Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

First fight.


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GM Wolf wrote:

Hymn

Looking good for the first run through!

Song of (Air, Fire, Water, Earth): Hymn gains the ability to channel elements while using a preform ability. It acts like a Clerics Channel ability but with variant channeling of those different types of damage. (1d6 damage per 2 level/HD) Channeling = to the number of his Charisma modifier.
So you can do any of the four songs a total of five times in a day. Doing 3d6 damage.

Hymn you may add another chapter after being freed being with the skyships and enjoying the freedom of the air. Following Keeya on her path, also hoping that eventually they will be able to return to your original home. Or something along those lines.

Bracers of armor does not stack with armor, but it can have other armor properties.

I am going to ask and maybe you can explain, why do you have 95 ranks?

Please explain why you would still be on your 'Mythic Path?' It seems that would be for your efritee master.

Sounds great!

I'll switch bracers for a amulet of natural armor +1,(Some how i forgot they didn't stack)

As for the ranks: it's 9x(8+3) so it's 99. I was waiting for lang. to be taken to add a few to my character for story purposes.
Racial Skills: A janni’s outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot.(http://www.d20srd.org/srd/monsters/genie.htm#janni)

As for my Mythic Path, it's actually from the artifact "Bottle of Amon". Sulesh just wanted him to remove Hymn's memories to make him a puppet. Amon gave Hymn the extra powers to help him release Amon from Sulesh's grasp. "When Sulesh commanded taking Hymns memories away, Amon did so but installed some extra powers into him. The artifact hoped
that Hymn would one day be the one to remove Sulesh from control."

@Keeya Since our story is intersecting "Hymn you may add another chapter after being freed being with the skyships and enjoying the freedom of the air. Following Keeya on her path, also hoping that eventually they will be able to return to your original home. Or something along those lines." Hymn ends up being a foe at first, then chased away. Upon his release he is a grateful friend. Maybe demons allied with Sulesh(Evil Efreet)? Let me know we can always discuss through pm.(Hymn's over all agenda is to pay you back for his freedom and return home to set people free of Sulesh's grasp.)


Keeya, I'll read through it and see how I can work Serra in while I'm extending her background.


List of languages so far.:

Language Name - Racial (If any) - Alphabet - Creator(Player) - {Anything special}
Angelic - Lawful Good Outsider - Celestial - GM Wolf
Infernal - Lawful Evil Outsider - Infernal - GM Wolf
basic Abyssal - Chaotic Evil Outsider - GM Wolf - {Highest fluency is Novice}
basic Celestial - Chaotic Good Outsider - GM Wolf - {Highest fluency is Novice}
Common (Temperament Regional: Desert, Rainforest, Mountains, Kingdom, Queendom, Empire) –
Native Qadiran, Osirioni, Andoran, Varisian, Shoanti, Taldoran, Chelish
Humans - Hierarch - GM Wolf - {Highest fluency is Novice}
The Pride - Halfling - Hierarch - GM Wolf
basic Elven - Elf - Elven - GM Wolf - {Highest fluency is Novice}
Dwarven - Dwarf, hobgoblins - Dwarf
Draddle (Temperament Regional) - Goblins, hobgoblins, bugbears - Dwarven - GM Wolf - {Highest fluency is Novice}
crude - Monstrous Humanoid Races - Giant or Dwarven - GM Wolf - {Highest fluency is Basic}
Giant - Giant - Giant - GM Wolf
Laugh - Gnoll - none only spoken - GM Wolf
Draconic - Dragons, kobolds, troglodytes, lizardfolk - Runic - GM Wolf
Elemental languages
Basic Ignan ("Tongue of Fire") - Fire-based creatures -
Basic Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures -
Basic Aquan ("Tongue of the Sea") - Aquatic and water-based creatures -
Basic Terran ("Tongue of Earth") - Earth-based creatures -


Hymn I think you may have made a mistake 9x(8+int) for skill ranks,
we are all level 5. Janni is CR4 [that eats 4 levels] then one left for Bard Level 1, making 5 levels not 9. I think it should be 5(8+int) = 55ranks.

Janni CR4/Bard L1 /Mythic T1
:)

Monsters as PCs link here may help


http://www.d20srd.org/srd/monsters/genie.htm#janni
Is the link I'm using. The level adjustment is +5. Atm I am not even a Bard yet. I just put Bard because that is the direction I will be taking the charcter and what my next class level will be.
(Forgot to add mythic stuff in even though I picked out a path,)Thanks for reminding me!


Wrong reference Hymn, this is the pathfinder Janni:

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/janni

It's CR4 so you'd have 1 bard level, and it's skill points would be 6 + int per HD, as with bard. The skill points have to be adjusted since in 3.5 you got additional skill points at first level, which you don't in pathfinder. So in your case you'd have:

(6 janni HD + 1 bard HD) * (6 + 3) = 7*9 = 63 skill points

Looks like most of the other things are the same.


Edit -Ninja-ed

Yep the Janni was remade to fit the pathfinder system.

(6 janni HD + 1 bard HD) * (6 + 3) = 7*9 = 63 skill points ??

should that not be

Janni 4CRx(2+3Int) + 1Bard levelx(6+3Int) +levels 5 if added in place of HP= 20+9+5=34

2+int is Monster base and NPC base for skills.
I think 2 is low if you had an NPC class like Warrior or Adept you get 2+int a level but Expert gets 6+int, I would back story in you where trained and as for the 6+int, for a Jinna Bard I think high skills is a must.

