Way of the Wicked - A Campaign for Evil PCs - Rogues Gallery
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  1. #1

    Way of the Wicked - A Campaign for Evil PCs - Rogues Gallery

    Player/Character Info:

    HolyMan - Curz Wiffilan, Male Human Cleric of Mitra (Separatist)
    Disposable Hero - Ethan Thrace, Male Human Anti-Paladin of Asmodeus
    Velmont - Valeria, Female Human Witch (Elements Patron)
    Fangor the Fierce - Jaylen, Male Human Inquisitor of Asmodeus
    hafrogman - Anitol Barca, Male Half-Elven Rogue
    Insight - Osrin Malekander, Male Human Rogue
    Last edited by Malvoisin; Monday, 4th June, 2012 at 07:11 AM.

  2. #2
    Campaign Background

    Map of Talingarde

    The Rise of House Darius

    Talingarde may be a peaceful and prosperous kingdom
    at the start of the campaign, but the nation has certainly
    had a troubled past. Only eighty years ago, the
    kingdom weathered a bitter war of succession fought
    between the largely half-elven nobility of House Barca
    and the human dynasty of House Darius. Both had claim
    to the throne and their supporters amongst the fractured
    nobility of the isle.

    On the Plains of Tamberlyn just north of the capital
    city, two great armies met and decided the future of this
    dominion. One army was commanded by King Jaraad
    of House Barca, a great half-elven hero mounted on a
    griffon, the symbol of his house. The other was led by
    Markadian of House Darius, a young upstart paladin
    who would not bow before all the gods of the Talirean
    pantheon (in particular Asmodeus).

    The Battle of Tamberlyn remains the most famous
    conflict in all of Talingarde’s history. House Darius was
    gravely outnumbered but far more fiercely committed to
    their holy cause. Much of House Barca’s army was paid
    mercenaries fighting for nothing more than gold.

    The Battle was fought between two large stone spires
    (the so-called Lords of Tamberlyn) that rise from otherwise
    level ground. A small brook splits the spires
    crossed only in one place by an ancient stone bridge.
    The brook is not deep but still would be difficult for men
    in armor to cross.

    Markadian took to the field first, seizing the bridge
    with his knights and positioning infantry on both his
    right and left flank. The famed archers of Barrington
    and Embryl, with their mighty
    longbows of yew, were positioned
    behind the infantry.

    Outnumbering his foe many
    times, King Jaraad hoped for a
    quick victory and sent his mercenary
    crossbowmen forward
    to bombard the knights on the
    bridge. The hope was that a few
    volleys of crossbow shot would
    kill many of the knights and paladins
    of House Darius. Deprived
    of their leadership, the rest of the
    soldiery would likely flee from the
    battlefield when the king moved the
    bulk of Barca’s army forward.

    However, the crossbowmen advanced too
    close and the infantry on Darius’ right flank performed
    a surprise charge. The charge caught the mercenaries
    off guard and they fled with hardly a shot fired.

    So disgusted was the knight commander of Barca
    behind the mercenaries that he ordered his knights to
    charge forward through the “cowardly retreating rabble”
    to attack the relatively exposed Darian infantry. The result
    was a chaotic muddle of panicked mercenary and
    tangled knights. It was then that the Darian archers begin
    to fire their volleys. The arrows rained down on the
    knights and took a princely toll on the Barcan force.

    King Jaraad saw the muddle that his left had become
    and ordered the other pincer of his army forward. They
    moved swiftly at first along the banks of the brook but
    soon found themselves equally bogged down in mud.
    They too began to receive a hail of arrows.

    Finally the Barcan left pushed through the mercenaries
    and charged the bridge. It was here that the heaviest
    fighting of the battle took place. On the bridge of Tamberlyn
    the knights of Darius met the full might of the
    Barcan army and held the line. The Barcan army was
    packed in so tight trying to cross the bridge that there
    rear ranks were at the mercy of the Embryllian archers.

    King Jaraad could watch the slaughter no longer. He
    flew his elite personal command – a dozen knights on
    griffons to the other side of the bridge hoping to flank
    the defenders and break their line. What he encountered
    instead was the young Lord Markadian and his personal

    The battle between Markadian’s knights and the griffon
    riders has been immortalized in several songs and
    plays. Suffice to say that after a great battle, a dozen
    dead griffons littered the field and only Markadian of
    Darius and King Jaraad of Barca remained combatant.
    They fought fiercely and in the end, Markadian slew Jaraad
    upon the banks of the Tamberlyn brook and claimed
    the throne of Talingarde.

    At the end of the day, the battle had proved to be a
    slaughter. The military might of House Barca was broken
    and House Darius came to power. It would have
    been easy then for House Darius to seek revenge against
    their former enemies but instead King Markadian I called
    the Victorious showed mercy.

    He allowed the nobles of House Barca to keep their
    lands if they would only swear loyalty to the new king
    and bow before the great god Mitra. The offer was accepted
    and peace once more came to Talingarde. The
    crisis of succession was over and the religion of the isle
    was decided. Mitra the Shining Lord became head of
    the Talirean pantheon.

    The Victor upon the Throne

    When Markadian I came to power there was great uncertainty
    of how capable a king he would prove. While
    he was a great warrior, he had never ruled and there was
    reason to doubt this young paladin could control this divided
    land. He soon put those doubts to rest.

    Markadian I called the Victorious (usually simply The
    Victor these days) was the sort of ruler that only comes
    once every thousand years. At the battle of Farholde
    he dealt the bugbears of the north a savage defeat and
    scattered them for a generation. He confronted the pirates
    who had made the western coast of Talingarde their
    stronghold and burnt them out. It seemed that the Victor
    was undefeatable upon the field of battle.

    So fearsome was his reputation that by the later years
    of his reign, he merely sent a letter to a rebellious warlord
    in the west that read, “Must we meet on the fields on
    war?” The warlord relented and became a loyal subject.
    By the end of the Victor’s reign, almost all of the island
    south of the Watch Wall was firmly a part of Talingarde.
    Only a few parts of the great and trackless forest, the
    Caer Bryr, remained wild and unmapped.

    More than a soldier, he also proved a great builder
    and statesman. He raised the capital Matharyn from a
    small city into a great metropolis. He reinforced the
    watch wall, commissioning three new fortresses. He
    eased tariffs bringing merchants from the mainland to
    the oft-isolated isle once more. He personally visited
    the Lands of the Yutak tribesmen in the north and made
    peace with their great chiefs. And though the paladin
    spread the religion of Mitra and discouraged devotion to
    Asmodeus he tolerated the Prince of Nessus’ temples as
    long as they were discrete.

    For forty six years the Victor sat upon the throne
    bringing a golden age to Talingarde. Today, his statues
    are to be found in almost every town and hamlet throughout
    the kingdom. He did have his faults though. Like so
    many great rulers – he was a great soldier and king but
    a poor father.

