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I'd like to play Shalewigg, a human servant of Famine. She's a druid/witch focused on destroying nature's provision for the living.
Shalewigg
Her exposure to larger crowds on the occasional festival did little to acclimate her to the concepts of marriage or family. Her own family struggled to work its farm, and her parent's constant exhaustion led to other tensions. Her father died early, and her mother sought to remarry immediately. Shalewigg refused to call another man father, and opted to remain in the failing family farm. She tended enough crop to survive and collected books to devour absent human company.
It was during this lean childhood that Shalewigg contrasted the claims of benevolent gods with the harsh realities of drought and storm. She began to believe that nature resisted the will of men, who struggled against the inevitable call of death by toiling against the land. She saw how great cities subsisted only on the bounty of the land that surrounded them, while they produced laws and punishments but few goods, then paid farmers to keep them alive.
Slowly, her bored mind conceived of ways to test her beliefs. Blessed with a comely appearance, she invited suitors to her small farm for dinner and conversation. She cooked a meal using the herbs she grew and the animals she slaughtered, but if a suitor was repugnant, she forced him to discuss family and future without offering the meal. The wanting on the face of a hungry man eager to eat and bed a prospect was delicious to her. She enjoyed starving them. Eventually, during dry seasons when she barely had enough for herself, she would invite a suitor or stranger over and hold them prisoner. As she watched them die, she exulted in the triumph of the natural order.
Shalewigg's small farm attracted little attention, nestled near a river and between two larger Talingarde cities. She plied her hobby carefully, tempting travelers or young men from alternating cities to avoid suspicion. But her appetites grew. In time magistrates from both cities followed their suspicions and converged on her dilapidated farm. They found several men in various degrees of starvation, but they also found more.
Shalewigg had spent her youth devouring one tome after another to sate her loneliness. Refusing the copper novels and other detritus, she moved early to religious studies and magic. She'd used the occasional excess crop and the gifts and purses of her suitors to buy more esoteric tomes. While her library was far from extravagant, she'd learned just enough about religions devoted to deprivation and self-denial to consider herself an agent of Famine. Investigators concluded her shrine began as a temple to no god in particular, rather a sitting place for her readings, across from the cells where she tempted her prisoners with drink, food, and her own nakedness. The men they found that day testified to greater horrors—how she possessed inhuman strength for a woman and sometimes choked the life out of them, or how she burned hot fires to rob them of air and water. Sometimes she poisoned the food she rationed to them, or caked it with maggots to force them to stare at it with distrust or to vomit the only nourishment they'd seen in days.
Their testimony and that awful scene the magistrates discovered would have been enough. Unfortunately the woman-turned-monster had developed magical powers as well. She produced flame from her fingers or weakened men from a distance. She made war on ten healthy men and killed four of them there on that site. A fifth died of his wounds in a city infirmary. When they found her in the river outside her tiny farm, she had drained the strength of a sixth and was in the process of drowning him with her bare hands.
There was little disputing the charges of murder and witchcraft. Shalewigg now sits at Banderscar prison, quite content to soak in the misery of starving men doomed to die. None who know of the events at her farm desire to extend her life, but Talingarde is bound by rules, and the magistrates of both affected cities debate which town gets to execute her. Until then, Shalewigg haunts the guards of Banderscar by promising them affections if they will deny the others food, or by teaching that life has one inevitable consequence. As her pending execution nears, she explains that she accepts death if that is her fate, but that she hopes her darkest of patrons will save her for another purpose. If set free, she promises, she will starve the kingdom of Talingarde and everyone in it.
Thematically, Shalewigg is useful to the Lord of Ambition because he intends to go to war. War is decided not by soldiers or training, but by morale and the attrition of resources. Certainly the use of Shalewigg's talents marks a contract between Asmodeus and Trelmarixian that she is not privy to, but as the two evil powers use one another, she will fulfill legendary purpose and cause the slow, hopeless death of thousands.
Mechanically, Shalewigg will perform just fine as a caster, shaper, and hexer. She doesn't really need archetypes to be really scary. However, if the game has a large sandbox component (where we'll seize territory or choose where we fight), and the campaign makes room for river or water themes, I'd like to ask if she can play the floodwalker archetype for witch. I designed it for my year of RPG Superstar so the rules are available for everyone to see here. I haven't really had the chance to play her since designing the archetype.
She's my favorite of the bunch, and she's an approach no one else is really duplicating yet. However, I'll love any of them you pick, if you pick any of them. Also..I'm kind of a gritty, TV-14 kind of guy, so while I can explore edgy material, I know my limits and promise not to leave you thinking "wth". At least not in a bad way.
If you want any of them, please let me know and I'll throw the cs down.

GM of the Wicked Path |

@Steven: Nothing I have any issue or worries about, so go for it.
Also, here's a quick running list of all the characters who've submitted both crunch and fluff so far. If you're missing, either your haven't posted one of these two things and your submission is thus incomplete (or you said you were tweaking major elements, such as previously made characters who aren't gestalted yet), or my quick scan of the thread before I go run errands caused me to miss you, in which I'm sorry and just prod me about it.
-Baruk Taladro, Skinwalker Barbarian/Alchemist
-Damien Dalkarta, Fetchling Antipaladin/Rogue
-Hwee Last, Half-Orc Oracle/Antipaladin
-Kasanar Vindakay, Aasimar Cavalier/Magus
-Keena D'or, Tiefling Monk/Kineticist
-Lysander Tremayne, Dhampir Antipaladin/Swashbuckler
-Rosa Luminaass, Tiefling Cleric/Fighter
-Slevin Wraith, Human Inquisitor/Slayer

Boss Zog |

Boss Zog wrote:@GM taking the aasimar trait that lets them feed off the sun for food. I like the perversion of stealing nourishment from Mitra to fuel his destructionThat's poetic. Now take the vampire feats for a truly intense character.
DAY WALKER!!!
I considered it, especially with how MAD the character is. But as a melee focused character (one that will fly no less) I'll need every feat I can get.
At worse, I'd pick up the lich template or that modified into grave knight if possible.