Then its just

5x(6+3) +5 from levels in place of 5HP = 40 Skill ranks to spend.


Hymn wrote:
@Keeya Since our story is intersecting "Hymn you may add another chapter after being freed being with the skyships and enjoying the freedom of the air. Following Keeya on her path, also hoping that eventually they will be able to return to your original home. Or something along those lines." Hymn ends up being a foe at first, then chased away. Upon his release he is a grateful friend. Maybe demons allied with Sulesh(Evil Efreet)? Let me know we can always discuss through pm.(Hymn's over all agenda is to pay you back for his freedom and return home to set people free of Sulesh's grasp.)

Sounds good to me, how about being in the Half Demons army, as a slave, being freed and then joining the fight to stop him.


Capt. Wombat: The Skills are actually based on HD and not CR. While a Janni is CR4, it's actually 6 HD, so a Janni/Bard 1 has 7 HD oddly enough, instead of 5.


Backstory Part 1:
Flame Demonspawn knew that he was different from the other children at the temple from a young age. It may have been the looks that the priests gave him every day, ranging from evaluating to venomous. It may have been the strange names he was called, or the fact that he was always confined to the temple grounds. Then again, it might have been the forked tail and the fact that he was both unusually hot to the touch and had no reflection. As you might have guessed, Flame Demonspawn was a Tiefling.

Flame was raised in the temple of Sarenrae in the Osirioni capital of Sothis. There he was taught from a young age the tenets of his religion and trained in the use of the scimitar. As he matured, Flame became one of the most promising young swordsmen at the temple.

Soon it was time for Flame's swordsmanship to be put to the test. The knights at the temple had captured some cultists of Rovagug. The cultists were all offered the chance to repent for their crimes of human sacrifice and other evils. Most chose to repent and be sent to the local prison. However, a few were defiant. Flame was called upon to grant the swift execution of one such criminal. Flame beheaded the evil man in one stroke with his scimitar and was officially a knight of the church.

With his knighthood came a disturbing revelation. Flame had been born to human worshipers of Rovagug who had somehow promised his soul to the lower planes before his birth. The day he was born, the knights of the temple had raided the cultists' secret shrine and killed Flame's parents. Flame had been taken in by the temple, but watched closely and with much distrust because of his origins. Even more disturbing, the man who Flame had just executed had been his older brother.

Flame prayed to Sarenrae for the chance to return his soul from the clutches of the Abyss. The next night he dreamed that he was watching himself in battle against a hoard of demons with an insignia on his shield which he had never seen before. He dreamed of building a great city in the middle of the demon hoards and of raising a huge temple of Sarenrae in the middle of the city.

The next day, he told the head priest of his dreams. The head priest told him to go out into the world and search for the insignia from his dream. He called in a favor and booked Flame on the Swift Family Sky-Ship bound for Absalom. The priest told flame that if anybody knew about the insignia from his dream, it would be the Pathfinder Society. After 20 years in the temple, Flame was finally out to see the world.

Backstory Part 2:
The journey was pretty uneventful. The people on the airship were a lot friendlier toward Flame than the people at the temple had been, but they all treated him like a child. Sure, Flame was shorter than most of them, but he was also used to being considered an adult by the humans at the temple. Being a little bit shy though, Flame never once complained.

About half way through the journey, the captain's wife gave birth to a daughter. When Flame came to pay his respects to this Keeya, he felt a strange sense of deja vu. He quickly shook it off and went about his business.

A few days later, Flame arrived in Absalom. He bid thanks to the captain and crew, and then sought out the Grand Lodge of the Pathfinder Society. However, he was to be disappointed. The venture-captain in charge there did not recognize the insignia from Flame's dream. When Flame asked if he could join the society to have the chance to look for the insignia, the venture-captain laughed at him and asked him his age. Flame honestly replied that he was 20 years old. The venture-captain informed Flame that tieflings did not reach adulthood until they were at least 60 and that until then, Flame ought to put aside his dreams of adventure. Flame angrily turned and walked out.

Flame wandered the streets of Absalom blindly until he found himself in front of a large church. On the streets outside, he heard a preacher preaching in Kellish from the Birth of Light and Truth. He took that as a sign and entered the Temple of the Shining Star. There he knealt in front of the altar and prayed to his goddess. When he finished praying, one of the priests approached him.

Flame asked the priest if he could stay at the temple and help out, mentioning that he was officially a knight in the church in Sothis. The priest agreed, writing a letter to Sothis to verify the story and set Flame to the task of cleaning the altars. When the return letter came, stating that Flame was a prodigy of swordsmanship, the priests decided to test Flame's skill with the scimitar. After Flame was able to go toe to toe with most of the knights in the temple, Flame was squired to the head knight and given the additional job of helping him train upcoming paladins.

Over the next forty years, Flame grew slowly, as did his skill with the blade. Church leaders came and went, and Flame made friends with many students. One such student was Ollysta Zadrian, a young and zealous human woman. He taught her how to wield the scimitar, before she joined the Pathfinder Society, hoping to spread the faith through the world. They continued to swap stories whenever she returned to Absalom. Eventually, Ollysta grew disillusioned with the politics and infighting within the Pathfinders and retired from their organization. She returned to the Temple of the Shining Star and founded the Silver Crusade to help use the Pathfinder Society to do good things in the world.

