The Worldwound Incursion.

Game Master Akinra

Wrath of the Righteous, Part I of VI.

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OK finally done with "cheap version" of cavalier. Without any further ado, I present you with Dolok Kadarn a.k.a. Saber rider

Background:

It was another rainy afternoon in Gudrun. Fog was creeping in through the muddy streets of the shanty town, poised on the brink of two rivers. Once a small fisherman village, Gudrun was on the direct path of refugees running from the demon incursion in lands known as Sarkosis then, but simply called Worldwound now. Because of that position Gudrun has seen worst parts of human nature (as well as natures of all other species).Usualy Dolok hated rain, but today he was happy that it was there. He let the rain fall all over his face, hoping no one will notice the tears in his eyes. A long, very emotional farewell with his family left him vulnerable, and no amount of armor could help there. He was confident that his brother Jarmil will be able to take good care of his their twin sisters Arana and Aleida, as well as their mother Shelen. Jarmil was a farmer, a pigkeeper actually, and he was good at it. Jarmil had the knack for handling domesticated animals, and he was an astute merchant. Must have picked it from their father. "Their father" - although his siblings never made any point of it, neighbours in their small village made sure he did never forgot that they did not have the same father. He was a bastard, born out of wedlock, pure and simple. But his mom never regreted it. She simply told anyone that she had to do it and she did it. Plain and simple, no excuses, no explanations. Mom was different. Mom was always a soldier, a fighter in the crusades, and she had different mentality than most if the people in Gudrun. And she made sure that Dolok was raised in a similar way. Whenever he was crying or complaining to her about other children (and often adults) teasing him, she would simply tell him to suck it up and endure it. "You are not like them my boy, you have the strength, you can take it. Be strong Dolok, be strong"

And he has been strong. All thought his life. He was courageous enough on that day when he had the dream. Other kids, even most of adults were shunning Walk of Lost Gods. Surrounding Gundrun rose the weather-worn standing stones of old Gundrun’s deities, with monuments to Gorum, Gozreh, Sarenrae, Torag, and Urgathoa being the most prominent. As refugees passed and settlers returned to Gundrun, they brought with them their gods as well. More than a hundred carved logs, metal markers, and etched stones leaned amid the ancient monoliths, memorials to the innumerable deities of Sarkoris—many long forgotten. He was playing there, running among the monoliths, chasing butterflies over the etched stones, and as usual he felt asleep, exhausted from his games. And then he dreamt of Her. Back then he did not knew who She was, but he felt her kindness, the goodnes in her and he enjoyed basking in her light. Many times later he would come there, to the Walk of Lost Gods to play and dream of Sarenrae.

It was here that one day he dreamt of his first adventure. He was 15 at the time, already a big and strong boy, he was helping his brother at the household but still he could not help and disappear from time to time to relax in his favourite way. After the dream, he knew exactly where to go, although he has never been there before. He travelled north for almost half a day, until he found a cairn. He slept outside, frightened by the distant howls of wolves and other creatures of the night, but nothing happened to him. Tomorrow morning, on the 10th of Sarenith, Day of the Burning Blades, sun which was just rising above the horizon illuminated an entrance to the cairn and a wheel of dancing flaming sunlight appeared clearly. With no fear, Dolok approached it and touched the symbol. The doorway opened in front of him, and he steped into a dark crypt where an armored skeletal figure awaited him. It was there that Dolok met Khair of Solku, great champion of Sarenrae from the days of old, left here unto this world to do one final task in the service of the Dawnflower. He was to train an apprentice, a successor of a kind. And Dolok finally appeared.

It was a strange time for Dolok. He was still spending most of his time on his family farm on the edge of Gudrun, and then he would disappear for two to three days to listen to Khair's stories and train under him. One might think a sentient, skeletal undead creature would be a very scary sight, but Dolok felt secure with Khair, for he knew that although he did not look like it, Khair was still in the Everlight of their lady. Soon he knew most of "The Birth of Light and Truth" by heart, but Khair went a step further. He was teaching the boy not only to recite the words, but to understand the meaning conveyed. And Dolok learned - he learned about compassion and patience and peace. But most of all, Dolok learned about redemption. For it was a sad, yet hopefull story of Khair's life. After some time, Dolok understood that his apprenticeship is a final step of redemption, an atonment of a kind of a fallen paladin who has shown true repentance. It was dut to the story of Khair's life that Dolok came to be wary of paladins and their orders, their high ideals sometimes so high that they were quite removed from the ordinary people they have pledged to protect. It was that story, which told of a great paladin who heroically fought against a demon in order to protect a village. Due to his great skill, paladin overcame the demon who tried to escape, and Khair followed him doggedly. They fought a running battle and Khair was determined to win. To finally banish this creature once and for all and to return to the village, to be recognized as a great hero he really was. And he did won, but returning back he found the village pillaged and destroyed. While he was chasing the demon, blinded with his fury and his eagerness to win, lesser demons raided the village. Village he was assigned to protect...

