Way of the Wicked

Game Master Been-jammin

Map of Talingarde
Prison Map

Prison Map (Full)

The Veil


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Foilable Str
Focus Int

Some sort of enchanter

dex: 1d10 + 7 ⇒ (5) + 7 = 12
con: 1d10 + 7 ⇒ (4) + 7 = 11
wis: 1d10 + 7 ⇒ (2) + 7 = 9
cha: 1d10 + 7 ⇒ (4) + 7 = 11

18 pt build. Trait: sedition, i think.


E-excuse me, S-sir, but..uh... yeah..I finished that uh...thing... you wanted.


GM, got a few questions for you. I'm working on an idea for a Tiefling Cleric of Asmodeus with the Fiendish Vessel Archetype. I have a few questions to pose to you if you don't mind:

1) Do I need the talent Fiendish Heritage to take variant fiendish heritages(like being a Devil-spawn)? I'm running solely on what pfsrd says and am a little confused by what is required.
2) Assuming the variant is allowed to begin with, would it be possible to use the Variant Tiefling Abilities? I'm most interested in the +2 to Charisma(seems rather strange that Devil-spawn get a negative to Charisma considering their supposed to be "conniving" but meh). This would negate the negative that Devil-Spawn gets.

I'm willing to work with whatever you decide. Disallowing the Variants doesn't destroy my character or anything. I'm trying to keep with my idea as best as I can tho. Thanks for the answers!


Background complete. Crunch complete. Skill submission or easily make him a ranger if ranged/skilled characters are still needed, would just need to change the focus/foible.


Xarissa Merula Backstory:

"You see, it really isn't my fault. I'm only here as an example" The brown haired girl talks to her silent cell-mate, not really caring if the woman is listening or not. "It's simply the silly conflict between the Royal Family and the merchant class. The Merula family, my family, have been hard working merchants for years - really, the backbone of this nation. Food, metal, slaves, weapons."[b]

She lays back against the wall and stares at the back of her hands, nails chipped and dirty after several days of imprisonment. [b]"Only, those Mitrans had to come along and ruin it all. So many silly restrictions on our trade. I have never understood the Mitran obsession with stamping out slavery and the sales of weapons. People will always fight; people will always need the lesser beings to work. Simple business"

She sighs and sits up. "So I was married, Daddy insisted upon it. All that tutoring, all that travel and training in the magical and mercantile arts and I was to be sold for political levelrage. An offering to "bridge the gap" between the Royals and Merchants. But I am no bridge; bridges are something that people walk upon. I chose not to be some old buzzard's trophy wife."

Xarissa Merula strains against her bonds. "Lord Gyvan. Bastard. It was supposed to be easy; all I needed to do was alter the books, move a thirty-thousand crowns to a holding company. It would have been enough to buy a ship, crew it, and leave this cursed island. Start a new life somewhere else, perhaps offering trade to a civilized nation like Cheliax. That old buzzard and blasted obsession with checking his books." She slumps back down, her voice a bit raw.

"I will not stand by and wait for the King's justice. This place will yield to me, and I then I will destroy all of them. All of them." Her eyes stare with silent fury at the bars before her.

Oh yes, they will regret their wrongdoings

Xarissa Merula Stats:

Female Human enchanter 1
NE Medium humanoid (human)
Init +1, Senses Perception -1
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 ((1d6))
Fort +0, Ref +1, Will +1

=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks

Arcane School Spell-Like Abilities (CL 1st; concentration +6)
8/day—dazing touch

Enchanter Spells Prepared (CL 1st; concentration +6)
1st-charm person(2)(DC 17), mage armor, *sleep(DC 16)
0th-acid splash, detect magic, prestidigitation(DC 15)
Opposition Schools Necromancy, Transmutation