Flame was one of the first people to join the Silver Crusade when he turned 60. He quickly rose through the ranks, helping those in need and smiting evildoers. However, eventually his adventures went terribly wrong. Flame had been sent out to lead a group of knights to slay a tribe of ogres that had sacked an Andoran village. His group was ambushed by the ogre tribe on their way there. The leader of the ogres, a nasty hill giant, threw a boulder at the group. Flame reacted in time to push a fellow knight out of the way of the boulder, but the boulder instead landed on Flame's right leg, completely shattering the bone. The knights tried to lift the rock, but Flame ordered them to complete their mission and kill the giant and the ogres first. For his selfless act, Sarenrae granted Flame the ability to enter the form of a holy fire. Flame flew through the rock. Flame flew through his cohorts, healing them and bolstering their spirits, and Flame flew trough the ogres, burning them. He called down a storm of purifying flame that burned the ogres to ashes while healing his knights. The ambush turned into a complete rout.

Exhausted, Flame slept for three days while his spirit left his body. During the first day, he looked down on his body and knew that his leg would never fully recover. However, he also knew that he would gain great powers to make up for it. During the second day, a golden-haired dog appeared and led him to a city in Nirvana named High Ninshabur where there was eternal sunlight. The dog told Flame that he would be a living champion of Sarenrae and in Flame's hands appeared Mystmorning, an intelligent scimitar, inlaid with rose gold markings and set with two grey gems on the pommel.

On the thrid day, Flame was guided by the dog to a far away city named New Actuss. There he was shown a vast demon hoard massing to besiege the city. Flame knew he needed to help relieve the siege. When he awoke, his scimitar was replaced with Mystmorning, and Flame knew what he had to do. He led his men back to Absalom as fast as they could get there. Then he brought his visions to the attention of his friend, Ollysta. Ollysta quickly called in a few favors from her contacts within the Pathfinder Society and organized a group called the Army of Hope. This army set sail from Absalom, through the Inner Sea, up the Sellen River in Taldor. From there, they joined with the Taldan army and marched to the World's End Mountains to relieve New Actuss.

Many demons fell to Flame's sword on that day. Many more fled back to the hills and mountains. New Actuss was saved.


For Xentik:

my thinking is this

Xentik wrote:
Capt. Wombat: The Skills are actually based on HD and not CR. While a Janni is CR4, it's actually 6 HD, so a Janni/Bard 1 has 7 HD oddly enough, instead of 5.

Im taking this as the starting point so that Hymn can level the same as us, or he will be dropping levels later on.

From Monsters as PCs

For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.

But cutting back his HD to match CR, Hymn can than level the same as us.
I know its not perfect but it dos mean he's on the same level and can level the same. The down side is the lass of things linked to HD like skills.

So as a PC the starting point could be for Janni PC with bard
some thing like this build that can level the same as us.

Janni CR4 PC starting point:

NG Medium outsider (native)

Senses darkvision 60 ft.

DEFENSE

HD 1d10 level [10+10+2d10 + con mods x 4 for game]

Race Traits
natural Armour +1
Resist fire 10
Speed 30'
Fly 20' (perfect)
Can fly in light and chainmail Armor with out Penalty to fly skill.
Special Attacks: change size*

Race Proficiency's
Light Weapons
Armor Light and medium
Weapon Marshal Bows
Weapon Marshal swords

Race Spell-Like Abilities (CL is HD)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)

Skills Race class skills
Appraise, Craft (any one—usually weaponsmith), Fly, Perception, Ride, Sense Motive, Spellcraft, Stealth,

Languages Common*, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal);

SQ elemental endurance**

SPECIAL ABILITIES

Telepathy 100 ft.

Change Size (Sp)*

Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex)**

Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

you will get a load of skills, and class stuff as Bard Jann :)


Still working on Serra's background. In the meantime though here's a bit of additional background explaining the origins of her draconic blood.

Darataurax the Burning Tyrant:

Darataurax was once the pride of Apsu. A Gold Dragon so Ancient and Powerful many wondered if he wasn't divine himself. For many aeons Darataurax was a champion of good and order, and many came to revere him in much the same way the Emperyal Lords are worshipped. Darataurax still lived on Golarion, however, and the mortals who worshipped him eventually installed him as their god-king. For a millenium he ruled over the men, defending them and their kingdom from harm. They say familiarity breeds contempt, and this is no less true for a dragon. Ruling over the humans and other races, he began to see them as flawed. He began first to tighten protections for their own good, and as time passed the protections became restraints Instead of flawed he began to percieve them as inferior. Before long he was ruling over slaves he considered disposable and conquering nearby lands to include them within his domain. It was during this set of crusades against the surrounding kingdoms that he earned the title "The Burning Tyrant" from his subjects and foes alike.

Eventually his bretheren came to him to demand he cease his fall into evil. Incensed, Darataurax fell upon the delegation of gold dragons and slew them all. This act caught the eye of Apsu himself, and for it Darataurax was stripped of his ability to use divine magic. This reprimand from his god only further enraged the proud dragon, and in his hubris he decided that the proper course of action was to ascend to divinity himself so that he could depose Apsu for once and for all. In order to ascend he developed a ritual whereby he gathered all of his subjects into one place and sacrificed them to grant him apotheosis. When he completed the ritual, a great pain was felt across the heavens, and gods both good and evil took note of the atrocity.