Numerous were the stories told by Khair, some embarassing, some full of hope and adventure, but still they were nothing compared to his training. Sword wielding lessons, education on demons and devils their temptations and their weaknesses, fragility of human body and stregth of human determination - all of these were eagerly accepted by young Dolok. Numerous tests were devised by Khair, and as a reward for passing some of them Dolok gained tokens. p
Various minor items, pieces of equipment, then the shield and armor, lance and finally - a scimitar! Still he remembers fondly that only few days ago skeletal apparition gave him one final gift - a small silver pendant shaped in the image of godess. The moment Khair placed the holy symbol into Dolok's hand, a loud rumble shook the foundation of the cairn. "Go now boy, your apprenticeship is finished here. Now you are worthy of becoming a Knight of the Shield. But remember, you must keep earning that right every day!" And with that, a single sun ray broke through the ceiling of the cairn and engulfed Khair. Dolok still remembers the sound he heard through the chaos surrounding him. Throughout the rumble and the heat and the light dancing around he could not see Khair anymore - but he heard this sound. He heard a very soft "Thank you" followed by Khair's laughter...

Description:

Dolok is an athletic, wiry tall man, with a thin sharp-featured face. His skin is very tanned, tending toward a copper-ish colouration, showing that he has spent significant amount of time in the open. He has long, blonde hair, usually worn in a single braid at his back, no facial hair, and radiant blue eyes which seem to be constantly in motion. Smile rarely leaves his face. His blue hair and blue eyes show that there is a bit of Ulfen blood in him as well, but Dolok Kadarn considers himself a Kellid.

He is wearing an obviously very old and quiet dented green breastplate armour, with only a few hints of blue. The armour has obviously seen better days, seeing that it was punctured, bruised and patched in several spots. However, despite obvious patches, it seems that armour is still functional, offering ample protection. Strapped accross his back is a round wooden shield, with a metal rim running at it's edges. Shield itself has a simple five points white star painted on it. At his hip there is a curved sword just a bit shorter than a longsword. The outer edge is viciously sharp, and the back is flat,
giving the blade a triangular cross-section. The sword also has faint green-bluish tinge to it, showing that both the sword and armor were forged from similar metal.

Festival in Kenabres:

Dolok came late for the beginning of the festival. His arrival on the second night went largelly unnoticed by anyone, since most of the people were involved in festivities happening all around. After some wandering, he managed to find a very nice stable, and he made sure that Hareika (his horse) was properly stabled. He spent some time grooming her, and gave her the last of the carrots he brought from home. He thought of maybe going into the night, filled with
laughter and revelry, but he quickly decided against it. The ride to Kenabres was very long and he was quiet tired. So he bribed the stable boy with a few remaining pieces of silver, and went to sleep on a very comfotable haystack.

As usual, in the morning he was up at the crack of dawn. He helped around the stables, ignoring the astonished looks of several stable hands, and joking with them lightly. He even went so far as to offer them to share his paltry breakfast, consisting of some stale bread, few choice pieces of dried meat, one saussage and a small quantity of dried appricotts. Next, he undressed to his waist and went to wash himself up at the nearby well. Finally, he went to retrieve his mother's final parting gift and walked outside into the city which was still waking up.

Looking at all the various entertainers, Dolok was honestly delighted and his eyes betrayed it. He went to see all of them - although the old diviner lady seemed to charge quite a lot - either not enough diviners around, or she's really good enough to ask for so much. And that guy with gray hair manipulating that giant bubble - hmmm, that was a treat. And it even seemed not to be magical...

Remembering finally what he is carrying with himself, he locates a nice free spot, with a few stumps in the shade of an old oak. Sitting down on one of the stumps, Dolok slowly unpacks the present from his mother. In his minds eye can see her face clearly, saying her goodbye, and he can still hear her voice "Take this my son. It has been a long, long time since moors and hills of Sarkosis heard this sound. Take it and spread it's sound accross our ancestral lands." Lost in his thoughts, Dolok starts playing and one constant, legato sound starts drifting across the city. Almost spellbound, Dolok does not notice that at his feet, children started gathering as he plays his Great Highland Bagpipe.

Crunch:

Male human (Kellid) Cavalier 1
NG Medium humanoid (human)
Init +3; Senses Perception +0, Sense Motive +4

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DEFENSE
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AC 19 (+3 Dex, +5 armor, +1 Shield), Touch 13, Flat-footed 16
CMD 17
HP 12 (1d10+1+1)
Fort (2) +4
Ref (0) +3
Will (0) +1
Defensive Abilities None
Immunities None
Resistances None

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OFFENSE
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Speed 30 ft (20 ft. in armor on foot; xx feet mounted)
Melee
Scimitar +4 (1d6+3; 18-20/x2)
Scimitar +4 (1d6+4; 18-20/x2) Two handed
Lance +4(+5)(1d8+3; x3) *Double dmg. on charge; +1 BAB if attacking from horse back (elevation)
Club +4 (1d6+3; x2)
Scimitar +2 (1d6+3; 18-20/x2) and Light shield +2 (1d4+3; x2)
Dagger +4 (1d4+3; 19-20/x2)

Ranged

Special

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STATISTICS
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Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Attack +1; Melee Touch +4;
CMB +4

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Feats
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Challenge 1/day (Cavalier 1)
Mount (Cavalier 1)
Order of the Shield (cavalier 1)
Tactician - Paired Opportunists (Cavalier 1)
Two Weapon Fighting (Human Bonus feat)
Improved Shield bash (Level 1)

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Traits
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Indomitable Faith (Faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Touched by Divinity (Campaign): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).

Skills
Bluff (1) +3
Diplomacy (1) +3
Knowledge (local) (1) +5
Ride (1) +7 (+3/+1)
Sense Motive (1) +4
Swim (1) +7 (+3/+1)

Languages
Common, Celestial (?)

Special
Bonus spell (Domain) - Protection from Evil

Equipment
Scale mail 50 gp +5 +3 -4 20 ft. 30 lbs.
Quickdraw light steel shield, spiked 69 gp +1 - -2 - 12 lbs.

