Interest Check - Way of the Wicked - Golarian


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[sblock=Sam 'Mace' Mason]male human cleric 1 (Asmodeus), NE

hp 9 (1d8+1); move 30'; BAB +0; CMB +2; CMD 14; init +2
saves Fort +2, Reflex +2, Will +6; +1 vs divine spells
AC 12 (+2 dex); touch 12, ff 10

str 14/+2 c5; carry 58/116/175
dex 14/+2 c5
con 10/+0 c0
int 12/+1 c2; languages Common (?), Infernal
wis 19/+4 c 13+2h
cha 10/+0 c0

attacks
unarmed strike +2 melee, 1d3+2 nonlethal, crit 20/x2; draws AOO

fire bolt +2 ranged touch, 1d6 fire, crit 20/x2; 30' range, 7/day

skill points: 2 base + 1 human + 1 int + 2 house rule = 6

class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Bluff (Cha), Disguise (Cha), and Stealth (Dex)

skills (ranks/total): Appraise 1/5, Bluff 1/4, Disguise 1/4, Knowledge (religion) 1/8, Spellcraft 1/5, Stealth 1/6; Perception 0/4

feats: Extend Spell (2x duration), Spell Focus (enchantment)

traits: Magical Lineage (murderous command) (metamagic on it costs 1 less spell level), Crime: Desecration (+1 on saves vs divine spells)

domains: fire, trickery

spells/day: 3 0th, 2+1 1st
spells prepared: DC 14 + spell level; * = enchantment (+1 DC); + = Trickery; & = Fire
0: bleed, spark, stabilize
1: extended murderous command* (x2), disguise self+

An evil cleric can convert spells to 'inflict spells' (an inflict spell is one with “inflict” in its name).

Channel Energy (Su)
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. A cleric may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.


Trickery Domain

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.


Fire Domain

Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).


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


Equipment:

The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.


Crime: Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Iomedae. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lady.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
[/sblock]
[sblock=Description]Sam Mason was an ambitious young priest of Asmodeus, who eagerly joined the plot to take control of the city. He survived the ensuing disaster with the help of a well-timed disguise self spell, leaving his fellows behind to let them fight what he knew would be a losing battle.

However, he was unable to resist carrying out acts of revenge against those who had blocked his rise to power. He committed many crimes, but the one for which he was caught was setting fire to a temple of Iomedae. He now awaits execution by burning. However, he still has a few tricks up his tattered sleeves and awaits the chance to take a few of the guards down with him, hoping to win a bit of Asmodeus' favor for the afterlife.

He is about 6'2" tall, 220 lbs, with red hair and grey eyes.[/sblock]
 
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Herik Torvin
Human Thug Rogue 1
Lawful Evil

ABILITY SCORES
STR 16
DEX 17
CON 12
INT 11
WIS 10
CHA 14

HP & DEFENSES
HP 10
AC 13
Touch AC 13
FF AC 10
Fort Save +1
Reflex Save +5
Will Save +3

ATTACKS
Initiative +3
Base Attack Bonus +0
Combat Manuever Bonus +3
Combat Maneuver Defense 16

SKILLS
Trained: Appraise +4, Bluff +6, Diplomacy +6, Disguise +6, Escape Artist +7, Intimidate +6, Knowledge (Local) +4, Perception +4, Sense Motive +4, Stealth +7, Use Magic Device +6
Untrained: Acrobatics +3, Climb +3, Craft +0, Fly +3, Heal +0, Perform +2, Ride +3, Survival +0, Swim +3
Languages: Common

FEATS
Improved Unarmed Strike, Iron Will

RACIAL FEATURES
+2 to DEX, +1 Hit Point / Level, +1 Bonus Feat
Favored Class - Rogue

TRAITS
High Treason, Lost Nobility

CLASS FEATURES
Proficiency with Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Light Armour, Sneak Attack +1d6, Frightening

EQUIPMENT
Wealth: None
Magic Items: None
Mundane Items: Prisoner's Rags

Background
In a previous era in Talingarde's history there was another family that sat on the throne. The name of that royal house was Torvin, and the traitor Herik Torvin is one of the last of that line. A tall, brutish man with a severe demeanor to go with his iron grey hair and cold blue eyes, he made the mistake of trying to undermine the rule of the King by trying to framing a close adviser and family member for corruption, among other things. For his trouble. he has been punished by being branded Forsaken and tossed in the Branderscar Prison.

Unbeknownst to the King, however, Herik, and indeed all of the Torvins, are supplicants of the Iron Lord of Dis, Dispater, one of Asmodeus most trusted allies. Indeed, it was the doctrines of Dispater that led Herik to try and overthrow the ruling family. But Dispater has a mind not only for rulership, but for prisons as well. And Herik has a feeling that here in deepest, dankest pit in Branderscar, he is in some way closer to the seat of power than he has ever been.
 

I will look at the character concepts tonight and get back to you. I'm pretty easy going though. I don't have a problem with Dark Elves necessarily...but make sure you read the players guide.
She is a cross breed of drow and elf, not a true drow. On her character sheet the racial traits are listed. But, I get the feeling we are encouraged to be human. What about a Half-Fiend template with +1CR?

Just an update on classes

1: Kinem - Cleric?
2: Shayuri - Sorcerer?
3: Kaodi - Rogue?
4: Rodger Dodger - Inquisitor?
5: Perrinmiller - arcane caster of some kind?
6: ghostcat - Bard?
If you checked the sheet, Firvinianna is a sorcerer. But if Shayuri wants to do that, I can flex to something else. Firvin could conceptually be a Summoner. That will bring some melee power to the mix where we are missing that role at the moment.

re: Initiative. I have run both ways. Preferring either all participants on individual counts or everyone on group. My thoughts on the subject are in the link below, including what I think is the best way to run group initiative so those characters that invest in Improved Initiative are not wasting a feat selection.
http://www.enworld.org/forum/5750553-post5.html
 

I can make Half Dark Elf work. I looked at the character description, but I guess I missed the stats. I saw that she was a caster but missed the specifics sorry.
 

She is a cross breed of drow and elf, not a true drow. On her character sheet the racial traits are listed. But, I get the feeling we are encouraged to be human. What about a Half-Fiend template with +1CR?

If you checked the sheet, Firvinianna is a sorcerer. But if Shayuri wants to do that, I can flex to something else. Firvin could conceptually be a Summoner. That will bring some melee power to the mix where we are missing that role at the moment.

Ah ha! I found the character sheet in the link at the end of the character background. My bad. I think she would be fine, but I think her background could probably use a little tweaking. As for Half-Fiend...If you want to go that route, I might lean more towards half-devil...as fiends are chaotic in nature and devils lean more towards lawful...unless thats something you are interested in exploring.

In the Cauldron campaign I have both a Tielfling and an Asamari that have taken a trait that amounts to "weak blood" that lowers the abilities of the race to be more in line with a normal PC race. The Trait is actually from Paizo's Council of Thieves AP. We made up a similar one for the Asamari. We could go that route if you like.

Infernal Bastard - Pathfinder_OGC

I'll take a look at the initiative stuff when I have a bit more time.
 


Okay, I will stick with a half drow elf, then. Probably go with summoner if Shayuri is going sorcerer, but I will think about it some more.

Firvin's background will be rewritten for this campaign, since half of it won't apply.
 

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