    The Scholar and the Monster

    After the death of the Victor, his oldest son Martius
    ascended to the throne as King Markadian II called the
    Learned. More a scholar than a king, Martius proved
    largely disinterested in affairs of state. He commissioned
    the great library at Matharyn and began renovation of
    an old family castle into the great palace known as the
    Adarium. As the first wing of the Adarium was completed,
    he retreated there and was rarely seen in public.

    The other son, Prince Hallen, was not so reserved.
    Though he had no official power, he often ruled in the
    king’s absence and commanded great loyalty from the
    knights of the realm. This might have been an acceptable
    arrangement. After all, Prince Hallen was a soldier
    and an heir of the Victor. He could have become the
    de facto ruler while the official king sat in his distant
    pleasure palace and library. Alas, that Prince Hallen was
    also mad.

    Prince Hallen became convinced that his mother (who
    had died in childbirth) was not the queen but an angel
    of Mitra. He believed himself a demigod and incapable
    of wrong. At first the Prince’s madness was subtle. He
    often dressed all in white and even had a magic set of
    wings made for himself that allowed him to soar over
    the capital.

    But in time the visions began. He communed with
    these so-called angels and they whispered that he should
    replace his brother and become the true and immortal
    master of Talingarde. The king received disturbing reports
    of the prince’s madness and plots but refused to
    believe them. “My brother but jests,” is famously what
    Markadian II replied to the reports.

    Finally the “angel” prince would wait no longer. He
    flew to the Adarium and with a flaming sword slew his
    own brother amidst his books and proclaimed himself
    Markadian III called the Immortal. His brother’s six
    year reign was at an end.

    For a brief time, it was possible that Markadian III’s
    claim of kingship might have been acknowledged. His
    brother after all was little loved and tongues wagged that
    getting rid of the absent king was a blessing. Maybe the
    new king was a divine messenger of Mitra’s will. But
    within days the mad decrees began from the Adarium.
    The king decreed that Mitra’s high holy day would no
    longer be the summer solstice but instead would become
    his own birthday. He ordered the military to prepare
    to invade Hell and commanded his wizards to research
    opening a great gate. First, he explained to his flabbergasted
    advisors, the army would go through the gate to
    the shining realm of Mitra himself to call forth an army
    of angels. Then he personally would lead the host to
    invade the nine hells and overthrow Asmodeus himself.

    Finally the people had enough of this madness. Officially,
    the histories record that after only five months in
    power Markadian III called the Mad tried to fly from the
    highest spire of the Adarium without his magic wings.
    More likely, he was thrown from the spire by paladins
    who would tolerate no more of this madman’s blasphemies.
    Whatever the truth, his reign was over.

    Blame the Devil

    Fortunately for Talingarde, Martius (Markadian II)
    had a son -- Marcus. The grandson of the Victor was
    neither mad nor a recluse. He had been clever enough to
    avoid the Adarium and the capital during Prince Hallen’s
    angelic rampage. Marcus was a handsome knight twenty
    nine years of age and closely resembled his grandfather
    the Victor. Thus was Talingarde spared another disastrous
    war of succession.

    Marcus returned to the capital and was crowned
    Markadian IV called the Zealous. The new king quickly
    realized that he needed to solidify his power and explain
    away the difficulties of the last six and a half years. In
    short, he needed an enemy to unify this fractured Talirean
    nation. He found one – in the Temple of Asmodeus.

    King Markadian IV blamed the cult of Asmodeus for
    using their black magic to summon a devil to possess
    the former king thus driving him mad. It was a brilliant
    political solution (though an utter fiction). It removed
    blame from the royal house of Darius and instead placed
    guilt squarely upon a small, unpopular, marginalized
    cult. This was the beginning of the Asmodean Purges.

    The Knights of the Alerion took the lead in destroying
    the temples. High priests were burned at the stake and
    the sect was driven underground. For twelve years, the
    Zealot sat upon the throne and during that time he did his
    best to annihilate the cult of Asmodeus. He very nearly

    Markadian IV died comparatively young, only 41
    years old of a mysterious illness. There were rumors that
    the Cult of Asmodeus had placed a curse upon the king.
    These rumors only fuelled the purges further.

    A Brave New King

    Markadian IV was followed by Markadian V, his son.
    Twenty-two when he took the throne (the same age as the
    Victor), he has ruled for sixteen years as a capable, energetic
    king who has done much to put bad memories in
    the past. Beloved by his people, he has proven again and
    again he is the true heir of the Victor. Early in his reign,
    he personally led the army to relieve the Watch Wall after
    another bugbear incursion. It was on the watchtower
    walls that he earned himself the title The Brave.

    Markadian V has continued the prohibition against
    the cult of Asmodeus but does not pursue the purges
    with the same vigor as his father. After all, that battle is
    largely won. No one has heard of an Asmodean cultist in
    Talingarde for years. Instead, he turns his attention to the
    west and the north hoping to be the king who brings the
    entire island of Talingarde under his dynasty’s dominion.

    He has failed in one duty however. He has failed
    to yet produce a son. Instead, he has only one child
    -- a beautiful, brilliant young princess named Bellinda.
    Twenty years of age, she is already a prodigy of arcane
    magic. If her father produces no heir it is an open question
    whether the men of Talingarde will follow a queen
    instead of a king. Her story is yet to be written.


    The Six Regions

    Talingarde is an archipelago consisting of more than
    a hundred islands. This archipelago may be divided into
    six regions each with their own unique character: The
    Cambrian Ports, The Heartland, the Borderlands, the
    Caer Bryr, the Savage North and the Land of the Yutak.

    The Cambrian Ports

    This is the center of the nation of Talingarde and the
    apex of its culture and power. This region is defined
    by three great metropolises – the capital Matharyn, the
    northern city of Ghastenhall, and the western port of
    Daveryn. Each of these three cities will receive more
    detail in later volumes of this adventure path.

    The Heartland

    This is where most of the population of the nation of
    Talingarde lives and works. Seemingly one quaint village
    after another, this is a land of endless farmlands broken
    up only by small stretches of well-managed forest.
    Those who truly understand the nation understand that
    the Heartland is Talingarde’s strength. The cities may
    create its riches and culture, but without the stalwart
    yeomanry, country knights and hearty folk of the field,
    Talingarde would be only a dream.

    The Borderlands

    Located between the Heartland and the Savage North,
    this border region represents the limits of Talirean power.
    Unable to fully conquer the north after centuries of incursion
    and brutal conflict, it was King Accarius IV of
    House Barca called the Architect who constructed the
    first version of the Watch Wall. In more educated circles
    it is still called the Accarian Line.
    Accarius constructed nine castles guarding the border.
    Later Markadian I called the Victorious would add
    three more. Whoever controlled these castles could effectively
    prohibit access to the Heartland from the North.
    The Watch Wall was intended to contain the monsters
    and savages so that eventually the rest of the isle could
    be conquered and pacified. It was never meant to be the
    permanent measure it has become.
    The success of the Watch Wall has bred complacency.
    Why invade the north when the south is so prosperous?
    The Watch Wall does such a fine job of repulsing the illled
    assaults of the barbarous humanoid invaders. Thus
    today, the Watch Wall is little regarded as a pressing
    military concern. The twelve castles are garrisoned and
    maintained but little is done to capture the Savage North.

