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Pathfinder 1E [OOC] Way of the Wicked


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Shayuri

First Post
We are at a juncture where it could be done easily. The other PCs could be people who were invited to this meeting from other locations, other circumstances.
 

Deuce Traveler

Adventurer
I'm in. :) I'll try to read some of the thread to catch up. Any special considerations I should know about? If I like one of the abandoned characters, can I claim him or her. Oh and paging [MENTION=49929]Scott DeWar[/MENTION] ...
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
I have been here all along. i just didn't want to poke my nose in unless I was sure none of the others showed back.
 

G

Guest 11456

Guest
The two NPC's characters will be written out soon. The two new players will need to create new characters. We have a bit more to go before the new characters will be introduced so that will give you time to create them.

[sblock=Way of the Wicked]Introduction
Guilty. You are a lawbreaker – the worst of the worst. 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.


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 Church 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 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 will be a list provided later) that you were condemned for. There 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.[/sblock][sblock=How to Make a Villain]System
Making a character for this Campaign is similar to making characters for any campaign using The Pathfinder Roleplaying Game with just a few modifications.

Step 1 – Determine Ability Scores: Focus and Foible
Choose a Focus, an ability score at which you excel. You receive an 18 in that score.
Choose a Foible, an ability score that is your weakness. You receive an 8 in that score.
The other four, roll 1d10+7 four times. There are no rerolls or moving of ability points. Those are your other four scores in whatever order you wish.

Step 2 -- Pick Your Race
This is unchanged. All races in The Pathfinder Roleplaying Game are permitted.
There are certain races that will be more difficult to play in this campaign. Extremely unusual or monstrous races are likely to be troublesome.
The PCs after all are on a secret mission to infiltrate and destroy Talingarde. It will be more difficult to infiltrate anything if you are travelling with a minotaur, goblin or serpent man for example. Tread carefully with these choices.

Step 3 -- Pick Your Class
All classes are permitted (the hybrid classes from the Advanced Class Guide are not permitted) except the Paladin. A few classes require some special consideration below.
The Anti-paladin from the Advanced Player’s Guide is well suited themetically for this campaign. For an Anti-paladin we will use the house rule “The anti-paladin must be of lawful evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of the lawful evil alignment instead of the usual “chaotic evil” requirement. Also, the lawful evil anti-paladin may use their fiendish boon to add the ‘axiomatic’ property to a weapon. 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 example the 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 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.
None of the classes from Ultimate Combat are permitted (Gunslingers, Ninja and Samurai).
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?
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.

Step 4 -- Pick Skills and Select Feats
This step is unchanged.
We will use the house rule that gives everyone two more skill points per level. We will also use the house rule that gives everyone one extra feat at first level. The PCs will be on their own for much of the campaign and will have difficulty relying on others for skills. This house rule will make them more self-reliant.
Besides, villains should be more competent than the average man.

Step 5 -- Buy 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.
Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
Bards begin without their instruments.
Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
Inquisitors and Oracles lack their holy symbol if they need one.
Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

Step 6 -- Finishing Details
As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice.
Further, every character must choose a crime that landed them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. Choosing this crime counts as one of your traits.
There is a further requirement and it is something of an intangible quality. At some point in this adventure every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

The Path of Vengeance
Perhaps right now, you may be experiencing a little cognitive dissonance.
This campaign is about breaking out of prison, joining an evil organization and then seeking revenge. Above, we recommend that characters be lawful evil. You may be asking yourself right now “how is breaking out of prison and getting revenge lawful?”
It isn’t.
Lawful evil is the recommended alignment not because your character is obeying the laws of Talingarde but because your characters seek to impose a new order.
This is not the campaign for chaotic loners or free-spirited vagabonds. Those campaigns exist in abundance and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about joining an evil organization with a wicked agenda. Eventually, you may even come to control that evil organization.
This is a chance to play an unusual sort of character. You will play a burgeoning dark lord -- someone who will rise from imprisonment and destitution to become one of the greatest villains of this age. At first, you will be a minion in service to a sinister plot. But eventually, you will be a minion no longer. You, if you can survive, will become the master.
And that is almost the definition of lawful evil.