=================================================
STATISTICS
=================================================
Str 8, Dex 12, Con 11, Int 20, Wis 9, Cha 11
Base Atk +0; CMB -1; CMD 10
Feats Additional Traits, Scribe Scroll, Skill Focus (Diplomacy)
Skills
Appraise +9 (1 rank +5 Int +3 trained)
Bluff +8 (1 rank +0 Cha +2 trait +2 enhancement +3 trained) (+5 to convince others of a lie)
Diplomacy +9 (1 rank +0 Cha +3 feat +2 enhancement +3 trained) (+5 to persuade others)
Knowledge (Arcana) +9 (1 rank +5 Int +3 trained)
Knowledge (Local) +9 (1 rank +5 Int +3 trained)
Knowledge (Geography) +9 (1 rank +5 Int +3 trained)
Knowledge (Nobility) +9 (1 rank +5 Int +3 trained)
Linguistics +9 (1 rank +5 Int +3 trained)
Profession (merchant) (1 rank -1 Wis +3 trained)
Sense Motive +4 (1 rank -1 Wis +3 trained +1 trait)
Spellcraft +9 (1 rank +5 Int +3 trained)
Traits Domineering, Fraud, Student of Philosophy, World Traveler
Languages Celestial, Common, Giant, Goblin, Orc, Polyglot, Skald, Varisian
SQ arcane bond (familiar), enchanting smile +2, focused study
Combat Gear
Other Gear traveler's outfit, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Domineering (Charm Person) When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful selfassurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1.

Enchanting Smile (Su) You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

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

Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.

Student of Philosophy You were trained in a now defunct philosophical tradition and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

World Traveler Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

=================================================
Xarissas Gimoire
=================================================
Wizard Spells
1st -charm person, color spray, comprehend languages, mage armor, sleep, unseen servant
0th -acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, prestidigitation, ray of frost, read magic, resistance


GunMetalDrac wrote:

GM, got a few questions for you. I'm working on an idea for a Tiefling Cleric of Asmodeus with the Fiendish Vessel Archetype. I have a few questions to pose to you if you don't mind:

1) Do I need the talent Fiendish Heritage to take variant fiendish heritages(like being a Devil-spawn)? I'm running solely on what pfsrd says and am a little confused by what is required.
2) Assuming the variant is allowed to begin with, would it be possible to use the Variant Tiefling Abilities? I'm most interested in the +2 to Charisma(seems rather strange that Devil-spawn get a negative to Charisma considering their supposed to be "conniving" but meh). This would negate the negative that Devil-Spawn gets.

I'm willing to work with whatever you decide. Disallowing the Variants doesn't destroy my character or anything. I'm trying to keep with my idea as best as I can tho. Thanks for the answers!

Fiendish Heritage is not required to take a variant heritage (at least not so by me). The variant abilities . . . Normally I would ask you to roll on the table for it, but I think using it to simply cancel out the negative . . . not so bad. So I'll allow it in this case.


Here's today's final update. Getting ready to go to bed. We'll see what the weekday brings.

Martial
Declan-Tiefling Barbarian-Me'mori
Razul Terym-Human Fighter-Galahad0430*
Lisbeth Steelsong-Human Antipaladin-KBoom
Zova Lex-Half-orc Barbarian-Michael Riter
Kalethe-Kasatha Monk (Hungry Ghost Monk)-Yanjieming
Sykes from Under the Empty Moon-Damphir (Ancientborn) Slayer (Deliverer)-Rysky*
Alicia d'Kouzra-Human Fighter-Lufien "Silvertongue" Loamin

Arcane
Alchemist-Razule Yyrum*#
Ardra-Tiefling Alchemist (Preservationist)-Toodles or summat#
Witch-Gilthanis*#
Cora-Human Wizard-sureal
Waren Powers-Damphir Sorcerer-Lord Foul II#
Lava Gnome Summoner-Edward Sobel*#
Ash-Elf Wizard (Conjurer)-Jonahkan
Xarissa-Human Wizard (Enchanter)-Tangaroa

Divine
Shauldrek-Tiefling (Hungerseed) Inquisitor-The Little King
Battle Cleirc-GunMetalDrac*#

Skill
Dog Tooth-Goblin Investigator (Empiracist)-Echos Myron
Anchard Wulphear-Human Skald-ToxicDragon

Unknown
Fighting Chicken*#
Viluki*#
Fanguar*#
Brass Legionary*#

*needs background
#needs crunch


Fanguar here. Ended up going with a Evangelist cleric of Asmodeus. With the rolls I got, she's going to be a full back row caster. The evangelist archetype makes her in essence a divine bard, with full casting.