Scimitar 15 gp 1d6 18-20/x2 - 4 lbs. S -
No (Lance 10 gp 1d8 x3 - 10 lbs. P Double dmg. on mounted charge, Reach)
Club - gp 1d6 x2 10 ft. 3 lbs. B -
Dagger 2 gp 1d4 19-20/x2 10 ft. 1 lbs. P or S-

Armor and weapons: 146 gp; 60 lbs.

Cavalier's kit 23 gp 112 lbs.
Bagpipes (Musical instrument) 5 gp 3 lbs.

Grand total: 174 gp

Projected path:

Level 5 Cavalier (Stratagist, Honor Guard)

1- Tactician (Paired Oppourtunist), Order of the Shield, Mount, Challenge 1/day, TWF, H- Imp Shieldbash
2- Resolute
3-Intercept-Bodyguard, Quickdraw
4- Drill Instructor, Challenge 2/day
5- Banner, Tactician 2/day, Power Attack

As for the Mythic paths, still undecided between Guardian, Champion or Marshal.

Animal companion/Mount:

(Light) Horse
This proud horse thunders across the grassy plain with fluid grace, wind tugging at its loose-fitting barding.

HORSE CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
ECOLOGY
Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the following adjustments to the base statistics detailed above.


Here's a true Dwarven Forgemaster: Morgrym Steelhammer

Background:
Morgrym Steelhammer had a dream. A simple dream of being a blacksmith and creating the best goods any dwarf has ever seen. That all changed when his family was called to help during the Third Crusade for Sarkoris. He was not able to tend to his beloved forge while his family risked their lives and he could not in good faith let them go where he would not follow. So he turned his hammer from the forge and towards a warrior’s path. Being as young as he was (merely a child at the time) and unbearded to boot he was given simple tasks, running to fetch water for the crusaders, learning to bandage the wounded as they came in, bringing new weapons and armor for those fighting. It wasn’t long at all before he was called to the forge once again, but this time it was deeper, more personal. Morgrym knew of Torag, but he suddenly knew of Torag. Morgrym took to the hammer with much more fervor and passion than before, and prayed to Torag regularly, that the father of the earth might bless him. And Torag answered Morgrym’s calls and pleas. Morgrym knew now what his path was, not only to be a blacksmith, but to create weapons and armor for a holy cause, for the crusaders, and for all those fighting to contain the Worldwound. Morgrym walked out of that forge a changed man, now he had a goal, new-found divine powers, and a place in which to set up shop: Kenebres. It is here that Morgrym has spent the intervening years developing new smithing techniques and the best arms and armor the crusaders could hope for, while receiving the blessings of Torag as well.

Crunch:
Morgrym Steelhammer
Male Dwarf Cleric [Forgemaster] of Torag 1
LG Medium Humanoid (Dwarf)
Init +0; Senses Perception + 4, Darkvision 60ft.
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +4 (+6 poison) Ref +0 Will +6 (+8 vs Charm/compulsion); +2 spells/SLAs
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Offense
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Speed 20 ft.
Melee Warhammer +2 (1d8+2/x3)
Ranged Light Crossbow +0 (1d8, 19-20/x2)
Special Attacks 7/day Artificer’s Touch (1d6+1)
Domain Spell-Like Abilities (CL 1st; concentration +5)
At will – mending
Cleric Spells Prepared (CL 1st; concentration +5)
1st – animate ropeD, bless, protection from evil
0 (at will) – create water, purify food and drink, resistance
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Statistics
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Str 14 Dex 10 Con 14 Int 12 Wis 18 Cha 9
Base Atk +0; CMB +2; CMD 13 (17 vs Trip, Bull Rush)
Feats Heavy Armor Proficiency
Traits Touched by Divinity (Torag), Birthmark
Skills Craft (Weaponsmithing) +4, Craft (Armorsmithing) +4, Heal +7, Knowledge (religion) +4; Racial Modifyers +2 Appraise w/ non-magic gems, metals, +2 Perception Stonework
Languages Common, Dwarven, Gnome
SQ 4/day Runeforger – Ancient Splendor
Gear Warhammer, Light Crossbow, 20 bolts, Scale Mail, Heavy Steel Shield, Backpack, Bedroll, 5 days rations, Waterskin, 15gp, 4sp

Projected Path:
The projected path for Morgrym is to get heavier armor, continue following Torag’s way, and start forging things for the party, be it armor, weapons, or other. Master Craftsman will probably be taken, as well as other item creation feats, assuming time will be had with which to craft.


For your consideration: Caelus Oklir, Summoner.

Background:
There were always those in Sarkoris – deviant tribes, plane-touched summoners, lone mad witches – that tempted fate by courting the Demonic. But there were others – perhaps many more – that opposed the darkness and those that would bring it into the world.
Those other lost.

Some – the lucky, the forewarned, the visionary – escaped the cataclysm of the Worldwound’s opening, and they and their descendants labor even today to undo the damage their countrymen may have helped to wreak. Caelus’s ancestors were among these, Kellids of northern Sarkoris. Among them was the great summoner Olkain, who, with his golden winged Eidolon Skara, sacrificed himself to permit the escape of dozens of his kin, including his young daughter.

