarde) and he has a variant of the tiefling feat Fiendish Darkness, that lets him use his alter self SLA three times/day.

Stat block:

Male Tiefling (Oni-Spawn) Inquisitor 2
LE Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2d8+6); judgement of profane healing 1
Fort +5, Ref +2, Will +6
Defensive Abilities copy cat (su) (6/day), judgement of profane protection +1; DR judgement of profane resiliency 1: magic; Resist cold 5, electricity 5, fire 5, judgement of profane purity +1, judgement of profane resistance 2 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20/×2) and
. . heavy mace (2H) +5 (1d8+6/+1 when flanking/×2)
Ranged light crossbow +3 (1d8/19-20/×2)
Special Attacks judgement of profane destruction +1, judgement of profane justice +1, judgement of profane piercing +1, judgement of profane smiting (magic)
Spell-Like Abilities
. . At will—Detect Alignment (At will)
. . 6/day—Copy Cat (Su), move action
. . 3/day—Spell-Like Ability, Lesser (Alter Self), std action
Inquisitor Spells Known (CL 2):
1 (3/day) Expeditious Retreat, Protection from Good, Cure Light Wounds
0 (at will) Guidance, Resistance, Acid Splash, Detect Magic, Light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Fiendish Alter Self
Traits Murder, Vagabond Child (urban) (Disable Device)
Skills Bluff +6, Craft (Clocks) +2, Diplomacy +3, Disable Device +5, Disguise +5, Intimidate +6, Perception +8, Sense Motive +8, Stealth +10, Survival +7 (+8 to track)
Languages Common, Infernal
SQ domains (trickery), hide tracks, judgement (1/day), judgement of profane escape, track
Combat Gear Oil; Other Gear Chain shirt, Crossbow bolts (14), Dagger, Heavy mace, Light crossbow, Backpack (empty), Belt pouch (empty), Holy symbol, silver (Asmodeus), Rope, Spell component pouch, Thieves' tools, 2 GP, 8 SP
--------------------
Special Abilities
--------------------
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Murder +1 trait bonus to damage when flanking a foe.
Track +1 Add the listed bonus to survival checks made to track.

Background:

Nearly a century ago, Felrin Vennax was born in Ghastenhall, into a family of craftsmen renowned for the quality and reliability of the clocks they made. While the Vennax family certainly valued the beauty of what they created, they placed far greater significance on what the clocks stood for: order, precision, predictability and, of course, punctuality. They expected things to happen on a schedule, and at their proper time, and by the age of 15 or so, it was clear that Felrin was not following a normal schedule. He had always been a bit…different, as a boy. He struggled to fit in to the ordered structure of his household and society at large, leaving his loving parents to hope he would outgrow his social awkwardness, even surliness at times. But a greater trouble arose - as his classmates and siblings grew and came to be young men and women, Felrin seemed to be lagging behind, as if under some spell, or as if he were one of the longer-lived races, an elf or some such.

His family, being devout worshippers of Mitra as well as believers in the proper, natural order of things, were quite distressed by this. They took the boy to priests and wizards, hoping to understand their son’s ‘condition’, and ‘cure’ him. It soon became clear that the boy was not under a curse or a spell, but no one could provide an answer to why he did not appear to be growing and aging like a normal child. One day, however, when Felrin was in his 18th year, a senior priest of Mitra came to visit the Vennax household and speak to Felrin’s parents. Felrin had always been a curious, even sneaky, child, and knew where he could hide undetected and hear everything said in his father’s sitting room. He felt the priest had almost certainly come to discuss Felrin’s ‘condition’ and made sure to eavesdrop, and what he heard changed his life.

The Mitran priest said that he and other learned priests had discussed Felrin at great length, and had come to the unfortunate conclusion that he was some sort of devil-spawn. The priest had come to collect the boy, and bring him to the temple for study and perhaps exorcism, or worse, if that failed. Felrin heard only the very first words of his father’s protests, for he knew the Mitrans would have their way in the end. The boy fled his home that moment, and fled the city by nightfall.

