Alright gentlemen, this is where we will discuss Way of the Wicked.
I am wrapping up writing the campaign guideline (rules of character creation etc) and I will post it inside a few days.
You should read the players guide section found on pages 24-29. Please do not read any other pages (spoilers).
Start date should be in early december after I conclude GMing Council of Thieves.
I have already invited four people who I think will show up reliably. Concerro aka Wraithstrike, Down Comforter, Jman72, and Khantin. If you do not think you can show up reliably let me know earlier rather than later please so we can find a replacement. Also, if anyone has a friend they think should be included in this let me know and I will consider it.
While I know it is about 1month until game time we need to decide on a tentative meeting day/time. I am unavailable Saturdays through Mondays. Tuesdays through Fridays are available pretty much any time.
Here are my possible characters:
Female Kitsune Rogue (Kitsune Trickster) 1
LE Medium Humanoid
Init +3; Senses low-light vision; Perception +4
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1
Speed 30 ft.
Melee Bite (Kitsune) -1 (1d4-1/x2)
Special Attacks sneak attack +1d6
Spell-Like Abilities Dancing Lights (3/day)
Str 8, Dex 16, Con 13, Int 15, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Realistic Likeness
Traits Extremely Fashionable (Diplomacy)
Skills Acrobatics +7, Bluff +10, Diplomacy +10, Disguise +10, Knowledge (local) +6, Linguistics +6, Perception +4, Sense Motive +6, Sleight of Hand +7, Stealth +7
Languages Celestial, Common, Elven, Infernal, Sylvan
SQ change shape, gregarious, kitsune magic
Other Gear 150 GP
Dancing Lights (3/day) (Sp) - 0/3
Change Shape (Su) Assume a single human form.
Dancing Lights (3/day) (Sp) With Charisma 11+, cast Dancing Lights 3/day.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Kitsune Magic Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Female Vishkanya Bard (Lotus Geisha) 1
LE Medium Humanoid
Init +3; Senses low-light vision; Perception -1
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +1 vs. poison
Resist poison resistance +1
Speed 30 ft.
Melee Scorpion whip +1 (1d4+1/x2)
Special Attacks bardic performance (standard action) (9 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 14), bardic performance: inspire courage +1
Bard (Lotus Geisha) Spells Known (CL 1):
1 (2/day) Sleep (DC 16), Charm Person (DC 16)
0 (at will) Daze (DC 15), Mage Hand, Prestidigitation (DC 14), Ghost Sound (DC 14)
Str 12, Dex 16, Con 13, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Spell Focus (Enchantment), Spellsong
Skills Bluff +8, Diplomacy +8, Disguise +8, Escape Artist +5, Knowledge (nobility) +6, Perform (sing) +10, Sense Motive +3, Sleight of Hand +7, Stealth +9
Languages Common, Draconic, Elven, Vishkanya
SQ poison use, toxic (1/day) (dc 11)
Other Gear Haramaki, Lamellar cuirass, Scorpion whip, 127 GP
Bardic Performance (standard action) (9 rounds/day) - 0/9
Toxic (1/day) (DC 11) (Ex) - 0/1
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +1 Gain listed bonus to saves vs poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spellsong Combine spellcasting and bardic performance
Toxic (1/day) (DC 11) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Hey, thanks for the invite. I regret that I may not be available, depending on when the game starts. Turns out I'm going to Six Flags Magic Mountain a week into December, and then moving into a room I've been offered in Phoenix. Once I'm in Phoenix I have NO IDEA what my schedule is going to look like, and I would hate to have to renege on my commitments and leave you guys a player short.
Behold! The crunch for my bounty hunter, Gamil.
m LE Human Ranger (urban), Level 1, Init +4, HP 12/12, Speed 30'
AC 13, Touch 13, Flat-footed 10, Fort +3, Ref +5, Will +3, Base Attack Bonus 0
Abilities Str 18, Dex 16, Con 12, Int 12, Wis 14, Cha 7
If anyone wants to use a joint background Gamil am guilty of treason for attempting to ambush and kill an foreign diplomat on Talingrade soil. If anyone out there is guilty of sedition Gamil can be the pawn for your evil plan :) I'll transfer this over to the specified character sheets when i am sure this is the guy I will be playing. My other thought is to make an Inquisitor of Asmodeus if we lack a party face or a divine influence.