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Oh man, I'd love to get a chance to play a Graveknight. Such a cool template.
GM, I know you said goblins weren't humanoid enough, but would having my eidolon be a short, heavy-set, outsider that looks goblin be a problem? He'd be a skillmonkey eidolon, instead of a combat one, which means that I wouldn't be wandering around without him heavily disguised and/or hiding in alleyways.

GM of the Wicked Path |

Eidolons that look like goblins are fine, since they can be easily dismissed when a situation requires it. Goblin PCs aren't so easy taken care of, and they tend to stick out like pretty sore thumbs even when people aren't on the lookout for one. The races I listed are all at least sort of human-passing, or with traits that can easily be hidden through clothing or disguise rolls. Goblins are good at a kind of stealth, but not this kind, so it's a bit more of an issue. But for familiars/eidolons/etc. you can go as outlandish as the rules say if you'd like, because they can be left behind, while players can't.

Vesvius |
Hi, GM! I would really like to play in this, and I've got a neat idea for a character IMO (Magus/Inquisitor who delved into Asmodean lore for forbidden knowledge, or alternatively a monk/sorcerer who is all about proving one's strength), but I have a few quick questions.
1. I have absolutely no experience in PbP. Would that a problem?
2. I have run Way of the Wicked before as a GM (Which is the main reason I'm interested in this, for the record). I would do my best not to let what I know interfere, but things can always slip out. Would that be a problem?
3. Any space left? lol