Since then, Felrin has wandered from city to city in Talingarde. He stays for ten years or so in each place, finding work as a valued assistant in the best clockworks in each city, for he learned a great deal in his own family’s workshops before leaving home, and he has a natural mechanical talent and understanding of the inner workings of things. After a decade in one place, though, it begins to become clear to those around him that he is not aging, and questions begin to arise. Felrin learned painfully that he needs to leave where he is before that time – after 12 years in Daveryn, where he felt relatively comfortable and settled, he had to kill a man to protect his secret. Soon after that, he began to develop strange powers, including the ability to see in the dark and transform himself into other creatures, which have helped him keep his true nature a secret and move on. He knew from this that the Mitran priest was right, and that he was likely the spawn of some hell.

Felrin has continued to live in this way for decades, roaming from place to place in a very slow rotation, his resentment towards the upright Mitrans growing with the years. At first, he wished only to be left alone, to do his work and not be forced to move on every time he has established a life for himself somewhere. But when he finally summoned up the courage to return to Ghastenhall, more than 20 years after fleeing the place, he learned that his parents had been arrested, tried and executed for consorting with devils – simply because they were his parents. This enraged and saddened him, and he now dreams of fighting back against the rigid righteousness of Talingarde and its people. He yearns for some way to strike a blow against Mitra and her followers, who cost him his family and have caused him to live as a lonely vagabond for all these years, for no reason other than who he is. At present, this yearning consists of little more than fervent prayers for the fall of Mitra and Talingarde. Felrin does not know if his prayers are heard, or by whom, but he has begun to feel a presence of some kind when he utters them, and this has kindled his devotion. His worship is a lonely one, but one he feels all the more strongly as a result, and that strength sustains him in his wanderings.

Felrin’s travels have provided him with ample opportunity to study the people around him, and he has used the years well in this regard. Just like the clocks that fascinate him so, people have things that drive them. Felrin studies people, their motivations and habits, their desires and fears, and uses this knowledge to safeguard himself, and to imagine ways that Talingarde might be brought down. Among other things, he has found that humans have short memories, and that he can return to a city after he has not been there for 20 or 30 years without stirring up questions. But he has no idea how long he might live, and wonders how long his 80-year-old game of hide-and-seek will go on. Unfortunately, the question of how long he will live has been taken out of his hands.

After a few years in Matharyn, where Felrin was working in a venerable clocksmith’s shop where he had once been employed nearly forty years earlier, disaster struck. The elderly patriarch of the family, who had been Felrin’s employer long ago and who scarcely ever came to the shop, saw Felrin and recognized him. The old man’s puzzlement about Felrin’s age could have been explained away as senility, but he called in two younger relatives, who had known Felrin when they were children and had not recognized him. All agreed this was the man they once knew, untouched by age. They peppered him with questions, and Felrin grew evasive and gruff with them. They refused to let him leave the store and, though Felrin is a big man, managed to tackle him while the old man called for the guard.

Felrin was desperate not to be caught, not to lose his chance to battle against Mitra and Talingarde, not to lose the damned game of cat-and-mouse because an old man thought things were not as they should be. Felrin seized a dagger from the belt of one of his assailants and killed him, and then his younger cousin. He then fled out the front door, but in the wealthier districts of Matharyn, the watch is never far away. Felrin ran into the street, battered from the fight, a bloody dagger in his hand and two bodies in the workshop behind him, with no explanation for his actions. A pair of guardsmen clubbed him into unconsciousness immediately, and he woke up in a cell in Branderscar Prison.

Appearance:

Felrin looks human enough to a casual observer. His pale skin, shoulder-length blac k hair, and blue-green eyes are an unusual combination, but not unearthly. He is tall and broad-shouldered, yet slender – but not so slender as to appear alien. Looking closely, though, one begins to note differences about him. He has very large hands, marred in places by odd, bony protrusions. He often wears gloves to cover them, but this is impractical when he’s working on clocks or other delicate work. Felrin has similar bony bumps on his feet and lower legs, usually hidden by a pair of stout boots. Surprisingly, his large hands are very skilled at fine work, and often appear to move of their own accord, the fingertips rolling across each other as if adjusting a minute screw or coiling a tiny spring.

A close look at Felrin, or a glimpse of him without a shirt on, tells an odder tale. He has a series of faint bony ridges down his back, four bumpy, uneven lines running roughly parallel. These odd growths, the ridges, knobs and spurs that mark the taint in his blood, first appeared when he was a young man. In the beginning, the bone trails on his back were only two thin marks, two little cicatrices of bone between his shoulder blades. But these ridges have slowly grown over the years, getting longer and wider, and becoming gradually more knobby and bony. What little Felrin has been able to learn of the hells suggest to him that these markings mean he is Oni-blooded, but this tells him little, for the Oni are essentially shapeless, taking on whatever form whim drives them to. Thus, though Felrin wonders what form he will ultimately grow to have, he can only wait and see. But he has lately felt a tingling, as of new bone growth, in his arms and shoulders.


