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  1. - Top - End - #1
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
    Dec 2004
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    Chicago!
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    Male

    Default Archon's Way of the Wicked! (Pathfinder)

    No not a game based on that movie starring Christian Slater.

    This is the infamous evil campaign created for Pathfinder by Fire Mountain Games.

    Ever wanted to play the bad guy? Well here is the adventure path where you are required to be on the evil side of the alignment scale.

    The Kingdom of Talingarde (pronounced Talonguard) is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honorably and their allies faithfully. Or so they say. Talingarde is a paragon of the age, a bright shining city upon a hill. Yet the nation faces now its greatest test. That test is you. It is the ambition of our protagonists to do nothing less than destroy Talingarde utterly.


    Story intro:
    Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talin-garde, 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...
    Hello world. . .

  2. - Top - End - #2
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Jan 2015

    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Most certainly interested!

  3. - Top - End - #3
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
    Dec 2004
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    Chicago!
    Gender
    Male

    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Character creation

    Abilities
    We are going to use the Focus and Foible method of character creation. Select one ability score you excel at. That will be 18. Select one you are terrible at. That will be 8. For the other four abilities either A) roll 1d10+7, or B) select one of these sets as the rest of your abilities. [14, 14, 10, 10,] or [12, 14, 11, 12].
    These options average out to the 25 point buy.

    Race
    The Kingdom of Talingarde has a population that includes (in order of most common) Humans (Talin), half Elves, Dwarves, Elves, Humans (Iraen), and Half-orcs. Outside of the kingdom in the Savage North live Humans (Yutak), Bugbears, Goblins, Ogres, and Frost Giants. There are others, but these are the most common.

    Spoiler: Human (Talin)
    Show
    The Talin are the humans who populate the Kingdom of Talingarde. They live primarily in the Cambrian Ports, The Heartland, and the Borderlands. If you only say that your character is human, it will be assumed that your character is from this group. Automatic languages include Common and one other language


    Spoiler: Human (Iraen)
    Show
    The Iraens were/are a less delevoped race of humans from the Caer Bryr region. They were ultimately conquered by Talingarde and have been assimilated into their society. But some keep to the old ways even as they outwardly proclaim worship of Mitra. They are a nature based culture adapted to living in a jungle. They were also known to have deep ties to the Elves and were the most common human members of the cults of Asmodeus before the purges. Automatic languages include Common and Iraen


    Spoiler: Human (Yutak)
    Show
    The Yutak are another race of humans from the region aptly named the Lands of the Yutak. They have not been conquered by Talingarde, mainly because Talingarde must first establish some control over the Savage North first. They work magics and trade for steel, as iron is a rare metal on their island. Like the Iraens they are a nature based culture but are adapted to living in the tundra. Automatic languages include Common and Yutak


    Spoiler: Dwarves
    Show
    Dwarves have an alliance with the House of Darius. They are permitted to worship Dwarven Gods, but Mitra has a place of honor in their pantheon. It was this alliance with House Darius that led to The House of Darius coming to power.


    Spoiler: Elves
    Show
    Elves supported the previous ruling family the House of Barca. Indeed the House of Barca were composted largely of Half-Elves. Most Half-Elves are able to trace their lineage back to a member of the House of Barca. Since losing the favor of Crown, the Elves have minimized their support most waiting for the next house to rise.


    Spoiler: Gnomes, Half-Orcs, Halflings and other races
    Show
    there isn't much information about these races in the books. At least no major NPCs are of these races. I would describe any settlements of these groups as founded by refugees or immigrants from the mainland. They might have a shrine to their homeland's gods, but otherwise they have adopted worship of Mitra.


    Alignment
    Lawful Evil and Neutral Evil are the recommended Alignments. Chaotic Evil, Lawful Neutral, True Neutral, and Chaotic Neutral are allowable but need a reason to be working for a Lawful Evil organization and will need to be okay with serving a Lawful Evil Master.

    Please avoid the Lawful Stupid, Chaotic Stupid, Stupid Evil, and Stupid Neutral aligments.

    Class
    I will be sticking to the 11 Core classes from the Core rulebook, substituting the anti-paladin for the paladin, and the 6 base classes from the advanced player's guide.