With his newfound powers he arrived in Apsu's home realm to challenge his former deity. To Darataurax's surprise however, Apsu had already prepared for his arrival. Standing before the dragon, alongside Apsu, were Saranrae and Ragathiel, both prepared to aid him in the battle. Though the fight was long and painful, the three were able to best him eventually and restrain him with spells. The dragon raged against the magic binding him as Apsu began reciting a list of his crimes. When Darataurax only laughed and demanded that Apsu kill him and end it, the great platinum dragon shook his head and replied:

"Your crimes are too great for such mercy. Only when you have attoned for all your sins will you be allowed peace. You shall be reborn in a mortal body and you will watch as they bear your burden and right your wrongs. They will have a portion of your power to call upon in their quest, and when they die they will be freed to rest, but you will pass on to another life and continue your penance. When the myriad of lives you live have worn down the stone that is your heart and you truly repent you will finally have peace. Furthermore, from this day forth you shall be without a name. None shall ever speak of Darataurax again, and even those who carry you through their lives shall never know who you were, only that your deeds were terrible and that justice was meted to you in this fashion."


I'm really cool either way, do we have a link to the character creation for pathfinder version? Closest in my books is Half-Janni.

Haven't done a bonus hp or skill point since Janni isn't really a class, was waiting till I got levels in bard.

I'm fond of either way. Think playing a Jann will be a lot of fun and cause some interesting rp. I dont mind losing the HD or Skills. Honestly d10 is much better than D8. Most of stuff seems about the same. Wont complain about having a starting class either. Seems pretty vague on creation part, either way I'll leave it up to DM. Tried to cobble together what I could with sources I had.

@Keeya Sounds good, we could say the demon and efreet are working together, which will tie in both our stories.


when i put forth an idea, i had totally missed what the deadline was.

as i will not make the deadline, i must bow out.

I hope the game goes well though, it sounds really awesome!


Hymn, cool we will do that for background..

You know you could ask the GM if you could use
CLICK HERE - Races Builder

Race Build point wise.

CR1 is more then 11 race points
CR2 is more then 21
CR3 is more then 31
CR4 is ------41

you get the idea, its also not perfect but..

this is a ball park idea. etc.

See if you can make what your after,

nice write up Xentik :)


Mythic stuff has been added to my character at Hierophant Tier 1, since I came up with a mythic origin in the second part of my backstory.


Flame: Would you be ok with me tying Serra's back story to yours? I'm thinking that she left Kenabres to join the Army of Hope in the defense of New Actuss. There she met Flame, and during the course of the days battle was impressed enough by his bravery and ferocity in battle that she pledged her sword to him. From there she followed in his footsteps, lending her knowledge and eventually proving herself and becoming his lieutenant.


1 person marked this as a favorite.

Ready I think to go GM wolf


Sure. I'm always happy to help out a fellow Paladin or Oracle and could certainly use an assistant as smart and knowledgeable as yourself. I was planning to find the order of the Crimson Knights of the Black Blade at the party in the aftermath of the battle and petition to join them then, but you are welcome to come along.


Ok here's Serra's revised background. I'll adjust her appearance depending upon what GM Wolf decides with regards to getting Dragon Blood.

Background and Appearance:

Appearance

Seeming like a traveller from the celestial realms having just arrived on Golarion, Serra has an unearthly serenity to her. Her short, neatly cropped gold hair frames a pale face that some might describe as angelic. Her eyes betray her unique heritage, her irises taking the form of glowing rings of molten gold. She wears a breastplate of gleaming mithral over a set of scholar's robes trimmed in red and silver, the colors of her lord Ragathiel. On her back are a greatsword and backpack containing the few items she owns.

Personality

Serra is quick to defend others when she sees an injustice, and does not hesitate to call out actions she sees as wrong. In combat she is brash, sometimes bordering on reckless when solo, rushing through combat and singling out the largest foe. When in charge of others her actions are tempered, and she has no small amount of natural leadership ability.

In private Serra varies from quiet and pensive to jovial. Her natural tendencies are light hearted and cheerful, but the visions of her past life haunt her constantly. The great wrongs that she witnesses in them weigh heavily on her, driving her need to defend others and right injustices. She frequently calls out in the night, tormented by those same images, and often has trouble sleeping due to their burden.

She spends a significant amount of time pondering the fate of her brother as well. She considers his disappearance during the battle of Kenabres a personal failure, and has spent years in the aftermath searching for any sign of him.

Story

Serra knows little about who she was born to. She and her twin brother Philip were found and delivered to an orphanage in Kenabres when they were both only two. The siblings grew up along the border of the world wound, watching the Rift Wardens and Knights preparing for their ceaseless struggle against the demonic forces beyond the wardstones. Needless to say that when the two siblings began to display traits of their celestial heritage, the children were turned over to the local order for training as future Crusaders.

Things went well until her teen years. It was then that the dreams started for her. Visions of great fires burning, entire towns laid to waste, people burning to death in the infernos began tormenting her nightly. She also began dreaming of a great dragon, his golden scales dulled and speckled with black marks. Along with the dreams came another gift: Her world was slowly engulfed in a mass of cinders and smoke, perpetually swirling about her. This wall of cinders first started obscuring the sky and closed in until she could see nothing beyond a few dozen feet and bathing everything about her in a dim red glow.