Full crunch is in the profile and I'll flesh out the background shortly, but in brief (assuming this set in Golarion) Freyja would be a missionary from the mainland sent to bring the wayward flock back into the warm embrace of Asmodeus. She has the Heresy trait, obviously.


Lord Foul II wrote:
Lisbeth Steelsong wrote:
"I would like to trade rolls with Lord Foul II's antipaladin. He won't be needing them anymore," Lisbeth says as she emerges from the darkened bedroom, chuckling momentarily. She then drops the bloody knife held at her side and strolls down the hall, whistling to herself.

?

Because, you see, you rolled really nice for an antipaladin, much better than I did. So I pretended that I murdered your antipaladin before it got a chance to even be created and stole it's rolls for my own... but I didn't, really, because it isn't real... it was just a bit of roleplay (or rollplay, if you will... I crack me up!), y'know? A little dark humor? I didn't really steal your roles. Because I can't. At least, I don't think I can. They're all yours. I'm sorry for the confusion. Don't mind me.

Is it getting warm in here, or is it just me?


Looking at the roll spread, in terms of "point" buy myself and Johnahkan received the lowest effective buys, although mine is more "average" in spread ( 6 con on ash? ouch!)

To qualify for the 15 pt reroll is very difficult. ~ 318 combos in 10^4 possibilities - about 3% chance - nobody in that range, but some people are close

math:
Possible combos:
1,1,1,1 (freq 1) (7 pt buy)
2,1,1,1 (freq 4) (8 pt buy)
2,2,1,1 (freq 6) (9 pt)
2,2,2,1 (freq 4) (10 pt)
2,2,2,2 (freq 1) (11 pt)
3,1,1,1 (freq 4) (9 pt)
3,2,1,1 (freq 12) (10 pt)
3,2,2,1 (freq 12) (11 pt)
3,2,2,2 (frq 4) (12 pt)
3,3,2,2 ( frq 6) (13 pt)
3,3,3,2 (frq 4) (14 pt)
3,3,1,1 (frq 6) (11 pt)
3,3,2,1 (frq 12) (12 pt)
3,3,3,1 (frq 4) (13 pt)
3,3,3,2 (frq 4) (14 pt)
4,1,1,1 (frq 4) (10 pt)
4, 2,1,1 (frq 12) (11 pt)
4,2,2,1 (frq 12) (12 pt)
4,2,2,2 (frq 4) (13 pt)
4,3,1,1 (frq 12) (12 pt)
4,3,2,1 (frq 24) (13 pt)
4,3,2,2 (frq 12) (14 pt)
4,3,3,1 (frq 12) (14 pt)
4,4,1,1 (frq 6) (13 pt)
4,4,2,1 (frq 12) 14 pt
5,1,1,1 (frq 4) (11 pt)
5,2,1,1 f12
5,2,2,1 f12
5,2,2,2 f4
5,3,1,1 f12 (13 pt)
5,3,2,1 f24
5,4,1,1 f12
6,1,1,1 f4 (12 pt)
6,2,1,1 f12
6,2,2,1 f12
6,3,1,1 f12
7,1,1,1 f4 (14 pt)


No doubt about that . . . and looking at it a little closer, I can see that even those 18 point buys are really bad in all but 1 area.

. . .

Alright, I'll raise the re-roll to 20 point buy. That means Tangaroa and Jonahkan can re-roll.


Under the circumstances I won't turn it down. Though I was a little nostalgic for 3rd ed... 4hp at first level.

1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (8) + 7 = 15


Modified Crunchy bits - swapped out diplomacy and bluff for stealth and perception, since she's personable now...

Spoiler:

