GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

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Dot and quick question:

Do you also expect players to post once a day during the weekends? I usually do post saturdays and sundays, however some of my weekends are too busy for me to write anything interesting (around once a month.

Some rolls for fun:

4d6 ⇒ (5, 4, 4, 5) = 18 = 14
4d6 ⇒ (1, 3, 5, 4) = 13 = 12
4d6 ⇒ (1, 1, 1, 6) = 9 = 8
4d6 ⇒ (6, 4, 6, 5) = 21 = 17
4d6 ⇒ (4, 5, 3, 6) = 18 = 15
4d6 ⇒ (3, 5, 4, 4) = 16 = 13


TheCelticCircle wrote:

Dot and quick question:

Do you also expect players to post once a day during the weekends? I usually do post saturdays and sundays, however some of my weekends are too busy for me to write anything interesting (around once a month.

I'd prefer players checked in on weekends, but if you know you can't ahead of time, then we can agree to bot you on the weekend.

Dark Archive

Dotting - and rolling - for interest. Can't promise I'll actually get around to submitting anything, as I tend to be obnoxiously slow (or as I prefer to call it, "meticulous") when it comes to character building, but we'll see what happens.

4d6 ⇒ (1, 4, 1, 3) = 9 = 8
4d6 ⇒ (1, 2, 1, 3) = 7 = 6
4d6 ⇒ (2, 5, 1, 5) = 13 = 12
4d6 ⇒ (5, 5, 1, 4) = 15 = 14
4d6 ⇒ (5, 6, 3, 6) = 20 = 17
4d6 ⇒ (6, 3, 1, 4) = 14 = 13

Hmm... If I'm doing my math right, that's exactly a 15-point buy. Need to do some brainstorming to see if I can make that array work, though.


Dot! And also a roll - I'm quite interested in this AP and I think I can make a character that'll work. Let's see...

4d6 ⇒ (5, 6, 6, 1) = 18 = 17 (13 pts)
4d6 ⇒ (5, 4, 3, 3) = 15 = 12 (2 pts)
4d6 ⇒ (2, 1, 4, 3) = 10 = 9 (-1 pt)
4d6 ⇒ (5, 4, 1, 5) = 15 = 14 (5 pts)
4d6 ⇒ (3, 5, 4, 2) = 14 = 12 (2 pts)
4d6 ⇒ (4, 3, 4, 3) = 14 = 11 (1 pt)

________
22-point buy: very doable

We'll see what I can come up with.


4d6 ⇒ (1, 2, 4, 6) = 13 12
4d6 ⇒ (1, 1, 6, 5) = 13 12
4d6 ⇒ (4, 1, 2, 5) = 12 11
4d6 ⇒ (3, 3, 1, 3) = 10 9
4d6 ⇒ (3, 2, 4, 3) = 12 10
4d6 ⇒ (1, 2, 6, 6) = 15 14

4d6 ⇒ (1, 2, 1, 1) = 5 4
4d6 ⇒ (6, 4, 3, 2) = 15 13
4d6 ⇒ (3, 6, 1, 5) = 15 14
4d6 ⇒ (4, 2, 3, 6) = 15 13
4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (2, 6, 5, 4) = 17 15

4d6 ⇒ (6, 5, 6, 5) = 22 17
4d6 ⇒ (3, 6, 5, 2) = 16 14
4d6 ⇒ (6, 2, 4, 1) = 13 12
4d6 ⇒ (2, 6, 1, 4) = 13 12
4d6 ⇒ (3, 6, 4, 6) = 19 16
4d6 ⇒ (3, 3, 4, 3) = 13 10

Rolled an extra if you were going to take pity on the 4 I rolled....


Choant wrote:


Rolled an extra if you were going to take pity on the 4 I rolled....

Hahahaha

Yeah you don't need to keep the array with the 4.

I'm not that cruel.

I guess I should have drawn a line in the sand there.

Attention Everybody: If you roll an array that is a 15-point buy or greater with an ability score of 6 or less you may reroll the array if you so desire.


GM Kiora - is it okay if I make a dhampir character who is at a mostly normal human or half-elf age? Instead of reaching adulthood at 110 years, can I have him already be an adult, and maybe 40 years old?


Sarhashil the Angry

Stat Block:

Sarhashil
Male Brawler (Wild Child) 1
N Medium humanoid (Nagaji)
Init +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +6 1d6+4
Melee Bone armor spikes 1d6+2
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 17/15Fl
Feats Improved Unarmed Strike, Weapon Focus (unarmed)
Traits Bully, Vengeful
Skills Acobatics +4, Climb +2, Craft (tattoo) +4, Handle Animal+5, Intimidate +6, Perception +6, Profession (Gladiator) +4, Swim +2
Languages Common, Draconic
Combat Gear Lamellar Leather Armor (w/ Bone Armor Spikes)
Other Gear Explorer's outfit, Animal Call (Monitor Lizard), Artisan's tools (Craft [Tattoo]), Waterskin x2, Backpack, Rations x10, carnivore's rations x10
--------------------
Special Abilities
--------------------
Low Light Vision
Improved Unarmed Strike
Martial Flexibility 4/day
Resistant +2 to saves vs mind affecting and poison
Serpent's Sense +2 Handle animal against reptiles
Unarmed strike
Improved Unarmed Strike
Vengeful
--------------------
Animal Companion
--------------------
Str 13 Dex 17 Con 12
Int 2 Wis 12 Cha 6
HP (2d8+2) AC 16/15tch/12fl
CMB+1, CMD15/11FL
Grapple +5, Trip +1 (CMD 19)
Bite +3 1d4+1 grab, Unarmed Strike +3 1d2+1 non-lethal
+5 Perception, +8 Stealth, Climb -2, Swim +6
Dodge
Tricks
Attack, Attack any Target, Down, Fetch, Heel, Hunting, Seek, Track
+4 stealth in undergrowth
Hunting Trick, Attack Any Target
Low Light Vision
Scent
Swimming 30ft

Backstory:

There are many truths in the world; evil will always exist, slavers will travel to great lengths to bring home slaves worth selling, and with those truths there will always be a coliseum. It was with these truths that began Sarhashil began his life. While he doesn't remember much of his early life, he does know these truths...He was born on the continent Tian Xia, was found or perhaps enslaved was the better word from the Valashmai Jungles, and he had Monty.
As far back as he can remember, he was locked in a cage. He grew up in the dungeons of Cheliax with only Monty as a companion. He didn't have much to occupy his time, a bit of chalk and his daily bread and water. He grew large in a short time and while he enjoyed his doodling on the walls, he always payed for it harshly. He grew up with a great deal of hate in his heart, beginning to strike back against his captors. It was then that the demons of Cheliax felt that they had done what they needed to nurture a ruthless Gladiator.
He went out into the coliseum for the first time with Monty by his side and nothing on his back. He was hungry, he was scared, and he angry. His opponent was a pack of wolves, something that the Chelaxians believed would be enough of a challenge without killing him. He savored his first fight, eagerly killing them and savoring their flesh like a demon. The battles continued, each a little more challenging then the last. His armor slowly began to come about from those he fell, piece-mealing it together piece by piece from the sentients he killed and adorning it with sharpened bones from the fallen beasts he slain. He grew primal in nature, bullying those around him for their food and always making sure to pay back those who did any damage to him in kind.
You would think this kind of "man" would be evil, but in such an existence one goddess saw a man inside the beast and saw fit to bring him salvation. She had sent a priest of her kind to Cheliax in disguise with the job of freeing him and others like him. The man managed to get them out but at the cost of his life. This was the first time in his life that he could remember anyone doing a kind act for another without expectation of payback. Sarhashil took the man's body and his possession and escaped with Monty out of the city in the night. He buried the man but kept his holy symbol.
He set out in search of what that symbol meant, as he moved far and wide from the borders of Cheliax. He found a small temple to her in a quaint village and for the first time in his life sought out someone in curiosity instead of hatred. The cleric talked to him a great deal about the goddess and how the priest had done her holy work saving the slaves of the coliseum. He listened with great interest about her kindness and the thought of freedom. He knew of the hatred and evil that existed in the world and knew of his own strength. It was during evening prayers after a few months that he first heard his goddess's voice.
She spoke to him of the suffering of others and the evil that existed in the world. She told him of the demons that came from the Worldwound and how there were others gathering to fight them. He prayed to her, asking her how a wretch like himself might be saved and she only returned to him the images of the demons causing great suffering. The last two months of his life had shown him that there was joy in life and that he had lived a rather wretched life so far.
He spoke to the people, gathering information about the journey to be and the church gave him some supplies. He donned his armor once more and set out on his quest for redemption, there was evil in this world and he was gonna see to it that there was less by the time he left it, even if it killed him.

Posting Habits:

Unfortunately I haven't had the chance to join very many online campaigns but the one that I did manage to get into I posted rather regularly. I have a lot of free time and am generally on the computer quite often or near one at least. I'm more then willing to try and match the posting habits of my fellow players but can get a little over zealous and post a bit more frequently.

Role in Party:

He is gonna be a bruiser, between him and Monty he hopes to save others the pain that fighting hand to hand can bring.