This curse upon her might have driven her mad had she not met a Varisian seer in the order. The old woman told her that she was the reincarnation of an ancient fallen gold dragon who had done many wrongs in the early days of the world wound. She also aided Serra in learning how to control the blood burning within her veins and to put it to use to power magic, as well as how to depart her own body for brief periods. This gift, the ability to travel through the astral plane, maybe be what kept Serra from falling herself. Outside her body her vision is not clouded and though she still cannot see color, viewing the world through that silvery veil comforts her greatly.

Before she could finish training as a paladin, however, Kenabres was attacked and laid to waste. During the turmoil of the initial battle she lost sight of her brother, and ended up having to flee the city without him. She spent a year afterwards doing nothing but trying to track him down, but had no luck at all. In the meantime she vowed vengeance against those who wronged the citizens of Kenabres, and began worshipping Ragathiel, who she was introduced to by the old varisian woman.

In the aftermath of the terrible assault on Kenabres she rose to prominence among the remaining crusaders, not just for her combat abilities, but for her seemingly limitless supply of knowledge with which to battle their foes. She recieved several commendations, including one for single-handedly saving a group of refugees fleeing from a Babau Demon. As things began to stabilize in Kenabres, Serra began searching for other ways to take the fight to the demons: Leading raids into the world wound, hunting cultists, and so on. It was at this point she heard the call for the able bodied to join the Army of Hope in the defense of New Actuss. Having heard the rumors of a great horde of demons massing there, she jumped at the chance to aid the town, joining up at once and leaving Kenabres. It was at the battle of New Actuss that she met the then commander of the army, Flame Demonspawn. While many of celestial heritage would find it difficult to trust a tiefling, Serra's exposure to the crimes committed by the gold dragon in her nightmares gave her a very different view of good and evil. As such, the deeds of the tiefling spoke more to her about his intent than his blood did. Awed by the tiefling's prowess in battle, Serra determined to pledge herself to his service after the battle, certain that following in his footsteps would allow her to continue her crusade against evil.

While Flame was initially skeptical, her earnestness, valor in battle and surprising depth of knowledge made her an invaluable asset. Joining him as his Lieutenant, the y led the Army of Hope in the mop up operations after the battle at New Actuss. The Crimson Knights, who had watched the outcome of the battle closely looking to recruit Flame, also took note of Serra's actions in the battle and with Flame vouching for her skills asked her to come along as well.

Darataurax the Burning Tyrant
Darataurax was once the pride of Apsu. A Gold Dragon so Ancient and Powerful many wondered if he wasn't divine himself. For many aeons Darataurax was a champion of good and order, and many came to revere him in much the same way the Emperyal Lords are worshipped. Darataurax still lived on Golarion, however, and the mortals who worshipped him eventually installed him as their god-king. For a millenium he ruled over the men, defending them and their kingdom from harm. They say familiarity breeds contempt, and this is no less true for a dragon. Ruling over the humans and other races, he began to see them as flawed. He began first to tighten protections for their own good, and as time passed the protections became restraints Instead of flawed he began to percieve them as inferior. Before long he was ruling over slaves he considered disposable and conquering nearby lands to include them within his domain. It was during this set of crusades against the surrounding kingdoms that he earned the title "The Burning Tyrant" from his subjects and foes alike.

Eventually his bretheren came to him to demand he cease his fall into evil. Incensed, Darataurax fell upon the delegation of gold dragons and slew them all. This act caught the eye of Apsu himself, and for it Darataurax was stripped of his ability to use divine magic. This reprimand from his god only further enraged the proud dragon, and in his hubris he decided that the proper course of action was to ascend to divinity himself so that he could depose Apsu for once and for all. In order to ascend he developed a ritual whereby he gathered all of his subjects into one place and sacrificed them to grant him apotheosis. When he completed the ritual, a great pain was felt across the heavens, and gods both good and evil took note of the atrocity.

With his newfound powers he arrived in Apsu's home realm to challenge his former deity. To Darataurax's surprise however, Apsu had already prepared for his arrival. Standing before the dragon, alongside Apsu, were Saranrae and Ragathiel, both prepared to aid him in the battle. Though the fight was long and painful, the three were able to best him eventually and restrain him with spells. The dragon raged against the magic binding him as Apsu began reciting a list of his crimes. When Darataurax only laughed and demanded that Apsu kill him and end it, the great platinum dragon shook his head and replied: "Your crimes are too great for such mercy. Only when you have attoned for all your sins will you be allowed to rest. You will be reborn in a mortal body and you will watch as they bear your burden and right your wrongs. They will have a portion of your power to call upon in their quest, and when they die they will be freed to rest, but you will pass on to another life and continue your penance. When the myriad of lives you live have worn down the stone that is your heart and you truly repent you will finally have peace. Furthermore, from this day forth you shall be without a name. None shall ever speak of Darataurax again, and even those who carry you through their lives shall never know who you were, only that your deeds were terrible and that justice was meted to you in this fashion."


Ok, sorry for the delay. Here is Xenia Fabrenth character sheet. I have also copied the requested information below. I believe that it is complete. Please let me know if there is anything you need. I live in the Eastern time zone, so 3 hours before Washington state.

Appearance:

Xenia prefers bright colored clothing, but is often seen in black or dark colored clothing when the mission so requires. Aboard the Gray Ghost, she usually wears that would make a Varisian blush, but can quickly change to colors designed to conceal her appearance when she is below the water, or boarding an enemy ship.