Init +2 Senses Darkvision 60ft, Perception +3;
--------------------
DEFENSE
--------------------
AC 12 (10+1), touch 11, flat-footed 10 (+1 Dex)
hp 7 (d6+1)
Fort +1, Ref +1, Will +1 (+2-1), Immune Sleep, +2 vs.Enchantment
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Unarmed, -1, 1d3-1
Ranged
--------------------
STATISTICS
--------------------
Str 8, Dex 12, Con 13, Int 20, Wis 8, Cha 15
Base Atk +0; CMB +0; CMD 10
Age: 174 Height: 6’1” Weight: 104
Feats Dimensional Agility
Traits/Drawbacks Slave Trading, Magical Lineage
Trained Skills +9 (+5+3+1) Appraise, +9 (+5+3+1) Spellcraft, +9/+11 (+5+3+1/+2(to identify)) Knowledge (arcane), +9 (+5+3+1) Knowledge (nobility), +9 (+5+3+1) Knowledge (local, humanoids), +9 (+5+3+1) Knowledge (planes, outsiders), +9 (+5+3+1) Craft (jewelry), +9 (+5+3+1) Linguistics, +6 +(+1+2+3 thrush) Diplomacy, +6 (+1+2+3) Bluff
Untrained Skills, Perception +3 (+1+2 elf)
----------------------
Racial and Class Bonuses
----------------------
Familiar: Thrush
Summoner’s Charm, +1 round summon duration
Shift, 6/day, teleport 5/feet per level as a swift action
Elven Magic +2 to overcome Spell Resistance, +2 spellcraft to identify magic items
Arcane Focus +2 racial bonus to concentration checks when casting defensively
Darkvision, 60ft, dazzled in areas of bright light
Carrying Capacity 20lbs, 40lbs, 60lbs
Languages Common, Elven, Celestial, Draconic, Goblin, Gnome, Sylvan, Infernal
Favored Class Elf Wizard. 1st level +0.5 additional use of school power/day
Gear: Prison uniform
Spells Known:
Spells Prepared:

Sovereign Court

GM, I'm going to bow out for other people.


I'm very interested in playing this game

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (6) + 7 = 13

Looks interesting for a Warpriest of Moloch, Asmodeus' greatest general. He'll be a Human using the Divine Commander archetype. His main weapon will be a whip which will be wielded from horseback whenever possible. Downside is that until he gets Whip Mastery at lvl 3 he won't do that much with it.

Strength: 8
Dexterity: 18 (focus)
Constitution: 17
Intelligence: 8 (foible)
Wisdom: 14
Charisma: 13


Alright. I think I've decided on a time line for recruitment. . . .

**Recruitment Will Close Friday at Midnight (GMT-6)**


1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12

Ahem, it's hard to say no to the improvements in stats, especially in con and will. I went from an 18 point buy to a 39(!) point buy :P


An updated profile. I have some specific questions regarding certain elements of my character, but they can wait depending on if I make the cut (primarily, what are the common languages in the region.)

Xarissa Merula Backstory:

"You see, it really isn't my fault. I'm only here as an example" The brown haired girl talks to her silent cell-mate, not really caring if the woman is listening or not. "It's simply the silly conflict between the Royal Family and the merchant class. The Merula family, my family, have been hard working merchants for years - really, the backbone of this nation. Food, metal, slaves, weapons."

She lays back against the wall and stares at the back of her hands, nails chipped and dirty after several days of imprisonment. "Only, those Mitrans had to come along and ruin it all. So many silly restrictions on our trade. I have never understood the Mitran obsession with stamping out slavery and the sales of weapons. People will always fight; people will always need lesser beings to work. Simple business"

She sighs and sits up. "So I was married, Father insisted upon it. All that tutoring, all that travel and training in the magical and mercantile arts and I was to be sold for political levelrage. An offering to "bridge the gap" between the Royals and Merchants. But I am no bridge; bridges are something that people walk upon. I am no ancient buzzard's trophy wife."

Xarissa Merula strains against her bonds. "Lord Gyvan. Bastard. It was supposed to be easy; all I needed to do was alter the books, move some thirty-thousand crowns to a holding company. It would have been enough to buy a ship, crew it, and leave this cursed island. Start a new life somewhere else, perhaps offering trade to a civilized nation like Cheliax. That old buzzard and blasted obsession with checking his books." She slumps back down, her voice a bit raw.

"I will not stand by and wait for the King's justice. This place will yield to me, and I then I will destroy them." Her eyes stare with silent fury at the bars before her.