Riuk |

ok so here is the other idea i have let me know what you think
The character concept I'm working with is a Blood-God Disciple Summoner/Scarred Witch Doctor. Leaning toward an Orc as the race because I want to play him as a bit crazy. By crazy, I mean, he hears voices. The Blood-God Disciple states that they see their eidolon as an avatar of their god and so I want his crazy to be an extension of this. The voices he hears will actually just be his higher than normal intelligence working on a subconscious level. It will begin as a single voice, but as opportunities arise I foresee more splintering off.
Question 1. How does your character interact with the others within a group?
Thanatox is actually a very good team player. Assuming his god agrees, he is more than happy to work with others to accomplish a common goal. However, he wants to know the whole plan and not just his part, he is suspicious of having things concealed from him. He is used to taking orders, but not good at taking criticism.
Question 2. What is your character's role in a group?
Thanatox hit things, burn things, and bleed things. He is not a brains driven monster although he is more intelligent than he seems. Thanatox prefers to fight an obstacle head on and meet it in the front, even if it isn't always the healthiest option. He is also knowledgeable of how a city moves and breathes, having spent a portion of his life as an "Under-Butler"
Question 3. How is your character not as they seems?
I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
Thanatox was raised to a life as a man-servant, so while he likes to hurt things and hit them hard, he could also carry a tray of drinks without spilling a drop or lay out a perfect dinner party. His training also served to teach him about the pulse of the city and so he has a surprising amount of knowledge. He also always tries to keep an immaculately cared for serving-man's outfit on him at all times. He used to do it in case of problems with the outfit he wore so he could always present a proper face, but now it is a reminder of what he was, and what he will never be again.
Thanatox has a soft spot for orphans. He doesn't like hurting children in general, but the street urchins and other outcast children, regardless of race, are off-limits to him and anyone near him. The quickest way to gain his ire is to do something against this subset of society and let him find out about it, or worse, witness it.
Question 4. What are your character's goals, conscious and, perhaps, subconscious?
Revenge is an easy one, but against the entire judicial system makes him a little unique. It's not that he thinks he shouldn't have been imprisoned, but that he was laughed at while did it. He kept his face calm, barely, and let their laughter stoke the fire of hatred within him. He also wants to make a name for himself. He has spent his life trying to learn to be the invisible man-servant (no easy task), and now he wants to be known for who he is.
A goal he would never tell anyone is that of starting a home for unwanted children. Knowing the loss and resentment of being alone, he wants to help other children not feel the same way, however this is slowly beginning to morph and become part of his other goals. And his thoughts are turning toward using this as a means of gaining his other two goals. Teaching children to be warriors and follow him into battle, bringing down the hated enemies of Thanatox.
What he can't even begin to admit to himself, is that he wants to satisfy the "voice of god" he hears so that it leaves him alone. To be alone with his own thoughts and in his own head is something he wants, although doesn't even realize it yet.
Question 5. How easily does your character love? Have they been in love?
Thanatox had a crush on a serving girl once, but she spurned him. He thought he loved one lady he was contracted to guard and serve but she didn't even notice him. He thinks of her fondly, but also sometimes thinks of wringing the life from her with his bare hands while screaming about "seeing him" and "remembering him forever." He is very confused on the subject of love and it is all twisted up with hate and violence. He may never be able to have a healthy relationship with a woman.
Question 6. Is your character racist at all, either now or in their past?
Oddly, Thanatox hates Orcs, as well as humans. Humans for the obvious reason that they used him to be their attendant/bodyguard and stole his childhood to train him to that life, yet never noticed how hard he worked to please. But Orcs hold a special place of hatred in his heart because he sees every single one as a betrayer, leaving him to the hands of humans and abandoning him. On a field of enemies, Thanatox would kill the Orcs first, the Humans second, and then whoever is closest.
Question 7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
Obviously Thanatox believes he is sane and that his god speaks to him, which is plainly untrue.
Question 8. How is your character about material possessions?
Thanatox isn't obsessed with material wealth. He prefers to keep only what he can carry although he does like the occasional trinket. He is partial to things that glow blue for some reason. He likes to keep himself and his god's avatar (eidolon) outfitted in appropriate combat readiness gear and of course carries what useful potions he can, but doesn't horde it the way others do. This does not mean he doesn't desire his fare share of bounty, he just tends to spend it about as fast as it comes in.
Question 9. What does your character perceive their major problems to be?
Other than being in jail? He sees his whole life as a waste up till now. He worked so hard to be good at what he was taught but he was always beat hardest for the smallest mistakes. He has never been recognized for doing a good job, and if it weren't for his rather unique appearance, he would never have been remembered, but even still he was always referred to as "that Orc-servant thing."
Question 10. What does he perceive the solutions to those problems to be?
He intends to be his own master and punish those who have looked down on him. Whenever he hurts or kills someone, he will try and get them to say his name. He began carving up his body in anger when he was younger, but now he displays his scars proudly and even adds to them in sacrifice to his god of fire and blood.
Question 11. What are your character's religious beliefs?
He believes in his nameless god of fire and blood. It is a very relaxed religion, not speaking of things like good and evil or right and wrong, but instead demanding daily sacrifice and an offering to the avatar whenever he slays a foe. In return he is granted power and promised help in achieving his goals. Of course, sometimes the voice of his god becomes insistent and demands the death of another or a greater blood sacrifice than a token blood-letting, and when this becomes the case, he must answer the call of his god.
Question 12. What does your character fear?
Thanatox fears being completely helpless and immobile yet remaining aware. With even a little movement available, he can rage against his imprisonment and even cause himself a little pain in offering to appease his god, but being able to do nothing and yet have to witness things done to him, terrifies him and reminds him of growing up and being punished on the "time-out table."
Question 13. How much of a temper does your character have? What sorts of things set them off?
