- CHARACTER NOT IN USE -'s page

1 post. Organized Play character for Russell Berger.



Grand Lodge

I'm going to be one of the players in the campaign in about 2 months, and while I've already got a character written up that I might use (A Gnome Skald), I have another character concept sitting that I'd like to try out in an 'evil' campaign.

The general idea is that the character is a fast-talking conman of a gambler, one who cheats people out of their cash and then offers to give them back their losses in return for 'favors' down the road. They'd use these built-up favors for things like information gathering or help with 'jobs'.

They'd be a 'face' character, basically, quick with their words and their knives, but I don't know what kind of build to use.

I was thinking something with decent DEX and CHA, using dirty tricks like throwing a deck of playing cards in the opponents face and then stabbing them, anyone got ideas?

Scarab Sages 2/5

1 person marked this as FAQ candidate.

Alright, currently the Kitsune, Wayang, and Nagaji are able to be made as characters. In addition, boons exist for all sorts of other races (goblins, tieflings, aasimar, etc), but I've come across a problem: I do not currently own an Advanced Race Guide.

From what I can see, racial traits are exactly the same in bestiaries as they are in the Race Guides, with the exception of alternate racial features. Is there a reason that I can't use one of the bestiaries as a sourcebook to make a character in Society, when for all intents and purposes its' giving me the same exact material to work with?

Scarab Sages 2/5

I'll start by apologizing if this in the wrong section - first post and all, and I figured this was more a rules question than anything.

At the end of the Murder's Mark module,

Spoiler:
you find a broken-down Clockwork Spy. The chronicle sheet says that you can repair it at a decent price and effectively gain a handy little buddy for all of your adventuring needs (I'm going to hug him and feed him and call him George).

Now, the chronicle sheet doesn't say there's a limit to the amount of Clockwork Spies I can gain, nor does it say to cross it off when I make it or when its' destroyed; it only says I can't repair it when it finally self-destructs.

So my question is; can I make multiple Clockwork Spies, up until one finally kicks the bucket, or should I assume that a player can only make one Clockwork Spy through use of this chronicle sheet?