Just a heads up, the Steel Skin trait's helm will have to be remade or found and may be a bad idea for a person on the run. While you are from Taldar and thus your family may not be well known the mark on your helmet is known to those who captured you.
Also, the BAB bonus is missing.
Otherwise the crunch is approved. Look forward to the backstory.
You are missing 1 trait and your crime.
Your Will bonus is +0 rather than +1 (I expect that it is the missing trait or crime that is making it +1).
You are not proficient with whips (Lotus Geisha loses bard weapon proficiencies).
Bardic Performance: I count 8rounds a day not 9. Perhaps I am missing something but it should be 4base+4charisma = 8rounds.
You are also missing 1 trait and your crime.
Finally, no equipment.
Both are approved pending backstories. The Kitsune needs less of an explanation as to why he is in the west than the Vishkanya. Either that or work with me for a westernized flavor version of Vishkanya and Lotus Geisha. One note, Vishkanya is non-human enough in appearance that the some of the people of Talingarde may start one category worse in reactions.
I'm building my character sheet on myth-weavers just to start with. I'll redo the character in PDF format and attach the file once the creation process is over. As for why a Ninja is in the city, I personally think they would be no more unusual than a rogue or a monk. If that isn't good enough for the campaign I'll drum something up.
More important than that is the concept I want to build. I was going to do a ranged sneak attack ninja, but I've decided I want to try a grapple ninja instead. The problem is Improved Unarmed Strike. I was hoping there might be some other way to get unarmed proficiency, maybe a trait or something instead of being forced to waste a feat on it.
Anyhow, here's what I have so far. http://www.myth-weavers.com/sheetview.php?sheetid=468173
Days and times:
Gauss: Tuesdays through Fridays, any time in the evenings.
If you have not listed a time please do so. Also, I need an ending time. Starting at time X is fine but if you have to end within a couple hours of X I need to know. I am looking for a minimum of a 4hour block of time but can go as little as 3.
Um. Well. Mostly I want to be able to make use of the Strangler Feat at level 1.
I have the Dex and Sneak Attack covered, and wouldn't mind devoting a feat to Imp Grapple. It's just the idea that Unarmed Strikes isn't a proficiency, but rather a feat, that is holding me back. As it is, I'll have a PDF copy of my character sheet available presently. Do you have an Email I can send it to, or can I attach the file to a PM?
Link to Kovu's finished character sheet.
Breakdown: Kovu was raised by an assassin of Asmodeus after being chased from their temple when Kovu was a baby. He trained Kovu in the ways of assassination and manslaughter, filling his head with the idea of eventual revenge against those who thought their presence purged from the city. Immediately prior to the start of the game, his assassin master was found, captured, and executed. Suddenly finding himself in control of his own future Kovu sought out to finish the work his now dead master started.
Turns out Kovu was woefully unprepared. He did manage to kill someone, but was immediately caught and imprisoned afterwards.
Stats: 16, 14, 14, 14, 10, 14,
Want to see if there is anything that can be done about Demon Hunter. Would prefer the exact same, except aimed at Celestial creatures instead of Demons. Not a big deal if not, I can still see the Asmodian Ninja taking up skills to hate on demons with.
The idea behind the Demon Hunter was to represent training he received to combat Demons, the natural enemy of Devils. I figured that since Asmodeus is a Devil, as a devout follower I should be prepared to defend myself against his natural enemies.
However, I do not mistake you for the kind of man to mistake the distinction, and I'll take you on your word if it comes to that. Can you suggest one in it's place, or else allow it's antithesis? Bonuses apply vs Good Outsiders, or Celestial creatures like Angels or something? I want something that focuses on the Planes, since I'm actually bothering to take a rank in it untrained.