    The Caer Bryr

    The Western frontier of the island is dominated by
    the massive forest that gives this region its name. Small
    Talirean border towns flourish in the less wooded south,
    but the north remains a land of mists and legends. The
    Caer Bryr is reputed to be haunted and filled with monsters.
    There are tales of dragons and ancient evils that
    still haunt the woods. The only ones who are able to
    travel here with impunity are the barbaric Iraen, a primitive
    human tribe that reveres the spirits of the woods.
    The Iraen neither revere Mitra nor pay homage to the
    king, instead preferring their own crude animistic faith
    and barbaric chieftains. Worse, in times of hardship the
    Iraen can be quick to turn to banditry against Talirean
    settlements. Thus their relationship with Talingarde is
    strained at best. Still, beside the occasional raid or skirmish,
    there has never been large-scale warfare between
    the Iraen and theTalireans.

    The Savage North

    Beyond the Watch Wall lays the Savage North. Often
    this land is said to be nothing but an empty waste of ice
    and monsters. This is a complete fiction. The north is
    dominated by forests and plains rich in life. Here dwell
    three peoples long demonized or ignored by the more
    civilized folk of the south – the brutal burabar (the name
    the bugbears call themselves), the naatanuk (intelligent
    polar bears) and the mysterious ice elves.
    Though little is known about the North, this is certain
    – it is largest unexplored region on the island. Many a
    Talirean king has dreamt of conquering the North. So
    far, those dreams remain unfulfilled.

    The Lands of the Yutak

    This chain of islands is inhabited by the Yutak, short
    swarthy black-haired humans. These islands are cold,
    inhospitable places unsuited to farming or grazing, so the
    Talireans have left the Yutak to their own devices. Where
    the southerners see wastelands, the Yutak see oceans
    teaming with fish and seals. In their one-man kayaks
    and larger umiaks, they ply the open oceans hunting for
    fur and blubber. Occasionally, several small bands will
    unite to hunt a whale.
    Rarely, an umiak will appear out of the mist loaded
    with ivory and furs. These Yutak umiaks will sail into
    one of the western ports (a few have made it as far south
    as Daveryn), conduct their business and then disappear
    once more. The Yutak never trade for gold instead prizing
    steel, leather and strong drink. Wise merchants keep
    a stock of steel harpoon heads in case they encounter a
    Yutak trader. The Yutak will trade much ivory for a
    finely made harpoon.
    Few Talireans speak the strange musical Yutak tongue
    and few Yutak understand common. The Yutak, much
    like the savage Iraens of the Caer Bryr, have their own
    gods and their own way of life. Still, where the Iraen
    are secretive and xenophobic, the Yutak are a gregarious
    people. Travellers along the western coast tell tales
    of Yutak who without invitation join Talireans around
    a campfire. The Yutak share their seal meat and sing
    strange but beautiful songs with strangers with whom
    they share no tongue. It is said that if you are polite and
    share your own food, the Yutak may leave a gift to mark
    their passing.

    Last edited by Malvoisin; Monday, 4th June, 2012 at 07:13 AM.

  3. #3


    Sergeant Tomas Blackerly

    The Watch Sergeant of Branderscar Prison, this miscreant held the brands that marked each of you as 'Forsaken', laughing all the while. He is a despicable bully of the worst sort.


    Surprisingly intelligent for an ogre, he was a fellow prisoner at Branderscar. Now, having been set free, he has agreed to help you escape the prison and inflict vengeance on the guards...not necessarily in that order.


    A stunningly beautiful woman who charmed her way into Branderscar and left you with the Veil of Useful Items which proved to be the means of your escape. She claims to work for a mysterious benefactor whose motive in wanting you freed remains unknown.

    Last edited by Malvoisin; Sunday, 1st July, 2012 at 07:08 PM.

  4. #4
    Ethan Thrace

    Game Info

    Race: Human
    Class: Anti-Paladin
    Level: 1
    Alignment: Lawful Evil
    Languages: Common
    Deity: Asmodeus


    STR: 18 (10 PB, +2 Racial)
    DEX: 13 (3 PB)
    CON: 14 (5 PB)
    INT: 10
    WIS: 12 (2 PB)
    CHA: 14 (5 PB)


    HP: 13 = [1d10=10] + 2 (CON) + 1 (Anti-Paladin)
    AC: 15 = 10 + 4 (Chain Shirt) + 0 (N/A) + 1 (DEX)
    AC Touch: 00 = 11 + 1 (DEX)
    AC Flatfooted: 10 = 10 + 0 (N/A) + 0 (N/A)
    INIT: +1 = +1 (DEX)
    BAB: +1 = +1 (Anti-Paladin)
    CMB: +5 = +4 (STR) + 1 (BAB)
    CMD: 17 = 10 + 5 (STR) + 1 (DEX) + 1 (BAB)
    Fort: +4 = +2 (Anti-Paladin) + 2 (CON)
    Reflex: +1 = +0 (Anti-Paladin) + 1 (DEX)
    Will: +3 = +2 (Anti-Paladin) + 1 (WILL)
    Speed: 30 ft.
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: None

    Weapon Stats

    Longsword(melee): +5 = +1 (BAB) + 4 (STR)/ DMG = 1d8+4(S), CRIT 19-20x2

    Racial Traits

    +2 to One Ability Score: Humans get a +2 bonus to one ability score.

    Medium: Humans are medium creatures and have no penalities due to size.

    Normal Speed: Humans have a base speed of 30 feet.

    Bonus Feat: Humans select one extra feat at 1st level.

    Skilled: Humans gain an additional skill rank at first level and whenever they gain a level.

    Languages: Humans begin play speaking Common. Humans with high intelligence scores can select any language they want (except secret languages).

    Class Features

    Weapon and Armor Proficiency: Anti-Paladins are proficient with all simple and martial, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Aura of Evil (Ex): The power of an anti-paladin's aura of evil is equal to his anti-paladin level.

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

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

    In addition, while smite good is in effect, the anit-paladin gains a deflection bonus equal to his Charisma modifier to his AC against attacks made by the target of the smite. If the anti-paladin targets a creature that is not good, the smite is wasted with no effect.

    The smite good effect remains until the target of the smite is dead of the next time the anti-plaidn rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the anti-paladin may smite good one additional time per day, to a maximum of seven times per day at 19th level.

    Feats & Traits

    Human Bonus: Power Attack: Trade attack bonus for damage bonus.
    1st lvl- Weapon Focus (Falchion): +1 on attack rolls with the falchion.