Description:

He is a behemoth of a man...lizard...guy, standing up at about six foot eight and weighing at least two hundred and fifty pounds. His scales are a greenish color but often stained and coated with the dried blood of his last meal or last fight. He worries little about hygiene only bothering with it when he enters civilized society or at the behest of others around him. His arms and sides are covered in scars and missing scales from his life spent in the Coliseum and he doesn't speak much of it lest he is heavy in drink. His tongue, unusual even for a serpent kind had been forked twice more through injury and so his speaking skills are perhaps all but understandable at times.

Personality:

He is a rather irksome kind of a person, always haughty and a bit aggressive in nature. He tries his best to change that about himself, trying not to snap at others when they can't understand him or when they accidentally insult or irk him. He has at least managed to try to talk first and punch later (or after). He carries with him a bit of parchment and some charcoal for when he can't say what he thought with his messed up mouth. He sees the evil inside him and is working fervently to cleanse it or at least channel it in a good and constructive way.

With what I have come up with in all honesty I can assume he would be NE with good intentions...but if you prefer he can start as N as most of his bad doings weren't really his own fault and he's working against his own nature and upbringing as much as he can. But the more I wrote, the more I liked the muse that was attacking me with his background.


Here is my submission for the mythic hierophant, Ehren Ferron, druid of the menhir. Still a work in progress, but I think I have the bulk of it done.

Stats:
Male human (Kellid) druid (menhir savant) 1
NG Medium humanoid (human)
Init +6; Senses Perception +8

DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +6

OFFENSE
Speed 20 ft.
Melee club +0 (1d6)
Ranged club +2 (1d6)
Special Attacks acid dart 1d6 (7/day)
Druid Spell-Like Abilities
At will-spirit sense
Druid Spells Prepared (CL 1st, concentration +5)
1st (2+1/day)-2 slots plus 1 domain slot
0 (at will)-3 slots
Domain earth

STATISTICS
Str 10, Dex 15, Con 13, Int 10, Wis 18, Cha 7;
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Toughness
Skills Knowledge (geography) +4, Knowledge (nature) +5, Perception +8, Spellcraft +4, Survival +8
Languages Common, Kellid, Druidic
SQ nature bond (earth domain)
Traits Devotee of the Green (Knowledge [nature])
Gear hide armor, club, light wooden shield, traveler’s outfit, backpack, belt pouch, blanket, flint and steel, holly, mistletoe, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin
Funds 39 gp, 5 cp

Background:

Ehren’s family can trace their lineage to the ancient druids of Lost Sarkoris, the creators of the original menhir. Though it is a mere shell of its former self, the druidic order lives on, practicing the Green Faith and tending to the wardstones that trap the demonic influence of the Worldwound within their lost homeland. The small enclave Ehren was born into was always on the move, never dallying too close to the Worldwound unless it was necessary. Ehren barely knew how to speak when he was first initiated into the Faith, taught to venerate nature and all of its creations.

When he grew older his father began to teach him the secrets of their order. Ehren learned of the ley lines beneath the earth, through which all of nature’s power flowed, as well as of the numerous nodes that dotted the world’s surface. In time he learned to sense this power within other creatures, and even to tap into the ley lines themselves, a power that his father cautioned him against. He would always be learning from the world, his father told him years later, but for the time being, his training was complete. Only one task for him remained.

With his family, Ehren journeyed to one of the menhir he had sworn to protect, following the convergence of the ley lines. The journey was not without its dangers, but in time they safely reached the wayward wardstone. Ehren was instructed to touch the menhir, to feel the essence of nature firsthand. When he did so, he was struck by more power than he could ever imagine. For an instant Ehren merged with the world itself, becoming a conduit for all of nature’s raw power. Amid the awe-inspiring beauty he could sense the Worldwound’s corruption; he realized that it truly was a festering wound, and that the world was hurting for it. In that brief moment, he could feel that pain. When the connection was finally broken, Ehren fell into a deep slumber, much to the dismay of his kin. It was far from the result that had been expected.

Ehren awoke a week later, imbued with a deepened sense of purpose; the world had taught him what was at stake in a way that even his father could not. The druidic order could not entirely comprehend what had transpired at the wardstone, but they knew for sure that it was a sign. They were all but certain that Ehren had been chosen for some greater purpose. It was perhaps no coincidence that the Fifth Mendevian Crusade would soon start. Despite still being inexperienced in the ways of the world, Ehren was determined to lend his aid to their Iomedaean allies.

Alignment/Personality:
A neutral good druid; neutral, because while there are laws of nature, nature is inherently chaotic; good, because he cares for the well-being of the world, and all life on it. Ehren is young and inexperienced, and yet wise beyond his years. He has his father to thank for the latter, as well as the cataclysmic event that ended his training as a druid. Such wisdom more often than not manifests as stubbornness, as he often believes that he knows what is best for the world. But while he carries himself stoically with a sagely air, he is often caught off-guard in social situations. This social anxiety is not so much a dislike of other people, as it is a consequence of being raised in a secretive society.

Appearance:
(Still sifting through paizo's wealth of avatars, admittedly, so this is strictly below the neck.) Ehren is a willowy man of average height and weight. In preparation for coming into contact with society, Ehren has started to wear more typical clothing. He wears fairly simple clothing suitable for travel, favoring colors with earthy tones. His cloak in particular is a dull, dark green. Ehren however, still refuses to wear shoes. He believes that it is important to maintain contact with the earth, though this is mostly preference.


OK, here are some rolls. I have a few ideas, but am leaning toward a Druid / Hierophant

4d6 - 1 ⇒ (1, 1, 3, 2) - 1 = 6
4d6 - 1 ⇒ (4, 4, 1, 1) - 1 = 9
4d6 - 1 ⇒ (1, 6, 1, 5) - 1 = 12
4d6 - 1 ⇒ (1, 2, 2, 6) - 1 = 10
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 1 ⇒ (3, 1, 2, 3) - 1 = 8
. . -7pt buy

4d6 - 1 ⇒ (5, 2, 1, 6) - 1 = 13
4d6 - 2 ⇒ (2, 2, 3, 5) - 2 = 10
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 1 ⇒ (1, 6, 5, 1) - 1 = 12
4d6 - 1 ⇒ (3, 1, 1, 6) - 1 = 10
4d6 - 1 ⇒ (3, 2, 1, 5) - 1 = 10
. . 10pt buy

4d6 - 1 ⇒ (1, 3, 4, 3) - 1 = 10
4d6 - 3 ⇒ (4, 3, 5, 5) - 3 = 14
4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
4d6 - 2 ⇒ (5, 3, 2, 4) - 2 = 12
4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17
4d6 - 1 ⇒ (2, 2, 1, 5) - 1 = 9
. . 20pt buy. I guess I'll hold there!


Veltharis wrote:
Hmm... If I'm doing my math right, that's exactly a 15-point buy. Need to do some brainstorming to see if I can make that array work, though.

Only if you count the 6 as a -6 (and not the -4 that a 7 normally bottoms you out at)... but if you do, you've got me beat for lowest-point array, though that array looks plenty workable with any class that has at least two dump stats.


leinathan wrote:
GM Kiora - is it okay if I make a dhampir character who is at a mostly normal human or half-elf age? Instead of reaching adulthood at 110 years, can I have him already be an adult, and maybe 40 years old?

Yes, that is most of the reason I want people to choose their own age. I expect players to use the timeline in the Player's Guide to be able to line up their lives in comparison to the events of the four Crusades.

For example an elf could easily have been around when the Worldwound itself opened.

Or maybe your parents died in battle when the wardstone cracked during the Fourth Crusade.

etc etc.

That and I don't like how certain races (like dhampir, aasimar and tiefling) pretty much force you to be a 110 year old level 1 person if you use the Paizo age charts.


I definitely agree with that, some make sense in a manner to be rather old, sorcerers and wizards are about the only ones I think should be rocking close to triple digits, the rest could manage to be a fair bit younger.

@Gm Kiora. Lemme know if there is anything you don't like about my character or if the background is too sketchy or what-have-you and I shall do my best to make it better.


I'm making two submissions for possibilities since one of mine is a Marshal or Trickster and both seem popular right now.

First up, my preference is a Flying Blade Swashbuckler who would go Champion.

Spoiler:

Valaria Alazario
Female Tiefling (Pitborn) Swashbuckler (Flying Blade) 1
CG Outsider (Native)
Init: +3 Senses: Darkvision 60 ft., Perception +4
------------------------------------------------------
AC: 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP: 12 (1d10+2)
Fort: +2 Reflex: +5 Will: +2
Defense: Fiendish Resistance
------------------------------------------------------
Speed: 30 feet
Melee: Rapier +2 (1d6/18-20) and Starknife +2 (1d4/x3) or Rapier +4 (1d6/18-20) or Starknife +4 (1d4/x3)
Ranged: Starknife +4 (1d4/x3)
Spell-like Abilities (CL 1st)
At-will - Deathwatch
------------------------------------------------------
Str: 10 0
Dex: 16 +3
Con: 15 +2
Int: 14 +2
Wis: 14 +2
Cha: 16 +3
BAB: +1 CMB: +1 CMD: 14
Feats: Two-weapon Fighting
Skills: Acrobatics +7, Bluff +7, Diplomacy +7, Disable Device +6, Escape Artist +7, Knowledge (Local) +6, Sense Motive +6
Background Skills: Knowledge (Geography) +7, Sleight of Hand +7
Traits: Birthmark, Born Damned
Languages: Abyssal, Common, Elven, Infernal
Special: Deeds, (Derring-Do, Opportune Parry and Riposte, Subtle Throw), Panache (3), Swashbuckler’s Finesse
Gear: Rapier, Starknife (2), Studded Leather, Backpack, Caltrops (5), Flint and Steel, Grappling Hook, Silver Holy Symbol of Desna, Sunrod (4), Rations (8), Rope (50 ft.), Thieves’ Tools, Traveler’s Outfit, Waterskin, 30 gp

And I have an Arcane Duelist Bard who could be a Trickster or a Marshal.