    For obvious reasons, the Paladin class is not allowed. Anti-Paladin is with the addition that the Anti-Paladin can be of any Evil Alignment. Cavaliers should not take the Order of the Shield or the Order of the Lion. Clerics and inquisitors must follow a god who approves of their villainous path. Worshiping Asmodeus would be strongly recommended. The adventure path does not include treasure for Gunslingers, Ninjas, and Samurai, so it is better to just disallow them rather letting a play play a heavily handicapped class. Rangers will find Humanoid (human) and Outsider (Good) the best choices for favored enemy, with humans as the first favored enemy. Sorcerers can be of any bloodline, but will find being of the Celestial bloodline the most difficult. So that one should be avoided.

    Skills and feats
    Being villains means you are more competent than the average man. PCs gain two extra skill points per level.
    Additionally we will be using the Occupation rules from From Adamant Entertainment.
    Found here http://www.d20pfsrd.com/gamemasterin...s-occupations/
    Select you character's occupation from before the game started and add the skills and bonus feats if any.

    Equipment

    Spoiler: NOTHING!
    Show
    You begin in a prison cell with no equipment save for your outfit of prison rags. These scraps of cloth are enough to give you modesty, but offer nothing else. Alchemists lack formulae book, extracts, bomb, and mutagen. Bards do not have an instrument. Cavaliers have lost their mount (week of mourning has past). Clerics have their daily spells but do not have a holy symbol unless their holy symbol is a tattoo. Druids have their spells for the day but do not have an animal companion. Either the beast wait outside or are dead. Inquisitors and Oracles lack their holy symbol if they need one, unless their holy symbol is a tattoo. Summoners begin game with their Eidolon unsummoned. Witches, Wizards, and Magi do not have their spell books, material components, familiars or bonded objects. They might have a familiar if their familiar is a tattoo which they will need to spend a feat on.


    Traits
    Characters must take one campaign trait and may select one more trait for free. A third trait maybe selected with a drawback.
    Last edited by archon_huskie; 2017-08-07 at 12:50 PM.
    Hello world. . .

  4. - Top - End - #4
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
    Dec 2004
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    Chicago!
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    Male

    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Campaign traits
    The campaign traits for this adventure path are the crimes you committed to end up in prison.
    Which crime did you commit? And for the record, you DID commit this crime. You were not framed. You did not do this on accident. You were not the innocent look out unaware that you were doing anything bad (though your characters may claim this).
    How did you get caught? There are NPCs in the adventure path that I can insert here the traits even suggest a particular character as the arresting officer for a few.
    Did you have help? This is a natural moment to weave other characters into your story. But it is still cool if you are meeting for the first time in prison. For example, a game I played in had a brother and sister pair of nobles. Brother was a arcane grave robber; the sister was a decadent slave trader; a third character was a pirate captain who was the slaver for the sister; a fourth character was a deserter who was part of the pirate captain's crew. The fifth player was a mad oracle who had no connection to the others. We will weave our stories together after character selection, for now just state if you want your character's backstory woven with another's. Or No all my accomplice's are dead is totally cool too.

    Crimes of the Wicked
    Spoiler: Arson
    Show
    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.


    Spoiler: Attempted Murder
    Show

    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.


    Spoiler: Blasphemy
    Show

    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.


    Spoiler: Consorting with the Dark Powers (Witchcraft)
    Show

    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.


    Spoiler: Desecration
    Show

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


    Spoiler: Desertion
    Show

    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, someone is likely dead because of your selfishness!
    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. If you deserted from the Navy, you may substitute Profession (Sailor) instead


    Spoiler: Dueling unto Death
    Show

    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


    Spoiler: Extortion
    Show

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


    Spoiler: Forgery
    Show

    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.


    Spoiler: Fraud
    Show

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


    Spoiler: Grave Robbery
    Show

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


    Spoiler: Heresy
    Show

    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.


    Spoiler: High Theft
    Show

    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.


    Spoiler: High Treason
    Show

    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.


    Spoiler: Kidnapping
    Show

    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.


    Spoiler: Murder
    Show

    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 (this 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.


    Spoiler: Piracy
    Show

    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.