Olkain’s descendants sought whatever help they could in their unending war against the demons. Eventually, they made contact with the mysterious Riftwardens. Caelus’s sorcerer father and witch mother joined the ranks of this organization. Like so many before them, they perished in the Crusades, betrayed and murdered by an ally – but their murderer was never identified, even in the wild burning purges of the recent Crusades. Caelus was raised by distant relatives, never allowed to forget his heritage. Crusaders themselves, his foster parents – Molkar and Vara – raised him to become a leader of the children of Old Sarkoris, to take up the cause: Seal the Worldwound, reclaim the lands of Sarkoris for her children, atone for the sins of their people, and avenge the lost. When his dreams led him to the Eidolon Oynar – a sleek, golden, houndlike creature of the outer realms – he knew his role in the struggles to come.

Description:
Caelus stands just under six feet tall, with the bronzed skin, long dark hair, and dark eyes typical of the Kellids. He is clean shaven, with a serious expression and intense gaze. He typically dresses in a long, simple riding coat over a thick leather tunic. When his Eidolon is present, a spindle-shaped spiral glows on their foreheads.
Oynar is built roughly along the lines of a hound or wolf – perhaps a little more catlike in body shape than the shaggy wolves of Mendev. His rows of teeth are perfectly triangular, glinting with a silvery metallic sheen, and his eyes – long affairs that nearly meet above his short snout and wrap far around the sides of his head, under batwing-like ears – are a solid, faintly glowing gem-like red. His furless flanks are a slightly metallic gold, and long, almost fingerlike claws decorate his front paws.

Cruchy Bits:

Caelus Oklir
Male Human (Kellid) Summoner 1
NG Medium humanoid (human)
Init +0; Senses Perception +1
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Defense
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AC 12, touch 10, flat-footed 12 (+2 armor)
hp 9 (1d8+1)
Fort +1, Ref +0, Will +3
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Offense
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Speed 20 ft.
Melee dagger +0 (1d4/19-20) and
longspear +0 (1d8/x3) and
sickle +0 (1d6)
Spell-Like Abilities
7/day—summon monster
Summoner Spells Known (CL 1st; concentration +7):
1st (2/day)—lesser rejuvenate eidolon, protection from evil
0 (at will)—acid splash, detect magic, mending, light
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Statistics
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Str 10, Dex 10, Con 12, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Augment Summoning, Spell Focus (conjuration)
Traits riftwarden orphan, world traveler
Skills Acrobatics -6 (-10 jump), Climb -6, Diplomacy +9, Escape Artist -6, Fly -6, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (planes) +6, Linguistics +6, Ride -6, Spellcraft +6, Stealth -6, Swim -6
Languages Abyssal, Celestial, Common, Hallit, Varisian
SQ eidolon link, life link, share spells with eidolon
Combat Gear Acid, Oil (2); Other Gear Leather armor, Dagger, Longspear, Sickle, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, winter, Flint and steel, Ink, black, Inkpen, Journal, Mug/tankard, Rope, Scholar's outfit, Torch (2), Trail rations (5), Waterskin (2), 6 GP, 6 SP, 7 CP
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
The 'World Traveller' trait refelcts his upbringing and training to be a leader, rather than actual extensive travel.

Projected Path:

I am planning to keep Caelus as a Summoner through most of his career, hopefully branching into the Archmage Mythic path. The Eidolon will be mostly focussed on melee, picking up eveolutions to overcome demonic resistance as soon as possible.

Eidolon:

Oynar
Quadruped
NG Medium outsider
Init +2; Senses darkvision 60 ft., scent; Perception +4
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee bite +3 (1d8+2) and
2 claws +3 (1d4+2)
--------------------
Statistics
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Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Combat Reflexes
Skills Acrobatics +2 (+6 jump), Perception +4, Sense Motive +4, Stealth +6, Survival +1
Languages Common
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Eternal student of the arcane, Nicolas "Phoenix" Holt, reporting for duty!

Background:
A small drop of rain fell on Nix’s head, followed by another. Shortly, a cascade of rain poured down upon the Chelaxian and his uncle’s gravestone. That was fine. In Nantambu, he had learned to love the rain; it was always a refreshing break from the heat of the jungle. The distant sound of thunder rumbled off in the distance. The night was not quiet, nor were Nix’s thoughts. It was all too much to take in. He placed a hand on the gravestone and took a deep breath.

“‘Your mother will come back to haunt me,’ you said. ‘The Mwangi Expanse is too dangerous,’ you said,” Phoenix clenched the headstone until his knuckles turned white. “But the Worldwound wasn’t too dangerous for you? ‘Leave the heroes to the stories,’ you always said.”

Nix let his hand fall to his side, and rose from his kneeling position. He wiped his eyes with his hands. He wasn’t crying, of course – that would be unmanly – but a drop of rain must have blown into his eye. “I go off to study in the jungle and you go off to get gutted by a demon. Is that how it works?”

Nix heaved a long sigh, “Well, wasn’t your fault, I suppose. I was gone for long. Too long.” Nix stared down at his chest, as if looking through his robe to see the strange spiral shaped symbol that lay over his heart. “Too many years spent chasing ghosts that could have been spent with you, Uncle. But now I’m back home. Back where I belong. Kenabres, the Crusader City. Without you.”

A cascade of rain poured down upon the Chelaxian and his uncle’s gravestone. That was fine. In Nantambu, he had learned to love the rain; it covered up his tears.