Spoiler:

Valaria Alazario
Female Tiefling (Pitborn) Bard (Arcane Duelist) 1
CG Outsider (Native)
Init: +3 Senses: Darkvision 60 ft., Perception +4
------------------------------------------------------
AC: 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP: 10 (1d8+2)
Fort: +2 Reflex: +5 Will: +4
Defense: Fiendish Resistance
------------------------------------------------------
Speed: 30 feet
Melee: Rapier +3 (1d6/18-20)
Ranged: Starknife +3 (1d4/x3)
Special: Bardic Performance (7 rounds/day)
Spell-like Abilities (CL 1st)
At-will - Deathwatch
Bard Spells Known (CL 1st)
1st-level (2/day) - Lesser Confusion, Sleep
0-level (At-will) - Detect Magic, Light, Lullaby, Message
------------------------------------------------------
Str: 10 0
Dex: 16 +3
Con: 15 +2
Int: 14 +2
Wis: 14 +2
Cha: 16 +3
BAB: +0 CMB: +0 CMD: 13
Feats: Arcane Strike, Weapon Finesse
Skills: Acrobatics +7, Bluff +7, Disable Device +6, Knowledge (Arcana) +6, Knowledge (Planes) +6, Knowledge (Religion) +7, Sense Motive +6, Spellcraft +6, Stealth +7
Background Skills: Knowledge (Geography) +7, Perform (Oratory) +7
Traits: Birthmark, Born Damned
Languages: Abyssal, Common, Elven, Infernal
Special: Bardic Performances (Distraction, Fascinate, Inspire Courage, Rallying Cry), Skilled (Disable Device, Perception), Soul Seer
Gear: Rapier, Starknife, Dagger, Leather Armor, Backpack, Caltrops (3), Flint and Steel, Grappling Hook, Holy Symbol of Desna, Rations (8), Rope (50 ft.), Thieves’ Tools, Traveler’s Outfit, Waterskin, 4 gp


GM Kiora wrote:
TheCelticCircle wrote:

Dot and quick question:

Do you also expect players to post once a day during the weekends? I usually do post saturdays and sundays, however some of my weekends are too busy for me to write anything interesting (around once a month.

I'd prefer players checked in on weekends, but if you know you can't ahead of time, then we can agree to bot you on the weekend.

Perfect, I will ponder on that as I work on the character (a champion of Irori Guardian).

My character concept (general background and such) as been ready for a while. However, it is based on the idea that the call for a crusade on the worldwound is made a few years before it takes place and that people from all around the inner sea respond to it. Is that realistic? Would you consider that Jalmeray is to far to hear word of such a call?

Also, what is your position on fractional base bonuses (unchained p. 40).


@Vincent Fleming

NE would be fine as long as redemption (aka conversion to N to then NG) would be a long-term goal for the character. The Player's Guide has some extensive rules for redemption. That being said, the majority of the group is likely going to be LG/NG/CG. Would he be able to work on a team of do-gooding strangers without being a disruption as a NE character?

Is he a champion?

I'd love a description of that bone armor.

Be specific about the cleric's deity that saved him. Unless he doesn't know himself for some reason.

You have not answered the following questions to my satisfaction:

Quote:


2. Why is your character at the Worldwound? Why do they want to fight demons?
3. Why is your character mythic? What exactly is the source of their mythic powers? This is your chance to go hog-wild. Want to be a child of a god? Go for it. Secret nobility? Rock it out. Chosen by the gods? Heck yeah. Dream big. This is mythic. Think more Hercules, Ali Baba, Conan the Barbarian, and Gandalf. If you don’t feel comfortable revealing that here, PM me. Look to the bottom for some inspiration.
9. Explain what your character’s alignment means to them. Something like “Jessica is lawful good because she wants to stamp out evil and eradicate it. She would sacrifice herself to attain her goals.” Or “Jessica is chaotic good because she is a vigilante. She thinks she needs to deliver justice personally, and feels that the laws of the land are not sufficient to effectively deal with evil on the scale of the Worldwound” or whatever.


Mahorfeus wrote:

Here is my submission for the mythic hierophant, Ehren Ferron, druid of the menhir. Still a work in progress, but I think I have the bulk of it done.

Looks great! I have no further questions, which is a good sign. You have effectively given me everything that I asked for ;)

It's a very strong submission. Works perfectly with the setting, and has a real mythic feel.


Here with my submission - I'm using rogue genius games' death mage class. In addition, my character is a moroi-born dhampir, and I'm using the alternate multiclassing rules to gain sorcerer as a secondary class - vampiric bloodline. Do let me know if I can add anything or answer any questions.

I am intending to pursue the Archmage mythic path.

Crunch:
Markus
Male moroi-born death mage 1
LN Medium humanoid (dhampir)
Init +0; Senses Perception -1, darkvision 60ft., low-light vision

--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 11 (1d8+3)
Fort +2, Ref +0, Will +1 (+1 vs. necromancy and negative energy, +2 vs. disease, -2 vs. distraction)
Defensive Abilities negative energy affinity
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee scimitar +2 (1d6+2/18-20)
Special Attacks spells
Spell-like Abilties (CL 1st)
Constant - prestidigitation, unseen servant, spectral hand
Death Mage Spells Prepared (CL 1st, concentration +4)
1st (2/day) - inflict light wounds, spectral eye
0 (at will) - detect magic, disrupt undead, touch of fatigue
Bloodline Vampiric
--------------------
STATISTICS
--------------------
Str 14, Dex 11, Con 15, Int 12, Wis 9, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Spell Focus (necromancy)
Traits Cynical Ear, Focused Mind, Necrotic Aura, Haunting Regret
Skills Diplomacy +5, Intimidate +7, Knowledge (arcana) +5, Knowledge (nobility) +3, Knowledge (religion) +5, Spellcraft +5, Stealth +4
Languages Common, Necril
SQ dayborn, pale path (shadow mage), shape shadow, shadow adept, cantrips, secondary class (Sorcerer)
Combat Gear scroll of remove fear; Other Gear scimitar, studded leather armor, light wooden shield, backpack, canteen, waterskin, trail rations (5), 10gp, 2sp, 5cp

Backstory:

Markus was born in Ustalav to a simple commoner woman, the product of rape during a raid on a small village in the countryside. Neither he nor his mother ever really figured out that the one who imposed himself on her during the raid was none other than Malyas, the mythic general of many undead legions. Not that it ever really mattered.

Markus' mother always associated his existence with what she had gone through - the attack, the deaths of her loved ones, the sexual assault - and so she constantly forced Markus to prove that he was worth existing. From a very young age, she put the onus of chores and cooking and working on him, leaning on him for a lot of support. It wasn't until he began to be socialized with other people that he even realized that this was wrong, that what she was doing wasn't parenting, and it was many years before he gained the confidence to try and run away.

He traveled to the big city, to Caliphas, to study and to satisfy his curiosity. He wasn't really sure what he was or what it meant - he hadn't learned his nation's history yet so he didn't know about the Whispering Tyrant, he didn't know what ghouls were, he didn't know anything. Even before he began University, he already had the seeds of self-doubt, but it was after he learned about his siring and the war and about the horrors that the undead had visited upon Ustalav that he really started to hate himself.

When he finished University he made himself a solemn vow - he would be useful to the world, or he would die. Preferably both. Mendev was putting out a call for crusaders, the demons were making another push. There, in the Worldwound, was a place that he might be able to not only find final rest (not being disturbed by being raised as a zombie and the like) and where he could spend the rest of his wretched life serving other, more worthy people.

Questions to Answer:

1. What does your character look like? Describe what their clothes and armor look like. How do they carry themselves when they don’t think anyone is looking?

- Markus is about 5'7", with pallid grey skin and hazel eyes that reflect orange in darkness, like a cat's eyes. He wears thick laced leather boots, black trousers, and studded leather armor underneath a big black cloak. He's got a derisive sneer on during the times that he doesn't have a neutral frown on. He has prematurely grey hair that's relatively long, down past his shoulders. He is 37 years old.

2. Why is your character at the Worldwound? Why do they want to fight demons?

- Markus has traveled to the Worldwound because he wants to die. His native land of Ustalav promises many dangers that could lead to his death, but they almost universally also lead to undeath, which is not a fate he is looking for. He wants honor in his death.

3. Why is your character mythic? What exactly is the source of their mythic powers? This is your chance to go hog-wild. Want to be a child of a god? Go for it. Secret nobility? Rock it out. Chosen by the gods? Heck yeah. Dream big. This is mythic. Think more Hercules, Ali Baba, Conan the Barbarian, and Gandalf. If you don’t feel comfortable revealing that here, PM me. Look to the bottom for some inspiration.