    Spoiler: Sedition
    Show

    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.


    Spoiler: Slave-Taking
    Show

    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.


    Spoiler: Slave Trading
    Show

    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.
    Hello world. . .

  5. - Top - End - #5
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
    Dec 2004
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    Chicago!
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Common Knowledge: Talingarde
    Here are thirteen things everyone knows about the kingdom of Talingarde.
    1. Talingarde is an island. It is about the size of England in the real world. It is an isolated place far from any other nations and outsiders are something of a rarity. In the south it enjoys a temperate clime, but the north of the island is quite cold and often blanketed with snow. Most people avoid this part of the island because it is populated by monsters.
    2. Talingarde is a lawful good nation. Talingarde is a place of law and order. Violations of the law are punished severely but fairly. Talingarde is also a place that reveres the ideals of goodness. Clergy tend to the sick, often for no pay. Knights seek to protect the weak. Paladins are fabled individuals often featured in stories and songs. Talingarde might be, in all the world, the nation most committed to the ideals of law and good.
    3. Talingarde is a monarchy. It is ruled by good king Markadian V called the Brave. Markadian is a much beloved ruler from a well-established royal family known as the House of Darius. The King has no son. He does however have a daughter, the beautiful princess Bellinda who is twenty years old and still unmarried. The king and the princess are the only full-blooded members of the royal family, though they have lots and lots of cousins and more distant family. The King’s wife Lucinda died in child birth and he has never remarried.
    4. The Victor was the first Darian king. Markadian V is actually the great grandson of Markadian I called the Victor who established the House of Darius and defeated the former royal house, the House of Barca, at Battle of Tamberlyn. The Victor remains beloved in Talingarde even decades after his death and you still see statues of him everywhere.
    5. The only god you are allowed to worship in Talingarde is Mitra. Once other gods were worshipped, but that all came to an end under the House of Darius. Worship of Asmodeus, arch-enemy of Mitra, is outlawed and punishable by death by burning. Worshipping other nonevil gods is technically allowed but highly discouraged and very rarely seen.
    6. Mitra is the Lord of Light. Mitra is the god of light, healing, goodness and leadership. He is usually depicted as having three aspects – a king, a healer or a living flame. Mitra is benevolent god and the arch-enemy of the First Tyrant, Asmodeus.
    7. The Church of Mitra is everywhere. No town in Talingarde lacks a church of Mitra. The priests are almost always important men in their community. But priests are rarely spell casters themselves. The second most powerful man in the kingdom is the High Cardinal of the Church, Vitallian of Estyllis. There word is not law but it is heard and respected and ignored only infrequently. The House of Darius and the Church of Mitra are allies dedicated to keeping Talingarde the bastion of goodness, law and Mitran devotion that it is today.
    8. Asmodeus is the enemy of Mitra and Talingarde. Only one faith is banned and punishable by death within the kingdom of Talingarde – the faith of the devil-god Asmodeus, the lord of the Nine Hells. Before the House of Darius rose, Asmodeus was part of the pantheon of Talingarde. Asmodeus was not loved, but he was feared and respected alongside the other gods. Markadian IV called the Zealot outlawed the faith and unleashed the Inquisition against it. In the Asmodean Purges of the twenty years ago, every temple and high priest of Asmodeus was burned. The Temple of Asmodeus never recovered.
    9. Magic is not valued in Talingarde. Although Paladins, Inquisitors, Clerics, and Oracles of Mitra use divine magics, they are not common. Wizards and sorcerers are less so. There is no university for them to learn at formally. At best they can get a mentor. They must be careful though lest the inquisition charge them with witchcraft.
    10. Talingarde is defended by the Knights of the Alerion. The Knights are a storied and legendary order of warriors who uphold the right, protect the weak and work to see justice done. They are a religious order and everyone has sworn oaths to Mitra. Uniquely, they are not all nobles. Even those of common blood may become a knight if they are deemed worthy. Not every Knight is a paladin, but their order has produced more paladins than any other.
    11. Talingarde has six regions. The Island of Talingarde has six parts – The Cambrian Ports, The Heartland, the Borderlands, the Caer Bryr, the Savage North and the Lands of the Yutak. The Cambrian Ports are the three large cities of Talingarde that sit upon the Bay of Cambria. The Heartland is the farms and rural parts of Talingarde. The Borderlands are the northern reaches of the kingdom protected by the Watch Wall. The Caer Bryr is a great forest inhabited by the savage Iraen. The Savage North is a wasteland of ice ruled by monsters. And the Lands of the Yutak are scattered small northern islands inhabited by strange men very different from the men of Talingarde (or Talireans as they are sometimes known).
    12. Talingarde is protected by the Watch Wall. Twelve fortresses mark the northern border of the kingdom of Talingarde. These fortresses control every point of access from the Savage North and defend the land from incursion by the bugbears and other monsters that live there. Markadian V called the Brave earned that name defending the Watch Wall.
    13. Talingarde is at peace. But will it last?