    Skill Ranks: 05 = [2 (Anti-Paladin) + 00 (INT)] x 01 (LvL) + 01 (Skilled) + 00 (Anti-Paladin) + 02 (Misc)
    Max Ranks: 01
    ACP: -0

    () = class skill
    ^ = trained only
    Total                       Stat Rank CS Misc ACP
    +00 = Acrobatics            +00  +00  +0 +00  -0 DEX
    +00 = Appraise              +00  +00  +0 +00     INT
    +00 = Bluff                 +00  +00  +0 +00     CHA
    +00 = Climb                 +00  +00  +0 +00  -0 STR
    +00 = Craft:_____           +00  +00  +0 +00     INT
    +00 = Diplomacy             +00  +00  +0 +00     CHA
    +na = Disable Device^       +00  +00  +0 +00  -0 DEX
    +06 = Disguise              +02  +01  +3 +00     CHA
    +00 = Escape Artist         +00  +00  +0 +00  -0 DEX
    +00 = Fly                   +00  +00  +0 +00  -0 DEX
    +na = Handle Animal^        +00  +00  +0 +00     CHA
    +00 = Heal                  +00  +00  +0 +00     WIS
    +07 = Intimidate            +02  +01  +3 +01     CHA
    +na = Know:Arcana^          +00  +00  +0 +00     INT
    +na = Know:Dungeoneering^   +00  +00  +0 +00     INT
    +na = Know:Engineering^     +00  +00  +0 +00     INT
    +na = Know:Geography^       +00  +00  +0 +00     INT
    +na = Know:History^         +00  +00  +0 +00     INT
    +na = Know:Local^           +00  +00  +0 +00     INT
    +na = Know:Nature^          +00  +00  +0 +00     INT
    +na = Know:Nobility^        +00  +00  +0 +00     INT
    +na = Know:Planes^          +00  +00  +0 +00     INT
    +04 = Know:Religion^        +00  +01  +3 +00     INT
    +na = Linguistics^          +00  +00  +0 +00     INT
    +00 = Perception            +00  +00  +0 +00     WIS
    +00 = Perform:_____         +00  +00  +0 +00     CHA
    +na = Profession^:_____     +00  +00  +0 +00     WIS
    +00 = Ride                  +00  +00  +0 +00  -0 DEX
    +05 = Sense Motive          +01  +01  +3 +00     WIS
    +na = Sleight of Hand^      +00  +00  +0 +00  -0 DEX
    +na = Spellcraft^           +00  +00  +0 +00     INT
    +05 = Stealth               +01  +01  +3 +00  -0 DEX
    +00 = Survival              +00  +00  +0 +00     WIS
    +00 = Swim                  +00  +00  +0 +00  -0 STR
    +na = Use Magic Device^     +00  +00  +0 +00     CHA




    Equipment          Cost      Weight
    Chain Shirt       0   gp     25 lbs.
    Longsword         0   gp      4 lbs.
              Totals: 0   gp     29 lbs.
    Treasure: 00 gp,00 sp,00 cp Gems: None

    Carrying Capacity:
    light- 100 lbs. or less
    medium- 101-200 lbs.
    heavy-201-300 lbs.


    Size: Medium
    Gender: Male
    Age: 24
    Height: 6'2"
    Weight: 237
    Hair Color: Blonde
    Eye Color: Blue
    Skin Color: Tanned
    Appearance: Ethan shows the features of a man that has worked and labored in the mines for many winters. His dirty blonde hair hangs low, covering his unshaven face. His dark blue eyes only ever stop moving and studying when his target is in sight. He's tall and lean but by no means is he weak.

    Demeanor: Ethan is neither overly friendly or overly unfriendly. He often displays a confidence that borders arrogance in nearly all things he does, even the things he barely knows. Though he is focused and keeps a cool head, a majority of the time, he can be quick to anger when discussing his mother or his devotion to Asmodeus.


    I haven't thought about much else since the day I learned I was King Markadian V's bastard son. It was a secret my mother kept from me for nearly all of my life but she is no longer alive and her secret...is no longer a secret. I went to my father not long after her death and asked simply for the money to pay for her funeral. A meager some that he wouldn't even miss but the greedy bastard denied my claim of both money and being his son. The great and honorable King Markadian V could have no bastards as that would go against Mitra's teachings and for my actions he sentenced me to work in the salt mines for a sentence of 6 years...6 long years.

    My name is Ethan Thrace. My mother was a common whore in one of Talingarde's many brothels and my father is the great and honorable King Markadian V. I am the low born son of a low born whore but I promise you this...before I draw my last breath upon this world a nation will kneel before me and recognize me as their superior. I will kill the great and honorable King Markadian V.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:

    Last edited by Disposable Hero; Saturday, 30th June, 2012 at 03:34 AM.

  5. #5
    Name: Jaylen           Age: 17             Alignment: LE
    Class: Inquisitor 1    Height: 5'10"       Languages: Common
    Race: Human            Weight: 160 lbs     Deity: Asmodeus
    Size: Medium           Hair Color: Brown   DR:  0   SR:  0
    Gender: Male           Eye Color: Green    Crime:  Heretic
    Str: 15 (+2)          Level:     1          XP:    0/1000
    Dex: 13 (+1)          BAB:      +0          HP:   11 (1d8+3)
    Con: 14 (+2)          CMB:      +2
    Int: 10 (+0)          CMD:      +3
    Wis: 18 (+4)          Speed:    30'
    Cha: 10 (+0)          Init:     +1
                            Base  Armor  Shield  Dex  Size  Misc
    AC:    12                10    +0      +0    +1    +0    +1 (Dodge)
    Touch: 12
    Flat: 10
                            Base  Mod Misc
    Fort:  +4                +2   +2
    Ref:   +1                +0   +1
    Will:  +6                +2   +4
    Weapon Stats
    Melee +2
    Ranged +1
    Spiked Gauntlet:   +2 = +0(BAB) +2(STR) +0(MISC)/   DMG = 1d4+2(P), CRIT 20x2
    Dagger (Melee):    +2 = +0(BAB) +2(STR) +0(MISC)/   DMG = 1d4+2(P), CRIT 19-20x2 
    Dagger :           +1 = +0(BAB) +1(DEX) +0(MISC)/   DMG = 1d4+2(P), CRIT 19-20x2, 10'
    Racial Traits
    +2 to any stat (WIS), Medium Size, 30' movement, Bonus 1st level feat, +1 Skill rank each level

    Inquisitor Features
    Proficient with all Simple Weapons plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of their deity (Mace). Light Armor, medium armor, and shields (except tower shields).

    Domain - Persistence Inquisition
    Gain Step Up as Bonus Feat
    Relentless Footing: 7/day Swift Action to add 10 feet to your land speed. Affects jumping distance usable 3 + WIS Bonus per day.