Thanatox has a rather large temper, although he has learned to keep it in check. Unfortunately this tends to make him a little more blood thirsty the more he holds it in, causing him to lose all restraint when he finally does let go of the reigns on his temper.
Seeing children hurt, especially orphans, will set him off instantly, but people ignoring him or not noticing him will feed his temper. The angrier he gets, the quieter he gets, knowing that the more he speaks while angry the more likely it is to boil over and come rushing out.
More
1)Thanatox was raised to be a servant and bodyguard. His earliest memories are of being trained and whipped like an animal. Thanatox is a Blood-God Disciple Summoner/Scarred Witch Doctor. He sees his eidolon as an avatar of his god and so he hears voices that are actually just his higher than normal intelligence working on a subconscious level. It will begin as a single voice
2)He stands an imposing 6' 7" and weighs around 230lbs. He has short cropped black hair and small red eyes. His teeth seem to be a little large for his mouth but for the most part he works hard to keep his lips pulled over them. His skin is the pale green of a foamy sea and slightly pebbly. On both legs he has straight, clean, and pale concentric rings of scars, as of cuts made with a fine blade and treated immediately. His arms have a more jagged and seemingly random collection of scars. There is one scar on his chest that seems random, at the same time it also appears deliberate in a very unsettling way. He has a single scar on his forehead in the shape of a stylized flaming drop of blood, this scar is so specific that is draws the eye and makes one wonder at its meaning.
3)Despite being an orc, Thanatox moves with a grace born of years of training as a servant. Despite his massive frame, he moves with an almost delicate step, generally not even causing the china to tremble. He is very good at moving in tight spaces and can generally manage something in each hand while maneuvering around people and obstacles with ease. This translates into his fighting with him assaulting more than one foe at a time and almost playfully dancing around the battlefield. Despite how he was raised, there is something primal in fighting that sings in his blood and puts a smile on his face. He is never as happy as when he is matching blows with an enemy.
4)Even prior to hearing the voice of god, Thanatox felt irresistibly drawn to fire and blood. While he was growing up he kept a small knife secreted on himself at all times and when his rage began to overtake him, he would find a reason to excuse himself for a moment and make small cuts on himself to relieve the pressure. He spent what little allowance he earned from his work on candles and always kept a fire burning in his room while he was there, sometimes staring into it for hours before sleep would overtake him. It was during one such session that the first whispers came to him a whispered of blood and pain to those who had shunned him.
5)He is in jail because he murdered the families of three prominent (although more middle than high class) members of the city. When they found him he was covered in half-congealed blood while muttering to himself. He had several places on his arms that appeared to be fresh cuts that had been seared closed and all three of the houses were covered in blood. All of the families and their servants were accounted for in the death toll, near 200 people, but there were more than a few body parts that were never found. Upon finding him there were several moments of shocked silence before they charged him with murder, desecration, consorting with dark powers, and anything else they could stick him with.
Motivation
1)Thanatox wants to create a place where children can be raised and trained to be self-reliant. This is the path he desires to fame and notoriety, although he also would like to keep his reverence of fire and blood to himself, unconsciously knowing others wouldn't understand.
2)As a player, I would love Thanatox to have to confront his growing insanity and see if it either shatters him utterly and drives him completely insane, or if he is able to piece himself together and come out of it at least partially sane and no longer hearing voices, or at least recognizing them for what they are, part of his psychosis.
1)Thanatox partakes of blood from those he kills. he feeds parts the the avatar of his god, but he always imbibes at least a small portion of a fallen enemies blood. He knows it is loathsome and there are few that would understand, but it is an urge he cannot silence, that only grows the more he tries to put it off. Once, he put it off so long, he actually tore a man apart with his hands before devouring the still-beating heart directly from his chest.
2)Thanatox doesn't know that he wasn't abandoned as a child. He was stolen by slavers and sold to an enterprising Butler who saw an opportunity for free labor. He was lied to growing up about his "orphan debt" and thus the butler was able to steal almost all of Thanatox’s wages for most of his life.
people in his life
1)"The Butler" is someone Thanatox actually never knew the name of. He was a portly man who trained Xonoth in the ways of a serving man but also spent most of Thanatox’'s life stealing the money he earned. When "The Butler" left service at the house and Thanatox received his first full pay, he realized what had been happening and swore an unending blood-vengeance against him should he ever encounter him again.
2)"Lady Larissa" is the waif of a woman Thanatox served for the span of only a few months and he fell "in love" with. She never paid him any special attention, but he gave her his hand to help her out of the carriage and was forced to physically move her when an attempt was made on her life once. He always respected the way she never lost her proper demeanor. While she wouldn't be "friendly" to Thanatox " she does remember him as a capable manservant.
3) Tanhatroth "Hat" Etageorm is an enterprising halfling and the only person to ever treat Thanatox as more than a servant. Hat's visits were few and far between, but he always took a few moments to talk to Thanatox and sometimes even brought him a small trinket. His talk was always circumspect, but over time, Thanatox realized Hat was hinting that if he ever needed something done "under the table," that Hat would be more than happy to help such a fellow out. While imprisoned, Thanatox has thought often of Hat, so nicknamed for his penchant for wearing garish and outlandish hats, wondering how he might find him and if he might have more than help to offer.
how he got power
1)The first time he truly felt his rage begin to boil over, when a new serving man continuously tried to undermine him and make him look bad to their employers. It was the first of many times he sought comfort in cutting himself.
2)The sounds and smells of a house kitchen. Glasses and plates clinking together as they are moved and washed, a variety of food items in various states of preparation. An entire household of servants moving through a room that can in no way contain them all. the low voices of everyone trying to make their point but not be obtrusive in their speech. They are both fond and hated memories.
3)The first taste of blood that wasn't his own. The way it seemed to pour out of the body and sing to him, beckoning him to take just a taste. the feeling of power that erupted through him as he tasted it for the first time and witnessed the avatar of his god visiting him for the first time.
he is set to be a full orc but i can play him as a half orc i might take the vampire feats even if it might make me weaker since it wold drop my con let me know thanks