    I want to play a foriegner to Talingarde!
    That's cool. Here are somethings to know.
    Being isolated, Talingarde has its own version of Common. It is not an automatic language for you.
    In this game, Talingarde is located on Golarion East of where the Shining Sea Meets the Ivory Sea. I would recommend selecting the crimes of slave trading, slave taking, or piracy for your character as the Navy of Talingarde likes to pursue the rare pirate ship and slaver who sails too close to their shores. You can also be an Asmodeian missionary who has been arrested for heresy.

    Languages
    The Kingdom of Talingarde has a population that includes (in order of most common) Humans (Talin), half Elves, Dwarves, Elves, Humans (Iraen), and Half-orcs. Outside of the kingdom live Humans (Yutak), Bugbears, Goblins, Ogres, and Giants. There are others, but these are the most common.

    Common languages within Kingdom of Talingarde
    Common (Talin), Dwarf, Elf, Celestial

    Common languages outside Kingdom of Talingarde
    Goblin, Giant, Yutak, Iraen, Norspik
    Last edited by archon_huskie; 2017-08-07 at 01:18 PM.
    Hello world. . .

  6. - Top - End - #6
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
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    Chicago!
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    System: Pathfinder
    Player Count: 4-6 players.
    Style of Play: There will be a lot of combat. Though you can often find ways to avoid combat through roleplay if you are clever.
    Allowed Content: The less complicated you character is, the more likely you will be accepted.
    • Core rulebook
    • Advanced Guides
    • Ultimate magic
    • post character creation, I will allow things from the rest of the Ultimates


    Character Creation:

    • Backstory: some thoughts to consider: What did you do? How did you get caught? Why did you do it? Why did you get caught?
    • Experience: we start at level 1
    • Wealth: You start with a uniform of prison rags. It gives you modesty. And maybe an itch
    • Ability Scores: Mentioned above
    • Hitpoints/Health: Full hitpoints and two points of non-lethal damage that will finish healing after you've been in your cell for three hours. (This is to represent that the guards were rough on you getting you here and that you were branded on your arm shortly after arrival. The guards were kind enough to put a burn ointment on it.)
    • Alignment: Mentioned above


    Other Notes: I should have everything covered above.
    Last edited by archon_huskie; 2017-08-07 at 01:59 PM.
    Hello world. . .

  7. - Top - End - #7
    Titan in the Playground
     
    Farmerbink's Avatar

    Join Date
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    Texas, again!
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    I'm so interested I don't even know if I can express how interested I am.

    I really would like to play a magus, but if that's not acceptable, I'll be happy to settle for sorcerer or wizard. I'm honestly not 100% sure on the details regarding mechanics, yet.

    I am sure, that he's going to be a Half-Orc, he's going to be an arsonist, and he's going to have little-to-no serious compunctions with burning down buildings or setting people on fire.