    Judgment- 1/day, Swift Action to start and switch in combat, lasts until end of combat (Can not be frightened, panicked, paralyzed, stunned, or unconscious, or prevented from combat)
    +1 Profane Bonus to Damage Rolls
    +1 for every three inquisitor levels
    Fast Healing 1
    +1 point for every three inquisitor levels
    +1 Profane Bonus to Attack Rolls
    +1 for every five  inquisitor levels
    x2 on attack rolls to confirm crits at 10th level
    +1 Profane Bonus to Concentration Checks
    +1 Profane Bonus to Caster Level Checks vs SR
    +1 for every three inquisitor levels
    +1 Profane Bonus to AC
    +1 for every five inquisitor levels
    x2 against attack rolls vs crits at 10th level
    +1 Profane Bonus to Saving Throws
    +1 for every five  inquisitor levels
    x2 against curses, diseases, and poisons at 10th level
    Damage Reduction 1/Magic
    +1 for every five levels
    DR changes from Magic to Good at 10th level
    2 Points Energy Resistance Cold, Fire, Acid, Electricity, or Sonic
    +2 for every three inquisitor levels 
    Weapons count as Magic vs DR
    one alignment type vs DR at 6th level
    Adamantine as well at 10th level
    Monster Lore
    Add WIS modifier to Knowledge skill check to identify abilities and weaknesses of creatures

    Stern Gaze
    +1/2 Inquisitor Level (Min +1) Morale Bonus to Intimidate and Sense Motive

    Spells Known -
    Orisons- (Acid Splash, Detect Magic, Detect Poison, Read Magic)
    1st LVL - (Shield of Faith, Wrath)

    Spells per Day "_" equals unused slot, "X" equals used spell slot
    1st LVL - (_)(_)

    Class Bonus - Step Up
    1st Level - Following Step
    Human Bonus - Dodge

    Skill Ranks: 9
    Max Ranks: 1
    ACP: 0
    Skills               Total  Ranks  Ablty  Class  Misc
    Heal                  +8     +1     +4      +3    +0
    Intimidate            +5     +1     +0      +3    +1 (Stern Gaze)
    Knowledge (Arcana)   +4/+8   +1     +0      +3    +0    
    Knowledge (Dungeon)  +4/+8   +1     +0      +3    +0    
    Knowledge (Planes)   +4/+8   +1     +0      +3    +0    
    Knowledge (Religion) +4/+8   +1     +0      +3    +0    
    Perception            +8     +1     +4      +3    +0 
    Sense Motive          +9     +1     +4      +3    +1 (SternGaze)
    Survival              +8     +1     +4      +3    +0
    Equipment                    Cost(gp)      Weight (lbs)
    Silver Holy Symbol of Asmodeus
    Quiver - 20 Arrows
    Heavy Mace
    Chain Shirt
    Heavy Steel Shield

    0gp, 0sp, 0cp Gems:

    Total weight carried: 00 lbs
    Maximum weight possible:
    Light Load Max = 66 lbs
    Medium Load Max= 133 lbs
    Heavy Load Max = 200 lbs
    Lift off Ground = 400 lbs
    Overhead = 200 lbs
    Drag = 1000 lbs

    A seemingly perfectly normal young man stands with a scowl on his face. Short brown hair, piercing green eyes, and a look of disdain are immediately seen. Normally garbed in a cloak, he prefers dark colors, betraying his previous status as a follower of Mitra.

    His days had been a blur of events lately. He remembers being sent to a nearby location, one that was recently found and kept quiet about. He had heard the constant blubbering of the clerics and followers of Mitra, always being put off by their words. Something just was not what he had considered easy to follow or recognize as the truth.

    It was at this location that his world changed. Some would say for the worse, yet he would disagree to some point. The location yielded a secret alcove that hid away treasures that were to be destroyed immediately. At least, that's what they told him to do. Not sure what was going on, Jaylen peered at the contents, which were simply books, a few idols, and various other small things. Then, on the far wall, he saw his first sign of what his life was to be about.

    The symbol of Asmodeus was only mentioned in hushed tones, never to be drawn or talked about. He had heard fables, but never dreamed of actually seeing it. Now, staring back at him, the symbol of the Fallen One seemed to release all of his inhibitions. His confusion gave way to clarity. His mind cleared, as the next thing he remembered, he was being chained and placed with a hood over his head.

    At the trial, the words of the accusers came to him in floods, as if releasing his memory of that day. He remembered it all then. He had stood before the symbol, torch in hand, and turned on the others. He had used the torch as a makeshift club, striking out at any of the ones that dared to attempt to destroy the findings. Something came over him, and he knew that he would protect the beliefs of Asmodeus, for it was he that freed him of the false beliefs of Mitra. He openly acknowledged it now, and was immediately sentenced as a heretic.

    As he traveled to the prison, taunted and mocked, he only saw red. The symbol flashed in his mind, eventually making him concede that he would get his revenge. In this life or the next..

    Level Ups

    Inquisitor Class (OGC)

    Last edited by Fangor the Fierce; Friday, 28th September, 2012 at 03:55 PM.

  6. #6
    Myrmidon (Lvl 10)

    Insight's Avatar

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    Columbus, Ohio
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    Osrin Malekander

    Human Rogue 1
    Lawful Evil [0 xp]
    Crime: Murder

    STR 8 (-1)
    DEX 18 (+4)
    CON 10 (+0)
    INT 16 (+3)
    WIS 12 (+1)
    CHA 14 (+2)

    +1 hit point from "favored class" level - Rogue 1
    Hit Die: d8
    Sneak Attack +1d6
    Trapfinding: +1 bonus to Perception checks made to locate traps and +1 bonus to Disable Device checks.
    Murder Benefit: +1 bonus to damage rolls when flanking an opponent.

    14 skill points per level - bonus from campaign setting
    Trained Skills: Acrobatics (Dex) [1] +7, Bluff (Cha) [1] +8, Disable Device (Dex) [1] +8, Disguise (Cha) [1] +8, Escape Artist (Dex) [1] +8, Knowledge - History (Int) [1] +4, Knowledge - Local (Int) [1] +7, Knowledge - Nobility [1] +4, Knowledge - Religion (Int) [1] +4, Linguistics (Int) [1] +7, Perception (Wis) [1] +5, Sense Motive (Wis) [1] +5, Sleight of Hand (Dex) [1] +8, Stealth (Dex) [1] +8
    Untrained Skills: Appraise (Int) +3, Climb (Str) -1, Diplomacy (Cha) +2, Heal (Wis) +1, Intimidate (Cha) +2, Ride (Dex) +4, Survival (Wis) +1, Swim (Str) -1
    Languages: Celestial, Common, Dwarven, Elven, Infernal

    Deceitful: +2 bonus to Bluff and Disguise checks
    Weapon Finesse

    Initiative: +4
    Speed: 30ft
    Armor Class: 14
    - Touch 14
    - Flat Footed 10
    Hit Points: 9
    Base Attack Bonus: +0
    Combat Maneuver Bonus -1
    Combat Maneuver Defense 13
    Melee Attack - Dagger +4 attack, 1d4-1 damage, Crit 19-20/x2.
    Ranged Attack - Dagger +4 attack, 1d4-1 damage, RI 10ft, Crit 19-20/x2.
    Saving Throws
    - Fort +0
    - Reflex +6
    - Will +1

    Wealth: None
    Gear: Dagger

    Osrin Malekander was born simply Osrin to a recent widow, Lenia Sorin. Lenia's husband, Dager, was a low-ranking officer in the army and died while away. While traveling to Branderscar, Lenia was raped by a band of thugs. Osrin was the product of that horrible event.