Oh yes, they will regret their imprisoning me

Xarissa Merula Stats:

Female Human enchanter 1
NE Medium humanoid (human)
Init +0, Senses Perception +3
=================================================
DEFENSE
=================================================
AC 10, touch 10, flat-footed 10 ()
hp 8 (1d6+2)
Fort +2, Ref +0, Will +3

=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks

Arcane School Spell-Like Abilities (CL 1st; concentration +6)
8/day—dazing touch

Enchanter Spells Prepared (CL 1st; concentration +6)
1st-charm person(2)(DC 17), mage armor, *sleep(DC 16)
0th-acid splash, detect magic, prestidigitation(DC 15)
Opposition Schools Necromancy, Transmutation

=================================================
STATISTICS
=================================================
Str 8, Dex 11, Con 14, Int 20, Wis 17, Cha 12
Base Atk +0; CMB -1; CMD 9
Feats Additional Traits, Scribe Scroll, Skill Focus (Diplomacy)
Skills
Appraise +9 (1 rank +5 Int +3 trained)
Bluff +9 (1 rank +1 Cha +2 trait +2 enhancement +3 trained) (+4 to convince others of a lie)
Diplomacy +10 (1 rank +1 Cha +3 feat +2 enhancement +3 trained) (+4 to persuade others)
Knowledge (Arcana) +9 (1 rank +5 Int +3 trained)
Knowledge (Local) +9 (1 rank +5 Int +3 trained)
Knowledge (Geography) +9 (1 rank +5 Int +3 trained)
Knowledge (Nobility) +9 (1 rank +5 Int +3 trained)
Linguistics +9 (1 rank +5 Int +3 trained)
Profession (merchant) +7 (1 rank +3 Wis +3 trained)
Sense Motive +8 (1 rank +3 Wis +3 trained +1 trait)
Spellcraft +9 (1 rank +5 Int +3 trained)
Traits Domineering, Fraud, Student of Philosophy, World Traveler
Languages Common, Giant, Goblin, Infernal, Orc, Polyglot, Skald, Varisian
SQ arcane bond (familiar), enchanting smile +2, focused study
Combat Gear
Other Gear traveler's outfit, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Domineering (Charm Person) When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful selfassurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1.

Enchanting Smile (Su) You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

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

Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.

Student of Philosophy You were trained in a now defunct philosophical tradition and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

World Traveler Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

=================================================
Xarissas Gimoire
=================================================
Wizard Spells
1st -charm person, color spray, comprehend languages, mage armor, sleep, unseen servant
0th -acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, prestidigitation, ray of frost, read magic, resistance


Ok will roll stats here to see what happens:

Str: 1d10 + 7 ⇒ (9) + 7 = 16
dex: 1d10 + 7 ⇒ (2) + 7 = 9
Con = 8
Int: 1d10 + 7 ⇒ (2) + 7 = 9
Wis: 1d10 + 7 ⇒ (7) + 7 = 14
Cha = 18

Well with those rolls looks like I might not bother...3 stats below 10 and re-roll only on 15 point buy and less...

adjusted stats for character (racial will bring Con to a 10, Str to a 14 and cha to a 20 but the low dex is will hurt with almost everything (bad ranged attack and bad AC for melee touch). ony 1 skill point per level.

yeah not a help.

Edit: noticed the change to 20 PB but oh well. still above that but low stats in all the wrong spots.


Tangaroa wrote:

An updated profile. I have some specific questions regarding certain elements of my character, but they can wait depending on if I make the cut (primarily, what are the common languages in the region.)

** spoiler omitted **...

Common in Talingarde. Norspik in the north as well as Yutak and Iraen as tribal languages (however, the Iraens are not very friendly, so you won't find it in very many civilized places). In addition, since it is an Asmodean campaign, infernal will be prominent.


What of common non-humans in Talingrade? Are there large tribes of Orcs, Goblins, etc?


Dwarves and elves are the most common non-humans in Talingarde. In the savage north, far beyond the watch wall, there are tribes of orcs, ogres, goblins and bugbears. You can find other creatures, but these are the most common


Here is GunMetalDrac's cleric. I'm sorta still figuring out where to go with the character mechanically but his background is done. Just an FYI, I think I went a little overboard with the full background and grabbed a snippet of it for the main "Background" section. I've included the whole thing at the bottom.

I still need to fill out the Personality and Description but that shouldn't take to long. I will let you know when they are done for a final review.

Let me know if you have any questions or concerns.