    Gonna roll focus/foible with the understanding that I'll apply the 4 "1d10s" in order, and attach the 18 and 8 however is most suitable, depending on the class I settle on. To that end:

    (1d10+7)[13]
    (1d10+7)[17]
    (1d10+7)[17]
    (1d10+7)[11]

    Edit: Holy crap that's solid. Very likely going to end up either a charismatic wizard or an intelligent sorcerer (as wisdom is likely to eat the 8, in either case)


    Edit again: you mentioned allowing the "advanced guides," but disallowing the classes from the ACG, and only using Ultimate magic (for example) post character creation. I take that to mean that archetypes from the ACG (for the suitable classes) are in play, but not the archetypes nor bloodlines from Ultimate Magic? Not trying to pry, I just want to be clear what resources I have at my disposal. :-D

  8. - Top - End - #8
    Barbarian in the Playground
     
    BlackDragon

    Join Date
    Jan 2016
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    Korprulu sector
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Interested, likely as a Sorcerer [Elemental {Fire} Bloodline]

    Focus Cha, Foible likely in strength.
    rolling...
    (1d10+7)[11]
    (1d10+7)[10]
    (1d10+7)[14]
    (1d10+7)[11]

    EDIT: [X_x] Would it be possible to use one of the pre-made arrays for the remaining four stats?

    EDIT2:
    Quote Originally Posted by Farmerbink View Post
    he's going to be an arsonist
    * puts on tinfoil hat and looks around suspiciously *
    Are you a future psychic/mind reader?
    Last edited by Libro; 2017-08-07 at 02:02 PM.
    "Ye are who ye are on all o' yer days. All o' em. Includin' that worst an' tha best. Ev'ry single one counts. All tha way ta tha end."

    Spoiler: Extended signatures, badly in need of updating...
    Show

    Spoiler: Game(s) I'm in:
    Show
    Aphelion Rings of an Exiled Star Reboot IC OOC #B22222

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Jul 2005
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    UK
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    I'm interested, provided I can think up a workable concept.

    Thinking a Necromancer.

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    DruidGuy

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    (1d10+7)[15]
    (1d10+7)[14]
    (1d10+7)[10]
    (1d10+7)[13]

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    EvilClericGuy

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Basically I don't like the hybrid classes. They are either overpowered or underpowered. An attempt to merge the best features of one class with the best of another or the worst of one with the worst of another.

    I looked over the Magus. My main concern was that I don't own the ultimate magic book, but the info online seems complete. So go ahead with that class.

    You do not have to stick with the order you rolled the dice. rotate them around as you need for your character.
    And if you get sucky rolls, yes, use the pregen stats. I am okay with players having above 25 point stats if the dice are lucky for them. But I don't want you to start off at a disadvantage to the other players.
    Last edited by archon_huskie; 2017-08-07 at 03:28 PM.
    Hello world. . .

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    BlackDragon

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Quote Originally Posted by archon_huskie View Post
    You do not have stick with the order you rolled the dice. rotate them around as you need for your character.
    And if you get sucky rolls, yes, use the pregen stats. I am okay players having above 25 point stats if the dice are lucky for them. But I don't want you to start off at a disadvantage to the other players
    Thank you. Sorcerer is WIP.
    "Ye are who ye are on all o' yer days. All o' em. Includin' that worst an' tha best. Ev'ry single one counts. All tha way ta tha end."

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    BardGuy

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Interested, as a (hopefully) Skill-monkeyish Watersinger Bard. Born abroad, Gail was taken into slavery by pirates, and forced to serve with their crew. Eventually they attempted to raid Talingarde, but failed, and Gail was captured. Being a slave herself, she was shown leniency, and impressed into their navy. But she wanted freedom, and attempted to escape the first major engagement they came across. She was quickly caught, and instead of the lashes she expected, she was instead sentenced to death by hanging at Branderscar Prison.

    Rolls:
    (1d10+7)[9]
    (1d10+7)[8]
    (1d10+7)[11]
    (1d10+7)[16]

    EDIT: ...ah... well.... crap. Not sure if that 16 is worth those stats.
    EDIT2: nope, not at all. 23pb
    Last edited by Hellfire014; 2017-08-07 at 03:11 PM.

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Very interested, just not sure as what yet.

    (1d7+10)[13]
    (1d7+10)[16]
    (1d7+10)[11]
    (1d7+10)[15]
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Are the Unchained versions of these classes available?
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    A fun adventure path from what I've heard, and I do like rolling; though I do fear how often pbp games just die out. but rolling is still fun at any rate:

    (1d10+7)[17]
    (1d10+7)[16]
    (1d10+7)[12]
    (1d10+7)[17]
    A neat custom class for 3.5 system
    http://www.giantitp.com/forums/showthread.php?t=94616

    A good set of benchmarks for PF/3.5
    https://rpgwillikers.wordpress.com/2...y-the-numbers/

    An alternate craft point system I made for 3.5
    http://www.giantitp.com/forums/showt...t-Point-system

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    EvilClericGuy

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    No unchained. Because the books do not use the unchained for npcs. And I have little experience with them.