--------------------

Nicolas Holt’s parents left him in the care of his uncle, Edric Holt, shortly after the boy was born. Although Nicolas never knew his parents, his uncle would often regale the boy with stories of Valeria Holt, a wizard of some renown and Nicolas’s mother. As Nicolas grew older, Edric’s stories became more and more exaggerated, until the boy’s mother became a veritable storybook hero in his mind. Eager to follow in her footsteps, Nicolas read any arcane tome he could get his hands on, and soon enrolled in the Acadamae. Nicolas had a penchant for finding himself in near death situations. He almost lost his life on five separate occasions in the course of his studies (two imp attacks, one magic duel, one summoned monster mishap, and one incident involving a poorly placed grease spell and a long flight of stairs), and earned the nickname “Phoenix Holt” (oft shortened to “Nix”) due to his ability to rise up from each incident with renewed vigor.

After graduating at a relatively young age, Nix joined the Pathfinder Society in hopes of growing in knowledge and fame. One fateful trip took him deep into the Mwangi Expanse to the city of Nantambu. Due to the heat, Phoenix had removed his shirt, and his birthmark – three spirals that lay directly above his heart – was plainly visible. Aya Allahe, a local merchant of great wealth and influence, recognized the mark as the Sign of the Seeker’s Spiral, a sign that was seen rarely on sons or daughters of Riftwardens with great destinies. Eager to both enhance the Chelaxian’s knowledge to prepare him for whatever lay before him and to promote Nantambu as a cultural haven, Aya insisted that Phoenix be enlisted in the Magaambya. There, Phoenix learned greater arcane theory, but more importantly, he learned patience and virtue. When he left the academy, he found that he no longer retained his boyish dreams of glory and heroics, but instead wished to simply make a positive impact on the world.

Unfortunately, while Phoenix learned ancient secrets in the Magaambya, Edric Holt enrolled in the Fourth Crusade, where the older man ultimately lost his life to a demon attack. Phoenix, being somewhat unreachable, did not learn of his uncle’s death until long after the fact; although his uncle had stopped sending letters, Phoenix attributed it to Edric’s general disdain for writing over talking face-to-face. Nix returned to Kenabres to visit his uncle’s grave, and has been living there for several years, hoping to hone his magic to a point where he can make an impact in the long stand-off with the demons of the Worldwound.

Crunch:
Nicolas “Phoenix” Holt
Middle-Aged Male Human (Chelaxian), Conjurer (Teleportation) 1
NG Medium humanoid (Human)
Init +6; Senses Perception +5
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee
Quarterstaff -2 (1d6-2/x2)
Ranged
Light Crossbow +2 (1d6/19-20)
Spells Prepared (CL 1st; Concentration +8)
1st-Mage Armor, Summon Monster I, Color Spray (DC 16, 2),
0 (at will)- Dancing Lights, Acid Splash, Daze (DC 15)
Specialization Conjuration; Opposition Schools Necromancy, Divination
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STATISTICS
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Str 7, Dex 14, Con 14, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 10
Feats Spell Focus (Conjuration), Scholar (+2 Arcana and Planes), Scribe Scroll
Traits Riftwarden Orphan (+2 Concentration), Eyes and Ears of the City (+1 Perception, Class Skill)
Skills Diplomacy +2, Knowledge (Arcana) +11, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Planes) +11, Perception +4, Spellcraft +9
Languages Common, Polyglot, Taldane, Abyssal, Celestial, Tian
SQ Arcane Bond (thrush familiar)
Combat Gear crossbow bolts (20), haramaki; Other Gear candle, trail rations (5), ink, inkpen (2), paper (20), waterskin, spellbook, 20gp, 97sp, 18cp
Spellbook All 0-level spells, grease, summon monster I, mage armor, obscuring mist, color spray, silent image, vanish, protection from evil
--------------------
SPECIAL ABILITIES
--------------------
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (8/day)

Projected Path:
Phoenix will be run as a Wizard up to level 5, and beyond will take the Magaambyan Arcanist Prestige Class.

Nix will be focusing on mostly Conjuration and Illusion spells, and will focus on battlefield control over outright damage (especially since demons have some pesky immunities and resistances). He will likely be taking Augment Summoning at level 3, and Improved Initiative and Spell Mastery at level 5.

Whenever Mythic rules come into play, Nix will be sent down the Archmage path.

Familiar:

Flitwing
NG Diminuitive animal (Thrush)
Init +2; Senses low-light vision; Perception +5
--------------------
DEFENSE
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 4
Fort +0, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +2 (1d2–5)
Space 1 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Knowledge (Arcana) -2, Knowledge (History) -2, Knowledge (Local) -2, Knowledge (Nature) -2, Knowledge (Planes) -2, Perception +5, Spellcraft -2

Sczarni

to answer a PM question:

No, you cannot take two (or more) archetypes that change or modify the same class feature.


Ok, here's my replacement for Mori.

Background:

Appearance
The Drallidur family has always stood out from the local residents of Restov. Aranthis is no exception, born with the same flame red hair and brilliant green eyes her family is known for. She stands tall for a Taldan woman, at 6’1”, with a lithe but well-muscled body, hardened from her time working the forge under her father’s and grandfather’s joint tutelage. Since leaving for Kenabres she has opted utilitarian travel clothes, favoring leather breeches and a sturdy boots along with a loose shirt and simple leather tunic. On her back, hanging beside her pack, is a bundle of burlap cloth within which are two curved blades sheathed in their scabbards. These blades are the first weapons she has forged, and she takes great pride in them. Strapped to the bottom of her pack is a suit of brand-new scale mail, a gift forged by her father. In addition, a set of fine blacksmith’s tools can be seen bundled tightly together and tied to the side of the pack.

