| cosmiy |
Hello, all. I’m Cosmiy, and I am currently re-recruiting for one of my Way of the Wicked campaigns. We’re currently starting Book 1, Act 2: For those unfamiliar with Way of the Wicked, this is after the man characters have escaped the brutal Branderscar prison and have come to a mysterious house to meet their new benefactor, who will direct them throughout most of the path. The plot of the adventure path is of rising up from criminal origins to take over the kingdom of Talingarde, the famous kingdom of good and law under the rule of Mitra.
I currently run two games. The one I’m recruiting for is Group A: Group B was also short staffed, but we’ve agreed to advance with four people, including one who came into our recruitment thread and offered to join the group.
I am looking for FOUR people for group A.
Below are some details about why people have dropped, as well as my personal situation. They are relevant, but they are also kind of boring.
As it is, life for all of us has made a few people drop. As the DM I will take a good deal of responsibility for this. During the school year I am a college student, and during the summer I was attempting to get a job, which did not work out. I also have a living situation that has made things more difficult- my parents are divorced, and while I am an adult and may live where I wish, my father, who pays for more of my college tuition prefers that I spend a few nights with him every week, in his house without internet.
I am currently attempting to post twice a day, and once a day when I’m with my father. I may go up to posting twice a day near the end of the summer, as he’s moving in with his significant other/future wife, who needs the internet for her job. However, I will admit in full honesty that I can occasionally miss a day due to prementioned difficulties. I am trying to do much better than I’ve done in the past, however, and I think that with more people in the group I’ll have more to respond to and post about.
If you would like to read our group, here we are:
http://paizo.com/campaigns/cosmiysWayOfTheWickedCampaignGroupA/gameplay& ;page=last
Anyway, here’s less information about my boring life, and more information about the campaign.
Your character would be some form of criminal whose gained the attention of Cardinal Thorn, a high priest of Asmodeus who wishes to take over and rule the kingdom of Talingarde. He has a place for your character in his organization, the Knot of Thorns, and sees your character as having skills that could aid in his plots and schemes. Your crime must have been quite infamous to draw his attention. Either before you would have been captured or on your way to Branderscar prison, you were contacted by the lovely Tiadora, a woman who offered to help you escape and give you a purpose. She directed you to an imposing green house in the south-east of Talingarde, on the moors near Branderscar Prison. It is there you will arrive, and meet with the pair who has managed to escape the prison.
You and Your Character
Stat Generation: Focus/Foible. Choose one score to be an 18, and another to be an 8. Roll 1d10+7 in order for the other four stats.
Alignments: LN, NN, LE, and NE. You will eventually have to swear loyalty to a god of tyranny, and your character should be ready to make this choice. While your character should be evil, don't overdo it. And as always, you can have an evil character, but don't be an evil player.
Background: As above, you were a criminal who managed to escape either before your imminent arrest or on your way to Branderscar Prison. Background will probably be a critical component for rejection/acceptance into the group.
Allowed Classes: You may play as any class except for Paladin, Gunslinger, Ninja or Samurai. Antipaladins are changed to be allowed to be LE and NE, and in fact have to be according to the rules, guns have not yet been invented, and this is not an eastern setting (and Talingarde is too far from any eastern continent). I also allow Dreamscarred Press's Psionics material.
Divine spellcasters are recommended to worship Asmodeus. If you would really like to worship any other deities, let me know, but it's not the best idea.
Skills: You gain 2 bonus skill points each level.
Posting Frequency: Preferably once a day.
Experience: Level 2. (People in the actual group who are confused about this, you’ll be leveling up soon) You get two traits, one a standard pathfinder trait (though nothing setting-specific) and one from the crime list below.
Your Experience: If you have previously read, played, or DMed a version of this game, I would prefer you tell me ahead of time and not abuse your knowledge. If I feel someone is reading the book or otherwise metagaming, I'll start to change things up. Doors will go other places, creatures will be altered, etc.
Equipment: You have about 200 gp worth of equipment. (People currently in the group, you’ll be getting that soon)
Hero Points: They still exist, though perhaps a better name would be villain points. They'll be given for things like interesting or unique acts of villainy, good role-playing, the favor of Asmodeus, etc.
Me and My Campaign
Posting Frequency: I will also try to post twice a day, though as mentioned before that may be reduced to once. If I really have to miss a few days, I will let everyone know.
Talingarde and Mitra: The Kingdom of Talinguarde is the most prosperous, peaceful, lawful and beautiful nation in the world. It exemplifies law and good like no other country does, and it is because of one deity- Mitra. The triune god of good, justice, and the sun, he despises the worship of all other deities, particularly the lord Asmodeus. In centuries past many deities were worshiped in Talingarde, but now it is only Mitra.