    Lenia, now living in Branderscar, did the best she could. As a widow with virtually no trade skills, Lenia was forced to become a prostitute. Fortunately, this line of work did not last long. One of Lenia's customers, a wealthy landlord named Olin Malekander, took Lenia and her boy in as servants to work on his estate outside Branderscar. Osrin had an older half-brother, Dager, who also worked at the estate for a brief time before he went off to join the army.

    In time, the patron, Malekander, took Osrin in as his own son, legally adopting the boy. Osrin received the best education in literature, history, religion, and force of arms. During this time, however, dark tidings were afoot. Three priests, claiming to be followers of Mitra, came to stay at the Malekander estate. The priests came to Osrin and revealed that they were really followers of Asmodeus and told Osrin that ominous visions they had all experienced sent them to find Osrin. The priests said that Osrin was meant to be some sort of powerful avatar for Asmodeus. They would return when he was ready for his real training.

    When he was a little older, Osrin came to know a retiring adventurer, Mits Rekugar, an old friend of Olin Malekander's who had come to stay at the estate for a time. Rekugar completed Osrin's martial training and regaled the young man with tales of high adventure.

    As Osrin reached maturity, he was set to work for his adoptive father in Branderscar, at one of the landlord's business interests in the city. When Osrin arrived in Branderscar, he was met by the same priests of Asmodeus that found him when he was eight years old. These priests took Osrin to their secret temple inside the city. There, the priests performed all manner of unholy rites, supposedly to prepare Osrin to become the avatar of Asmodeus. Osrin learned about the dark god and the religious aspects and practices of his worshippers. The young man received a special tattoo on his abdomen, the symbol of Asmodeus, as well as an inscription in the Infernal tongue: "As it is written, so shall it be done."

    When all of these rites were completed, as Osrin had been prepared to become an avatar, something unusual happened. A dark spirit appeared in the temple. It entered into Osrin and spoke through him. It spoke in the Infernal tongue and chastised the priests for their foolishness. Osrin was no avatar. He was simply a young man with great potential. With the dark spirit inside him, Osrin then killed the priests and destroyed the temple.

    Though Osrin had destroyed the temple and severed all ties with the local priests of Asmodeus, the dark spirit stayed within him. It changed him, both inwardly and outwardly. Osrin became cynical, brooding, and angry. He railed against the crown and the church or Mitra. He delved into dark lore, learning what he could of the "real" Asmodeus. In time, Osrin found other secretive followers of Asmoedus and they formed a small clutch that met in the sewers of Branderscar on an irregular basis.

    Osrin realized that he true talents were not in scholarly pursuits, but in using his deft hand, quickness, and social skills to kill enemies of Asmodeus. The most obvious target was the church of Mitra. He and his fellow followers of the dark god spent many hours planning to assassinate various members of the church. Osrin was the only one with the skills necessary to carry out these assassinations, and was the only one willing to risk his life to do so. Over the next year, many lower-level priests of Mitra found dead were killed at the hands of Osrin Malekander.

    The Church of Mitra, for its part, was not willing to stand idly by while its priests were murdered. They began an investigation that led to the small group of Asmodeus worshippers that Osrin had found. The followers were rounded up and thrown in Branderscar Prison. The men and women were questioned and readily gave up Osrin and his recent activities. It didn't take long for church authorities to track down Osrin. He was thrown into Branderscar Prison, accused and convicted of murder and heresy. Osrin was branded and sentenced to death for his crimes.
    Last edited by Insight; Sunday, 1st July, 2012 at 01:27 PM.

  7. #7
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Game Info

    Race: Human
    Class: Cleric(separatist)
    Level: 1
    Alignment: LN
    Languages: Common, Celestial
    Deity: Miltra


    STR: 10 (0pts)
    DEX: 16 (10pts)
    CON: 11 (1pt)
    INT: 12 (2pts)
    WIS: 17 (7pts) +2 Racial adjustment
    CHA: 14 (5pts)


    HP: 12 = [1d8=08] + 0 (CON) + 3 (misc) + 1 (favored class)
    AC: 14 = 10 + 0 (armor) + 0 (shield) + 3 (DEX) + 1 (misc)
    AC Touch: 14 = 10 + 3 (DEX) + 1 (misc)
    AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
    INIT: +3 = +3 (DEX) + 0 (misc)
    BAB: +0 = +0 (Cleric)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 14 = 10 + 0 (STR) + 3 (DEX) + 0 (BAB) + 1 (misc)
    Fort: +2 = +2 (base) + 0 (CON)
    Reflex: +3 = +0 (base) + 3 (DEX)
    Will: +5 = +2 (base) + 3 (WILL)
    Speed: 30'
    Damage Reduction: nil
    Spell Resistance: nil
    Spell Failure: n/a

    Weapon Stats

    Unarmed strike(melee): +0 = +0 (BAB) + 0 (STR) + 0 (misc)/ DMG = 1d3+0(B), CRIT x2

    Racial Traits

    * +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    * Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
    * Normal Speed: Humans have a base speed of 30 feet.
    * Bonus Feat: Humans select one extra feat at 1st level.
    * Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    * Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Class Features

    A cleric who does not serve a deity cannot take the separatist archetype.

    A separatist has the following class features:

    Weapon and Armor Proficiency: Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use).

    Forbidden Rites: A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.

    Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.

    In all other respects, this ability works like and replaces the standard cleric’s domain ability.

    Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

    Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

    Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

    To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

    Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

    Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

    A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

    A cleric must be able to present her holy symbol to use this ability.

    Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

    Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

    In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

    Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

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

    An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

    A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

    Chaotic, Evil, Good, and Lawful Spells:
    A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
    Bonus Languages

    Bonus Languages:
    A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

    Ex-Clerics: A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).


    Human Bonus- Toughness
    1st lvl- Dodge
    3rd lvl- n/a


    Skill Ranks: 06 = [2+2 (class) + 01 (INT)] x 01 (LvL) + 01 (human) + 00 (Favored Class)
    Max Ranks: 01
    ACP: -0