- Unbeknownst to him, Markus is the living spawn of the Whispering Tyrant himself, who, in true Genghis Khan fashion, sired many sons and daughters during his reign. While many of these spawn turned out to be undead of various types, one line was of vampires. While his ancestry is distant by nearly 900 years, the bloodline was recently reintroduced during a brief war between the mythic vampire general Malyas and the human forces of the nation of Ustalav.

4. Alternatively, if you want to leave the source of their mythic powers up to me, I’m fine with that too.

5. Where is your character from? Be specific. We’re on Golarion. Don’t just say “somewhere else”.

- He is from the city of Caliphas in the nation of Ustalav.

6. What is their personality like?

- Markus is grim and cynical, a true realist. He is also very deeply depressed - he hates himself and what he represents with every fiber of his being.

7. How did they become [a death mage]? Why do they wield [a scimitar]? Were they trained? Self-taught?

- Markus studied with the Esoteric Order of the Palatine Eye in Caliphas, studying magic and wizardry. His nature made necromantic magic easier to him, which predisposed him towards becoming a necromancer wizard. However, he began to be visited by the spirits of the line of ancestors going back to the Whispering Tyrant, amd he consults them for his magical powers instead of a spellbook. His scimitar was something that he purchased at a market - he retained the services of a tutor to learn how to use it. He chose it because he finds it aesthetically pleasing.

8. If your character is religious, explain what lead them to worshipping that deity.

9. Explain what your character’s alignment means to them. Something like “Jessica is lawful good because she wants to stamp out evil and eradicate it. She would sacrifice herself to attain her goals.” Or “Jessica is chaotic good because she is a vigilante. She thinks she needs to deliver justice personally, and feels that the laws of the land are not sufficient to effectively deal with evil on the scale of the Worldwound” or whatever.

- Markus' word is very important to him. He is Lawful Neutral because he cannot bring himself to muster the energy for true works of "Good", and because he is opposed to Evil, but he also finds being honest, trustworthy and noble very important.

10. If you have a character who has sworn a code (such as a Paladin or Cavalier, for example) be explicit in what that code entails.


leinathan wrote:
. There, in the Worldwound, was a place that he might be able to not only find final rest (not being disturbed by being raised as a zombie and the like) and where he could spend the rest of his wretched life serving other, more worthy people.

This made me laugh. It's funny, in a morbid kind of way.

leinathan wrote:
Unbeknownst to him, Markus is the living spawn of the Whispering Tyrant himself, who, in true Genghis Khan fashion, sired many sons and daughters during his reign. While many of these spawn turned out to be undead of various types, one line was of vampires. While his ancestry is distant by nearly 900 years, the bloodline was recently reintroduced during a brief war between the mythic vampire general Malyas and the human forces of the nation of Ustalav.

Now that's what I'm talking about. Incredibly mythic, and also unique.

Markus is great. He has a gorgeous set of traits, and feels fully realized.

My main concern for him is: is he a team player? He seems like a real loner. How will he find himself drawn to willingly adventure with a group of people, maybe even people very different from himself?

Dark Archive

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GM Kiora wrote:
Attention Everybody: If you roll an array that is a 15-point buy or greater with an ability score of 6 or less you may reroll the array if you so desire.

Yeah, I think I'll take you up on that...

4d6 ⇒ (3, 2, 2, 1) = 8 = 7
4d6 ⇒ (4, 1, 4, 1) = 10 = 9
4d6 ⇒ (6, 2, 2, 4) = 14 = 12
4d6 ⇒ (2, 5, 1, 6) = 14 = 13
4d6 ⇒ (6, 2, 2, 1) = 11 = 10
4d6 ⇒ (3, 5, 6, 5) = 19 = 16
10-point...

4d6 ⇒ (6, 1, 3, 2) = 12 = 11
4d6 ⇒ (5, 2, 4, 4) = 15 = 13
4d6 ⇒ (3, 1, 1, 6) = 11 = 10
4d6 ⇒ (5, 5, 2, 2) = 14 = 12
4d6 ⇒ (4, 5, 5, 6) = 20 = 16
4d6 ⇒ (4, 1, 5, 3) = 13 = 12
Ahh, there we are... 18-point.


4d6 ⇒ (5, 3, 2, 3) = 13=11
4d6 ⇒ (6, 2, 4, 3) = 15=13
4d6 ⇒ (2, 4, 3, 5) = 14=12
4d6 ⇒ (4, 1, 6, 5) = 16=15
4d6 ⇒ (1, 2, 6, 3) = 12=11
4d6 ⇒ (2, 4, 3, 4) = 13=11

15 points on the dot. Pretty average stats, but c'est la vie!

Planning on rolling up an Elf Rogue/VMC Magus|Trickster. Will get something up today or tomorrow.


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GM Kiora wrote:
leinathan wrote:
. There, in the Worldwound, was a place that he might be able to not only find final rest (not being disturbed by being raised as a zombie and the like) and where he could spend the rest of his wretched life serving other, more worthy people.

This made me laugh. It's funny, in a morbid kind of way.

leinathan wrote:
Unbeknownst to him, Markus is the living spawn of the Whispering Tyrant himself, who, in true Genghis Khan fashion, sired many sons and daughters during his reign. While many of these spawn turned out to be undead of various types, one line was of vampires. While his ancestry is distant by nearly 900 years, the bloodline was recently reintroduced during a brief war between the mythic vampire general Malyas and the human forces of the nation of Ustalav.

Now that's what I'm talking about. Incredibly mythic, and also unique.

Markus is great. He has a gorgeous set of traits, and feels fully realized.

My main concern for him is: is he a team player? He seems like a real loner. How will he find himself drawn to willingly adventure with a group of people, maybe even people very different from himself?

A lot of what he wants out of an incursion into the Worldwound is to give his life for people who (he thinks) deserve life more than he does. He would be drawn to crusaders and soldiers and mages because he thinks he can do something to make their destinies realized.

A lot of what I want for this character is a decreasing sense of self-pity as he realizes that even somebody like him has a part to play alongside these other capitol-H Heroes who he admires so much.


@Kamenhero25

Excellent. Remember that your concept and fluff are more important to me than your stats at this time. I look forward to reading your background(s).

@TheCelticCircle

Quote:


Perfect, I will ponder on that as I work on the character (a champion of Irori Guardian).

My character concept (general background and such) as been ready for a while. However, it is based on the idea that the call for a crusade on the worldwound is made a few years before it takes place and that people from all around the inner sea respond to it. Is that realistic? Would you consider that Jalmeray is to far to hear word of such a call?

Also, what is your position on fractional base bonuses (unchained p. 40).

1. The call for the Crusade on the Worldwound actually happened a few years after it opened. This was because Aroden's death severely rocked the church of Iomedae to the core and they had to address that first. This delay is significant, because it allowed the demonic forces a chances to get a hold on Sarkoris that they would not have otherwise. There have been a total of four Crusades. The 5th Crusade will begin as part of the AP. Please read the Player's Guide for more information. It's all there, and not a long read.

2. The church of Iomedae's primary goal at this point is to shut the Worldwound down. They organize the crusades. People of all faiths and creeds are welcome to join the crusades, but Iomedaeans are in charge of the deal. Therefore, anywhere that the faithful of Iomedae are will have heard about the Worldwound.

The Worldwound expanding beyond the confines of the wardstones is an extinction-level event. If left unchecked, the demonic hordes will spread over the Inner Sea like a horrible disease, killing and destroying everything in their wake, leaving only cowed cultists remaining. Demons represent true chaotic evil. They do what they do without remorse, without reason, without logic. They cannot be reasoned with. Destruction is the only answer.

This doesn't necessarily mean that all people of the Inner Sea and beyond view it with that reverence, of course, or it'd likely have been dealt before it got this bad. (I view it as kind of like when someone is hurt on the street, and all the passersby do not call 911, because they all kind of assume someone else is calling 911 so they don't have to. A whole bunch of nations are basically going 'well someone else will deal with this, right?')

But your PC could have the wisdom to view it as it is, and was drawn there out of a sense of responsibility. Someone's gotta do it, right?

3. Fractional base bonuses are listed under "house rules" on the first post.


Ouch, here I thought I had done a good job answering it all. Welp that is why I ask for critiquing after all. Let's see what all I can answer.

Would he be able to work on a team of do-gooding strangers without being a disruption as a NE character?
What he has gleaned from the powers that be IE Milani or what he assumed was Milani's guidance is that he can best redeem himself by slaying the demon's crawling out of the Worldwound. He would be worried about working with do-gooders and the like but surrounding himself with people of a good nature that wish to cleanse the area of evil would be his best hope of fulfilling what he feels was his mission given unto him from on high. Plus, being around those with good intent might give him an idea of how he should be himself.

Is he a champion?
The way I went with it is, yes he is. Does he know himself that he is mythic in any way or special in any way, no. But the Goddess herself, chose him to be a champion as a way to free him from his slavery and from his dark past that blackened his heart. I hope I better explained that then with my writing.

