
KingHotTrash |

@vegecannibal - Here is a link to the Way of the Wicked player's guide if you need it. Your crime is essentially your campaign trait for this campaign.

vegecannibal |

Jing the Evil GM wrote:There appears to be no crime in your build. You will need to drop one of your three current traits and choose a Crime trait from the Campaign as well as tie in your backstory to the crime you committed against the people of Talingarde.Ah, I didn't realize Crime was a specific type of Trait, that's why i picked Pillager, seemed criminal. I'll swap it out once I find one to tie into the backstory.
Exchange Pillager for Desecration.
Backstory Tie-In:
The worshiper of Asmodeus who had given Sabade a ride told him to travel to Talingarde if he wished to serve, and that what he would be dealing would be revealed once he was there. This seemed unnecessarily cryptic and possibly deceitful, but from what the man had said, this was the way of Asmodeus. Their paths diverged eventually, but Sabade carried on to Talingarde, and when he arrived a robed man with an obvious air of superiorty greeted him, by calling him a savage. "Dear child, let me show you the ways out of your savagery with Mitra! Come to the temple, let me share the faith!" Sabade agreed, not because he was interested, but because he wanted to show him what a savage he really was. When they arrived he was ushered to sit and listen to a sermon, instead, Sabade guided Yuo to the shrine and bowed. The man was pleased immensely, until Yuo's mouth dripped acid, and she bit into the most fragile/elegant piece of the shrine. The man stood in shock and disbelief, then shouted "YOU HEATHENS, DESECRATING THE SHRINE IN SUCH A MANNER, YOU WILL P-" The mans speech was cut short when Sabade conjured a ball of mud and threw it at his face, he was blinded, and had swallowed a good deal of it to boot. Sabade punched him in the stomach, then slowly walked out, as he crossed the threshold of the temple, gaurds surrounded him, weapons drawn. Severely outnumbered, Sabade submitted to capture, hoping to keep Yuo safe.

vegecannibal |

I noticed a mistake in my earlier Crunch:
AC: 18
Fortitude: +5
Reflex: +7
Will: +2
BAB: +1
Melee: +1(+5 w/ Weapon Finesse Weapons)
Ranged: +5
CMB: +1
Spells Per Day: 4
Spells: Summon Nature’s Ally I, Acid Maw, Mudball
Also, Crunch for my animal companion, Yuo:
Ape
STARTING STATISTICS
Size Medium;
Speed 30 ft., climb 30 ft.;
AC +1 natural armor;
Attack bite (1d4), 2 claws (1d4);
Ability Scores: Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7;
Special Qualities: low-light vision, scent.
HP: 18 (3HD)
AC: 14
BAB: +2
Fortitude: +3
Reflex: +6
Will: +2
Skills: Climb 1(+5), Survial 1(+5), Escape Artist 1(+7)
Feats: Outflank (Combat, Teamwork), Power Attack (Combat), Throw Anything(Combat)
Link (Ex)
A druid (hunter) can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid (hunter) may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Tricks Known:
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Break Out (DC 20): On command, the animal attempts to break or gnaw through bars or bindings restricting it, its handler, or a person indicated by the handler. If the animal cannot break the restraints by itself, its attempts grant the restricted creature a +4 circumstance bonus on Escape Artist checks. Furthermore, the animal can take certain basic actions such as lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal‘s ability.
Demolish (DC 15): The companion can be commanded to attack and damage objects and structures. A companion must know the attack trick before it can be taught the demolish trick, and the companion must be trained to attack creatures of all types. The companion’s handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable).
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Flank (DC 20): You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.
Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. an animal with this trick can attempt Survival checks (or Wisdom checks, if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). an animal with this trick can use the aid another action to grant a bonus on its handlers Survival checks for these purposes.
Maneuver (DC 20)(Bull Rush): The animal is trained to use a specific combat maneuver on command, even when it naturally wouldn’t do so (animals typically use combat maneuvers only when using a monster ability to make a free combat maneuver, since otherwise it would provoke an attack of opportunity). an animal must know the attack trick before it can be taught the maneuver trick, and it performs maneuvers only against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.
4TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Jing the Evil GM |

Ladies and Gents, I unfortunately have another opening.
I made a new recruitment page to try and consolidate the listings for both potential players. Your chances of being picked are the same.
Please for my benefit post your Character Crunch and Backstory in the new recruitment page.
I apologize how this looks and for the extra effort you may have to put out on your part.