Crimes of the Forsaken
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.
This list of twenty crimes is not intended to be comprehensive. Feel free to invent your own crime, punishment and benefit (with the GM’s approval of course).
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.

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=Desecration]You have violated one of the churches, 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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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 have 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.[/sblock]

[sblock=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.[/sblock]

[sblock=Fraud]You tried to bilk someone out of their cash. To end up in Branderscar 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.[/sblock]

[sblock=Grave Robbery]It is forbidden by sacred law to dishonor a corpse after it has 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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock][/sblock]I will not ask to see you character sheets: You'll be rolling your own dice, and I'll be trusting you to be honest about your attacks, checks, et cetera. When making an attack, or series of attacks, include all attack rolls and damage rolls. When making checks, include only the check result. Specify it next to your action like so (Perception 23) or (Attacks 19, 8; Damage 14, 6) Whenever it may be a question (sneak attack, for instance, or touch attacks) be sure to designate that damage separately.
Be sure to include a check result whenever you do something which you believe might entail one. Regarding combat, describe your action in a multi-round, "if-then" fashion, including rolls for everything. I'll try to structure combats without an excess of surprises that would foil this.
If a specific roll is required for something I will ask. Sometimes for things such as knowledge checks there will be different levels of success. Be sure to keep track of what your character actually knows versus what you the player might read (I know it is too tempting sometimes to go ahead and read all the levels of success).

Please use the PRD when making choices about your characters.

Your crime is one of your traits and the other can be chosen from the basic traits from the 'New Rules' part of Advanced Player's Guide.

Some of the above material is for the start of the game. Obviously your characters weren't at Branderscar Prison. I will add in your recent history when your characters are introduced.

Build your PCs for 2nd level. When you have your completed characters please post your character's name, race, class and crime.

For HPs max for first level and 3/4 max for all other levels (round up on even levels and down on odd levels).

Code:
HD     HP-Even     HP-Odd
--     -------     ------
d6        5           4
d8        6           6
d10       8           7
d12       9           9

Anything else? Ask.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
I do so love fire mages, and *ahem* I might be thinking of one:

Our Anti-Hero caught fire to a block of buildings that housed a brothel, one that had kidnapped his little sister and whored her out. It only happened once as she was put out to a particularly mean and temperamental guard - one who was turned down by the knightly order several times- and brutally raped the poor girl until she died at his hand. He found out where his home was and used his fire jet skill to set fire to the buildings. It caught like dry kindling - appropriate justice for killing his sister burned a whole quarter before being contained - the stench of burned bodies was horrendous.

As he stood screaming out his verbal rampages, and laughing at the destruction - watching the fat oaf of a guardsman stand on the roof and burn like a pig on a spit. He did not care when the guards came. He just sneered at them. He know what was coming. He cared not. He and his sister were orphans. He was supposed to take care of her, but was unable to do so in time.

If he can escape . . . . . he fantasizes what he would do, but escape is not realistic.

brief history
he and his sister were orphaned as children at the death of both of their parent, first the mother in childbirth if his younger sister, then his father by a group of bandits. after his mother's death, his father made him promise to watch his sister.
after his parents loss they were raised by an uncle who continued his wizardly studies. Under his uncle's influence he became pragmatic.
was learning how to cast a fire spell but erred and backfired burning his face teaching him a great respect for his knowledge and ability.