Milani is not fully known to him, he didn't speak long with the cleric as he was killed in the process of rescuing him and other slaves. He only spent some time with the cleric at the small village so he wouldn't have been able to glean all that he could from them but he does know that she stands for freedom and fighting against oppression and evil. As far as anything else...he's still really unsure but has a copy of "The Light of Hope" that he hopes to read and better come to understand her over time. (I'll probably take some knowledge religion at some point to reflect this.)

I hope I answered 2 and 3 with champion and all the extra answer from this question but I'll do them as well again.

2. Why is your character at the Worldwound? Why do they want to fight demons?
Milani herself gave a vision unto him after he prayed to her time and time again asking how he might find redemption for the deeds he had done during his time in captivity. He seeks a way to better himself or at least the world by slaying the evil that spawns there and joining with others in that cause hoping that maybe some of their better choices in life and how they carry themselves will rub off and he will become a better person for it.

3.Why is your character mythic? What exactly is the source of their mythic powers?

Milani saw in the beast that he was a chance to be a man and bring about good in the world. Thus she sent a cleric of hers to save him and others being oppressed in Cheliax. He took his first step towards good by taking up the body of the kind cleric and laying him to rest outside of Cheliax and seeking out his kind. Trying to take in the teaching that brought about his freedom was perhaps another step in the right direction. Milani herself will be his source of power, once he proves that he is indeed a true and noble soul attempting to do her work in ridding the world of oppression and evil.

9. Hmm, I guess I didn't really hit this one. Sarhashil views himself as evil. He has killed men for no other reason then to preserve his own life and did so out of misguided malice and hatred. He enjoyed it. He didn't do it for the fun of it, he didn't do it because some rules of some kind made him do it, he did it because it felt good to relieve the pain and suffering that was done unto him unto another and he wanted to live. He wants to be good, he wants others to look upon him one day and say that he lived a good life and did more good then evil unto the world...that's how he would describe his alignment.

Probably the part that would be most interesting was the bone spiked armor. The armor itself was made from the men he slaughtered in the arena, taking a shoulder piece from one guy, a chest plate from another, whatever survived the fight in good condition were pieces he took. He began to weave those pieces together with belts and bones, using a ribcage of a large and fearsome beast that a group of the fighters all had to take on together as the base and strapping leather piece after leather piece together till it made something to cover his overly large body.
From there he took and carefully added large teeth, broken bones sharpened to points, and claws to the armor. He used the flaps of leather and a bit of sinew to carefully sow the bones in place giving himself a ferocious look and also allowing him to impale anyone upon the points should they attempt to get to close or if he grappled them. The end result is him looking like he took a sharks mouth and spread it wide open across his armor, almost as if the armor itself is looking to eat the opponent from any angle.

Side note, Milani herself was considered a sister to Iomedae so the church that he had visited would probably have known about the worldwound and told him what his visions likely had meant and guided him to see out the crusaders.


DM Kiore wrote:
Excellent. Remember that your concept and fluff are more important to me than your stats at this time. I look forward to reading your background(s).

It's two possible builds for the same character. I sent the background to her in PM. Did you not get it?


kamenhero25 wrote:
DM Kiore wrote:
Excellent. Remember that your concept and fluff are more important to me than your stats at this time. I look forward to reading your background(s).
It's two possible builds for the same character. I sent the background to her in PM. Did you not get it?

Ah my bad, I see it now. =)


Fantastic. Hope you enjoy :)


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@Vincent Fleming

That's great, thank you! I love the description of the armor.

Milani is an interesting choice. (Sarenrae is typically the goddess that concerns herself with redemption) She doesn't have much of a presence in Mendev, but her connection to Armasse adds a touch of destiny to the character which I dig.

Have you read the Redemption rule-set in the player's guide?


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I felt that sarenrae would be a little overhanded, everyone goes to her for redemption.
I did in fact look at the redemption bit in the players guide, it was what struck a cord with me and gave me my muse for a braWler. I honestly have never played a character like this one so the concept itself was both refreshing and something that would give me a lot of fun to roleplay.


Alright, here goes! @GM: Let me know if you'd prefer all this in an alias and/or different format, or if I forgot to answer anything. I also really don't feel that my character has very heroic ability scores/starting abilities, but have tried to reflect that in my backstory.

Cyril Erenwaer
Elven Fighter 1 (Lore Warden, Martial Master)
NG, 107 years old

Str 10, Dex 18, Con 11, Int 13, Wis 12, Cha 10

Archetype: Cyril is clearly a Guardian, in both personality and combat role. He shuns unnecessary killing, fights in a style that protects those nearby, and prefers to study his enemies and let them come to him; his interest in the Worldwound stems not from the glory of the crusades but from a desire to save the world from demonic invasion.

Description, Personality, Motivations:

Cyril Erenwaer is a short, slender Elf, with unpronounced features, dark eyes and light hair. Dark burn scars cover his arms, though he usually keeps them covered, along with the strange mark on his right shoulder in the shape of Iomedae's holy symbol. He wears plain travelers' robes and little armor, though this is mostly out of necessity, and he freely admits having an eye on some proper mithral armor or Elven finery once he's made enough of a name for himself to afford it. He carries an unadorned set of Elven finesse weapons—branched spear, short sword, and longbow—given to him by a mentor at the Grand Lodge as befitting his agile, traditional fighting style. He stands properly but often walks slowly, using his spear for support, as though limping slightly or just plain tired.

Once, decades ago, he was an avid crusader of Iomedae, clamoring for a battle to prove his resolve as a destiny-marked champion. Now, on his return to Mendev, he knows cynicism and restraint. Having seen how the most inspired faith and laws were twisted to disastrous ends during the Third Crusade, he has lost much of his respect for either, doing what he can without dogma or self-righteousness and paying respects to the various good-aligned gods but worshiping none. He's not quite sure whether he was blessed or cursed by the crusader goddess whose mark he bears, but he has little thanks and praise for who or whatever was responsible for the path his life has taken. He is still young for an Elf, though older than most men, finally grown enough to fill out a suit of armor and swing a sword, albeit small ones—and he's cynical enough that while he once followed the Paladin Code of Iomedae, and now pays more attention to that of Sarenrae, he considers such vows to be better replaced by general guidelines saying the same things. Though trained as a Lore Warden by the Pathfinder Society, he knows somewhere deep down that his first allegiance must be to demon-slaying, and not to his oft-preferred maps and books.

Cyril is patient, calm-tempered, and frequently disappointed. He does his best to work with others, but trusts only those he has good reason to. Unlike many of Kenabres's new recruits, he has lived long enough to get over a youthful interest in violence, and would prefer to wield arms only against true, dangerous fiends and their most forsaken servants. Even then, he's not sure if he wants to fight demons, but still feels strongly that this beats the alternative of Mendev falling, and can't think of anything more important to spend his life doing. He still has trouble sleeping, and flinches at the sight of an open flame—but he has, at least, learned to face down his fears and disappointments without fleeing.

Background/Life Story:

Cyril was born the day the Worldwound opened—or so he tells it, though neither the Elves of Kyonin nor the Kellid tribes are known for keeping precise calendars. Raised by the banks of the West Sellen river, he was sixteen when the first Crusaders rode through Kyonin—by Elven standards, barely out of the cradle.

As a young boy, Cyril did what he could to get a good look at each wave of new foreigners as they rode or sailed by, marveling at the strange heroes in their shiny armor. And one day, a visored paladin stopped in mid-ride to dismount, walking up the hill to where a group of Elven children watched, hoisting the laughing Tyral aloft as she whispered blessings in a strange tongue.

The next day, Cyril woke up with a splitting headache and a strange mark on his shoulder in the shape of a sun. And, soon after, the dreams began. At first, they were nothing but night terrors, as the child woke up once a fortnight with his own screams ringing in his ears but no memory of what he had seen. Eventually, the nightmares became more substantial, and he found himself plagued with dreams of pain and torture, visions of the Worldwound and the twisted demons that inhabited it. Once his parents sent for the best healers, Cyril was deemed incurably cursed by the cruel magic of some foreign trickster, though he carried his own secret theories about the source of his dreams.

And, after decades surrounded by minstrel songs and books about the greatest Elven heroes, Cyril snuck away from home with his family arms and set out North, though still a child by his family’s standards. His heroic destiny, he had decided, must be to save the world from the monsters of his dreams. Those were the days of the Third Crusade, and though the young Elf was brave, optimistic, and eager to learn, he had little strength, wisdom, or skill at arms. Despite several years squiring to a proper knightly order, Cyril had still never seen combat when the witch-hunts came to Kenabres. With his heavy Elven accent, pointy ears, and knowledge of few Abyssal phrases he had picked up from dreams, the naive youngster was an easy target for a Baphomet-corrupted inquisitor.

At the age of sixty-two, Cyril was burned at the stake alongside all of his worldly possessions; and it was only through timely subterfuge and distraction from a group of Pathfinder agents that he was rescued from the midst of the burning scaffold. After a few months spent recovering from his injuries, he found himself at a loss for direction—he had stolen his family’s ancestral sword jewelry when he first set out, sold the jewels for provisions and lost the sword to inquisitors, and in his mind this made returning home an impossible option. Cyril spent the next few years in the Starrise Spire, working as a custodian and book-keeper for the hidden Pathfinder Lodge, before an aging Venture-Captain suggested that he might be ready to travel to Absalom for training as a full-fledged Pathfinder.