Philo Pharynx |

Deception is Asmodeus' strongest weapon. So here is a character based on deception and mind-bending.
Kyla was raised by her mother to see that the world is a harsh place covered by a beautiful skin. In order to survive one must be the same. Shifting her body was the lesson of the first mask. Masking her mind was harder. Learning how to make people trust you by being who they wanted to be. You never show them your fur and you never show your true self. If they discover you, you have two options. Become somebody else or kill them.
You must become steel deep down, because failure means death. She taught that by dying in front of her. She slipped and Kyla needed to hold on and not show an ounce of emotion as her mother bled and died before her eyes. She then had to make love with her mother's killer. She couldn't kill him for three days.
She was caught by bad luck. she had her deal going on in the back room when a petty thief came through the back room of the bar where her deal was going down. He ran through, pursued by the guards and fell over the table with the false payoff bag. The guards figured it out and got her before she could spin things her way.
She is a mindbender. Future advanceent is going to be sorcerer/bard (archaeologist). Social-fu, disguise, and mind-affecting spells are her expertise.
Kyla
Female kitsune rogue (unchained, kitsune trickster) 1/sorcerer 1/gestalt 1 (Pathfinder RPG Advanced Race Guide 192, 193)
LE Medium humanoid (kitsune, shapechanger)
Hero Points 1
Init +3; Senses low-light vision; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +7, Will +3; +1 trait bonus vs illusion effects.
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Offense
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Speed 30 ft.
Melee bite +3 (1d4)
Special Attacks sneak attack (unchained) +1d6
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—dancing lights
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—adhesive spittle[ACG] (DC 15), sleep (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, message, prestidigitation
. . Bloodline Fey
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Statistics
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Str 10, Dex 17, Con 12, Int 14, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Realistic Likeness[ARG], Weapon Finesse
Traits fraud, hardly a fool
Skills Acrobatics +7, Bluff +12, Diplomacy +10, Disguise +10 (+20 circumstance with change shape), Escape Artist +7, Intimidate +8, Perception +3, Perform (oratory) +8, Sense Motive +6, Spellcraft +6, Stealth +7, Use Magic Device +8
Languages Celestial, Common, Elven, Sylvan
SQ change shape, gregarious, hero points, kitsune magic
Other Gear 150 gp
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Special Abilities
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Change Shape (Su) Assume a single human form.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fraud +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Hardly a Fool +1 trait bonus to save vs. illusion effects.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
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 (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Vesvius |
Just in case your answers to my questions are positive, I figured I might as well get my character out there.
Plus I thought of a new concept and wanted to make it. It's done with HeroLab, so I hope it's alright.
Arcis Tamarak
XP 600
Tiefling druid 1/inquisitor of Asmodeus 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate Magic 46)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5 (+2 trait bonus vs. divine spells of different faith than you)
Resist cold 5
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Offense
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Speed 30 ft.
Special Attacks judgment 1/day
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—darkness
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—fire bolt (1d6 fire)
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—expeditious retreat, peacebond[UC] (DC 14)
. . 0 (at will)—acid splash, brand[APG] (DC 13), detect magic, resistance
. . Domain Magic (Divine subdomain)
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands[D] (DC 14), goodberry, shillelagh (DC 14)
. . 0 (at will)—light, stabilize, virtue
. . D Domain spell; Domain Magic (Divine subdomain), Fire domain
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Statistics
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Str 12, Dex 16, Con 14, Int 12, Wis 17, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Judgment Surge[UM]
Traits desertion, disdainful defender
Skills Bluff +1, Disguise +3, Handle Animal +3, Heal +7, Intimidate +4, Knowledge (nature) +7, Knowledge (religion) +5, Perception +7, Profession (soldier) +7, Sense Motive +4, Stealth +5, Survival +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Druidic, Dwarven, Infernal
SQ divine vessel, monster lore +3, nature bond (Fire domain), nature sense, stern gaze +1, wild empathy +0
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Desertion one bonus skill point per level that must be spent on the Profession (Soldier) skill.
Disdainful Defender You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.
Divine Vessel (6/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Druid Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fire Bolt 1d6 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Inquisitor Domain (Divine)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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There are many Tieflings who look like normal people. They might have some additions, some pointy ears here, a tail there, maybe some red eyes. But they can pass as normal humanoids.
Arcis was not so lucky. Born with skin the color of polished obsidian and eyes that look like chasms of flame, he will never pass as human.
Born to a pair of completely normal people, everyone was shocked when the baby came out looking like the spawn of hell. Only the mothers panicked pleas saved him from being drowned at birth. With only his parents on his side, Arcis grew up cold and angry at the world that hated him.
And then he had an idea: join the army! The Talingarde army was always looking for recruits, and people loved them! They idolized them and held the soldiers up as heroes! Maybe if he joined the army, people would forget how tiny licks of flame escaped his mouth when he coughed.
And so he joined. And he made it through basic training. And he was stationed at the Watch Wall, where he would keep the savages away from the civilized south.
But the soldiers were no better then the rest of them. They hated Arcis for how he looked, played cruel pranks on him under the guise of hazing, spoke of how he was unloved by Mitra and would surely die when the bugbears next attacked.
Soon they were attacked by a ragtag horde of the beasts. And as they were climbing the walls on rickety ladders, Arcis had an epiphany: why help these men? They hated him simply because he was born better. And so as the bugbears came, he left down their ladder and retreated into the north.
He not only survived in the North, he thrived. Nature yielded it's secrets to him like an eager lover. Soon Arcis walked with the blessing of Nature itself. But it was not enough. No, even though Arcis had embraced his heritage, he still wanted to know why he was what he was.
And so he found a spot of charred forest that just felt wrong. And upon that spot he fasted. And he meditated. And he begged whatever power was listening to grant him answers. And then he came.
The Dark Lord. The Dread Father. He Who Dwelt in the Abyss. A vision of the dark god Asmodeus. And while the dark father did not speak, Arcis learned. His appearance? Nothing more then a quirk of fate, drawn from a family with an ancient history of devil worship. His purpose? Whatever he wished it to be.
And so Arcis Tamarak swore to Asmodeus, the god who had reached his hand down and granted him answers. But it was not enough to simply follow his god. No, all must learn of the Dark Father's teachings.
So Arcis went south to spread Asmodeus' words. And soon he was caught and arrested. But he was not charged with heresy. No, he was arrested before he had even spoken a word. And he was sent to Branderscar upon the charge of Desertion. Apparently when he had fled, his entire company had been slaughtered by the bugbears.
And when he heard this news, he laughed. He laughed and he laughed and he laughed. Arcis laughed until they clubbed him unconscious, and perhaps will be laughing when he wakes up.

Philo Pharynx |

Fluff continued

Vincent Fleming |

Playing with others: As far as playing with others goes, he will be interested in doing manuevers to give others advantages, such as disarm, grappled condition, and trip when possible. If finding a person flat footer will use it to his advantage with the sneak attack. Mostly be going for non lethal damage a lot of the time as he prefers to have prisoners and slaves to dead people but if pressed will kill a person.