The end of another day and here's the updated list:

Martial
Declan-Tiefling Barbarian-Me'mori
Lisbeth Steelsong-Human Antipaladin-KBoom
Zova Lex-Half-orc Barbarian-Michael Riter
Kalethe-Kasatha Monk (Hungry Ghost Monk)-Yanjieming
Sykes from Under the Empty Moon-Damphir (Ancientborn) Slayer (Deliverer)-Rysky*
Alicia d'Kouzra-Human Fighter-Lufien "Silvertongue" Loamin

Arcane
Alchemist-Razule Yyrum*#
Ardra-Tiefling Alchemist (Preservationist)-Toodles or summat#
Witch-Gilthanis*#
Cora-Human Wizard-sureal
Waren Powers-Damphir Sorcerer-Lord Foul II#
Lava Gnome Summoner-Edward Sobel*#
Ash-Elf Wizard-Jonahkan
Xarissa-Human Wizard (Enchanter)-Tangaroa

Divine
Shauldrek-Tiefling (Hungerseed) Inquisitor-The Little King
Paul Granius-Cleirc-GunMetalDrac
Freyja Wraithburn-Aasimar Cleric (Evangelist)-Fanguar*
Warpriest of Moloch-Cuàn*#

Skill
Dog Tooth-Goblin Investigator (Empiracist)-Echos Myron
Anchard Wulphear-Human Skald-ToxicDragon

Unknown
Fighting Chicken*#
Viluki*#
Brass Legionary*#

*needs background
#needs crunch


You might've seen I have "Slave-Taker" as my crime (which I was ecstatic to find as it fits perfectly with him being Hungerseed); and I made it a little more clear in the background. Also, I added a feat since I read that we don't have to take Fiendish Heritage. I wanted him to have an alternate physical feature (given his monstrous parentage), so I already planned on him having an abnormally large right arm (purely for fluff) if that's okay (I included it in the updated background).

I'd like to roll here for a variant ability if I may.

Variant Ability: 1d100 ⇒ 89: inflict light wounds as a spell-like ability...that fits quite nicely! Shauldrek wouldn't want to use alter self all that much anyway.


Brass Legionary wrote:

Definitely interested so doting, and making a character.

[dice=Stats]1d10 + 7
[dice=Stats]1d10 + 7
[dice=Stats]1d10 + 7
[dice=Stats]1d10 + 7

Presenting my application: A tiefling paladin called Iana, I'm quoting the stats so you can have easier access to them in case you want to check, the focus stat is strength and the foible is constitution.


Shauldrek wrote:

You might've seen I have "Slave-Taker" as my crime (which I was ecstatic to find as it fits perfectly with him being Hungerseed); and I made it a little more clear in the background. Also, I added a feat since I read that we don't have to take Fiendish Heritage. I wanted him to have an alternate physical feature (given his monstrous parentage), so I already planned on him having an abnormally large right arm (purely for fluff) if that's okay (I included it in the updated background).

I'd like to roll here for a variant ability if I may.

[dice=Variant Ability]1d100: inflict light wounds as a spell-like ability...that fits quite nicely! Shauldrek wouldn't want to use alter self all that much anyway.

It all sounds good. Thanks for letting me know.


Dotting for interest for a Qlippoth-spawn Hunter (Divine Hunter & Verminous Hunter archetypes) follower of Baalzebul, Lord of Flies.

STR: 18
DEX: 1d10 + 7 ⇒ (5) + 7 = 12
CON: 1d10 + 7 ⇒ (10) + 7 = 17
INT: 1d10 + 7 ⇒ (9) + 7 = 16
WIS: 1d10 + 7 ⇒ (9) + 7 = 16
CHA: 8


lots and lots of tiefling submissions. Anyway, here's Ardra's crunch finally. As you can see she's quite versatile and able to fill just about any role as an ancillary due to her skill set, formulae, bombs, mutagens and eventually cognotogens.

I'm asking permission to fudge a trait which I know exists but can't remember or find the source "Genius Professional" allows you to use your int mod for profession rolls rather than wis.


Toodles or summat wrote:

lots and lots of tiefling submissions. Anyway, here's Ardra's crunch finally. As you can see she's quite versatile and able to fill just about any role as an ancillary due to her skill set, formulae, bombs, mutagens and eventually cognotogens.