I'm interested! I have a 3rd party class in mind, though. The Warlock.


My submission a human fighter, feeling wronged searching for a way to equal or push things in his favour.

Harold O’Hanlon

Crunch:

Male Human Fighter 1
LE Medium Human
Init +3; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+0 Armour, +3 Dex)
hp 13 (1d10 + 2 Con + 1 favoured class)
Fort +4, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Ranged
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5, CMD 18
Feats Improved Shield Bash, Iron Will, Two-Weapon Fighting
Traits High Theft, Indomitable Faith,
Skills Climb +8, Perception +2, Survival +8
Languages Common,
Combat Gear
Other Gear Rags
--------------------
SPECIAL ABILITIES
--------------------

Background:

Life wasn’t fair, the thought once again surfaced, as Harold stared at his shackled hands. The wagon rumbled slowly along the costal road towards Branderscar. The coarse wrought metal bars, while weaving a cage around him, provided no protection against the foggy morning. He suddenly jerked as something prodded him in the back. A hoarse laugh from one of his jailors revealed the source. ”Feeling cold this morning, need a little warmth?” came the mocking. ”Perhaps you could work yourself to it,” it continued. Harold turned as best he could. ”Be gay while you can, because I will return and I will burn your home to the ground,” Harold mumbled.

Fatigued he drifted back to a slumber. The little fat boy waited for him as always. This time it was the flight from the library. Oh how he dreaded that dream, well all of them. He relived the fear, the beating and the humiliation. Everyone had laughed, everyone. That wasn’t the worst part; the worst part was his father lecturing: Be a man! Stand fast! How could he? Life wasn’t fair.

Running away from his father, a teenager caught up with him and passed him. Ahh, this again, he thought, recognising the pattern. Looking ahead he saw the teenager stopping, others joined him. Next came the humiliation, the self-doubt and the yearning. Everyone had laughed, everyone. That wasn’t the worst part; the worst part was Louise renouncing him, crushing him. Life wasn’t fair.

Frozen in shock everything blurred and faded away. A stone chapel shimmered into view. It was his last day as a squire, standing vigil over the relics of the order. He felt justified once again and decided, like he had done then, to steal the sword and the chalice, holy symbols of the order. Oh the yearning, the pride, the joy. Nobody had laughed, nobody. That wasn’t the best part; the best part was their disbelieve. That and their failure to discovered his book, his ”Disciplines”. Life wasn’t fair.

Having pasted through a portcullis the wagon rumbled across a bridge and before him Branderscar prison rose from its solitary rock. His last home before it was off to the salt mines and his death. Life wasn’t fair.

”Argh!” he yelled as the white-hot branding iron pressed into his forearm, marking him with the runic F of the forsaken. The charred skin had removed his last ties to the knights of Alerion. With the double-headed eagle gone, only the outline of the crest reminded him, Life wasn’t fair..

Appearance:

Age: 21 (Adult)
Size: Medium, 5’10”, 205 lbs.
Type: Humanoid (Human)

The young Harold is a little larger than most but towers few. A fresh pageboy haircut hints of more kempt times for his now dirty and unruly hair. His heavy face features grey eyes, wilds brows and stubbles.


Here is my submission, Samuel Telos.