    I am also worry about pbp games dying out. It is not fun to invest time in making a character. Or a game world only for It to just disappear. It has happened to me before both as a player and a GM.

    So I have a plan. The Adventure Path is meant for 4 players. By taking 6 players, I can just let two disappear. I will Npc them until there is an appropriate time for them to get separated or lost. Or a dramatic moment where they die.
    Hello world. . .

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    HalflingRogueGuy

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    I am very interested in participating in this game and have a few character concepts that might fit well, likely an Inquisitor, Ranger, or Rogue. First, stat rolls with a Focus in Dexterity and Foible in Charisma:

    (1d10+7)[15]
    (1d10+7)[17]
    (1d10+7)[8]
    (1d10+7)[15]
    Last edited by dathom; 2017-08-08 at 12:27 PM.

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    Barbarian in the Playground
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Going to see my rolls before I decide between Cleric, Wizard or Sorcerer for my Necromancer.

    (1d10+7)[10]
    (1d10+7)[15]
    (1d10+7)[15]
    (1d10+7)[16]

    Solid.
    Last edited by ChrisAsmadi; 2017-08-08 at 05:16 AM.

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    3SecondCultist's Avatar

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Oh. Well then. This is just too perfect to pass up. I have a wonderfully dark idea for a Cleric of Groetus, a woman from the north who worships Groetus, the god of the End. Her belief system is... complicated, but she believes fervently that this world is destined to end soon, and hopes to be the catalyst for that change, through any means necessary. As such, she got herself thrown in Branderscar Prison for Heresy to gather allies against those that would oppose what she sees as her god's fated mission.

    Mechanically, she'll primarily be a bad touch Cleric, taking he Chaos and Madness domains. I'm thinking Chaotic Neutral to start, but she's definitely not going to come anywhere close to Chaotic Stupid: she definitely has a plan, and that involves aligning herself with the most powerful known Evil force of Asmodeus' worshippers. The Focus will be Wisdom, and the Foible will be Charisma. She'll be focusing on debuffs in combat, but will also be a buffer and a secondary melee combatant. I'll try these rolls as well!

    Spoiler: Ability Rolls
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    (1d10+7)[10]
    (1d10+7)[17]
    (1d10+7)[8]
    (1d10+7)[15]

    Edit: Hmm. While mechanically, having a 17 Strength would be much better than a 14, I don't know if I can justify giving my priestess an 8 in a second score, especially not Intelligence or Dexterity. I'll probably end up going with one of the pre-set arrays.
    Last edited by 3SecondCultist; 2017-08-08 at 06:19 AM.
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    You divine bastard.
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Very interested here.

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    Ahus's Avatar

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Yes please
    Sticks and stones may break my bones but words will never... Ouch, Hey oh nevermind...

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Quote Originally Posted by archon_huskie View Post
    I looked over the Magus. My main concern was that I don't own the ultimate magic book, but the info online seems complete. So go ahead with that class.
    Sweet! I just got-

    (insert several hours of contemplation)

    Hmmmm....

    Spoiler: No longer relevant.
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    The original magus build hinged upon the use of Paizo's variant magic system, words of power. It was introduced in Ultimate Magic, and has never gotten any additional support (so the information on that sheet is the full list of spell effects and whatnot- there aren't extra books of additional words with which to familiarize yourself). In brief, it just allows the user a little more flexibility in spell usage, at the general cost of power.

    In this character's specific case, it would allow a fire-based cantrip to exist, with which he would frequently use spell combat. If you're opposed, I will understand, but I don't think it's so complicated as to be worth not asking at all.


    The backup idea is.... vague. I'm considering a cross-blooded sorcerer of the orc/dragon bloodlines, who will be both extremely violent, and extremely squishy. It might be fun, but would probably be short lived. Literally. I don't really have any other ideas that I'm happy with at this point, but I could keep thinking on it. I suppose an alchemist wouldn't be that far off-base....