Personality

While there is some truth to the saying that fiery hair is a sign of a fiery temperament, most of the time Aranthis has a level head. A forge has many lessons to teach, and first among them is that impatience and lack of planning can exact a heavy toll. Additionally, Aranthis is still possessed of a naïve outlook on the world. She has known neither hunger nor suffering in her life, nor has she seen the horrors which war visits upon the lands, much less one waged by the demonic forces of the world-wound. The world she knows exists only within her grandfather’s tales: A land of gleaming knights and heroism, where good inevitably triumphs over evil.

Background Story Synopsis
Born and raised in Restov, Aranthis was the only member of the latest generation of the Drallidur family. Her father and grandfather had both served as blacksmiths to one of the minor noble houses in Restov, House Melifil. In exchange for their service, the Drallidurs were provided with space for a home and forge within the lord’s lands.

It was in this relatively sheltered environment that Aranthis grew up. While they weren’t rich, the income from the forge run by her father and grandfather was enough that they could afford help to handle the cooking and cleaning, allowing Aranthis freedom in her childhood. Free from the household chores most children were saddled with, she spent her days playing with the lord’s children, or following her father or grandfather around the forge and learning about smithing. At night, her grandfather would regale her with wonderous stories; some were about the wondrous creations of Torag, others were tales of knights valiantly fighting to protect the weak and bring justice to the land. Her favorite tales, however, were those of her grandfather’s adventures with Lord Arden Melifil in the World-Wound before he settled on House Melifil’s lands in Restov.

When she came of age, she began taking sword-fighting lessons from the eldest son of the Lord, an expert in the two-bladed Aldori style the house was known for. She had a natural talent for combat it seemed, and Melifil’s son also taught her how to use armor and a variety of other weapons in case she should ever have need of it. During this period she also came to discover that she was blessed with unusually good luck. When working in the forge or practicing dueling it seemed that whenever anything odd happened or went awry, it always did so in a way that ended up favoring her.

When she reached the age of nineteen she began having repetitive dreams of a vast walled city, and a pair of gleaming blades marked with runes. After a while she became curious and asked her grandfather about the dreams. He replied that the dreams were common among all the first born children of the Drallidur family. The city was Kenabres, he explained, although he still had no idea what the blades symbolized. Both he and her father had had the same dreams when they had come of age, and both travelled to Kenabres as a result. For him it had led to his adventures with Lord Melifil. His father, on the other hand, had wound up training there under a famed dwarven blacksmith before returning to Restov, training that had helped ensure their prosperity and added to their renown in the town.

She understood then that she was being called on the same journey. Unlike her father and grandfather, however, she recognized the blades: A pair of Aldori dueling swords not unlike the ones she’d trained to use. Asking for aid from both her father and grandfather, she undertook her first smithing project, crafting a pair similar to those in her dreams. Once she had completed them, she began packing her things, and decided to set off for Kenabres herself. Upon her departure she was gifted a suit of scale mail forged by her father, her grandfather’s blacksmithing tools, along with his symbol of Torag, and holy book.

Dreaming of the grand adventures she’d have and the fame she’d gain, she set off to find out what the dream held in store for her.

Crunch:

Aranthis Drallidur

Female Human Fighter (Two-Weapon Warrior) 1
LG Medium Humanoid (Human)

Init +3; Senses; Perception +0

Defense
AC 20, Touch 17, Flat-footed 13 (+5 armor, +3 dex, +1 shield, +1 trait)
HP 14/14 (10 base + 3 toughness + 1 favored class)
Fort +2, Ref +3, Will +0

Offense
Speed 30 ft. (20 ft. in armor)

Melee Aldori Dueling Sword [+4 hit (1 BAB + 3 str), 1d8+3 dam]
Melee Aldori Dueling Sword (TWF) [+0/+0 hit (1 BAB + 3 str -4 TWF), 1d8+3/1d8+1 dam]

Spell-Like Abilities (CL 1): divine favor, 1/day

Statistics
Str 16, Dex 16, Con 10, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 17

Feats Toughness, Two-Weapon Fighting, Two-Weapon Defense
Traits Touched by Divinity (Torag, Law/Archon), , Fate’s Favored, Defender of the Society
Drawbacks Naïve (-2 AC vs improvised attacks, -2 CMD vs Dirty Tricks)
Skills Appraise +3, Craft(Weapons) +7, Knowledge(Engineering) +5, Survival +4
Languages Common, Celestial
SQ Heart of the Fields [Craft(Weapons)]

Combat Gear Scale Mail, Aldori Dueling Sword (x2)
Other Gear Fighter’s Kit, Silver Holy Symbol of Torag, Holy Book of Torag, Masterwork Smithing Tools, Merchant’s Scale

Projected path for levels 1-5:

Aranthis will proceed taking two-weapon fighting feats along with defensive feats. At 2nd and 4th level, she’ll dip Oracle(Metal/Legalistic) to represent her growing ties to Torag, and her natural affinity for blacksmithing and related things. Between Armor Mastery, Dance of Blades and Heavy Armor prof, she’ll be able to move quickly about the battlefield in medium armor, or eventually heavy mithral armor. Skill-wise, she’ll pickup Diplomacy and Appraise at the first oracle level, and continue Diplomacy instead of Know: Engineering as she levels further.

She will be primarily Guardian path, dual-pathed into Champion to improve her mobility (Impossible speed & Fleet warrior). She’ll also pick up the legendary item abilities, as her goal is to forge a pair of weapons whose legacy will outlive her.