Korginard Wintersfury |

I'm also wondering if never having done PBP would be a problem. I've been reading the boards and the idea of Gestalts has fascinated me and now combined with evil? Too fun!
I've been dreaming up a gestalt unchained summoner/cleric who's eidolon is directly tied to their god, and a Cleric of Asmodeous with a Devil eidolon is perfect.. but you look to have a pretty good choice for an Asmodian cleric. Also my idea of a Priestess of Asmodeous with her Devil Eidolon wouldn’t quite stretch into the rape concern area.. but it would probably be more steamy than necessary. Seduction, Sin, Domination.. lets not go there. (Besides, like I said, who needs another priestess competing for my Devil’s attention ;) )
My next thought was to try a Witch/Summoner with some thematic tweaking between the Familiar and the Eidolon. Instead of having both, they could summon some otherworldly presence that enters and empowers the Familiar when the eidolon is "Active". I was thinking a cat that becomes a big scary quadruped infused with Shadow as her witch patron choice would be shadow. If the Eidolon is killed the otherworld presence is expelled and sent home, and it would probably be good to come up with some penalty short of killing the familiar. Perhaps the familiar is banished as well but will be available the next time she needs to regain spells. (So no using it to scout around and she loses the stealth bonus) The Eidolon portion of the gestalt creature is handled the same as with a summoner as far as calling it back after it has been banished due to death.
Rough Fluff:
My thoughts on the character are she’s been imprisoned for Witchcraft (Imagine that!). She’s far too clever to have been caught practicing, but when her lover died in a duel with his best friend; his family accused her of “bewitching” the poor young man and leading him to his death so that she could claim his inheritance. Such Ignorance! As if she needed her craft to seduce and manipulate the fool! (Please note she is manipulative and can be seductive and a tease, but she is NO rapist. She would never lower herself to bedding someone who didn’t want her, and she’s far too much of a snob to go around seducing everyone. She was indeed after his money and the power and prestige that would have come with it. Ironically this is an excellent look into the way she sees the world. His family was quite correct about her motives, and even unexpectedly her true nature, but she is disgusted that they thought she needed to use magic to accomplish it. Her conclusion is she’s upset that she was caught and they’re total idiots.. But she doesn’t see her own actions as evil. And by the way do they ever CLEAN this god forsaken prison???) Sadly once the accusation was made the local “Witch-Hunter” had little trouble uncovering her abilities. Her familiar escaped (otherwise I’m sure they would have killed it) but she’s caged with these blasted manacles that prevent her from drawing upon her simplest powers.
The concept is a spoiled noble’s daughter who’s been given everything and readily accepted the particularly nasty bargain which empowers her craft and granted her the familiar/eidolon, sent directly from her mysterious shadow benefactor. She thinks herself clever and bargained well for her power. She’s sure that any price that must be paid in actions she agreed to preform will inconvenience others, not her.
Even though she is a Witch, she is no hag living out in the swamps. Her power comes from her craft and her bargain, but her essence is still that of a haughty noble snob. She is well dressed, immaculately groomed, and an utter snob. How her rise in power (and the price she pays for it) may change this is not clear, but it’s doubtful she’ll “go native” any time soon.
She doesn’t really think of herself as all that evil, she simply doesn’t feel that others views on morality apply to her. She simply can’t be bothered with ignorant people calling her actions evil. The Family she hails from has always been surrounded by rumors of dark dealings and impropriety, but rumors are simply wagging tongues that need to be cut out because they have no concept of civilized society. (Imagine going on like that after being paid such obscene amounts of money!) Of course now with this whole ridiculous imprisonment her family will be scandalized and disown her. They may even apply financial means to remove her if she isn’t burned as a witch.
That’s not to say she won’t work well with others. She respects power and is eager to help those who can help her. She’s manipulative, even a bit vindictive at times, but she’s easy enough to keep happy as long as she gets what she wants.
The other roleplaying snag (opportunity) is all of these Mongrels!! Tieflings? Really? They’re parents must have been SO proud! Dallying with forces unknown is nothing new to her but consummating with some creature, and then allowing the spawn to survive for all the world to see? Some people have no sense of restraint or propriety!
Assuming the Familiar/Eidolon mixing sounds good I’ll turn all that into a proper story and crunch some numbers.

Xoruk Ironmaw |

Okay, the first draft of Xoruk's fluff is finished. I'll probably be messing with it between now and Satuday, but I'm confident in submitting him right now. You can find both his crunch and fluff in this alias' profile.
Personality-wise, he's going to be a deadpan snarker who is Evil, with a capital E, mostly through his consorting with Evil outsiders and his lack of compunctions about doing bad things to further his own goals. As a hermit by choice, he is generally quiet and introverted, but will speak up for himself when it's necessary. He is very much a bad guy, but as far as bad guys go, he's actually rather peaceful and reasonable. Until his blood begins to sing, at least.
As far as his goals go, he especially wishes to give the Mitran Crusaders who burned his family home to the ground after slaying his parents the payback they so rightfully deserve. Were his ambitions met, he would put the barracks of every Crusader to the torch, and the soul of each offered to the Prince of Lies. But beyond this, he simply wants to return to his life of study. He wishes to rebuild Talingarde's knowledge of Asmodeus, opening a grand library in his name. As the Curator of said library, the tiefling would be able to spend his days and nights immersed in research.
Xoruk will be a team player through a combination of group buffing and making disposable meat shields for the party, as well as being a solid frontline combatant in his own right.

Shalewigg |

The cell is dank and wet, full of the moaning of prisoners wracked with hunger and exhaustion. Shalewigg listens in the dark for the sound of the other inmates. Some beg for nourishment, others insist that they can offer information worth sparing their lives. Their cowardice and desire fills her with satisfaction.
A few say nothing. They await their execution, or slavery in the mines, with stoicism. It impresses her. But no matter, all will pass. It is life's single great lesson: all have the destiny of death. Nothing eats that will not starve, nothing drinks that will not thirst, nothing breathes that will not breathe its last.
Here, in the darkness of Banderscar Prison, Shalewigg awaits her own death. She speaks aloud, interrupting the pointless cries of those who do not accept the Truth. "Darkest Patron, hear me now. I have learned that I, too, must die. I await the Gray Wastes at your command. Yet many live that do not embrace your calling. So many sup gluttonously in mockery of the fact that they are merely dust waiting to be blown by the wind."
One of the guards tells her to shut up. She smiles in the darkness and imagines him hanging from the bars of her cell. What can they do? Deliver her to her master? She speaks louder.
"I swear to you, as I swore yesterday, and I will swear tomorrow. If you will lend this servant more breath, more sustenance, I will create a thousand ended lives in your name. If some power has cause to use me, barter me for its ends. I care nothing for my own life. I will pay for the chance to serve by stealing the breath and drink and food of others. None shall live longer because of me."
The guards are walking her way. Their boots splash into puddles of urine mixed with the water she secretly creates each day, only to spill its pure contents onto the stone floor in view of her fellow prisoners. She sneers with contempt. I know you fear me. I know you talk about the men I killed. You'll not face your End by opening the cell. You'd rather beat the half-orc.
Her long black hair moves like a serpent, waiting for a guard to come near. But nothing happens. The footfalls stop, and a stone strikes the bars, bouncing onto the floor five paces away. Cowards.
She kneels in her dirty dress, torn leather breeches protecting her bent knees. As she listens in the darkness, she feels a stirring. A fleeting image of a red spider the size of her hand. The spider travels through the forest, ignoring the birds and rabbits it might take as prey. Her familiar, too, is starving. Trelmarixian has not eaten since she was taken by the magistrates who survived that day on her farm. He's followed her since her arrest, barely keeping within a mile of the carriage that took her. Catching up during an overnight stay before her trial. A trial that might have ended in ten minutes, but for the number of stories relayed by those who captured her. Fools who talked about the horror of death and how grateful they were to be alive.
Trelmarixian is half a mile a way. There is a river, so he must make for a bridge. Scarlet spiders do not swim except for him, but he is still a poor swimmer. He will take the bridge, and reach her cell in three days.
Trelmarixian, for her familiar matters no more than any other living thing. She gave him that name when she found that tome about the Lord of Famine. The God of Drought. He sent the spider to her, carrying a dead bird as a test. When she refused to eat it, the spider bowed before her. She looked into his many eyes and met her master. She named the spider for the connection she felt.
Trelmarixian.
He is coming.