I'm asking permission to fudge a trait which I know exists but can't remember or find the source "Genius Professional" allows you to use your int mod for profession rolls rather than wis.

It doesn't break anything and I've seen similar traits so go for it.


Based on my rolls I really can't build the character I had hoped so I will be bailing out. (real low stats in areas I need high and high rolls for stats I wasn't worried about. and 3 stats below 10 while still above a 20 pb)

sorry to have wasted your time. besides I've gone so long not able to get into a way of the Wicked game I kind of just decided I won't ever get in one.


Here is my character, Nera Leroung. It ended up a she instead of a he but the rest stayed.

Profile only holds the crunch while I'm still working on the background.

Basic idea for her crime is that she deserted in the middle of battle on the wall protecting against the north, pushing her commanding officer down a flight of stairs while doing so. The man needed magical healing to be able to walk again.

She herself traces her ancestry back to Varisia and the city of Korvosa, her great grandfather immigrating to Talingarde in hope of a brighter future.


A little late to the game, but here is a Gnome Summoner (Master Summoner) for your consideration.

Focus: Charisma
Foible: Strength
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (9) + 7 = 16
Int: 1d10 + 7 ⇒ (4) + 7 = 11
Wis: 1d10 + 7 ⇒ (8) + 7 = 15


I'm going to go ahead and withdraw Razule. I haven't worked on him at all. :/


Toodles or summat wrote:
lots and lots of tiefling submissions.

I love the implications of the many tieflings being gathered in the prison to be executed. When the escape happens, either the lot of them will be executed (hello beginnings of genocide) or they will all become escaped convicts (hello city guard looking for the... probably only tieflings in the city XD)


Maybe I should keep my alter self ability then...haha


A few changes for today's submissions:

Martial
Declan-Tiefling Barbarian-Me'mori
Lisbeth Steelsong-Human Antipaladin-KBoom
Zova Lex-Half-orc Barbarian-Michael Riter
Kalethe-Kasatha Monk (Hungry Ghost Monk)-Yanjieming
Sykes from Under the Empty Moon-Damphir (Ancientborn) Slayer (Deliverer)-Rysky*
Alicia d'Kouzra-Human Fighter-Lufien "Silvertongue" Loamin
Iana-Tiefling Antipaladin-Brass Legionary

Arcane
Ardra-Tiefling Alchemist (Preservationist)-Toodles or summat
Witch-Gilthanis*#
Cora-Human Wizard-sureal
Waren Powers-Damphir Sorcerer-Lord Foul II#
Ami Fyora-Gnome Summoner (Master Summoner)-ElenionAncalima
Ash-Elf Wizard-Jonahkan
Xarissa-Human Wizard (Enchanter)-Tangaroa

Divine
Shauldrek-Tiefling (Hungerseed) Inquisitor-The Little King
Paul Granius-Tiefling Cleirc-GunMetalDrac
Freyja Wraithburn-Aasimar Cleric (Evangelist)-Fanguar*
Nera Leroung-Human Warpriest (Divine Commander)-Cuàn
Tenoch Itzcoatl-Tiefling Hunter (Divine Hunter/Verminous Hunter)-Dark Netwerk*

Skill
Dog Tooth-Goblin Investigator (Empiracist)-Echos Myron
Anchard Wulphear-Human Skald-ToxicDragon

Unknown
Fighting Chicken*#
Viluki*#

*needs background
#needs crunch


okay, not quite as many as I'd originally thought.


Shauldrek wrote:
Maybe I should keep my alter self ability then...haha

Embrace the challenge of being different!

(says the gob who can stealth in his sleep)


Wow, no joke! +16 at level one.

Just hide under whatever: tablecloth, carts, skirts...


Toodles or summat wrote:
okay, not quite as many as I'd originally thought.

Not so much on their own, but they are nearly a third of the submissions:

6 Tieflings
6 Humans
8 Other (2 Damphir and 1 each; Goblin, Elf, Gnome, Half-orc, Aasimar and Kasatha)

As well as 3 who are still undeclared. Kind of interesting.


Being a gal/guy with spiky horns definitely makes keeping it on the downlow a bit tough ;) Hope someone takes disguise :) Afros for everyone!


Dog Tooth wrote:
(says the gob who can stealth in his sleep)

"Someone wake that no-good goblin up!"