Code:
Wizard - fire elementalist 2
NEUTRAL EVIL HUMAN
Arsonist by convenience, evil by choice

STR   10   +0
DEX   17   +3
CON   9    -1
INT   20   +5
WIS   15   +1
CHA   8    -1
[race: +2 INT]

HP    9
AC   13
BAB  +1
CMB  +1
CMD  14
RANGED TOUCH ATTACK +4
CONCENTRATION +13 [+5[int]+2[trait]+2[lvl]+4[feat]

SAVE   BASE   ABIL   MISC   TOTAL
FORT     0     -1      +0    -1
REF      0     +3      +0    +3
WILL     3     +1      +0    +4

WEAPON          ATT  DAM   CRIT    TYPE   NOTES
club            +1   1d6     X2      B    ---
   thrown       +4   1d6     X2      B    ---
dagger          +1   1d4  19-20/x2   p/s  ---
   thrown       +4   1d4  19-20/x2   P    ---   
light crossbow  +4   1d8  19-20/x2   P    ---   
quarterstaff    +1   1d6     X2      B    ---

FEATS
human - Spell Focus [evocation] [COLOR=#000000]http://www.d20pfsrd.com/feats/general-feats/spell-focus---final[/COLOR]
[SIZE=3]     +1 to the Difficulty Class for all saving throws against spells from the school of magic[/SIZE]
   
bonus - elemental focus [fire] [COLOR=#000000]http://www.d20pfsrd.com/feats/general-feats/elemental-focus[/COLOR]
     For [SIZE=3]one energy type (acid, cold, electricity, or fire), Add +1 to the Difficulty Class[/SIZE].
   
cl1 - Combat casting [COLOR=#000000]http://www.d20pfsrd.com/feats/general-feats/combat-casting---final[/COLOR]
     +4 to concentration checks

possibles: Gtr Spell Focus; Gtr Elemental focus; brew potion; still spell; silent spell; craft wondrous item
  

TRAITS
1. 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.
[B]Punishment:[/B] Death by burning
[B]Benefit:[/B] 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.

2. Focused mind - type: Magic
You gain a +2 trait bonus on concentration checks.
[URL="http://www.d20pfsrd.com/traits/magic-traits/focused-mind"][COLOR=#000000]http://www.d20pfsrd.com/traits/magic-traits/focused-mind[/COLOR][/URL]

HUMAN features
  +2 to one ability
  med size
  move 30 feet
  bonus feat
  +1 skill point / level

CLASS FEATURES
  ARCANE BOND
  ARCANE SCHOOL
  CANTRIPS
  SCRIBE SCROLL

  Fire Supremacy [SU] fire resistance 5; If you are within 5 feet of a source of flame at least as large as a 
  campfire, you can draw the fire around you for 1 round as a [URL="http://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions"]swift action[/URL].  Anyone striking you with a melee 
  weapon or unarmed strike takes an  amount of fire damage equal to 1/2 your wizard level (minimum 1).  
  Weapons with reach avoid this damage.

  Fire Jet [SU] 20 foot jet, 5 feet wide 
    dam =1d6 +1/2 lv
    dc = 10 + int +1/2 lv (15) reflex
    fail = 1d6 dam next round [avoid with reflex vs dc 15]
    use: 3 + int per day 00000 000