JDPhipps |

Dotting for interest, but I'm not sure what I'd like to play. Loup Blanc already stole my character concept (Curse you Brian), so I'd have to come up with something else interesting to submit. I'll look through the other submissions and see if there's anything that really needs filling, and then come up with an idea.

Dimitri Rathwell |

Dimitri was born the eldest son of a wealthy family. He was given a life of love and promises and all he could ask for. He studied under some of the best scholars in the world, and trained under great warriors. And one day he would have a son himself and take his place at the head of the family.
But that wasn't Dimitri. Oh he enjoyed his life, but it felt empty. The knowledge that poured into his head was filling, but it didn't satisfy him; like a meal of nothing but bread. His training made him strong but still he felt there was more to be done.
Dimitri felt wrong. Everything about him felt wrong! His mind was wrong, his body was wrong his very skin was wrong. Nothing could bring him peace.
His father noticed his distress and grew concerned. His first born is an example of physical glory but the boys anxiousness and nervousness wasn't right. This was his son! And he was going to be a failure to the family. As far as he could tell Dimitri would just as soon run the entire family in the ground. Everything they stood for, generations of family history would be ruined if he didn't intercede.
Dimitri was sent away to live his his Aunt, in the hopes that his melancholy would improve. And just in case, other plans were put into play, should Dimitri prove an ineffective heir.
For a year in this new town Dimitri was alone and his depression only grew deeper. There came a time when his Uncle - genuinely caring individual - pleaded with the young man to see the city and explore the world. Against his initial wishes he was eventually convinced and Dimitri left to explore the city for a few days. He started with the art galleries and slowly worked his way down society.
On the third night Dimitri found himself in a tavern taking in the ambiance when he heard of something interesting. Taking place in just a couple hours beneath the establishment was going to be an illegal pit fight. Out of curiosity Dimitri didn't just attend; he signed on. The first fight was a spectacle for the patrons but a dull for Dimitri. A large burly man who moved only a bit faster than a slug, Dimitri side stepped the man and danced around him with elegance and finished him off quickly. The second and third fights went the same way.
The final fight however was different. Dimitri stood against a vicious monster; a half orc of incredible speed and strength Dimitri was outmatched. The battle was fierce and dangerous! Blows were exchanged and eventually knives were brought out. Dimitri took a slash across the belly but nothing more than a flesh wound. He returned the favor but much much deeper. With a glorious flourish Dimitri disemboweled the combatant.
And it was beautiful. This moment would go on to shape his world for the rest of his days because this was the moment when Dimitri came to life. The blood and viscera on the floor, and the cheering crowd and the very real risk of death had brought the man to his purpose. This was who Dimitri was; he was not the son of a noble, or the heir to a great family.
Dimitri was a monster. And he reveled in it.
When he came back to his Uncle Dimitri was a changed man. He was joyful, he was alive, and he was truly genuinely happy. In a short time, he returned to his father as the pride of the family.
Eventually his joy began to recede but it didn't become melancholy as before. Now it became anxiousness. He was looking forward to curing himself again.
Dimitri left his home for a few days; a chance to see the town he grew up in. He found a victim that would be perfect; a beautiful young woman. She would be a fantastic second notch on his belt. This would be glorious.
But it was wrong. It was all wrong! His skin split open and her life faded before his eyes! But it wasn't the same. She simply died on his blade and that was it. He didn't feel the joy or the glory! It wasn't the same.
The answer came to him. He had made a mistake and someone found him. He never got the second woman's name or how she found him. All he focused on was the magic she was slinging around. Her hands were alight with fire when she attacked Dimitri and enlightened him. The battle was different but it was just as fierce and far more dangerous. Her magic was incredible but Dimitri was just too fast for her. He rushed her and ended her with a piercing blow right into her beating heart.
The rush returned! He felt incredible! Everything was right the world and he knew what it was. He didn't need to murder. Dimitri needed to kill. He wasn't just a monster he was an animal! He needed to hunt, he needed to fight, and he needed a fight.
For a time this continued. Dimitri enjoyed the love of his family and the glory of conquests. In secret, he began to pursue other taboo interests. He found something new in the dark god asmodeus. He began to follow the dark one and vowed to one day bring glory to his dark name.
Unfortunately Dimitri's bloodlust eventually caught up to him. He wasn't aware but his father had become informed of Dimitri's regrettable addiction. He'd actually felt a moment of pride for the boy; he found joy in proving himself the better of anyone else. But it was enough. He had grown too bloodthirsty and decided it simply wasn't worth it. While Dimitri slept, his father crept into his room and plunged a knife into his heart.
Well he tried anyway. His father was an older man and Dimitri was a deadly monster with ears like a wolf. He didn't even give it a second thought; Dimitri simply disemboweled his father and went back to bed. He was too tired to clean the body right then. He'd do it in the morning.
If he had taken the chance to flee or even try to hide his guilt, Dimitri may not be in Brandiscar.
Stats
Str: 10
Dex: 18
Con: 16
Wis: 10
Int: 10
Cha: 14
Skills
Acrobatics
Bluff
Climb
Diplomacy
Disable Device
Perception
Knowledge Religion
Sense Motive
Stealth
Sleigh of Hand
Swim
Combat
HP: 19/19
AC: 15
Flat Footed: 10
Touch: 15
Initiative: +5
BAB: +1
Melee: +1 (+5 with Weapon Finesse)
Range: +4
CMB: +1
CMD: 15
Saving Throws
Fortitude: +5
Reflex: +6
Will: +
Traits
Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Bloody-Minded (Combat)
You are always ready for bloodshed.
Benefit(s): You gain a +1 trait bonus on initiative and Intimidate checks.
Feats
Dodge
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Class Abilities
Crowd Control (Ex)
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.
Controlled Rage (Ex)
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Weapons and Armor
Charming Wit
Gear
Great Body
Dimitri is a sadist, a charmer, and a bit of a monster. He loved to kill be he doesn't take nearly as much pleasure in killing helpless individual. He prefers a fairish fight, but he is also quite happy to engage in purely one sided sadistic joys. He's found that horrible agony is a decent second place joy, compared to the thrill of a good hard won kill.
Shockingly Dimitri is a man of his word, and does his best to keep it. Especially when keeping his word include horrible murder!