"We are trying...no one can find him!"


Tangaroa wrote:
Being a gal/guy with spiky horns definitely makes keeping it on the downlow a bit tough ;) Hope someone takes disguise :) Afros for everyone!

Yes... yes... I can see this. Don't forget the sunglasses and ranks in Perform: Sing


Updated with the appearance/personality/background fluff.

Too bad there aren't that many disguise-as-a-class-skill traits (and those few are regional or racial).

This fellow is actually more ugly than most, but tended to stay in the shadows, heavily wrapped up in fabric, or in locations the good, upstanding citizens of Talingarde would not normally visit (e.g. garbage dumps, slums, wilderness).


1d10 + 7 ⇒ (8) + 7 = 15

1d10 + 7 ⇒ (8) + 7 = 15

1d10 + 7 ⇒ (4) + 7 = 11

1d10 + 7 ⇒ (10) + 7 = 17

Oh wow, almost seems a waste to play a wizard with these...Eh, ill stick with it.

Ill need to adjust back story a bit to conform to Way of the Wicked, but I expect to be going with Extortion as crime.

Otherwise, the character should have everything ready.

By the way, as someone who is, "allergic" to uneven stats, would it be possible to trade some points at a loss to get a foible of 10? Like, drop both 15s to 14s and the 17 to a 16.

Probably not, but heres to trying.


Richard Foxworthy wrote:

1d10 + 7

1d10 + 7

1d10 + 7

1d10 + 7

Oh wow, almost seems a waste to play a wizard with these...Eh, ill stick with it.

Ill need to adjust back story a bit to conform to Way of the Wicked, but I expect to be going with Extortion as crime.

Otherwise, the character should have everything ready.

By the way, as someone who is, "allergic" to uneven stats, would it be possible to trade some points at a loss to get a foible of 10? Like, drop both 15s to 14s and the 17 to a 16.

Probably not, but heres to trying.

Sorry. No. But you're right. No harm in trying.


Ami Fyora wrote:
Dog Tooth wrote:
(says the gob who can stealth in his sleep)

"Someone wake that no-good goblin up!"

"We are trying...no one can find him!"

This. Exactly this.


Tangaroa wrote:
Being a gal/guy with spiky horns definitely makes keeping it on the downlow a bit tough ;) Hope someone takes disguise :) Afros for everyone!

Are you sure this'll cover up my third and fourth arm?


Several people have finished, but I am still missing some backgrounds and/or crunches. Please check your name on this list to make sure you are set.

Martial
Declan-Tiefling Barbarian-Me'mori
Lisbeth Steelsong-Human Antipaladin-KBoom
Zova Lex-Half-orc Barbarian-Michael Riter
Kalethe-Kasatha Monk (Hungry Ghost Monk)-Yanjieming
Sykes from Under the Empty Moon-Damphir (Ancientborn) Slayer (Deliverer)-Rysky*
Alicia d'Kouzra-Human Fighter-Lufien "Silvertongue" Loamin
Iana-Tiefling Antipaladin-Brass Legionary

Arcane
Ardra-Tiefling Alchemist (Preservationist)-Toodles or summat
Witch-Gilthanis*#
Cora-Human Wizard-sureal
Waren Powers-Damphir Sorcerer-Lord Foul II#
Ami Fyora-Gnome Summoner (Master Summoner)-ElenionAncalima
Ash-Elf Wizard-Jonahkan
Xarissa-Human Wizard (Enchanter)-Tangaroa

Divine
•[url=http://paizo.com/people/Shauldrek]Shauldrek-Tiefling (Hungerseed) Inquisitor-The Little King

Paul Granius-Tiefling Cleirc-GunMetalDrac
Freyja Wraithburn-Aasimar Cleric (Evangelist)-Fanguar*
Nera Leroung-Human Warpriest (Divine Commander)-Cuàn
Tenoch Itzcoatl-Tiefling Hunter (Divine Hunter/Verminous Hunter)-Dark Netwerk

Skill
Dog Tooth-Goblin Investigator (Empiracist)-Echos Myron
Anchard Wulphear-Human Skald-ToxicDragon

Unknown
Fighting Chicken*#
Viluki*#

*needs background
#needs crunch

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