    () = class skill
    ^ = trained only
    Total                         Stat Rank  CS  Misc ACP
    +03 = Acrobatics              +03  +00   +0  +00  -0 DEX
    +01 = Appraise()              +01  +00   +0  +00     INT
    +02 = Bluff                   +02  +00   +0  +00     CHA
    +00 = Climb                   +00  +00   +0  +00  -0 STR
    +01 = Craft()                 +01  +00   +0  +00     INT
    +02 = Diplomacy()             +02  +00   +0  +00     CHA
    +na = Disable Device^         +03  +00   +0  +00  -0 DEX
    +02 = Disguise                +02  +00   +0  +00     CHA
    +03 = Escape Artist           +03  +00   +0  +00  -0 DEX
    +03 = Fly                     +03  +00   +0  +00  -0 DEX
    +na = Handle Animal^          +02  +00   +0  +00     CHA
    +03 = Heal()                  +03  +00   +0  +00     WIS
    +02 = Intimidate              +02  +00   +0  +00     CHA
    +na = Know:Arcana()^          +01  +00   +0  +00     INT
    +na = Know:Dungeoneering^     +01  +00   +0  +00     INT
    +na = Know:Engineering^       +01  +00   +0  +00     INT
    +na = Know:Geography^         +01  +00   +0  +00     INT
    +05 = Know:History()^         +01  +01   +3  +00     INT
    +na = Know:Local^             +01  +00   +0  +00     INT
    +na = Know:Nature^            +01  +00   +0  +00     INT
    +05 = Know:Nobility()^        +01  +01   +3  +00     INT
    +05 = Know:Planes()^          +01  +01   +3  +00     INT
    +05 = Know:Religion()^        +01  +01   +3  +00     INT
    +na = Linguistics()^          +01  +00   +0  +00     INT
    +03 = Perception              +03  +00   +0  +00     WIS
    +02 = Perform:                +02  +00   +0  +00     CHA
    +07 = Profession()^:barrister +03  +01   +3  +00     WIS
    +03 = Ride                    +03  +00   +0  +00  -0 DEX
    +07 = Sense Motive()          +03  +01   +3  +00     WIS
    +na = Sleight of Hand^        +03  +00   +0  +00  -0 DEX
    +na = Spellcraft()^           +01  +00   +0  +00     INT
    +03 = Stealth                 +03  +00   +0  +00  -0 DEX
    +03 = Survival                +03  +00   +0  +00     WIS
    +00 = Swim                    +00  +00   +0  +00  -0 STR
    +na = Use Magic Device^       +02  +00   +0  +00     CHA


    Divine, prepared;
    CL: 1
    DC: 13 + spell level
    Domains: Fire and Nobility

    Orisons: spark, guidance, light
    level 1: murderous command, command, burning hands(d)

    Crime: 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 (Hurray! they are learning)

    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.



    Treasure: gp, sp, cp Gems:

    Carrying Capacity:
    light- 33
    medium- 66
    heavy- 100


    Size: medium
    Gender: male
    Age: 35
    Height: 5'-10"
    Weight: 134lbs
    Hair Color: brown (receding)
    Eye Color: brown
    Skin Color: light
    Appearance: see below
    Demeanor: Curz has become nearly fanatical during his time imprisoned. Miltra still grants him spells and abilities so his understandings of the teachings must be right and all others are blind.

    He has a touch of the sycophant trait and always follows others leads.


    Curz Wifflan was always a small craven of a man, so it gave him greater and greater pleasure to prosecute those larger, stronger, and more powerful than himself. The only thing that he could not abide by was the way the courts dealt with prisoners after he had found them guilt.

    Beheading, hanging, imprisonment??? These were not what the teachings of Mitra meant. "Deliver vengeance... punish the guilty..." and what better way then with the Lord of Justice's own creation... fire.

    Burn them, make them suffer. Show others that they should hold to their oaths, keep their word and obey their superiors.

    But those in power were soft hearted and weak. And though he argued long into the night for years with his fellow adjudicators they never listened.

    And so came the day he took matters into his own hands. And still they would not listen. When asked how he set the blaze that killed three chained prisoners and burned down half of the accompanying garrison, Curz simply replied. "Mitra granted my wish."

    Adventure Notes
    None yet

    Level Ups

    Level 2
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:

    (my thanks to Diablo 3 for the cool pics)
    Last edited by HolyMan; Thursday, 31st May, 2012 at 02:36 PM.

  8. #8
    Superhero (Lvl 15)

    Leif's Avatar

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    Jan 2007
    Jonesboro, AR, USA
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    Leif's Joffaquich "Joffer" Dragontooth

    Human Barbarian1
    Align.: Chaotic Evil
    Languages: Common
    Deity: Lamashtu (chaos, evil, madness, strength, trickery)

    STR: 16 +3 (5 Pts, +2 Racial)
    DEX: 16 +3 (10 Pts)
    CON: 15 +2 (7 Pts)
    INT: 12 +1 (2 pts)
    WIS: 10 +01 (1 Pts)
    CHA: 11 +0 (1 Pts)

    HP: 15 = [1d12=12] + 2 (CON) + 1 (Favored Class = Barbarian)
    AC: 21 = 10 + 4 (Chain shirt) + 2 (Heavy Wooden Shield) + 3 (DEX) +2 (Dodge)
    AC Flatfooted: 16 = 10 + 4 (Chain Shirt) +2 (Heavy Wooden Shield) + 0 (N/A)
    AC Touch: 14 = 10 +2 (DEX) +2 (Dodge)
    Speed: 40 ft. [Extra Speed -- Barbarian Class Ability]
    INIT: +3 (DEX)
    BAB: +1 (L1 Barbarian)
    CMB: +4 = +3 (STR) + 1 (BAB)
    CMD: 17 = 10 + 3 (STR) + 3 (DEX) + 1 (BAB)

    Fort: +4 = +2 (Barbarian 1) + 2 (Con)
    Reflex: +3 = +0 (Barbarian 1) +3 (Dex)
    Will: +1 = +0 (Barbarian 1) +1 (Wis)

    Weapon Stats
    Longsword: +5=+1(BAB)+1(Feat)+3(Str) / DMG=1d8+3(S) /, CRIT 19-20x2
    Glaive: +5=+1(BAB)+4(Str, 2-handed) / DMG=1d10+4(Str,2-handed) / CRIT: X3
    Long Bow: +3=+1(BAB)+2(Dex) / DMG=1d8 / CRIT X3

    Racial (Human) Traits
    +2 to One Ability Score: STR
    Size: Medium
    Speed: 30 feet
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at first level and whenever they gain a level.
    Languages: Humans begin play speaking Common. Humans with high intelligence scores can select any language they want (except secret languages).[/sblock]

    Class Features
    Weapon and Armor Proficiency:
    Fast Movement (EX) -- +10 feet/round if med. armor or lighter and no heavy load

    Feats & Traits
    Human Bonus Feat: Dodge: +1 Dodge Bonus to AC
    1st lvl- Weapon Focus (Longsword): +1 on attack rolls with the Longsword.

    Skill Ranks: 6 = [4 (Barbarian) + 01 (INT)] x 01 (LvL)] + 1 [human bonus skill pt per level]
    Max Ranks: 01
    Trained skills: Acrobatics 1 rank, Climb 1 rank, Intimidate 1 rank, Knowledge (Nature) 1 rank, Perception 1 rank, Swim 1 rank