Xenia's hair is long and brown. Usually it is disorganized and unkempt, but when she takes the time to wash it and comb it, it is long flows to the middle of her back. Normally, she prefers keeping it pulled back with a simple band, or wearing brightly colored hats with long feathers.

Personality:

Xenia is always cheerful when speaking to others and to friends. However, should you reveal that you are a slaver or support such operations - hellos Cheliax, many corrupt Taldan nobles, and many other nations - then her personality quickly shifts to the hardest woman imaginable.

Usually she is hard to anger and responds to even the most obnoxious threats with a laugh and a toss of her hair. But, at the mention of slavery or support therefore, she has a tripwire temper and you are likely to find her rapier at your throat in a matter of seconds, if not faster.

Background:

Xenia stood a the prow of the ship as it lanced through the water toward Absalom harbor. After five years, what did this group wish of her? She had served them well, first as a mate and recently as the chief of the boarding parties that would sweep onboard galleons and other ships expected to contain slaves. For five years, she had helped raid dozens of ships freeing hundreds of slaves. Chelian, Taldoran, pirate, and many others. The ship she rode on flew no colors. Oh, it was supported by powers within Andoran, but to show such colors when raiding the vessels of neighboring lands was tantamount to declaring war.

Her hand dropped down and felt the feel of the cool steel at her side. The long thin blade had served her well since she acquired it on one of the first raids she had helped with. She was sure that the pirate did not miss it, at least not where he ended up. She then threw back her head and shook her long dark hair, letting the sea breeze blow through it. Where am I being sent? What nature will this secret mission be? Will I have to serve on land? Or once more on the water?

As the ship finally approached the dock and the sails were trimmed to slow the vessel, she jumped overboard feeling the soft cushioning as her feed hit, but did not sink into the water. She always enjoyed the surprised looks she received the first time people on docks, and enemy ships, responded when they first saw her walk across the water as though it was solid ground. This all by itself had caused other ships to surrender on more than one occasion with the captain believing that a ship with such magical powers was not something the slaver could defeat.

As she walked across the water to the dock, she though back to how she had come to be here. Her earliest memories were growing up in a small Osirian village. She had been found there as a babe. What had happened to the ship that must have carried her nobody knew and no sign of the ship was ever found. The only indication of her background was her clearly Taldan face and a strange birthmark which appeared to be waves and fish on her right shoulder. The birthmark was so clear that it actually appeared more as a tattoo than a birthmark.

Xenia grew up in the small fishing village, staring out at the sea and wondering what wonders were out there. Her adopted family were occasional worshippers of Besmara and Milani, seeking the protection of the sea and protection for their family in general. By the time Xenia was ten, she was running with the other children of the village and had become a proficient fisherman and quite skilled at sailing the small skiffs which the locals used to fish.

One night shortly after her twelfth birthday, the village was raided. Xenia who had little fighting skills was knocked unconscious and when she awoke, found herself in the hold of a ship. The hold was hot and the stench of unwashed bodies was almost unbearable. For two days she was kept there until on the night of the third day, she and several other prisoners were brought to the main deck. While guards watched, the prisoners were washed, actually it was more that they had water tossed on them. For some reason, despite being unable to see the shore or know where she was, Xenia had an incredible urge to run and leap overboard. And she did just this. As soon as she was in the air, she realized just how foolish this was. However, when she hit the water, it was as though she were a fish. She just knew innately how to swim with a speed she had never known before. Not only this, but she was somehow able to breathe despite being beneath the surface.

She saw several spears flash in the water above her, but the water slowed and deflected them. So, she quickly swam down and waited there for the ship to leave. However, it did not, instead, it turned and swept by several times, apparently attempting to find the young girl. Realizing that this was a good opportunity, Xenia swam up and grabbed the rudder of the ship. She held on with all her strength for two days until the ship finally sailed into a port.

Not wanting to be found, Xenia, with her strange ability to swim and breath water, swam down and climbed ashore a good distance from where the ship had made port. Having not eaten or slept in several days, she was exhausted. So, she found some scraps that had been thrown out behind a tavern and ate them before curling up beneath a deck.

When she awoke, clothing in tatters and looking like she had, well, been dragged through the ocean for several hundred miles, she hesitantly went into the town. It was by far the largest town she had ever seen. Listening to people, she learned that this was a place called Port Peril. A haven for pirates and a place where the slave trade occurred with great regularity.

Fearing for her safety, a young girl with little in skills to protect herself, Xenia made her way to the docks and there, from a hidden position, listened to learn what she could of the ships that came and went from the port. After nearly two weeks, she learned of a ship going to Andoran. Although she knew little of the nation, what she had learned was that it was a good nation and a nation that fought against those who would enslave and harm others.

With great trepidation, Xenia approached the man she thought was the captain of the ship. It turned out to be a young mate. Nonetheless, she asked if the ship would be able to take a young girl back. That she had escaped from a ship, but had no way of returning to her home in Osirian. The mate did not know how to respond, but spoke with his captain. The captain looked at the young girl, and was unwilling to give her free passage half way across the Inner Sea. Instead, he agreed that if she would serve as a galley aid for five years, that he would return her to Osirian for free. Xenia, not really realizing the absurdity of his request, but also being scared, hungry and tired, accepted. So began Xenia’s career about ships.