Asmodeus: In olden times the people of Talingarde worshiped many gods, and especially Lord Asmodeus, the King of Hell, Prince of Darkness, called only “The Fallen” by the faithful of Mitra. His worshipers have been slain many times, priests and acolytes burned on the fire with their unholy texts and artifacts. Are there any worshipers of this god left in the kingdom of Talingarde that can avenge their god and return him to prominence in the land?
Rest of Campaign World: Talingarde is a bit of an isolationist nation, so little is known about other countries except for perhaps their names or the fact that they exist. The plane layout is not the same as standard, and it involves "celestial spheres". Other gods aren't well known.
And here's the list of criminal traits, pick one from the list. If your crime doesn't precisely fit, pick one close to it. For example, if you tortured someone, think of the steps you took. Did you kidnap them first? Did they die from their wounds?
I have edited these to fit the changed background, but I am not perfect and some elements of the original background may have slipped through.
Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You would have been punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll.
Attempted Murder
You tried to kill someone and botched the job. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshiping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Consorting with the Dark Powers
(Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration
You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. This was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
Desertion
You have deserted from the Talirean military and been recaptured. This was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness, cowardice or neglect must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.
Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves
Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. This was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. This was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud
You tried to bilk someone out of their cash. This was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked, too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits
Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you
was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.
High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To attract the attention of the Cardinal, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.
High Treason
You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.
Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued, you would be guilty of murder instead). To attract the Cardinal's attention, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder
You have killed without just cause and been condemned for it. To attract the attention of the Cardinal, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate.
The selected skill receives a +2 trait bonus and is always a class skill for you.
Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
If I have enough responses, I will be closing Recruitment at 8PM EST on Monday, and hope to have a decision shortly after then. I will also make comments tomorrow and early Monday, but not tonight because I will be away from my computer.
Oh, and if anyone whose currently in the group but who hasn't posted in a while would like to jump back in, just let me know.
| Browman |
I have been trying to find a way of the wicked campaign for a while. What classes do you currently have?
Thinking half orc Inquisitor.
Focus Wis
Foible Cha
Str 1d10 + 7 ⇒ (6) + 7 = 13
Dex 1d10 + 7 ⇒ (6) + 7 = 13
Con 1d10 + 7 ⇒ (2) + 7 = 9
Int 1d10 + 7 ⇒ (1) + 7 = 8
edit, would you allow some kind of reroll, those numbers are rather sad
| Lloyd Jackson |
Focus: Wis
Foible: Str
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (7) + 7 = 14
Int 1d10 + 7 ⇒ (5) + 7 = 12
Cha 1d10 + 7 ⇒ (5) + 7 = 12
I present Reynold, Tiefling(Hellspawn) Cleric(Fiendish Vessel) of Dispator. Here to serve as spiritual adviser to the Nessian Knot. Specializing in healing and general support. Glory to The First and Lord of the Second.
Feat: Extra Channeling.
Skills: Diplomacy, Sense Motive, Perception.
Crime Trait: Blasphemy.
I can also do a nice Summoner(Master Summoner) or Sorcerer(Infernal) if people want more bang. I promise to use the summoner responsibly.
| Mezegis |
Holy heck, crazy rolling O.o
Since I'm liking the mercenary sniper monk concept, here's a bit more fleshing out for him
Human monk
Feat:
1st level: Toughness
Human: Dodge
Monk bonus 1: Point Blank Shot
Monk bonus 2: Precise shot
Traits: Reactionary and Attempted Murder
Skills, with the 2 bonus ones, is 10 per level
Acrobatics
Climb
Escape Artist
Intimidate
Knowledge Religion
Perception
Profession: Mercenary
Sense Motive
Stealth
Swim
Money would basically go to composite longbow
| Lamora Drach |
Can't say I'm a huge fan of d10+7 for stats but I'll give it a shot. Character is basically your typical necromancer type of wizard. I thought it'd make more sense if she's already allied with the group your PCs are headed to visit so there's more motivation to work together.
Focus: Intelligence
Foible: Strength
Dexterity: 1d10 + 7 ⇒ (1) + 7 = 8
Constitution: 1d10 + 7 ⇒ (7) + 7 = 14
Wisdom: 1d10 + 7 ⇒ (10) + 7 = 17
Charisma: 1d10 + 7 ⇒ (7) + 7 = 14
Well, could be worse. Being on the front line and touch attacks are out of the question though. =P
Fluffy bits are already finished and in the alias, I'll work on putting everything else together soon.
| Big OM |
Focus: Strength
Fobi: Charisma
Dexterity: 1d10 + 7 ⇒ (3) + 7 = 10
Constitution: 1d10 + 7 ⇒ (4) + 7 = 11
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15
Wisdom: 1d10 + 7 ⇒ (7) + 7 = 14
I am going to turn this into a figther properly some sword and board type, somewhat funny stats to do so. I'll get back to you.
