At a glance, I'm approving Bararossa's version of the choker. I didn't think as much of the actual merits of the bonuses, just the fact that their were bonuses. My bad.
Braindead, your DR is a bit too overpowered. Immunities I'll pass, but not DR. For higher tier devilry, it'll have to be homebrewed to not be insanely overpowered.
I think the tiefling is so weak because it's a race that's actually human (or half-human), so there's not much to change.
Actually, I took out abilities that I wanted the tiefling to have because I didn't want to seem like I was overpowering my character. Looking at the other stuff, what I wanted to have in doesn't seem that unbalancing, but I won't add it unless everyone else is fine with it.
Tiefling -- Slightly Overpowered Version
* +2 Intelligence, –2 Charisma.
* Medium size.
* A tiefling’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Special Qualities: Resistance to fire 5.
* Racial Abilities: Shadowstep -- A tiefling can step through a shadow and exit another shadow up to 5 feet per class level away. He can do this once more per day at levels 1, 4, 8, 12, 16, and 20.
* Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: A tiefling gains feats according to its class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
* Favored Class: Rogue.
If everyone is ok with it, I'll use this version instead of the original version. Shadowstep is an ability tieflings have in 4e, but I liked the idea of it. Plus it fits with their favored class.
As for info on the campaign...
Though the world itself is dangerous, the more powerful of the city-states throughout the countryside are at peace. Though smaller factions wage war, few wars are on a great enough scale to affect the caravan routes criss-crossing the land. All of the cities marked at the edge of the oceans are thriving due to trade. The dwarven mountainhomes (the city's embedded in the sides of the mountains) are powerful militarily and have great wealth, though they rarely send caravans to other cities. The cities to the south-east of the map are far poorer, surrounded by infertile deserts and few oasis'. They're unmarked because of their small size, but there are cities there; not just small towns and villages. The plains in the center of the map are rural areas and untamed wilderness. Bandits infest the land there, and caravans through that area are heavily armed. Even so, small pockets of civilization dot the landscape. The city in the center of the map is the most populous city, with nearly all major caravan routes from the east to the west passing through it. Any area you choose will have smaller villages thrown in for flavor.
As for the group's background... I have no idea. Maybe we were working for a fiend or something. Maybe we were all in a dungeon. I dunno.
EDIT: Oh, yeah. For the puppeteer, use the basic stats for the worm, roll for your thrall's stats. You'll pretty much only interact with stuff through your lackey, right?
DOUBLE EDIT: Also, vote for a location. If you've already voted, please repost. And if I've approved of someone's character sheet, could you please remind me who I approved of? I seem to have forgotten.
TRIPLE EDIT: And please hurry with voting. I have a town to draw in Maptool, but I can't do that until the town has been chosen.
QUADRUPLE EDIT: Actually, could everyone who's character sheet I'm
going to approve repost it as well? Thanks.