Sczarni

Recruitment now closed, I will do my best to sort all of these by Monday.


Soory it's late

Background:
Had her mother not been such a devote follower of Sarenrae, Ghorga may not have survived beyond the cradle. Being the offspring of a violent encounter between her mother and a wandering Orc, it would be expected that her family life be loveless and hateful.
This wouldn’t be exactly true, however, because, despite herself, Kaleen grew to love her child, and she constantly reminded Ghorga that it was Sarenrae that made such a thing possible. She never acted so in public, however, belittling, ignoring or abusing Ghorga whenever there were other people nearby, but apologising and being a dutiful, loving mother when they were alone.

This led to Ghorga only being honest with her feelings when alone, and treating those she cared for the most poorly when with others.

Thanks to her Orc-blood, she had always been an independent child, venturing off by herself exploring the surrounding city and listening and talking with random people.

This almost got her killed on one life-changing occasion, and it was this event that turned her towards the path of the Paladin.

While out exploring the edge of the city, a demon that had gotten past the wardstones attack her. The last thing she remembers is a blinding light, which turned out to be the Paladin slaying the demon using holy abilities. During the next few weeks, she lay in a coma on the edge of death. The demon that had almost killed her, and had been slain, plagued her dreams, though she knows they were more than nightmares.

The demon spoke to her in a foreign tongue, and always was trying to drag her into the abyss. Her only salvation was clinging to the light that was her last waking memory, of how it shone but wasn’t blinding, seemed to burn but only harmed the demon. A light that manifested itself as a white beaming scimitar.

When she awoke, she had changed. Her faith was set, she was a devotee of Sarenrae, the goddess that protected her from the demon’s vengeance and gave her protection from the swallowing darkness of the abyss.
She would later discover that she could understand and speak the tongue of demons, Abyssal, and that the strength she received in her dream quest was still within her, saving her from blows that would’ve killed or incapacitated lesser warriors.

She see this moment in her life when she was freed from the sins of her father and the taint flowed within her from birth. The mission given to her by Sarenrae was to find those corrupted, enslaved, or otherwise tarnished by the demons from the Worldwound, and guide them to salvation, to spread the saving grace of The Dawnflower, to shine The Everlight through the darkness of the Abyss and to save those lost souls from damnation.

Crunch:
Ghorga
Female Half-Orc Paladin 1
CG Medium Humanoid (Half-Orc)
Senses: Darkvision
Ht: 6'4" (190.5cm) // Wt: 203 lbs (92kgs) // Age: 15
Favored Class: Paladin
Alignment: Lawful Good
Languages: Common, Orc, Abyssal
Senses: Darkvision (60ft)

==============STATS==============
Str: 14 (+2) // Dex: 10 (+0) // Con: 14 (+2)
Int: 12 (+1) // Wis: 13 (+1) // Cha: 16 (+3)

=================================

Base Stats (20 pt buy)
Str 14 (5 pts)
Dex 10 (0 pts)
Con 14 (5 pts)
Int 12 (2 pts)
Wis 13 (3 pts)
Cha 16 (5 pts) +2 racial

Combat Info
HP: 12
BAB: +1
CMB: +3
CMD: 13

Initiative: +0
Speed: 20 ft

AC: 17 (10 T / 17 FF) (+5 Armor, +2 shield)
Fort: +4 (+2 base, +2 con)
Ref: +0
Will: +5 (+2 base, +1 wis, +1 feat)

Melee Scimitar (1d6 +2) (18-20/x2)

Gear
Scimitar 15gp
Scale Mail 50gp
Heavy Steel Shield 20gp
Backpack 2gp
Bedroll 0.1gp
Blanket (winter) 0.5gp
Flint and steel 1gp
Grappling Hook 1gp
Tankard 0.2gp
Pouch (belt) 1gp
Rations (14days) 7gp
Rope, silk (50 ft) 10gp
Signal whistle 0.8gp
Soap 0.1gp
Sack (empty) 0.1gp
Waterskin 1gp
Whetstone 0.02gp
Holy Symbol (silver) 25gp
Mirror (small steel) 10gp
Explorer’s Outfit 10gp

Starting Gold (average): 175gp
Spent: 154g 8s 2c
Remaining: 20g 1s 8c

Paladin Class Features
1st Level
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

2nd Level
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

3rd Level
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

4th Level
Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

5th Level
Divine Bond (Sp) (Weapon): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms.

Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed.

Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Traits, Feats, and Skills
Traits: Indomitable Faith +1 bonus on Will saves; Exposed to Awfulness (campaign)

Feats: 1st - Alertness +2 perception and sense motive
Racial Traits: darkvision, intimidating, orc blood, orc ferocity, weapon familiarity

Detailed Skills
Skill Points/level: 4 = 3(class) + 1(int)