    Edit again: I'm going to change my mind slightly one more time. In the interest of simplicity, I'm just going to go with the sorcerer idea and run with it. Big ol' muscles, big ol' constitution, big ol' charisma. Should be fun.

  24. - Top - End - #24
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Quote Originally Posted by Farmerbink View Post
    The backup idea is.... vague. I'm considering a cross-blooded sorcerer of the orc/dragon bloodlines, who will be both extremely violent, and extremely squishy. It might be fun, but would probably be short lived. Literally. I don't really have any other ideas that I'm happy with at this point, but I could keep thinking on it. I suppose an alchemist wouldn't be that far off-base....
    For what it's worth, with a 16 in Con (pretty easy given your fantastic ability array) and the right Occupation to pick up Toughness as a 1st level bonus feat, you won't be that squishy. Much tougher than your average caster, at the very least.
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    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.
    Currently Running:
    - Tales of Neutral Ground
    - Skull & Shackles

    Winner of Total War: Rise of Kingdoms (Ironfang Republic)


    "The philosophers have only interpreted the world in various ways; the point is to change it."

  25. - Top - End - #25
    Barbarian in the Playground
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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    I assume that, since we're in prison, we don't get any familiars/companions/ect initially - does this mean Witches (who use their familiars as their spellbook analogue) won't work here?
    Last edited by ChrisAsmadi; 2017-08-08 at 10:02 AM.

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Quote Originally Posted by 3SecondCultist View Post
    For what it's worth, with a 16 in Con (pretty easy given your fantastic ability array) and the right Occupation to pick up Toughness as a 1st level bonus feat, you won't be that squishy. Much tougher than your average caster, at the very least.
    Hmmmmm.....

    I hadn't considered that. What with the Orc bloodline, I was planning on buffing his Str much higher than the typical sorcerer, too.... Still, I got a few great rolls, so perhaps high str/con/cha is on the table....

    Hmmmmm.......

    Quote Originally Posted by ChrisAsmadi View Post
    I assume that, since we're in prison, we don't get any familiars/companions/ect initially - does this mean Witches (who use their familiars as their spellbook analogue) won't work here?
    I believe the published player's guide suggests that we start with spells prepared, but cannot prepare new spells until we are reunited with our sources (be they spell books or familiars). I think that's a safe assumption, as a wizard without spells would lose one on one to a warrior...

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    No ideas for a good concept, and you have a lot of quality applicants already. I'll withdraw interest.
    “It's like everyone tells a story about themselves inside their own head. Always. All the time. That story makes you what you are. We build ourselves out of that story.”
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    DruidGuy

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Are summoners allowed? Just thought I'd ask because you mentioned base classes from the advanced class guide but they're powerful from what i hear.

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    Quote Originally Posted by Farmerbink View Post
    Sweet! I just got-

    (insert several hours of contemplation)

    Hmmmm....

    I'm struggling to make a decision, so I'm just gonna ask for what I really want, and consider the alternatives, if it turns out you don't like it.

    The original magus build hinged upon the use of Paizo's variant magic system, words of power. It was introduced in Ultimate Magic, and has never gotten any additional support (so the information on that sheet is the full list of spell effects and whatnot- there aren't extra books of additional words with which to familiarize yourself). In brief, it just allows the user a little more flexibility in spell usage, at the general cost of power.
    Chiming in as a player who knows the system: Words of Power is fine. Its high points of power are a) standard action summoning and b) Lock Ward, neither of which are going to be a problem with a Magus.

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    Default Re: Archon's Way of the Wicked! (Pathfinder)

    (1d10+7)[8]
    (1d10+7)[9]
    (1d10+7)[15]
    (1d10+7)[9]

    I'm going with a Teleportation Conjurer.
    My crime I kidnapped the daughter of a prominent merchant, who is really irrelevant because she was ritually sacrificed to Asmodeus, in the crypts below the Shrine of Mitra.

    Oh wow that's bad...
    Last edited by Ahus; 2017-08-08 at 01:40 PM.
    Sticks and stones may break my bones but words will never... Ouch, Hey oh nevermind...

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