Are you allowing the alternative racial abilities?
| cosmiy |
Alright, I am back from visiting my father, and will attempt to answer questions. I'll try and check over this thread a few more times today, and answer any other questions.
First off, for anyone who isn't pleased with their rolls, I allow one free-reroll, but you have to take it, even if it's worse.
We currently have a Barbarian (Human, Female) and an Anti-Paladin (Dhampir, Male) in the party.
I think some healing would be needed (Way of the Wicked can get pretty brutal). Someone who can also do the whole lock-picking trap disarming thing would also be useful. In the campaign, there's a lot of times that social or infiltration skills can be useful.
In terms of personality, any character that would be willing to support and be one of the main people in an evil revolution would work. As I've said before, backstory and personality are really one of my key things I look at when deciding who I choose.
Alternate Racial Abilities are fine.
| Blinded By Science |
I am thinking that an Aegis won't be of much good to the group. I think a Cryptic or a Vitalist would be better, but which do you feel is more of a priority?
Both sound like a lot of fun to play, so its really between Rogue stuff and good healing
Edit: I am just going to play what sounds like the most fun to me, which is Vitalist(Soulthief), its stylistically great for an evil healer. Cryptic is also awesome, but a group with two healers isn't necessarily a bad thing, a group with two trapfinders might be underutilizing their resources.
Force: Wisdom
Foible: Strength
DEX: 1d10 + 7 ⇒ (5) + 7 = 12
CON: 1d10 + 7 ⇒ (8) + 7 = 15
INT: 1d10 + 7 ⇒ (2) + 7 = 9
CHA: 1d10 + 7 ⇒ (1) + 7 = 8
I am updating Kaythor and keeping that alias.
lantzkev
|
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (3) + 7 = 10
I've been wanting to do one of these for a bit, I had two profiles made at one point, one for a gestalt version and another for a martial artist.
I personally really like both backgrounds I have for em.
I'm thinking of either going with the anti-paladin or martial artist.
If anti paladin focus is in strength, foible in int
str - 18
dex - 10
con - 17
int - 8
wis - 14
cha - 10
As much as I want to do the Martial artist, the anti-paladin makes the most sense with these stats.
Actually! going to make him a barbarian fighter using Carlos's Background and his smoldering rage for the world.
| Arazni |
Dex 1d10 + 7 ⇒ (3) + 7 = 10
Con 1d10 + 7 ⇒ (5) + 7 = 12
Wis 1d10 + 7 ⇒ (9) + 7 = 16
Cha 1d10 + 7 ⇒ (8) + 7 = 15
Ifrit LE Kineticist 1/Fire Elemental Wizard 1 (If you allow multiclassing psionic and spell-casting classes.)
Int 18
Str 8
Str 8
Dex 10
Con 12
Int 18
Wis 16
Cha 15
Experience: I am currently playing this game on another PBP thread, but we have not yet escaped from Branderscar prison. I am fully aware that DMs change the stories from as written often, and I'm already sure that my other DM has done so.
| cosmiy |
ShadowyFox: Witches are fine, I actually really like witches in fact. They're probably one of my favorite Pathfinder classes.
jimibones83: I've been trying to put the code into this post myself, but when I do it it automatically converts to the actual dice. Basically a box of brackets[] with the word "dice" inside of it, the dice in xdy+z form, and then brackets with /dice inside. But a summary of the stuff about text formatting is in the spoiler below the posting stuff that says "How to format your text".
Arazni: Multiclassing psionic and magical classes is okay.
| Lady Adriana Barad |
I would love to run a noble lady who grew up hearing of the glory days of Asmodean rule and longs for the return of her lord. Human Female Alchemist(grenadier). Will be running a decent amount of curatives as infusions. Sedition would be the crime I would choose.
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
Stats will look like
Str 8
Dex 8
Con 8
Int 20
Wis 11
Cha 17
| Viluki |
Focus strength
foible cha
dex1d10 + 7 ⇒ (4) + 7 = 11
con1d10 + 7 ⇒ (9) + 7 = 16
int1d10 + 7 ⇒ (8) + 7 = 15
wis1d10 + 7 ⇒ (9) + 7 = 16
ok going Psychic Warrior
Psychic Warrior, Gladiator
hp 11+1d8 + 3 ⇒ (1) + 3 = 4, ac 15, Initiative 0+, fort 7+, reflex 0+, will 3+
str 20 (18+2)
dex 11
con 16
int 15
wis 16
cha 8
feats Intimidating Prowess, Power Attack, Bull Rush, Improved and Improved Sunder.
skillpoints 6 per lvl, autohypnosis 5+, Intimidate 7+, Bluff 0+, perception 5+, knowledge psionics 4+ and Acrobatics 2+.
powerpoints 5, powers Precognition, Tactical, Expansion and Stomp
traits Bully and Dueling unto Death
equipment Chain shirt (100 gp), Gladius (15 gp), Warhammer (15 gp), Longsword (15 gp) and Shield, light steel (9 gp).