And while he was not the most promising Society recruit, Cyril was decent enough at everything he set his mind to, and young enough to learn quickly. During these years of training, Dean Shaine took a liking to his fellow Elf, and brought him handbooks on dueling and traditional Elven weaponry, teaching him to fight defensively and take advantage of the extreme finesse that was his one strength. After his Confirmation, the Master of Scrolls allowed Cyril to stay on in the Grand Lodge for a time as a Society scribe, compiling maps and copy-editing Chronicles. Most of the field missions he took involved double-checking existing reports, shoring up details of maps, and fighting only occasionally, in self-defense.

But the dreams continued, every few nights, and in his mind Cyril felt the Kenabres wardstone crack, heard the screams and clashes of the Fourth Crusade as the Storm King laid siege to a city he had once fled. And as the Nerosyan lodge sent reports of the Order of Heralds and Mendev’s increasing reformation, he decided to request a posting that would once again bring him to the Crusader Kingdom, knowing that there was some part of himself that he’d never be able to outrun. This time, though, he’s armed with a great bit more fighting skill, demonic lore, and cynicism about the world.

Expanded Role/Character Future Plans:

-Reach-focused Guardian, whose general combat job is to cripple, grapple, disarm or blind enemies before they can attack/bespell him or his allies
-Lots of knowledge skills, eventually leading into Unchained Kirin Style for increased mobility and damage
-I’m interested in trying out the Unchained Multiclass system, and since fighters get a lot of feats, will probably go either Brawler or Cleric at level 3, depending on whether or not the party could use some divine backup (since there’s some really nice low-level crusading spells only on the Cleric list)

* * *

Traits and Feats:

Traits:
Observant (Faction), +1 to Perception, Class Skill
-Worked as a record-keeper and cartographer for the society; definitely fits with Lore Warden training
Birthmark (Faith), +2 vs charm and compulsion
-This one ties into his potential mythic heritage
Burned (Drawback), -1 to saves vs fire
-Was almost burned alive; and I think fear of fire could be fun to role-play in a campaign where all the enemies love it
Avid Reader (Social), always take 10 on Knowledge (planes)
-Intelligent enough, and he’s always preferred books to killing

Alternate Racial:
Envoy (a few SLAs, flavor involves an Elf who interacts mostly with other races)

Feats:
Weapon Finesse (1)
Combat Reflexes (Fighter Bonus 1)

Skills and Languages:

Skills:
*Indicates Class Skill
Ranks: 8 (4 Class, 1 Int, 1 Favored, 2 Background)

*Perception +8 (1 rank, +2 racial, +1 trait)
*Knowledge (nature) +4 (1 rank)
*Knowledge (planes) +4 (1 rank)
*Knowledge (local) +4 (1 rank)
*Linguistics +4 (1 rank)
*Lore (The Mendevian Crusades) +4 (1 background rank)
*Profession (scribe) +4 (1 background rank)
*Profession (cartographer) +4 (1 rank)

Languages:
Common, Elven, Celestial, Abyssal

Offense, Defense, Equipment:

Offense:
Speed 30, Init +4, BAB +1, CMB +1 (+5 Trip/Disarm/Reposition, or +7 on AoO)

Elven Branched Spear, +5 to hit (1d8) (+2 to hit on AoO)
Short Sword, +5 to hit (1d6)

Longbow, +5 to hit (1d8)

Defense:
HP 10/10
AC 17, T 14, FF 13
Fort +2, Ref +4, Will +1 (+5 vs charm/compulsion effects)

Equipment (38/38 lb):

Weapons:
Elven Branched Spear
Short Sword
Longbow, Arrows x7

Armor:
Hide shirt

Other Worn:
Masterwork Backpack


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Oh! I knew I'd forgotten something.

Background skills for Markus - Knowledge (history) and Knowledge (nobility) (increasing those skills to +5 and +4 respectively).


@thunderbeard

Excellent. Your background story is so beautifully integrated into the setting. I love it. Looks like you've really brought the character together.

Don't worry about making power choices. This is intended to be a high power campaign.

There is of course, a difference between making an optimizing your character to be effective in combat AND an interesting character vs. min/maxing for combat DPR alone, and it's pretty clear in your build choices that you are going for the former.

I love the Iomedae hook. I think I'd be doing the campaign a disservice if I didn't include at least one PC tied to her. (It would be a real bummer if for 100 years mostly Iomedaeans fought and bled and died at the Worldwound only for a ragtag band of heroes from other unrelated faiths to clean house haha)

I have no critiques for you ;) hurray

Silver Crusade

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I have finished reworking Xantrius' stats and expanded on his background. I think I have answered all of your questions and added his Code. Let me know if I missed anything or wasn't clear.

Description:

A huge, imposing figure covered in armor from head to foot, he carries a polished shield bearing a black rose. Striding about with a bold demeanor, he always seems to be in full command of any situation, not showing the doubts he feels about himself to those around him. He speaks in a deep, chilling voice that sends shivers up the spine of even the boldest knights, yet when he sings his voice smooths out into a surprisingly deep, rich baritone.

Beneath the armor:
Height: 6'7"
Weight: 245#
Eyes: Red
Skin: Black
Hair: None

Once he takes off the helmet, (which he rarely does with others around unless he knows them very well) you see a horrific black-scaled monster. Gleaming white fangs, small horns, glowing red eyes and pointed, serrated ears make him seem almost a full demon.

History:

His mother Kale caused the cracking of the Kenabres Wardstone.

At least, that is the way she tells it. Before the first attacks, she was merely one of a squad of soldiers assigned to routine duty in the city. With nothing much to do most of them spent a lot of time in the local tavern, which is where she met Arvoris. A fairly good-looking young blacksmith come to trade from a neighboring village, she started spending a lot of time with him. He asked her endless questions about her and the exciting life of a soldier, and she enjoyed the attention.

Until the attack began.

With the cracking of the Wardstone, Demons began the assault , a screaming horde ready to claim all Golarian as their own. The crusaders fought bravely but were barely holding the line. After a disastrous battle on the front where she had seen almost her whole squad killed, she and a ragged group retreated back through the city. She rushed to find her lover. When she told him he had to flee, he laughed.

And then he changed.

He was not a simple craftsman but an advance scout for the Demonic Horde. And she had provided so much valuable information! Tears in her eyes, she could not believe it. She had used her Sight on him, seen no sign of evil! He grinned and raised an amulet with strange markings on it, taunting her. She rushed him with sword raised, but he teleported away, his laughter still ringing in her ears. She changed after that. Before, she had been a devotee of Shelyn, finding beauty in everything and a firm believer that anyone could find redemption. Now, she rushed into battle and fiercely attacked the enemy with no regard for her own life. Slowly, they managed to turn the tide and reclaim the city. The Wardstone held and she joined the new crusade to push the demons further back.

Until she discovered she was pregnant.

She knew once the child was born everyone would know of her shame and betrayal, so she fled. She settled in Ustalav, kept to herself and raised the demon-child for the rest of her life. She poured all her bitterness, rage, and hate for all demons into her son and trained him to kill as soon as he could hold a sword. But she also had the wisdom to try to make him understand that he was not to blame for what he was. Through his actions, he could overcome the stain of sin left on him by both his father and herself. He took to wearing full armor as often as he could, so as to hide his horrific visage. He still rarely removes it except when alone.

But it was not all lessons about demons and training. His fondest memories are of the times when, after a long day his mother would sing to him. She had a voice that would make the goddess Shelyn herself stop and listen! She would also sometimes talk about the family she left behind, her brother Kal who as far as she knew was still fighting in Kenabres. She instilled in him pride in the long line of the family who had come from Taldane during the first crusade and stayed, each generation taking up the banner to continue the war. While he took up the mantle of a Paladin from the teachings of his mother, he did not feel worthy to be one of Shelyn's own. He engraved the symbol of Pharasma on his shield and professes to worship her openly, but he hides the symbol of the Goddess of Beauty on the inner top of his shield and hopes to someday perform a deed to make him worthy in her eyes.

Last year, he returned from a trip to pick up the weapon he would need in his fight to find her dead, with a skeletal grey-skinned demon standing over her. The fiend dropped something on her body and vanished before he was able to reach them. He vowed then to destroy all demons, and to find out why she had been singled out for such misery. He still holds the strange amulet dropped by the demon, but he has not yet found someone who can tell him the meaning of the runes carved into it.

Now he has arrived in Kenabres, biding his time training in a crusader camp outside the city, ready to kill his Father and any other demon that gets in his way...

Code:

He was taught to honor the rightful law as long as it does not conflict with working for the common good, which is always paramount.

Always act with Honor, lies and cheating only spread ugliness.

Aid any good (or neutral) beings in need.

Destroy evil wherever it spawns and crush those who would see it spread but, should you find a being that truly seeks to change, nurture the beauty within.

Preserve the natural order by destroying the living dead, demons and devils that infest our world.

Nurture beauty wherever you can.