SKILLS 2[class]+5[int]+2[bonus]+1[fav clas]+1[race]=11/level

[B]Skills:               Ranks  +3? Mod  Misc Total[/B]
[U]Acrobatics[/U]              +x   +0   +3   ---   +3
[U]Appraise [/U]               +1   +3   +5   ---   +9
[U]Bluff[/U]                   +x   +0   +0   ---   +0
[U]Climb[/U]                   +x   +0   +0   ---   +0
[U]Craft: Alchemy[/U]          +x   +3   +5   ---   +8
[U]Disable device[/U]          +x   +0   +3   ---   +3
[U]Escape artist[/U]           +x   +0   +3   ---   +3
[U]Fly[/U]                    ---   +3   +3   ---   +---
[U]Heal[/U]                    +x   +0   +1   ---   +1
[U]Know Arcana[/U]             +1   +3   +5   ---   +9 
[U]Know arch/engn[/U]          +1   +3   +5   ---   +9
[U]Know Dungeoneering[/U]      +x   +3   +5   ---   +
[U]Know Geography[/U]          +x   +3   +5   ---   +
[U]Know History[/U]            +x   +3   +5   ---   +
[U]Know Local[/U]              +1   +3   +5   ---   +9
[U]Know Nobility/Royalty[/U]   +1   +3   +5   ---   +9
[U]Know Religeon[/U]           +x   +3   +5   ---   +
[U]Know The Planes[/U]         +1   +3   +5   ---   +9
[U]Linguistics[/U]             +x   +3   +x   ---   +
[U]Perception[/U]              +1   +0   +1   ---   +2 
[U]Profession:[/U]             +x   +3   +1   ---    +  
[U]Ride[/U]                    +x   +0   +3   ---   + 
[U]Sense Motive[/U]            +x   +0   +1   ---   +1
[U]Sleight of Hand[/U]         +x   +0   +3   ---   +3
[U]Spellcraft[/U]              +1   +3   +5   ---   +9
[U]Stealth[/U]                 +1   +0   +3   ---   +4
[U]Survival[/U]                +1   +0   +1   ---   +2
[U]Swim[/U]                    +x   +3   +0   ---   + 

EQUIPMENT
Loin cloth

SPELL BOOK - taken? left in a bolt apartment?
0 level

1st level


SPELLS KNOWN
level    0     1     2     3     notes
base     4     2     --    --
[U]int     +0    +2     +1    +1[/U]
total    4     4     --    --

cantrips
acid splash
detect magic
spark
light

first level
burning hands
burning hands
magic missile
mage armor

end
 
Last edited:

Deuce Traveler

Adventurer
I like it. I am likely going with a melee type. Either anti-paladin or assassin, but I was thinking of more of a might-makes-right type character who thinks he acts in gruesome for the benefit of both himself and society rather than a murderous sociopath. An evil character who acts for the 'greater good' and with a slight selfish streak.
 

GlassEye

Adventurer
Heh. That was fast working Tailspinner. Didn't expect it, but cool. Deuce, sounds like a cool idea. I like yours, too, Scott, but he sounds a little crazy/chaotic. Just so long as he can work with others we'll get along ok. Looking forward to getting you guys involved!
 

G

Guest 11456

Guest
Both seem fine as long as they fit into the guidelines set above we should be good. There is a Rogues Gallery thread. It is for as little as as much as you wish to put. It is mainly for unexpected long absences.
 

Deuce Traveler

Adventurer
This is just a quick draft of the character. I'll fill out greater details once I read through the thread.

Lord Nelleon Mallicor
Human Anti-Paladin of Asmodeus
Lawful Evil
Level: 1

HP: 12
AC:
Fort: 5
Ref: 3
Will: 4
Movement: 30 feet
Languages: Common

Strength: 20 (Focus, Racial Bonus, +5)
Intelligence: 8 (Foible, -1)
Wisdom: 15 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Charisma: 10
AC:

Traits:
Deft Dodger: +1 Reflex Checks
Reactionary: +2 Initiative

Class Abilities:
- Aura of Evil
- Detect Good
- Smite Good 1/day
- Weapon Proficiencies: Simple and Martial
- Armor Proficiencies: Light, Medium, Heavy and Shields (not Tower Shields)

Feats:
- Power Attack
- Cleave

Skills: ?

BAB: +1, CMB: ?, CMD: ?
Initiative: +5 (3 Dex, 2 trait)

Spells: None

History: Will beef up later, but comes from an ancient line of minor nobility. Believes in the old ways and older traditions. Has been a blasphemer and treasonous before, but was wise enough to do so covertly. His honor was besmirched and he was compelled to duel, which eventually came out into the open and led to his current imprisonment.

Crime: Dueling Onto Death (+1 to Fort)
 

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