Crunch:
Samuel Telos, Age 25
Male Half-Orc Alchemist (Vivisectionist, Internal Alchemist) 1
NE Medium humanoid (Human, Orc)
Init +6; Senses Perception +4
Defense
AC 12, touch 12, flat-footed 10
hp 9 (1d8+1)
Fort +4, Ref +4, Will +0
Offense
Speed 30 ft.
Melee Bite +3 (1d4+3/×2)
Statistics
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Improved Initiative
Traits Brute (+1 Intimidate and is a class skill), Resilient (+1 Fort Save), Murder (+1 damage when flanking)
Skills Craft (Alchemy) +7, Disable Device +6, Heal +4, Intimidate +6, Knowledge (Arcana) +7, Knowledge (Nature) +7, Perception +4, Spellcraft +7
Languages Common, Orc, Draconic, Goblin, Abysmal
SQ Sneak Attack +1d6, Mutagen, Extract, Breath Mastery, Toothy
Special Abilities
Sneak Attack: +1d6 When I am flanking or the other being has lost its Dex bonus to AC, deal an extra +1d6 damage
Mutagen: +4 to any physical stat, -2 to corresponding mental stat. Lasts 10 min/dose and takes 1 hour to make.
Breath Mastery: Without preparation, I can hold my breath for 12 minutes before needing to roll for suffocation. With one full round of preparation, I can hold my breath for 12 hours. I can survive for twice as long without food or water as normal. As a move action, I can put myself in a state of suspended animation for as long as I want or until a preset condition is met.
Toothy: I have a bite attack that deals 1d4 damage. This replaces Orc Ferocity.
Extracts in my extract book:
Level One 2/day (Vocal Alteration, Enlarge Person, Cure Light Wounds, True Strike, Disguise Self)

Background:
Samuel was born and raised in the slums of the capital city of the nation of Talingarde. His father a mystery and his mother a drunken whore, Samuel essentially had free reign over how he spent his time growing up. He spent most of his time watching the chaos of the slums around him and how it didn’t collapse upon itself. From criminal organizations rising only to fall to the efficient to the forbidden worship in the small dark places the “light” of Mitra hasn’t reached in years, Samuel watched and learned. The greatest mystery to him though was those with elven blood. A race that was universally beloved, almost divinely graceful and, most importantly, long lived beyond the capability of all but a few creatures. After years of watching the agelessness of elves and their half-blooded decedents, Samuel began to wonder why should they be the only ones to live forever?

Samuel began to study humanoid physiology, with a special interest in that of the elves. Paying for his studies through performing various odd jobs for people with money, he bought book after book after book searching for answers. Finally, he discovered an old tome that detailed how to make alchemical extracts. Samuel realized that by using alchemy he could alter his body into becoming the perfect being. After a year of study, he thought that he had the theoretical portion down pat. Now he needed test subjects…

For three months the slums lived in fear of The Surgeon. People would disappear when walking outside, only for body parts to be found in back alleys or in rubbish piles. While rumors inflated the numbers of the abducted, only six were taken. When he was finally tracked down, the sixth was in the process of being vivisected and died before help could come. Now he is on his way to prison, a large F burned on his chest and his mind working fervently on a way out of this situation.

Goal:
If Samuel makes it out of this prison and gets power, he wants to set up a fully-fledged laboratory unlike the one he had to set up in the slums. A fresh supply of test subjects and all the material he could ever want would fill this lab, all towards his quest for immortality.

Appearance:
Samuel is a large half-orc, standing at about 6’3” and weighing in at about 250 pounds. While most half-orcs are not pleasant to look at Samuel seems to be particularly afflicted: His brow is very prominent, he has tusks like his orcish ancestors, his straw colored hair is stringy and his black eyes are sunken into his skull. He has various scars on his body, some self-inflicted.


Having just run an arduous session with my real life group after a long-ass school day and my two currently DMed PBP groups needing some attention (yes, I hate myself enough to run four games), I'm in absolutely no shape to read a bunch of words tonight, so any judgements or criticisms will have to wait until tomorrow. I'll be around for a while though, so questions are fine.

@Arwyne: Warlock actually looks really cool, and I really like the idea it presents, so go for it.


My concept is a little out of the ordinary, are you ok with me being true neutral in this campaign? I feel it fits rather well and leaves room for some rather exciting rp between party members. However I know conflicting party members are considered a pain to some gms.


It's technically allowed, but a True Neutral character devoting themselves so wholly to what is at every step of the way a dedicated, 100% evil cause would require some good enough backstory and motivation to justify it. Every character will at a fairly early point be expected to accept an offer into an organization devoted to Asmodeus. If your character feels they can do this, then proceed, but if you're iffy, maybe revisit the idea and tweak a few things.


Very interested! I've been following the recruitment for your other campaign, but couldn't come up with a fitting character for that. So, I'm tossing my hat into the ring for this.