The day before...:

Awakening with the dawn, Xantrius sits up in his small tent on the outskirts of the city and starts polishing his armor. After awkwardly donning it in the small confines he exits and stirs up the embers of yesterday’s fire to cook his breakfast. He returns to his tent to eat and then puts his helm back on and checks his weapons before strapping them on. Taking one last look at the strange symbols on the amulet around his neck, he starts for the city. Nodding to the other recruits he recognizes as he leaves the large field camp stationed on the northern edge of Kenabres, he strides with purpose towards the library.

After waiting patiently for close to an hour while the guards at the gate check everyone entering the city, he recognizes the guard on duty and hails him. ”Good Morn, Roderick.” he calls out, his harsh, grating voice unnerving several others waiting to enter.

”Good Morn, Xantrius! Are you planning on joining in the festivities for Armasse tomorrow?”

”I shall be here, but I shall not have any duties. There is not much call for those who follow the Lady of Graves on this day.” he states, tapping his shield with its prominent depiction of Pharasma’s black rose.

The guard looks at him oddly. ”I still find that strange. I didn’t think there were any paladins who followed her?”

”There are a few who see their duty to escort those deserving into her embrace. But I will not keep these good folks waiting any longer. Good Day.” With a final salute he enters and heads towards the Old City. His long stride quickly takes him along the twisting roads to his destination, the same place he has come almost every day for the past couple of weeks.

As he stoops to enter the entrance to the Library, the clerk at the desk sighs. ”He’s still not in.”

Xantrius is silent for a moment. ”And I doubt you have any idea when he will be available. May I view the volumes of Maxtarus’ Demonic Lore?”

”If you must. Be careful!” As the huge knight strides away the clerk mutters ”I don’t know why they even let brutes like him in…”

Mythic:

I see him as inheriting his Mythic abilities from his father, a major demon (Lord?). I was thinking possibly even Khorramzadeh the Storm King unless there is another one in the campaign that would fit better.


Alright, going to bed. Here is a summary of the submissions so far so people still sending in submissions can check out where the least competition is ;)

Current Submissions

Italics denote complete submissions.

Only folks who have declared a Mythic Path have been listed. If I missed you, let me know, I’ll update it tomorrow evening.

If you do not declare a Mythic Path in your submission, you will not be listed here, and you will subsequently not be considered. I’m not going to infer it for you, since most classes could easily take at least two of these paths comfortably.

Archmage: 1/2 (Arcane Caster): BossBedlam (Alchemist), Leinathan (Moroi-Born dhampir death mage)
Champion: 2/2 (Marshal): Vincent Fleming (nagaji brawler (wild child)), kamenhero25 (Tiefling pitborn swashbuckler flying blade)
Guardian: 1/1 (Tank): Thunderbeard (Lore Warden/Martial Master Fighter)
Hierophant: 1/2 (Divine Caster): Mahorfeus (human druid menhir savant), Gyrfalcon (Druid)
Marshall: 2/4 (Support): Hotaru of the Society, Xantrius (Tiefling Paladin) Orannis (Paladin), kamenhero25 (Tiefling pitborn arcane duelist bard)
Trickster: 1/5 (Cunning/Subterfuge): Llaelian (Rogue), Eric Sklavos (Tiefling Rogue/Shadowdancer), Orannis (Rogue/Wizard), kamenhero25 (Tiefling pitborn arcane duelist bard), A. Drallidur (Rogue/VMC Magus)


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GM Kiora wrote:

There is of course, a difference between making an optimizing your character to be effective in combat AND an interesting character vs. min/maxing for combat DPR alone...

Eheheh. I tend to build characters where the D in DPR stands for "Disarm," but this is pretty darn balanced compared to some of the Wis-SAD Panther Parry abusers I've played.

GM Kiora wrote:
It would be a real bummer if for 100 years mostly Iomedaeans fought and bled and died at the Worldwound only for a ragtag band of heroes from other unrelated faiths to clean house haha

Man, now I'm imagining a LE-only WotR game, where the party are a bunch of Hellknights from Cheliax who Asmodeus told to go clean up the Worldwound because he's tired of all the other gods allowing such an embarrassment to exist on the Material Plane.


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thunderbeard wrote:
GM Kiora wrote:

There is of course, a difference between making an optimizing your character to be effective in combat AND an interesting character vs. min/maxing for combat DPR alone...

Eheheh. I tend to build characters where the D in DPR stands for "Disarm," but this is pretty darn balanced compared to some of the Wis-SAD Panther Parry abusers I've played.

GM Kiora wrote:
It would be a real bummer if for 100 years mostly Iomedaeans fought and bled and died at the Worldwound only for a ragtag band of heroes from other unrelated faiths to clean house haha
Man, now I'm imagining a LE-only WotR game, where the party are a bunch of Hellknights from Cheliax who Asmodeus told to go clean up the Worldwound because he's tired of all the other gods allowing such an embarrassment to exist on the Material Plane.

My friend Daichi and I wanted to run a WoTR game just like that, actually. And another friend of mine and I thought up a kind of parody WotR where the demonic enemies were all hardcore rock music artists and the PCs were all paladin/bards and instead of a regular battle, there would be a Battle of the Bands for the fate of the world.


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leinathan wrote:
My friend Daichi and I wanted to run a WoTR game just like that, actually. And another friend of mine and I thought up a kind of parody WotR where the demonic enemies were all hardcore rock music artists and the PCs were all paladin/bards and instead of a regular battle, there would be a Battle of the Bands for the fate of the world.

Have you read the Silmarillion? Because Tolkein's magic is powered by song and this straight up happens, and there's one Elven hero who beats Sauron with a lute solo so epic that the dark lord disappears for ten years or something like that.

* * *

Because I should include some actual value in this post: It's interesting to see how people summarize the different mythic paths, because I'd put them somewhat differently:

Archmage — Arcane flexibility, magic item crafting/use, overcoming spell resistance
Champion — Mobility, attack versatility, disrupting enemies' defenses
Guardian — Zone of control, enhanced resistances, protecting allies from attacks and conditions
Hierophant — Divine flexibility, lingering buffs, boosted summoning
Marshal — Altering turn order, battlefield rearrangement, boosting allies' direct offenses/defences
Trickster — Alchemy flexibility, escaping enemies' notice, general grab-bag of surprises


Marshal Path sounding off!

This is Hotaru of the Society's submission. It's a little repurposed... but I still love the character, so I can't just give up on her!

Let me know if I missed anything super important! A lot of her stuff will be on her character sheet if it isn't on the profile page. :)

As for armor description and the like: I'd love to go to town, but level one characters, I feel, will be wearing mostly run-of-the-mill stuff outside of clothing.


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Rory the halfling bard, mythic trickster, at your service.

Dice:

roll 1: 4d6 ⇒ (5, 2, 3, 2) = 12=10
roll 2: 4d6 ⇒ (1, 6, 2, 1) = 10=9
roll 3: 4d6 ⇒ (4, 3, 4, 4) = 15=12
roll 4: 4d6 ⇒ (5, 6, 5, 3) = 19=16
roll 5: 4d6 ⇒ (3, 5, 5, 6) = 19=16
roll 6: 4d6 ⇒ (3, 1, 3, 5) = 12=11

Crunch:

Rory Linorin
Male halfling bard 1
NG Small humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14
(+4 Dex, +3 Armor, +1 Size, +1 Shield)
Hp 8 (1d8+0)
Fort +1, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee whip -1 (1d2-2/x2)
Trip or Disarm Attempt w/ whip +5
Ranged
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 11, Int 12, Wis 10 Cha 18
Base Atk +0; CMB +3; CMD 11
Feats Simple Weapon Proficiency, Light Armor Proficiency, Shield Proficiency, Weapon Finesse
Skills Acrobatics 1 [+7], Bluff 1 [+8], Diplomacy 1 [+8], Escape Artist 1 [+7], Handle Animal 1 [+8], Perception 1 [+4], Perform (sing)** 1 [+8], Sleight of Hand** 1 [+7], Spellcraft 1 [+5], Use Magic Device 1 [+8]
Traits Helpful (Halfling) [Race], Prehensile Whip [Equipment], Chance Encounter [WotR Campaign]
Drawback Hedonistic
Languages Common, Halfling, Undercommon
Mythic Path Trickster
Combat Gear
Other Gear small whip x2, small short sword, small studded leather armor, small leather madu, backpack, spell component pouch, waterskin, hip flask w/ linnorm mead, entertainer’s outfit, mess kit, scrivener’s kit; 2 pp, 3 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge Adds half bard class levels (minimum 1) to all Knowledge checks and can make them untrained.
Bardic Performances Countersong (Su), Distraction (Su), Fascinate (Su), Inspire Courage (Su); 8 rounds/day, standard action to start, free action to maintain.
Fearless +2 racial bonus on all saving throws vs. fear.
Fleet of Foot base speed of 30 ft.
Halfling Luck +1 racial bonus on all saving throws.
Keen Senses +2 racial bonus to Perception.
Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Bards are proficient with the longsword, rapier, sap, shortsword, shortbow, and whip.
--------------------
Magic
--------------------
Bard Spell’s Known (CL: 1st; Concentration +5)
1st 2/day [i]cure light wounds, grease

Cantrips detect magic, light, mage hand, spark

Fluff:

Rory stands just over 3’2” and tops the scales at a staggering 35 pounds. His blond hair sprouts just a few inches in numerous directions and his side burns run down the sides of his cheeks. His thin arms and small belly belie his quickness. His smile and a coy wink is enough to make the ladies blush. Garbed in bright, flashy clothing, Rory likes to be noticed. After all, it’s easier to be an entertainer if all eyes are on you. Rory is confident in his own abilities. He knows he’s not the hero or fighter type, but somebody’s got to sing the songs and write the ballads about them, and Rory’s better than most are weaving a sad song or rousing hymn.