GM of the Wicked Path |

@Vesvius: These wouldn't be problems. Everyone has to have a "first" game somewhere, right? As long as I don't suspect you're cheesing the game with your OOC knowledge, I won't mind either, and I think it'd be really boring and non-fun for somebody to. As for space, I won't name the party until recriutment closes, so right now there is only space.
@Korginard: Not a problem, but one small tip I have owuld be to use spoiler tags for your fluff and such, just to make the page a little shorter for everyone to scrool through. As for mixing the familiar and eidolon, I could allow that, but I'd have to come up with some kind of penalty for the idea just because that much damage to a familiar ought to be an issue. On top of that, if slain, the familiar will have to get out of dodge before it's killed too, or else you might be locked out of making spells for a little while. Witches are even more beholden to their familiars, so I can't have them being completely impervious to danger.

Riuk |

OK so as I see the way my characters stats would be it makes far more sense to be a half-orc instead but I am left with 24 of 25 points used....I don't know what to do with it...
My stats as a half orc before racial mods are
13
14
16
14
7
14
In order and the 13 will be 15 still leaving me with that last point....
And I know I have a Stat dump but this is a vary mad character so I had to have one ^_^

N. Specter |

Oh I had a question! I had been considering the vampire chain for Dimitri, but also realized that would severely hinder his rages, as they're all Con based.
Would there be a workaround for this? Would he have to suffer from reduced number of rage for now, and then maybe base it off Cha later when he's undead?
Or just stick with the badass normal route he's currently going? Hehe

Riuk |

ok i know what im going to do just a question, i want my character to use the vampire feats. With how my character is a blood god disciple would it be ok to have the blood god somehow activated the vampiric powers in me...if this is to much ill work it in my story that it was the bite of a vampire that gave me the connection to the eidolon...

Hwee Last |

Ey Wicked, I happened to find an archetype that really meshes with Hwee's concept. Specifically, it's the Seal-Breaker for her Antipaladin half. However, it's fairly Golarion specific in its flavor, so I figured it would be best to check in with you first before I add it on in (even if it doesn't actually do anything yet)

GM of the Wicked Path |

@Philo: That's pretty close to how I was intending to treat it.
@N. Specter: It'd be best to just stick with Barb as it is. I'm not too keen on houseruling around Con-based classes so they can vamp up and gaim crazy benefits from that, just because there are already so many toys at your disposal to play with.
@Ictoo: Entirely description-based, but it stands to reason that stuff like flanking ought to be pretty easy to imagine; if two people are ganged up on an enemy and flanking them, then noting that should suffice, no? Fiddling with pieces works, but I do plenty of that on Skype-based games I play, and I want to embrace the more descriptive narrative powers of play-by-post by abandoning the board here.
@JDPhipps: Not really feeling firearms for this one. There aren't any in the AP as it stands, and I'm pretty fine with keeping it that way, sorry.
@Hwee: Yeah, I'm fine with that.

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The only difference between the poppet and another familiar appears to be that it can't move and touch spells are delivered by stabbing it with a pin. So..i guess it still has an Intelligence score. That makes it Int 6 at 1st level and therefore sentient.
Weird though, because it can't move or act on its own. It's Int would only serve to deliver spells to the witch. And it can't talk to other dolls, so there are implied differences.
Screwy. But creepy.

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You can always take "extra hex" if your class offers hex as a class feature.
I don't see anything that gives you a familiar bonus like a turtle's natural armor or a spider's climb bonus. Probably the ability to cast touch spells at range eats up most other privileges you lose with the poppet. That's a pretty cool ability. You should look into how that cooperates with Reach Spell.

Gars DarkLover |

@Gars: I'll come clean here and not beat around the bush; yes that was me. I had a bit of an anxiety flare-up when it was around time to finish things up and realized I was in over my head, got scared and bolted. But now, I'm more confident after having successfully run games online via Skype and in person with friends, and have the GM experience I was lacking so badly back then. It was too late to come back and apologize by the time I realized how bad I'd messed up, but I won't make that same mistake again. I've come a long way in the past seven months (and am on meds for said anxiety.)
1) Nice of you to come up clean, it should help you down the line.
2) I understand about the anxiety since I have an anxiety disorder myself.
3) Good luck with the game.