For five years until just before what she believe would be her eighteenth birthday, Xenia faithfully served on the ship. During this time, she watched and was taught to protect herself using one of the favored blades of the sailor, the rapier. While most of the sailors preferred cutlasses, she found that the lighter rapier was more comfortable in her hand. She also learned to wear armor and wield a tiny shield called a buckler. Although time off from the ship was rare, when the ship on occasion would drop anchor, Xenia attempted to learn more of the strange swimming skills she had developed. She found that she could swim as fast as she could walk. And more, as before, she somehow had the ability to breathe as easily beneath the waves as above.

After five years, Captain Kulgret held to his bargain and followed the coast of Osirian on a trip back to Andoran. When the ship finally got to Xenia’s village, she was appalled at what she saw. The village had been burned and looted. Xenia searched through the wreckage, but most was several years old. She though she found the bodies of her adopted parents, but after so much time, it was difficult other than from some tatters of clothing and a rusty iron necklace with a Besmaran emblem upon it which she recalled her mother wearing.

A little more searching and Xenia found an old man who had always lived about two miles from town tending to a small grove of olive trees he grew there. When Xenia asked him what had happened, the man explained that first the pirates had raided. They had killed many people and taken several slaves, including Xenia. Then about a month later, with their defenses still weakened, a swarm of sahuagin raiders had poured forth from the sea and had slaughtered all who remained. Why they had done this the man did not know. Just that since this time, none had returned to rebuild the small village which continued to rot and decay and before too long would likely be claimed by the elements or the sea.

Hearing this, Xenia swore vengeance upon those who had caused this evil. She swore to free those in slavery and to attack the sahuagin with every chance she could. She returned to the shore and was amazed to see that Captain Kulgret’s ship remained in the harbor, apparently deciding to spend the night there. Xenia asked the Captain to allow her to return to Andoran and, apparently realizing that leaving the young woman in the deserted and destroyed village was not appropriate, the Captain agreed.

In Andoran, Xenia spent two years attempting to join the Andoran Navy. However, with her Osirian accent and lack of Andoran citizenship, she was never allowed to join. Instead, she worked as a guard for merchants in the town and always listened for a chance to join the crew on a ship seeking to right the wrongs of society, a ship whose goal was to end oppression and slavery.

Midway through her twenty-first year, she was sitting in a tavern by the docks of Almas when a man sat down across from her: I understand you want to seek employ on a freeship? A ship hunting slavers?

Xenia was amazed, this was precisely what she desired. She nodded her head and the man smiled. I am Captain Peglarsh. I have a ship that is looking for a few good sailors to sail the seas and right wrongs. If you want to join me, meet me at the dock at dawn tomorrow. If you are late, we will no longer be there.

At dawn the next morning, Xenia stood at the end of the northernmost pier in Almas and waited. Suddenly out of the fog a gray vessel appeared. It sailed to the dock and bumped up against the side. As soon as it did, twenty men carrying crates of supplies came running up the dock. The crates were loaded in a matter of seconds. Then the ship began to slowly pull away from the pier. The Captain suddenly noticed Xenia standing there and waved for her to jump on the ship. She ran and jumped, but the distance was too great. However, as soon as she hit the water, she began to swim with her unnatural skill and grabbed a rope trailing over the side. To say that the crew of the ship was surprised to see her suddenly climb aboard is an understatement.

Xenia was brought to the Captain who smiled: I knew you were special and would make it aboard. Welcome to the Gray Ghost. We are the ship that merchants with less than honorable cargo fears. We fly under no flag, as any who would take away the liberty of others is our target.

Smiling kindly, he continued: Xenia Fabrenth, would you like to join my crew? You will only have once chance and if you decline, well, we will have to leave you somewhere as few ports welcome a freeship such as ours.

Xenia agreed and the rest is history. For five years, she has grown as a woman and a swashbuckler. Not only has her skill fighting with her thin rapier greatly increased, but so have the strange water and swimming related skills. She has found that cold, even when the ship made one trip to the far northern lands of the Linnorm Kings, she hardly felt the cold while most of the other sailors spent most of the time below decks or wrapped in layers of cloaks. She has also developed the ability to actually walk upon the water. This most unusual skill has given the Gray Ghost the unique ability to attack from two sides at once, something which splits the enemy crew and usually makes boarding the slaver far easier.

Thus, it is now with great trepidation that Xenia walks across the water toward the dock. The Captain told her that one of his old mates had sent a missive that the mate wanted his best sailor to assist in a project of great import. The Captain immediately knew that Xenia was the one. While the Captain could not tell her what the project was, the Captain said that this old mate would never make such a request unless it was truly important.
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-->Didn't have a chance to reread and spellcheck this. Hope it reads okay and is not too long.

[spoiler=Quirks/Flaws]
Xenia is usually perhaps too carefree and wishes to see the good in most others. Thus, she tends to be quite trusting of others, to a point that her Captain has worried about her at times. The flip side of this is that when she knows someone is involved in slavery, her temper is paper thin and her blade is just as likely to be doing the talking as she is. Because of what happened to her village and adopted parents, she will rarely give mercy to slavers and has had to be physically restrained from driving her blade into the gut of a slaver, even after he has given up and surrendered.

Mythic Tier - proposed:

Marshall

Elemental/Special Campaign Abilities:

Xenia was somehow touched by the sea, or some power of the sea. The wave and shell birthmark on her shoulder is actually from some power which has imbued her with certain abilities to operate in water with far greater ease than most humans. She has found that she can swim and breathe water. Recently as her skills have increased, she has found that she can walk on water and even cause sharp spikes of ice to burst forth from the ground injuring those in the area and making the area very difficult to move through until the ice melts.