Thinking of a female Skinwalker Abyssal-Bloodrager (ready to rebuild her as soon as the advanced class guide comes out in August), natural attacker style.
She just want to be just like mommy, as she always says.
That wouldn't be a problem, if by that she didn't mean Lamashtu, the mother of monsters. Eldritch horror here I come!

Yeah I know, there are a few problems with that. First and foremost, Lamashtu wants to see all of civilization crumble, something that wouldn't fly too well with a deity of order like Asmodeus. For that, I'm thinking of slightly re-flavoring Lamashtu to be about the destruction of good society, so I could gladly work together with anyone who wishes to destroy goody-two-shoes Talingarde. *Evil Grin*

Second, Lamashtu, uhm, animalistic tendencies: while it would be a problem with a male character( and I don't feel very comfortable about all the rape Lamashtu usually is about, aither), I can mitigate that with playing a female character. Also, seeing as I would like to play a wereboar Skinwalker, I could take the 'momma boar' approach towards the party: not so much at first, but as the party grows on her, she will do anything to protect her evil-piglets-party members :3
If we're taking the two extra Skill Points per level, I can also max Heal to check every five seconds if the other party members are in good healt, eating well, and if their teeth are sharp enough. A little pushy, but moms are always like that :3

A little deeper crunch wise, I would like to take also the Serpentine Eldritch heritage (Aside for the scalable bite attack. Nice!) to mimic the Vavakia, a masterpiece of Lamashtu and what sperad the corruption in my character bloodline.
Skill wise, I'm thinking of Maxing Intimidate, Perception and Heal, with a good portion of diplomacy. Luckily, except for the abyssal bloodline claws, all of my natural attack will have to be activated, so infiltration shouldn't be a problem.


This character is finalized for submission although I am of course open to criticism. I plan to focus on diplomancing, spell casting and healing. Catch Off Guard and Surprise Weapon mean that I can grab whatever is close at hand to be fairly effective in a fight if the poop really hits the fan.


@Andrea1: It's not actually listed anywhere, but I'm guessing Hound is a Half-Orc by the mention of orc blood in his backstory?

@D-Kal: Burning also works.

@Cuan: Sounds solid.

@JohnHawkins: Which would you prefer to apply with? I feel iffy about allowing someone two different applications.

@Azin: Don't worry too much about the crunch tweaks yet; I'd hate to make someone edit their sheet only to not get accepted, and then have to go and do it all again when the next time they apply that DM wants the Focus and Foible system or has their own twists on it.

@Adahn_Celio: I'd be fine with a little reflavoring in that sense, especially when it comes to those 'tendencies'. I'm more than okay with removing that aspect of it for the sake of this not going in certain directions.

So far, the applicants with most of their stuff in are:

-Martial-
Hound, ??? Barbarian
Lily Steelsong, Human Antipaladin of Asmodeus
Azin Orlind, Human Fighter
Harold O'Hanlon, Human Fighter

-Arcane-
Zinbah Boreol, Human Wizard
Selina, Human Sorceress (Serpentine)

-Divine-
Delayla, Human Oracle of Fire

-Skill-
Amanda Malburne, Human Inquisitor (Infiltrator) of Asmodeus
Whaykim Panuvel, Human Inquisitor of Asmodeus
Felrin Vennax, Tiefling Inquisitor of Asmodeus
Samuel Telos, Half-Orc Alchemist (Vivisectionist, Internal Alchemist)

Dark Archive

Nearly all humans, that's... interesting.


Hello, Adahn-Cielo's Bloodrager here!
I, uhm, went a little overboard with the background. It turned out way longer than I expected <.<

Crunchy snack:
Cynthia
Female Wereboar-Kin Skinwalker (Ragebred) Bloodrager 1
NE Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks bloodrage, claws
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—speak with animals
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 8, Wis 12, Cha 13
Base Atk +1; CMB +4; CMD 16
Feats Skill Focus (Diplomacy)
Traits indomitable faith, voice of monsters
Skills Climb +7, Diplomacy +5, Heal +2, Intimidate +5, Perception +7, Swim +7; Racial Modifiers +2 Perception
Languages Common
SQ bloodlines (abyssal), change shape (+1 natural armor), change shape (+10 speed), change shape, change shape (gore), change shape (hooves), change shape (scent), fast movement
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into bestial form.
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (3/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Voice of Monsters Speak with animals affects magical bests and aberrations of Int 2 or lower.