Rory’s been in Kenabres for a few months now. He’s come to help bolster morale, document the war, and hopefully write epic stanzas about the heroes that triumphant in the face of adversity. He’s not actually planning on doing the fighting himself, but he would not hesitate to sign on with an adventuring party or high-ranking military official for some first hand views and knowledge. While not a fighter, Rory has learned to protect himself. He favors the whip and often carries more than one, just in case he loses one. He started using a whip to drive animal-pulled carts, and liked the reach it gave him. He’s able to perform a few fancy moves with it even if it isn’t really a dangerous weapon in his hands. He’s rather go for the feet than go for someone’s face. He’s not out to end lives, that would mean less people to listen to his stories.

Rory’s family fought in the last crusades, and several generations have volunteered throughout history and given their lives in service to fighting the hordes. Rory never wanted to be a fighter, but he always enjoyed the stories his family told, and now he wants to be in a position to tell those stories himself. What he hasn’t realized is that he is drawn to the world wound, just like the Linorin halflings before him. He may come to realize his destiny before the war is over, and learn that heroes don’t just wield armor and swords. There are numerous ways to fight battles. Fate has deemed that Rory has a part to play in this grand theater, even if he never fully realizes it for himself.

He’s not a rebel and while he tends to follow the laws most of the time, he puts people before establishments and has learned that every case is different. He doesn’t consider himself a liar, but every good story needs embellishment. He can talk his way into and out of most situations, and has learned the benefit of distraction, misdirection, and showmanship.

Rory’s a little bit lazy, and it’s his biggest regret and hindrance. He never had the drive to workout or follow-through on things, and is shows in his lack of muscle and physical development. To make up for this shortcoming, Rory has always tried to be helpful to feel like he contributed. Whether it’s driving the carts to town, keeping the kids out of trouble, or fixing the weapons of those that man the defenses, he’s always tried to pull his weight.


looks like I will have to come up with some awesome story to compete with these submissions.


I updated the backstory very slightly and fleshed out Ary's reason for divinity. :)


Ary Bishop wrote:

Marshal Path sounding off!

This is Hotaru of the Society's submission. It's a little repurposed... but I still love the character, so I can't just give up on her!

Let me know if I missed anything super important! A lot of her stuff will be on her character sheet if it isn't on the profile page. :)

As for armor description and the like: I'd love to go to town, but level one characters, I feel, will be wearing mostly run-of-the-mill stuff outside of clothing.

Looks great! You've gotten me everything I wanted.

No traits? Couldn't find them on the myth-weaver sheet.

I don't mind repurposing characters. The GM-Player ratio is as such that it'd be silly of me to expect everyone to come up with some entirely new concept for a game you might not get into.

As for armor, I'm mostly asking for stuff like

1. Do you look rich or poor? Clean or dirty?
2. Do you dress with a lot of color, or muted?
3. Do you look put together or do you just slap random stuff that fits on? Stylish or mismatched?
4. Do you dress masculine, feminine, or gender neutral?
5. Do you wear any identifiable symbols openly, such as that of a deity, nation, or organization?

Stuff like that helps me figure out NPC reactions....first impressions are a thing, haha. Which you accomplished in your submission, no worries! Just an FYI for anyone else out there.


I am very interested, however I will have to familiarize myself with a lot of the rule sets being applied. That being said, this seems like something I would enjoy immensely. Dot for now. I'm tired of rerolling at this point so I'll just stick with thiS last one. The 6 will be fun for RP purposes. At this point I'm considering a Geokineticist going the guardian path.

4d6 ⇒ (2, 2, 5, 1) = 10

4d6 ⇒ (6, 2, 1, 2) = 11

4d6 ⇒ (6, 5, 3, 1) = 15

4d6 ⇒ (3, 2, 6, 1) = 12

4d6 ⇒ (5, 2, 1, 1) = 9

4d6 ⇒ (3, 2, 4, 2) = 11

Yeahhh reroll

4d6 ⇒ (3, 1, 3, 5) = 12

4d6 ⇒ (5, 2, 5, 4) = 16

4d6 ⇒ (1, 4, 2, 5) = 12

4d6 ⇒ (2, 4, 4, 1) = 11

4d6 ⇒ (5, 4, 3, 6) = 18

4d6 ⇒ (2, 2, 5, 3) = 12

And again...
4d6 ⇒ (3, 1, 2, 3) = 9

4d6 ⇒ (2, 1, 2, 1) = 6

4d6 ⇒ (1, 4, 5, 2) = 12

4d6 ⇒ (4, 1, 5, 4) = 14

4d6 ⇒ (4, 6, 4, 2) = 16

4d6 ⇒ (5, 3, 3, 3) = 14

And again...
4d6 ⇒ (4, 3, 6, 3) = 16

4d6 ⇒ (4, 6, 6, 6) = 22

4d6 ⇒ (6, 1, 3, 5) = 15

4d6 ⇒ (1, 1, 3, 2) = 7

4d6 ⇒ (2, 4, 5, 4) = 15

4d6 ⇒ (5, 5, 2, 3) = 15


Rory "the Story" Linorin wrote:

Rory the halfling bard, mythic trickster, at your service.

Excellent. You say he's been in Kenabres for a few months now, where was he before then?

Other than that, everything is checking out :)


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Alright. She definitely goes with more garrish colors (what kind of heroine devoted to Iomedae isn't rocking some red and gold?)

In Ary's case, she was in a Kingmaker that got orphaned pretty early.

They're at the very bottom in traits and flaws.

Her drawback is that she won't leave someone behind if she thinks she can save them (Overprotective). She tried that once, and she still feels the shame of it. (She has a hard time with the 'honor a sacrifice freely given' thing)

She has purity of faith, an Iomedae trait that gives +1 on will saves and +1 on any saves she makes against an evil outsider (trait bonuses, so no stacking). Given how committed she is to Iomedae and her teachings, this was a really easy pick. :)

Signature moves gives her that amazing shield, which has its own storied past. She doesn't have much capacity for using the trait bonuses (yet), but people who recognize the shield will definitely have innate impressions of her (good or bad).

And finally, she has helpful: improves aid another from +2 to +3. This stems from her being a backbone within her training group and feeding into a lot of her personality. :)


Also, I had a question. How do you feel about the words of power variant for casting? I have been really wanting to play a blaster sorcerer who uses it. I know it's not optimized but I really like the idea.


zomblisham wrote:
Also, I had a question. How do you feel about the words of power variant for casting? I have been really wanting to play a blaster sorcerer who uses it. I know it's not optimized but I really like the idea.

Sure, go for it :)

It's a super complicated subsystem. But if you're confident you can handle it, rock it out!

It's something that will probably work well in pbp vs face to face since it's the kind of thing that can grind combat at the table to a halt, haha.


GM Kiora: I'm looking at the background skills, and am unfamiliar with Lore and Artistry. Could you tell me where to find those?


Lore and Artistry are new RP skills added in Pathfinder Unchained.

Artistry is craft for creating works of art, like sculpture or painting, or poetry. There's a set of DCs and downtime rules for earning money via arts. Like Profession or Craft you have to be specific about what your ranks go into, like Artistry (Painting) or Artistry (Pottery). While not explicitly stated in The Rules™ I'd use Artistry checks to do stuff like appraise works of art, identify famous artists, determine the time-period/region a piece of art comes from, etc as well.

Lore is a hyper-specialized form of knowledge. It is basically a RP skill, meant to depict a character who might know a lot about a specific subject but not necessarily a scholarly egghead. (From a min-max perspective there is no reason to EVER take lore over a knowledge skill, unless you don't get knowledges as a class skill in which case you probably aren't trying to be the skill-monkey anyway) Like for example, rather than knowing Knowledge (religion), your person is a devotee of Sarenrae so they know Lore (Sarenrae). Or rather than knowing about all the history of the whole world, they know Lore (Elven History). I particularly like its applications for Knowledge (Local) as it is a little bit weird that a character with Knowledge (Local) can use it equally for any place they happen to locally be in. Now you can just call it Lore (Mendev) and call it a day.

It is worth noting that I think their suggestions for what may and may not be a Lore skill is a little too restrictive. For example, they state that Lore (Metals) is not acceptable but Lore (Silver) is. Lore (Metals) seems to me to already be sufficiently niche. I'll probably adjucate it as a case-by-case basis.

A character who gets Perform or Craft as a class skill also gets Artistry as a class skill. All characters have Lore as a class skill. Lore is considered a knowledge for purposes of Bardic Knowledge, Lore Master, and other similar abilities that reference "knowledge skills". Both skills are (Int) skills.


Fantastic info on the lore bit, that will most likely be what my character will take to show his learning of Milani. Do we continue getting the extra 2 for background skilla as we level or no?

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