Oh, that might be an issue. Can I put ranks into untrained Knowledge?
Other than that, how do you feel about the character having been donated to the temple of Asmodeus as an infant, before Darians took the city? As the Temple was being sacked a single Assassin took him in and raised him as per the history.
The basis of my statement is that you wanted the equivalent for fighting Celestials. You wanted to trade the fighting demons trait for a fighting celestials trait. And if you trust me, you may get just that. :)
If you want you can keep the fighting Demons trait you can, but in a campaign where you are fighting the forces of good you are probably not going to get a lot of use out of it. Additionally, being trained to fight celestials makes sense with the backstory you have sketched out.
Regarding taking ranks and untrained. If you take a rank in a skill, it is no longer untrained. Trained and untrained is not the same as Class Skill. But, in order to get the class skill bonus it has to be a trained skill (you have to put a rank in the skill). Note: The PDF I am having you use uses the phrase 'trained' but it really means 'trained class skill bonus'.
If you will want a trait that grants you knowledge planes as a class skill I would suggest Scholar of the Great Beyond. The problem is that is the same slot as Child of the Temple. You would have a choice to make.
I just built up a tiefling cleric (Fiendish Vessel) so that we can get some spellcasting, face skills and the very important healing in one package. With the current group, I think I might go that route in order to be most useful. My internet is wonky at the moment, so I'll put up his stat block tomorrow morning.
For the record, my ninja will have social skills and knowledges in abundance. His main skill focuses are going to be Bluff, diplomacy, sense motive and knowledge plains, religion, and Nobility. The character himself is set on enforcing the law of Asmodeus.
Coincidentally, what skill would forging documents fall under?
Alright, here's my sheet. I'll toss up the background later when I'm not exhausted.
Male Asura-Spawn Tiefling Cleric (Fiendish Vessel) 1
LE Medium Outsider (native)
Init +3; Senses darkvision; Perception +4
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6
Defensive Abilities copy cat (su) (7/day); Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Spell-Like Abilities Copy Cat (Su) (7/day), Hideous Laughter (1/day)
Cleric (Fiendish Vessel) Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Command (DC 15), Murderous Command (DC 15)
0 (at will) Light, Read Magic, Detect Magic
Str 12, Dex 13, Con 10, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats Fiendish Facade (Human)
Traits Crime: Sedition, Reactionary, Sacred Conduit
Skills Appraise +2, Bluff +8, Disguise +7, Spellcraft +4
Languages Common, Infernal
SQ aura, channel evil 1d4 (dc 13), domains (trickery, devil [evil]), fiendish summonining, hell's corruption (1 rounds) (7/day), prehensile tail, spontaneous casting
Other Gear 150 GP
Copy Cat (Su) (7/day) (Sp) - 0/7
Hell's Corruption (1 rounds) (7/day) (Su) - 0/7
Hideous Laughter (1/day) (Sp) - 0/1
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Evil 1d4 (DC 13) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (7/day) (Sp) Create a single mirror image duplicate
Crime: Sedition +1 bonus to Bluff and Bluff is a class skill. +1 bonus to Leadership score.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devil Associated Domain: Evil
Fiendish Facade (Human) You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.
Prerequisites: Tiefling, must be taken at 1st level.
Benefit: You get a +5 racial bonus on Disguise checks when attempting to impersonate a particular race.
I am thinking of a bard archaeologist.
They get rogue talents to eventually include the advanced rogue talents. The rogue's rules say you can trade the advanced ones for a feat.
I need your interpretation Gauss.
I am also thinking of a sorcerer, witch, or wizard.
I will ask. It has always been assumed by many to mean it can replace a rogue talent, but the way it is written makes it look like "feat" is a talent. Hopefully SKR checks in.
Edit:After checking around it seems it is a talent...
Now I have to decide which arcane caster I want. I will get back to you when I decide.