Fluffy Bunny:
Marshal Cassius Earthstone entered the room that was the scene of the crime. ”I Can't believe
that skinny girl did all of this...”
he said, while carefully walking through the room to not corrupt any evidence. He pulled out the medical records that the victim was holding.

Medical record of patient HX000342

Height:5'4''
Weight:110 pounds
Age: Unknown, probably in the early twenties
Eyes:Green
Hair:Blonde

Phisical state: The patient appears to be slightly underweight, probably due to malnutrition. The Lamashtan Symbol carved on her belly seems to be healing at an astounding rate, and it's a miracle the patient didn't die for the shock caused by the wound. Her pain treshold must be incredibly high.

Mental state: The patient is still under what seems a state of shock, and barely talked since arriving at the hospital. It appears, from the little info that it was possible to gather, that the patient is delusional and may suffer of Dissociative Identity Disorder.

Notes: The patient has been brought here by a group of Paladins of Our Shining Lord Mitra that were hunting a group of Lamashtu worshippers in the nearby woods. They are believed to be a group responsible for the a number of murders that happened on the last year: every single of them was found butchered and horribly mutilated. There was no trace of them, but they were able to save the patient. Apparently she was found on a pool of her own blood, atop a crude stone altar in a clearing in the woods, with an extremely detailed symbol of Lamashtu carved on her belly. The perpetrator had probably fled already, but the weapon used in that heinous ritual, a dagger made of cold iron, was found near the altar. She was then hastily brought here and healed, but has barely talked since. Tomorrow, I will try again to speak with her. It would be best if I won't talk about what the cultist did yesterday night to her, the poor child.

Doctor Aurin Armitan

Day 2
The patient spoke to me today. She says her name is Cinthya Everbloom. We asked her if she had any relatives, and she replied that she only had her 'mommy'. We searched the city archives, but it appears both of her parents(two farmers, it seems) died years ago, attacked by a pack of wild dogs. At the time, Cinthya was found unharmed.

”I'm not surpised of that: when we barged in with the dogs, she growled to them and they fled like little puppies.” He could hear, from the other room, that the culprit was answering the question of the interrogator with a slow, calm voice. ”I have already told you. He did not understand the greatness of our mother, so I made him beautiful to her eyes, that mother blessing may have fallen on him. My sister wasn't too keen on that, so I took control. We are much alike, me and her, but she can't bring to force herself on people she likes.” Marshal Cassius wasn't there, but he bet that crazy woman was smiling while she was talking. He turned again to the papers.

Day 5
The patient is comfortable around the nurses, and it appears that she took a liking to me. It seems that this 'mommy' she always talks about is one of her delusions:she firmly believes that she's always beside her. Poor Cynthia probably fabricated her to have an emotional support to endure the memories of what happened to her last week.

Day 8
Today, a priest of Mitra was brought at the hospital to bless Cynthia. Her reaction at first was poor to say the least, and she threw a fuss about how her 'mommy' wouldn't want that. Then, it appears, her alternate persona took over, and calmly requested the priest to leave. After he left, I was able to introduce myself to her other persona and talk for some time.
Her mannerism are more mature than the childish ones I usually witnessed, but her too kept referring to the delusion of this 'mother' always with her.

The marshal shook his head ”The poor doctor didn't understand what kind of monster he was talking too: this should have rang a couple of bells, but alas”.
He still could hear the interrogation going nowhere. ”Weapons? This too I just told you: my flesh and my blood are that of my mother. I used the gift she gave me.”

Day 17
The patient's recovery is steadily proceding. It appears that, if she will have people to help her, she will be able to recover. I only hope that she will find good people to love and support her, one day.
I may be able to ask her what happened that night in some time.

Day 28
What Cynthia said today was troubling. I asked her what happened that night, and it appears that it wasn't cultist who wounded her. She carved that symbol on herself, and she is probably the Lamashtan cultist that the paladins were searching for. I tried to explain to her the wrongness of what she did, but she fell silent and didn't reply as soon as I started to tell her what heinous deity Lamashtu is.
I am bound to inform the authorities, but I can testify so that they will be lenient with her. The girl doesn't understand what she's doing, and with guidance she can be set again on the righteous path. Tonight, I will pray to Mitra for her salvation and tommorrow I will go to Cynthia's room to explain her the situation she is in.
May Mitra have mercy on her.