Like many of his proud family, Tazovar was caught by the authorities in a duel with one Gregor Loroth who he had slain just a few minutes before. In the ensueing melee Tazovar demonstrated why House Barca had been feared by so many, the five guards sent after him lay dead on the floor. However more of the honorless scum were on their way to bring him in and send him to Brandenscar. Much to his own disgust he was forced to go into hiding, then the letter came.
It gave him an oppertunety, it stated that he would have the chance to take his revenge upon House Darius if he was willing to take service under the church of Asmodeus. Seeing no other means available to defeat House Darius, Tazovar Barca has followed the letters instructions (gm they are up to you) and he nows wait for a good time to complete them.
as for his alignment I'm not sure yet, as either LE or LN will suit him as a character. He does have a few quirks of course for instance he is very fond of trial by combat and dueling, if given the chance to do either he will not refuse them. He also keeps his word so long as by keeping it he does not damage the cause of House Barca. The other thing to note about Tazovar is that he (so far) no favorite weapon, he's as likely to use him longsword as his warhammer. The gladius is for grabbling and if he ever gets disarmed, and of course the gladius was a favored weapon of ancient roman soildiers and gladiators. Which Tazovar is in many ways based on.
gm your review?
| El'la "Cinders" Scaldrein |
Here is El'la. (Pronounced Ihl-La) Most people call her Cinders since its easier to say.
Does the fire resistance from Ifrit and Fire Elementalist stack? I couldn't find the rules for that.
She's taken arsonist as her campaign trait. Are we allowed any further traditional traits?
How do we determine hitpoints?
I'll get a background up for her later tonight after work.
She has a lizard as a familiar, will update familiar stats if accepted (or at DM's request).
| Lloyd Jackson |
Reynold's life is not his own. His purpose is to act as adviser, and if necessary, commissar, keeping the chosen focused on their goal: The ruin of house Darius and the restoration of the Prince of Law as supreme god of the realm.
The Archfiend is patient beyond measure and his schemes last for centuries. One of Reynold's ancestors was given a potion and told to bury a Asmodean text beneath hearthstones. Do this, and her barrenness would be cured. And so it was, but the line thereafter was forever tainted. A lurking darkness that sat dormant until called upon.
When Reynold was born, the darkness was made manifest. The birth was hard and when born the child did not cry. Ill omens.
A somber youth, Reynold showed a keen interest in religion and the peculiarities of the written word. Apprenticed to a scribe, Reynold excelled and found favor with his master, accepting all tasks with equanimity and performing them with exactness. Among his peers he become a mediator, able to discern the truth and create a compromise that all found acceptable.
Then, the green-eyed woman appeared and said, It is time. Reynold returned to his parents' home, and took the pack that was always kept ready, My Lord has need of me. I will return when circumstances permit.
If you have a healing, I can do a stealthy sort to handle traps. Rogue with intention of going into Assassin. Crime would be murder. Likes to stab people in the back and poison them. Reason for joining up, there'll never be a better chance to kill lots of people.
Focus: Dex, could be STR though.
Fioble: Cha
STR1d10 + 7 ⇒ (2) + 7 = 9
CON1d10 + 7 ⇒ (8) + 7 = 15
INT1d10 + 7 ⇒ (10) + 7 = 17
WIS1d10 + 7 ⇒ (5) + 7 = 12
Reroll 1d10 + 7 ⇒ (3) + 7 = 10
| Artorius Pavo |
I would like to apply with this character. He was in another Way of the Wicked campaign that only just barely made it out of the first cell. That way of the wicked substituted Asmodeus for Ugathoa, but I'd easily switch the two. I also used the foible and focus method, but will reroll if needed.
Let me know what you think - if choosen I will adjust to second level.
| cosmiy |
Hit Points: Maximum for first level, roll for all other levels.
Tazovar seems interesting. The anti-paladin in the group was a member of House Darius, and there's potential for a lot of interesting interactions there.
El'la: I think they stack.
Everyone gets one campaign trait, one traditional trait, and there's opportunities to get more traits later.
Malfeas: Keep the stats unless you'd really like to reroll.
Skarf
|
Focus Cha, Fobile Str
Str 8
Dex: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 1d10 + 7 ⇒ (6) + 7 = 13
Int: 1d10 + 7 ⇒ (5) + 7 = 12
Wis: 1d10 + 7 ⇒ (6) + 7 = 13
Cha 18
With Racial Bonus
Str 10
Dex 9
Con 13
Int 10
Wis 13
Cha 20
Working on Tattooed Infernal Sorcerer
PS I don't really know anything on Way of the Wicked Campaigns, is there some background info i can read on them. I will read the thread and see what i can get from that.