    Skills: () = class skill ^ = trained only
    Total                       Stat Rank CS Misc ACP
    +05 = (Acrobatics)            +03  +01  +3 +00  -2 DEX
    +01 = Appraise              +01  +00  +0 +00     INT
    +00 = Bluff                 +00  +00  +0 +00     CHA
    +07 = (Climb)                 +03  +01  +3 +00  -0 STR
    +00 = (Craft:_____)^          +00  +00  +0 +00     INT
    +00 = Diplomacy             +00  +00  +0 +00     CHA
    +na = Disable Device^       +00  +00  +0 +00  -0 DEX
    +00 = Disguise              +00  +00  +0 +00     CHA
    +03 = Escape Artist         +03  +00  +0 +00  -0 DEX
    +03 = Fly                   +03  +00  +0 +00  -0 DEX
    +na = (Handle Animal)^        +00  +00  +0 +00     CHA
    +01 = Heal                  +01  +00  +0 +00     WIS
    +04 = (Intimidate)            +00  +01  +3 +00     CHA
    +na = Know:Arcana^          +00  +00  +0 +00     INT
    +na = Know:Dungeoneering^   +00  +00  +0 +00     INT
    +na = Know:Engineering^     +00  +00  +0 +00     INT
    +na = Know:Geography^       +00  +00  +0 +00     INT
    +na = Know:History^         +00  +00  +0 +00     INT
    +na = Know:Local^           +00  +00  +0 +00     INT
    +05 = (Know:Nature)^          +01  +01  +3 +00     INT
    +na = Know:Nobility^        +00  +00  +0 +00     INT
    +na = Know:Planes^          +00  +00  +0 +00     INT
    +00 = Know:Religion^        +00  +00  +00 +00     INT
    +na = Linguistics^          +00  +00  +0 +00     INT
    +04 = (Perception)            +00  +01  +3 +00     WIS
    +00 = Perform:_____         +00  +00  +0 +00     CHA
    +na = Profession^:_____     +00  +00  +0 +00     WIS
    +03 = (Ride)                  +03 +00  +0 +00  -0 DEX
    +00 = Sense Motive          +00  +00  +0 +00     WIS
    +na = Sleight of Hand^      +00  +00  +0 +00  -0 DEX
    +na = Spellcraft^           +00  +00  +0 +00     INT
    +01 = Stealth               +03  +00  +0 +00  -2 DEX
    +00 = (Survival)              +00  +00  +0 +00     WIS
    +05 = (Swim)                  +03  +01  +3 +00  -2 STR
    +na = Use Magic Device^     +00  +00  +0 +00     CHA

    Equipment Cost Weight
    Scale Mail 0 gp 30 lbs.
    Hvy Wdn Shield 0 gp 10 lbs.
    Glaive 0 gp 10 lbs.
    Longsword 0 gp 4 lbs.
    Long Bow 0 gp 3 lbs.
    (Quiver of -
    20 Arrows) 0 gp 3 lbs.

    Totals: 0 gp 60 lbs.

    Treasure: 00 gp,00 sp,00 cp Gems: None

    Carrying Capacity:
    light- 100 lbs. or less
    medium- 101-200 lbs.
    heavy-201-300 lbs.

    Size: Medium
    Gender: Male
    Age: 24
    Height: 6'2"
    Weight: 237
    Hair Color: Black
    Eye Color: Blue
    Skin Color: Tanned

    Appearance: Joffer wears longish 'dirty blonde' hair with a copious beard of the same color. His beard grows high on his face, almost to his eyes, but he keeps his neck shaven. He is also left-handed, which among his tribe was considered the mark of demons.

    Demeanor: Taciturn, gruff, not inclined to tolerate crap (and sometimes responds to it with what might be called 'overkill'), but quick-witted and jovial at times

    Last edited by Leif; Friday, 5th October, 2012 at 06:17 PM.

  9. #9
    Characters Name

    Game Info

    Level: 1
    Languages: Common




    HP: 00 = [1d??=??] + 0 (CON) + 0 (misc) + 0 (favored class)
    AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX) + 0 (misc)
    AC Touch: 00 = 10 + 0 (DEX) + (misc)
    AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
    INIT: +0 = +0 (DEX) + 0 (misc)
    BAB: +0 = +0 (list class)
    CMB: +0 = +0 (STR) + 0 (BAB)
    CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
    Fort: +0 = +0 (base) + 0 (CON)
    Reflex: +0 = +0 (base) + 0 (DEX)
    Will: +0 = +0 (base) + 0 (WILL)
    Damage Reduction:
    Spell Resistance:
    Spell Failure:

    Weapon Stats

    Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2

    Racial Traits


    Class Features


    Feats & Traits

    1st lvl-
    3rd lvl-

    b) not allowed yet


    Skill Ranks: 00 = [0 (class) + 00 (INT)] x 00 (LvL) + 00 (misc) + 00 (Favored Class)
    Max Ranks: 00
    ACP: -0

    () = class skill
    ^ = trained only
    Total Stat Rank CS Misc ACP
    +00 = Acrobatics +00 +00 +0 +00 -0 DEX
    +00 = Appraise +00 +00 +0 +00 INT
    +00 = Bluff +00 +00 +0 +00 CHA
    +00 = Climb +00 +00 +0 +00 -0 STR
    +00 = Craft:_____ +00 +00 +0 +00 INT
    +00 = Diplomacy +00 +00 +0 +00 CHA
    +na = Disable Device^ +00 +00 +0 +00 -0 DEX
    +00 = Disguise +00 +00 +0 +00 CHA
    +00 = Escape Artist +00 +00 +0 +00 -0 DEX
    +00 = Fly +00 +00 +0 +00 -0 DEX
    +na = Handle Animal^ +00 +00 +0 +00 CHA
    +00 = Heal +00 +00 +0 +00 WIS
    +00 = Intimidate +00 +00 +0 +00 CHA
    +na = Know:Arcana^ +00 +00 +0 +00 INT
    +na = Know:Dungeoneering^ +00 +00 +0 +00 INT
    +na = Know:Engineering^ +00 +00 +0 +00 INT
    +na = Know:Geography^ +00 +00 +0 +00 INT
    +na = Know:History^ +00 +00 +0 +00 INT
    +na = Know:Local^ +00 +00 +0 +00 INT
    +na = Know:Nature^ +00 +00 +0 +00 INT
    +na = Know:Nobility^ +00 +00 +0 +00 INT
    +na = Know:Planes^ +00 +00 +0 +00 INT
    +na = Know:Religion^ +00 +00 +0 +00 INT
    +na = Linguistics^ +00 +00 +0 +00 INT
    +00 = Perception +00 +00 +0 +00 WIS
    +00 = Perform:_____ +00 +00 +0 +00 CHA
    +na = Profession^:_____ +00 +00 +0 +00 WIS
    +00 = Ride +00 +00 +0 +00 -0 DEX
    +00 = Sense Motive +00 +00 +0 +00 WIS
    +na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
    +na = Spellcraft^ +00 +00 +0 +00 INT
    +00 = Stealth +00 +00 +0 +00 -0 DEX
    +00 = Survival +00 +00 +0 +00 WIS
    +00 = Swim +00 +00 +0 +00 -0 STR
    +na = Use Magic Device^ +00 +00 +0 +00 CHA




    Equipment Cost Weight
    Total weight carried:
    Treasure: gp, sp, cp Gems:

    Carrying Capacity:


    Size: Medium
    Gender: Male
    Age: 23
    Height: 5'9"
    Weight: 162
    Hair Color:
    Eye Color:
    Skin Color:


    Adventure Notes
    None yet

    Level Ups

    Level 2
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Favored Class Bonus:
    Last edited by Seven; Saturday, 6th October, 2012 at 07:33 AM.

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