”Oh, how wrong was he” the Marshal said aloud. That morning, as soon as Doctor Aurin Armitan entered the room, that girl leapt onto him and reduced him into mincemeat. No, that's not correct: it's as if she was following some sick and deranged pattern as she cut him into pieces and stitched them back with a neddle and thread she found lying in the room. Truth to be told, the doctor was actually still alive, but not for much, and what that monster did to him was way worse than death.

-^-^-^-^-^-^-

Cynthia was completely in panic.
How did she get there? The last thing she remembers is that she was sobbing in her hospital room. Doctor Aurin said terrible things about mommy, and she didn't know how to explain to him that he was wrong. The doctor was always so nice with her, so she didn't know what to do. Then mommy told her that her sister should take over, and everything would have been fine!
She just wanted the Doctor to like her again...
And now there was this Cassius Earthstone that was saying a lot of lies and nonsense.
At first he said that she was a follower of Lamashtu.
She said yes, because she figured he was talking about mommy.
Then he said that they knew she killed a lot of people.
She said yes, because it was true.
Then he said that she carved the symbol on herself.
She said yes, because that was true, too.
But then he started saying that the Doctor was dead, and that she did it! They described what happened to him, and it sounded like her sister made him pretty just like mommy.
But that couldn't be true! She said again and again to mommy and her sister that the doctor could understand, that with guidance he could be set on mommy's path! She didn't need to do that!
A booming voice interrupted her toughts.
”For the evidence presented by Marshal Cassius Earthstone, By the will of Our Shining Lord Mitra, I declare you guilty of the murder of Aurin Armitan and of all of your other crimes!”

No
Nonono
NonononononononoNO!
That wasn't true! She was framed by that Cassius!
”You're all liars! You! And you! And you! Cassius, all of you, I will have my revenge and feast on your corpses! I will rip you to shreds, and dance on the ashes of those dear to you! I swear!”
She continued to howl curses at the court as the guards dragged her out, towards her brief imprisonement and death...

Crime: well, I'd say murder. Technically, it's also Consorting with dark powers, but I' say murder is the worst offender here.

Objective: 1)Make Marshal Cassius Earthstone pay. *Evil Laugh*
2)Find new followers for Lamashtu: I could see a legion of monstrous humanoid and society drop-off united under Cynthia's banner, ready to be the "Hounds" of the future evil-nation. *Even more evil laugh*

The first would mostly be the objective of Cynthia's "main" personality(the slightly more 'innocent' one), and treat the second as an afterthought. The opposite is valid for Cynthia's more 'cold and calculative' persona.

Random notes:
1)A characteristic of DID, from what I've read, is that one personality has no memory of what the other does, so that Cynthia may continue to go on with the delusion that Cassius killed Doctor Aurin.
2)I made up Cassius because I don't know the names of any of Talingarde's high police officers. If you give me names, I can change that.
3)I think I'll be maxing diplomacy,too.
4)I double-checked, bloodline's claw attacks only activate when I'm bloodraging, so it's even better for infiltrating.
5)I don't have the slightest clue how to play a Barbariab/Bloodrager.
6)English is not my main language, so I'm bound to write something gramatically terrific sentence sooner or later :P
7)My posting time could also be a little strange, as I live in Italy.

Everything's okay? Do I need to tweak anything?


Nemris Silverclaw(this alias) will be up to date soon, he's a Tiefling Monk 1.

Progression: Monk 2/Druid 4/Monk X

I sent you a PM about the background.


GM - Since you listed Felrin without asking any questions, can I assume you're good with him playing a tiefling in a game that's mostly about humans?

Also - he is very much a melee-focused character, for your categorization. He's got some skills that come in handy, like Disable Device from his years making clocks, and Stealth and Disguise from a lifetime trying to fit into human society - but when blades come out, he tends to use alter self to turn into a troglodyte and scratch and bite a lot.

Finally, he's of the Heretic archetype, which I failed to include in his stat block.


