Lerkz wrote: If Tattooed is a no go I would definitely go Daemon, I'm getting ready to build one soon as a back up character. Either is allowed separately, but not together. I will probably be using Tattooed Sorcerer. Under A Bleeding Sun wrote: Personally, I'd go Infernal, but I enjoy controlling and manipulating more than blasting. I think WOTW doesn't do a point buy, but you start with a 17 or 18 stat. Assuming 17 a Tiefling with Spell Focus (Enchantment) and Infernal Sorcery would be rocking an 19 DC charm person at level 1, with a +5 to charisma for the purpose of commanding people you controlled. Average NPC Cha. modifier will be between -1 and +1. By level 5 or 6 you should be rocking a +10 or so (Charisma 20 now+ infernal sorcery + Circlet of persuasion + Headband of cha +2 [5+1+3+1 = 10] and npcs Charisma modifier will largely still be in the -1 - +1. I am basing this off AP's and PFS, but I would imagine WOTW won't be too much different. You'll have charm monster pretty close to then too, which for you will probably be stronger than dominate. Not sure what it says in the actual book, but we have been told to do a 25 point buy. And this does seem awesome. I have never played an enchantment focused or manipulating character, but it could certainly be interesting. Under A Bleeding Sun wrote: Then you take leadership I have next to no experience with the leadership feat. How is this helping with this? This is probably a "well, duh!" answer coming.
I talked with my DM/GM and he will not allow the Tattooed Sorcerer and Crossblooded stack (whether it is, or isn't, against the rules). So, thats out. Looking at bloodlines I think I am down to either Abyssal, Daemon, or Infernal. All look decent, for the most part. Anyone have some thoughts on which would be better?
Similar to my other post for Sorcerer, I am also working on a Master Summoner for a Way of the Wicked game (I am thinking of giving my group the choice of which PC they would prefer in the group). So, I would greatly appreciate any help my fellow gamers would be willing to give me on building this game. 25 point buy
Looking around at somethings for Sorcerer, I thought of something. Would Tattooed Sorcerer Archetype and possible Abyssal Bloodline work for this? Tattooed Sorcerer gives a familiar (which I think I can turn into an inp with Imp. Familiar feat and replaces the Abyssal's claws bloodline power (not a big deal to me), and replaces some of the Abyssal ones I don't think are that big of a deal. Opinions?
Under A Bleeding Sun wrote: So, its probably useful in WOTW. Its pretty good in a regular game anyway. If I was going to play WOTW and I wasn't going Anti-Paladin (I have a really good Anti-Paladin build I'd like to try someday) I would most certainly make a Sorcerer/Diabolist. Thanks for the info. What bloodline would you guys suggest? Any template (crossblooded or wildblooded)?
[qoute=Under A Bleeding Sun]Oh, AND its WOTW! Asmodeus is your man in that one! That means this also drips with flavor. I also have a feeling you can get more use out of its capstone in that campaign than probably any other out there! I do love the PrC for it's flavor. However, is the PrC useful - especially in Way of the Wicked.
Nearyn wrote:
I agree that this is a great idea and full of flavor. Heck, the PrC fits theme and flavor.
Ranax wrote: Is your rogue melee or ranged? I don't know for sure, but I think melee. Ranax wrote: If Orc's or half-orcs are available I'd go for a scarred witch-doctor with high Con for cool flavor and good surviability. I have thought of this, however I am not sure I like still having to use Int for bonus spells. Zahir ibn Mahmoud ibn Jothan wrote: So is anyone following the advice to players of "be Lawful Evil" and "Worship Asmodeus?" I see the two Divines aren't. I will be, not sure about the others. The druid went with Zon-Kuthon because he is still an evil deity that does have druids who worship him. The cleric needed the death domain, so he took one of the archdukes so he would still beholden to Asmodeus.
Hello everyone. In about a week and a half I will finally get to play in a Way of the Wicked game. I have been looking forward to getting to play in this campaign for quite some time. I know, fairly well know, what my group is going to consist of and the arcane department has fallen to me. However, I would love to get some advice from everyone here on what they think might be the best way to go. Other Party Members: Human (I think) Druid - NE, worshiper of Zon-Kuthon, and has the Shades of the Uskwood feat.
I have several concepts: Sorcerer Crossblodded Infernal and Abyssal going to Diabolist
Anyone have any opnions? Any other concept suggestions - class and race?