Hey Khantin, if you'd like to do the joint background, my character was arrested for sedition. Fomenting a rebellion and all that. I'd be great to have an evil pawn/second-in-command to get locked up with.
Cain Nae'Blis is an interesting fellow. Not the interesting that one finds in a neighbor that collects stuffed animals or raises exotic plants mind you. More of the type that plots the takeover of nations and downfall of the church on the weekend, all for the glory of himself. And Asmodeus. Of course.
Born in Talingarde before the takeover by House Darius, Cain was born to devotees of Asmodeus, Lord of Ambition and Order. His presentation as one touched by blood of devils marked him out among the faithful and much ado was made of what it meant for the future of Asmodeus among the pavilion. Cain was raised in the church of the Prince of Hell and his innate connection to his Lord turned him into a vessel of His will. Truly, nothing could stunt the ambitions of the young Cain, nor his rise to power.
Alas, as with all good things, this ended rather abruptly for the young tiefling. The Darians took power and everything that Cain new was torn down around his ears. As the chapel burned beneath the fury of Mitra's followers, Cain was smuggled out by his instructor the deacon. The pair escaped into the night and watched from the shadows as House Darian established itself and purged the land of everything not of Mitra.
The time hence has not slipped through his fingers, oh no. Cain, with the aid of the deacon, plotted and schemed for how they might get their revenge. When the time seemed right, they prepared to strike, but as the first of the orders were being given they were discovered and the deacon slain. With Cain in chains and his allies dead or imprisoned, he plots once more for his return to glory.
Mr. Swagger: Are you a half-orc or orc?
A warning: you will not be able to function in civilized society pretty much at all unless you take significant pains to disguise yourself.
Way of the Wicked preview p25 wrote:
An Orc Scarred Witch Doctor will probably be easily identifiable due to both being an Orc and the Scarred Witch Doctor.
To everyone: I understand that you want to play unique races etc that you cannot normally play. I am just trying to warn you what the consequences of that will be.
RAW and RAI the archetype is only available to orcs not half-orcs. If you would allow it with a half-orc I would accept that. I know I will have to take disguise as a skill if I use an orc. I am willing to do so. I wanted to make sure the idea was ok before I made plans to work around the issue though.
I will do that later tonight, and if I think I can pull it off I will stay with the witch doctor, otherwise I will most likely just use a normal witch.
I knew about the RAW/RAI, I just wanted to make sure we are on the same page (it is socially better to ask a question than to assume you did not know).
As long as you understand the problems, yes, you can take an Orc Scarred Witch Doctor. I may assign a circumstance penalty to disguise due to the scarification. It will depend on the situation.
I think there is a half-orc racial trait that has scars so them(others) not knowing if I am a half-orc or orc would be ok*. He will have average(at worst) mental stats so speaking in a civilized manner won't be an issue.
*When I am disguised, which would be as much as possible.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
I am familiar with the Half-Orc sacred tattoo, they would have the same issue. Your booga booga mask is more serious issue. Frankly, I cannot predict what all of the effects are going to be since I have only read the first book in the AP. There may be sections of the AP where you get really hosed. I am taking the statement I quoted above at face value. However, if you take care to mitigate this it should ultimately be ok.
Since Jman seems uninterested I am looking for a 5th player. I do not want it to go higher than that. Since I do not know anyone else per se I have invited 1 person to put in an character. If anyone has a friend they would like to invite I would also consider the friend.
Barring any statements to the contrary we will be playing on Wednesdays at 830pm EST (730CST, 630MST, 530pm PST). We will play for 4 hours. Please show up 15minutes in advance. Start date is still TBD. I am concerned with starting before Xmas-New Years if people cannot play on December 26th or January 2nd.
We will be using Skype and headsets to communicate. Anything you want to guarantee that I am aware of should be written on Roll20. Example: If you are doing a skill check then write it. Feel free to abbreviate words a bit when doing so.
I want to set up in advance so please make an appointment with me to set up your Token(s), Character Journal, and whatnot.