Level 1 - Cast Touch of the Sea 5/day (or gain Swim Speed = land speed)
Level 2 - Cast Water Breathing - 1/day (or ability to breathe water (Aquatic type perhaps))
Level 3 - Resist Cold 5 - increases to 10 @ level 9, 20 @ level 13, Immune @ level 17
Level 4 - Cast Water Walk - 1/day per 4 levels
Level 5 - Cast Ice Spears - 1/day per 4 levels

Plot Hooks:

Possible plot hooks include meeting with the Gray Ghost, or her captain at some point. Also, while Xenia believes that her adopted parents are dead, they might not be.

Two other possible hooks could be learning more of the ship she was taken a slave on who slaughtered many in her village. She does not know the ship or its captain, but if she were to see the bottom of the ship, would likely remember certain markings on it that could allow her to exact her revenge on the ship.

Finally, she does not know who her real parents are, or why she was found floating in the water, or how she got the waves/shells birthmark and her strange water related abilities.


Sooo we have 6 into round 2 GM?

Donovan Dyne
Serra
Flame Demonspawn
Xenia Fabrenth
SkyCaptain Keeya Swift
Hymn


Backstory, description, and personality in place.
I was planning on going into Champion for my mythic path.

Ability Type: Martial Knowledge
1st:
Circumstantial Swordplay: Numerical bonuses from positioning in combat are increased by 1 (Flanking, cover, higher ground)
3rd:
Clever Strike: Stunning fist as a bonus feat, can be used with manufactured weapons as long as Aref has identified the target with a knowledge check, save DC is intelligence based.
5th:
Pursuit of Knowledge: Skill Focus as a bonus feat, target skill can be changed once a day, must be an intelligence-based skill


So I got the idea to put in a spoiler all of the resources that my character has available, that is any part of his person that could be damaged or used up for quick reference. Good idea?

Resources Remaining:
HP 66/66
Non-Lethal Damage 0/66
Str 21/21
Dex 13/13
Con 16/16
Int 12/12
Wis 14/14
Cha 20/20

Mythic
Mythic Power 5/5

Mystmorning
Legendary Item Power 2/2

Class Features
Paladin:
Smite Evil 1/1
Lay on Hands 7/7
Channel Positive Energy 8/8
Oracle:
Life Links Active 0/1

Spells Remaining
Paladin:
Grace 1/1
Hero's Defiance 1/1
Oracle:
1st Level Spells 5/5

Race Abilities
Shatter 1/1

Element Abilities (Purifying Fire)
Purifying Flaming Grasp (as Shocking Grasp) 1/1
Purifying Burning Hands 1/1
Purifying Fire Storm (as Ice Storm) 1/1


GM Wolf??


He'll be back, probably reviewing the applications or doing something else important. Sometimes RL has a habit of getting in the way of timely game posts.


RL does get in the way a lot of the time as most of you know. I have been reviewing the applications.

Flame excellent choice with the list!

Hymn the Janni, keep your stats as we have discussed, your skill points will be reduced to (6+ int modifier ) x 6, no class bonus until 2nd level of a favored class. 6+3)x6=54 skill points.

Round 2: (As the gameplay thread opens up please explain who you are with and how you are getting to the destination, an abandoned tower of rock that is less than a week's journey for any of you.)

Donovan Dyne
Serra
Flame Demonspawn
Xenia Fabrenth
SkyCaptain Keeya Swift
Hymn
Aref al-Arzani

Am I missing anyone?
With the luck of PbP, we will loose 2 of you within a few weeks so let us begin.


Posted in game play


Wolf, I'll get to your questions and post in Gameplay tomorrow. Didn't have any time over the weekend.


Donovan when is your weekend? ;)


Heh, this on stretched a bit farther, though not by choice. Ended up taking an unplanned road trip to help out a family member.

My campaign trait is "Lofty Rhetoric": which is just the Missionary trait with a different name. Here's the specific re-write as requested:

Lofty Rhetoric:
Your devotion to higher ideals helps you inspire your listeners.
You gain a +1 trait bonus on checks using Perform (Orator), and it is always considered a class skill for you.

Wolf Says...:

Abilities - Law sounds fun!

Ability ideas (with the number as placeholders or subject to balance)
Inevitable Domain – Righteous Authority (+20 to Dip checks 3+Cha mod times per day)
Law Domain – Reward and Punishment (Ranged touch Cure or Inflict wounds 3 times per day)
Law Domain - All Those Before Me - Once per day, with the use of a Channel Energy to affect all visible creatures instead of all creatures within a range.
Law Domain - once per week draw Abadar's wrath upon those within sight, if innocent healed, if guilty harmed.
Remind me about this feat later, likely after judging a group individually fairly.
Ability Feat: Balance the Scales - No penalty to channeling with negative energy.

What do you think?


Donovan Replies...:

Looks good to me. I like the idea of making Donovan a balanced channeler, able to use his Channel Divinity power to help and harm in equal measure. In the spirit of that (and if I need to choose only a few of those possibilities), I'd probably go with these abilities as my first choice:

Reward and Punishment - Three times per day, you may cast the Cure or Inflict Wounds spell equivalent to your highest spell level as a ranged touch spell. This is a spell-like-ability.

Balance the Scales - No penalty to channeling with negative energy.

Though if I'm able to take those powers all together, that's great!

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