I will soon be getting to play Way of the Wicked soon. I don't know what everyone else is playing yet. However, I have several concepts and was wondering if I could get everyone's opinions on whether they would work in this campaign (given that the group is basically Asmodeus aligned). 1) Cleric - Fiendish Vessel of one of the Horsemen. 2) Cleric - Undead Lord 3) A Tielfing of either a daemon bloodline or demon bloodline (but nor Chaotic Evil. Either NE or LE)
In Way of the Wicked book 5 on page 84 is the Path of the Vampire. A feat progression to become a vampire instead of the template - in other words, slowly becoming a vampire. Has anyone used this? What do you think? If I have PCs bitten by a vampire, and provide the Bitten feat free is this fair to PCs? If they want to get to the full template, the fastest they could do it is level 12. By doing this they would be using every optional feat slot until after that point. Is this railroading the players to much?
In Book 4 of the Way of the Wicked adventure path it talks about making the Cardinal a Vampire and making the PCs vampires. Instead of making it a land ruled by Asmodeus, it is to be vampire ruled. Would the Cardinal still be a Cleric of Asmodeus or something else? Anyone run this variant of the campaign yet? Anyone have any ideas or suggestions about this variant idea?
I am considering startng my new group out with this adventure/module. I hav no problems with starting ne characters of at higher levels than first. However, I am still trying to figure out how to get the PCs together for this adventure. They may not all know one another, and may not all be from the same area, or hold the same allegiance. Any ideas on how to bring the group together, and get into the adventure?
This may not be the best place to ask this, but I didn't see any place better. My question is kind of world general (any world). In the game I am running I am thinking of giving the PCs, at the completion of the current adventure they are doing (and I will continue the game beyond this adventure) rewarding them with a land grant and titles. I have tried to research this and have found very little useful information. How would you handle coontinuing the adventures after the PCs get this? How would you handle the PCs and thier lands and titles? Any help, and advice would be appreciated.
About N1Base Stats
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Special Ability
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Backstory:
There once was a ditto named M0. M0 was like every other ditto and when they had gained enough experience and reached adulthood-- adding the customary dot in the middle of their name to become Mo0-- they split into four new dittos: N1, NI, Nl, and N|. This story is concerned with the first offspring, N1, who started out just like zir parent and every other ditto before them.
N1 was captured by a lazy Sailor. This Sailor believed that getting a ditto was the ultimate shortcut; why try to capture and train six different pokemon when you could just pick one, give them all the experience, but gain the advantages of all the hundreds of pokemon out there? This worked out great for N1 (not that zie had anything to really compare it to). N1 got all the attention. N1 got all the fresh air and leg stretching zie needed (after all, those pokeballs were cramped). N1 was the Sailor's ditto, and quite possibly the only ditto who could make such a claim. Every day the two of them froliced through a field of daisys, laughing. Metaphorically anyway. Sadly, ships tend not to have wide open areas. Or flowers. But there was N1 and Sailor, and together they would become number one. Sailor on the other hand, quickly began to realize the flaws in his plan. I mean, on the bright side he wasn't as screwed as his shipmates when some wandering kid threw all his electric pokemon at him, and they were generally taken aback by his initial choice. So while he was never weak to their attacks, he was also never very strong against them either. And because he only had the one pokemon, N1 did get all of the experience, but it also sometimes turned into a six-on-one fight that N1 would lose. Plus, being a Sailor, he tended to be the brunt of a lot of jokes from his shipmates. Jokes too vulgar to be repeated here (they were Sailors after all). So Sailor started to capture "decent"/water pokemon. Which N1 was ok with. Sort of. N1 felt out of place surrounded by all these water types, but zie took comfort from the fact that zie was Sailor's first and favorite pokemeon. Until Sailor hit 5 captured pokemon and "accidentally" threw N1 overboard to make room for others. After managing to find zir way to land, N1 waited patiently for zir Sailor to return. This...did not happen. And after quite a while, N1 went to look for a new trainer only to discover that there were none. This realization caused N1 to reconsider everything zie knew (which admittedly, wasn't very much to begin with). Who was zie if not the Sailor's ditto? Through all the changing forms, that had been the one truth that had kept N1 grounded. Without it, and with so many new and usual pokemon in the area, N1 had nothing to cling to. No reason to be. And through shape after shape, this began to chip away at everything N1 thought zie knew until the only thing zie could remember was that zie needed to get stronger. To be the best. To reach adulthood and become...No1. |