Crunch

Spoiler:

Delayla
Human Oracle 4
LE
--------------------
DEFENSE
--------------------
AC:
Hp 10
AC 10
--------------------

Offense:
Unarmed 1d4.
--------------------

Initiative +0
--------------------
Save rolls: Fort: +2, Ref +0, Will +5(+7 if vs divine spells)
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Cha

Str 10, Dex 10, Con 14, Int 14, Wis 16 (14+2), Cha 18(16+2)
BaB +0, CMB +0 ; CMD 10
Feats:
-Extra Revelation

Traits:
-Arson: Whenever you score critical with a fire attack, add +2 fire dmg to that dmg.
-Disdainful Defender: You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.
-Dual Talented

Skill ranks, total:
-Diplomacy 1 (+8)
-Heal 1 (+7)
-Intimidate 1 (+8) (Gained from Flame Mystery)
-Kn. Religion 1 (+6)
-Perform 1 (+8)[Act, for Bluff and Disguise] (Gained from flame mystery)
-Sense Motive 1 (+7)

Skillpoints per lvl 6(4+2 int)
Languages: Common, Ignan, Infernal.

Spells & Revelations

Spoiler:

Known:
Lvl 0 x4: Bleed, Light, Resistance, Spark
Lvl 1 x2 (4/day): Burning Disarm, Murderous command.

Bonus from Curse: Haunted
Lvl 0: Ghost sound, Mage hand

Flame mystery Revelations:
-Lvl 1: Firebreath 1/day, DC15, 1d4 fire dmg. [As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.]
-Extra feat: Burning Magic, DC15. [Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.]


@Felrin: I'm fine with a Tiefling, seeing as by his backstory he can pass for human easily enough. And the categories aren't based on build, but class. Inquisitor is a 3/4 BAB class with a good selection of skills, so it's filed along with Rogue, Alchemist, and Bard in that classification.

@Cynthia Everbloom: Looking fine. Don't worry about a long background; I've been handed longer.


”Time for supper you two!” Azin’s mother called out. Azin ignored her. So did his father. ”Here I come again Azin.” his father said calmly, brandishing his longsword in front of him. The 12 year old Azin mirrored his father’s stance. ”Say the words.” his father prompted. Azin responded rote with the well known phrase. ”First Sword, guide my hand. Lead me to victory over my enemies.” as Azin finished his father came in, his footwork as always, impeccable. ”Parry. Parry. Riposte. High. Low. Parry. Lunge.” his father called out the moves, speeding up. Azin waited for the backhand, the strike that always got him. It came, appearing in slow motion as his father knocked his blade aside with a spinning backhand, and Azin saw the hand coming, he wasn’t fast enough. His father’s hand slapped across his cheek like a wave of force. Azin choked back a sob, squaring up and preparing to go again. ”After supper” his father replied.
Azin’s father Orin was a strict man, a member of the Talingarde military and a secret worshipper of Asmodeus, both his parents were. His father, a member of the Order of the First Sword, a secret society of blademasters, as his father and grandfather had been, as Azin would be, the family longsword passed down through the generations. The backwards religious clergy of Mitra called The First sword the enemy, he was only the teacher to Orin and Azin.
When Azin was 16 the clergy of Mitra found his family out, Azin couldn’t believe it, his parents were so careful. His father’s last words to him, ”Strength brings power and victory Azin take your mother and never stop training. Fight, kill and win.” Orin Slew 23 guards that came to arrest him before he fell in front of his own house.

Azin and his mother were found a week later, they took his mother when he was at the market. She was summarily executed. In his grief Azin was overheard in a room at a local inn invoking Asmodeus to send him strength, to lend him the aid of a Devil to avenge his parents. The door to his room was kicked in and he was dragged off to prison.


Arwyne here, posting my new alias. I'm going to spend the day working on her.

EDIT: Actually, I have a Witchwolf Dread (3rd party Psionic class) on another account that would work for WotW! He's on another account so let me go get him... You should find him quite interesting.


@Spooky

Hound is a human with the Racial Heritage feat(orc) this reflects that his tribe had some intermingling in the past with the northern humanoid tribes but he is human for crunchy purposes.


Arwyne again! I just had to copy over his stuff. His heinous crime should just be 'is a werewolf', so I guess Blasphemy...?


@Zachary: So I wasn't the only one that thought Dread would have been awesome here! I was thinking between a Fear in Flesh (Flavor overload!) and a Bloodrager, but ultimately gone with the latter.
Also, more skinwalkers. Mommy Lamashtu is pleased.


Sorry, already put the kibosh on Psionics earlier. I don't really like the lone user existing in a world where nobody else, friend or foe, is going to have those sorts of powers. It's just weird, flavour-wise.

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