Italics = class skill
Bold = has ranks in

Acrobatics: -4 = +0(ranks) -4 ACP
Appraise: +1 = +0(ranks) +1(int)
Bluff: +3 = +0(ranks) +3(cha)
Climb: -2 = +0(ranks) +2(str) -4 ACP
Craft: +1 = +0(ranks) +1(int)
Diplomacy: +7 = +1(ranks) +3(trained) +3(cha)
Disable Device: -4 = +0(ranks) -4 ACP
Disguise: +3 = +0(ranks) +3(cha)
Escape Artist: -4 = +0(ranks) -4 ACP
Fly: -4 = +0(ranks) -4 ACP
Handle Animal: +3 = +0(ranks) +3(cha)
Heal: +8 = +1(ranks) +1(wis) +3 (trained)
Intimidate: +9 = +1(ranks) +3(cha) +3 (trained) +2 (race)
Knowledge (arcana): +1 = +0(ranks) +1(int)
Knowledge (dungeoneering): +1 = +0(ranks) +1(int)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +1 = +0(ranks) +1(int)
Knowledge (history): +1 = +0(ranks) +1(int)
Knowledge (local): +1 = +0(ranks) +1(int)
Knowledge (nature): +1 = +0(ranks) +1(int)
Knowledge (nobility): +1 = +0(ranks) +1(int)
Knowledge (planes): +1 = +0(ranks) +1(int)
Knowledge (religion): +1 = +0(ranks) +1(int)
Linguistics: +1 = +0(ranks) +1(int)
Perception: +3 = +0(ranks) +1(wis) +2 (feat)
Perform: +3 = +0(ranks) +3(cha)
Profession (soldier): +1 = +0(ranks) +1 (wis)
Ride: -4 = +0(ranks) -4 ACP
Sense Motive: +7 = +1(ranks) +3(trained) +1(wis) +2 (feat)
Sleight of Hand: -4 = +0(ranks) -4 ACP
Spellcraft: +1 = +0(ranks) +1(int)
Stealth: -4 = +0(ranks) -4 ACP
Survival: +1 = +0(ranks) +1(wis)
Swim: -2 = +0(ranks) -4 ACP +2 str
Use Magic Device: +3 = +0(ranks) +3(cha)

Projected Path:
She will take all levels in Paladin.
Any feats and spells she aquires will either be based around incapacitating enemies (for later redemption/conversion), killing demons and undead, or blessing.
I'll be basing the skill points off what has happened so far (like if they had to climb something, she may get a rank in climbing because of it) or what she would've gotten had she not gone on the Crusade.

Sczarni

To answer PM:

I will likely choose:

1 Melee
1 Arcane
1 Divine
1 Skill


My F5 button is going to be angry at me from all the times I've been hitting it.

Best of luck to everyone in getting chosen!*

*Offer not valid to other arcane casters :P

Liberty's Edge

Well I'm not melee, I'm not divine, I'm not arcane, and I don't
think I'm what most people think of as skilled... so ... good luck and have fun

Sczarni

First, I set up a thread seeking a GM to take those who did not get in. I will run this for a couple weeks, and if my work/play level is agreeable, I will revisit and attempt to open a table B. For those who wonder about the method, I read the backgrounds, and made notes on which I liked best, then which backgrounds I thought would work best together, and finally, in the case of ties (for both the Arcane and Divine) I flipped a coin. Not overly scientific, but people ask often what method was used, so there you have it.

The Group:

Melee
Aranthis

Arcane
Phoenix Holt

Divine
Ghorga

Skill
Eulalia

I don't think there were any bad or poor, or even sub-par applications. All were really well thought out and assembled. I couldn't have asked for a better pool, and I sincerely apologize to those who are not in the group. You are all excellent, and I sincerely hope you get in to a group as soon as possible. Truly humbling to see such outstanding effort. If I could run it as a party of a dozen, I would have.

Gameplay is up, here.

Sczarni

I started a thread a couple days ago asking for another GM to take some time to run this for those who did not get in here. I strongly suggest some of you port over to this thread to help keep the conversation alive and well. I wish you all the best of luck!


Thanks, Akinra, and good luck to the party.

Silver Crusade

I just found that other thread tonight. Those of you that did not make the it into Akinra's campaign please go here and check out my houserules.

Your first quest:

Whoever is first to respond to my post in the other thread with a full listing of all people from this thread; In order that everyone not selected posted in the first recruitment thread, up until the point where Akinra opened the gameplay thread. This is the first quest.

If you are not one of the first six posters from this thread and you respond first this quest will grant you a "seat" at the table without the other 6 having to vote if a 7th player is welcome to join. even if you were the 50th person to post on the other thread.

Have a good night :)


Hi!

Silver Crusade

Olmek
The Thing from Beyond the Edge
Fomiel

are you guys still interested?


Wait,I am.

Sovereign Court

I have responded as GM.

Sczarni

Looking for a replacement character. If interested, please post application here.


Still interested with this character.

Sczarni

Welcome aboard Rotoluntundro. Please head over to the game play thread and get up to speed!


WOOHOO! *pumps fist in the air* Thanks!


We seem to have lost our paladin and arcane magic user, so is there anyone out there who wants to join us?


It seems that the WotR campaign that I was playing in has died out. I would be interested in participating, if you would have me. I will get a character posted as soon as possible.

Sovereign Court

I would be happy to submit a Paladin for consideration :-)

Sczarni

We have 2 - 3 openings due to drops, if you are interested, please see the game play thread to get up to speed, and post an application. I will let the players chose their own companions.


I am interested, I'll check out the thread and rules and adjust to fit.


Ho! Does the call of adventure not ring loudly in your blood? Who will join us in our fight against evil?

I don't think we're that far into the first module, so it's not like there's a lot to catch up on. No takers?


I will be up front and say that have played a WotR campaign before, so obviously, I would really prefer people that have had next to no experience in this campaign to go first, but on the other hand, if you really are that short, then I have a character I could bring along (I wouldn't at all be offended if you didn't want someone who had played this AP before).

It would potentially help potential applicants to know if there was something specific the group needs/lacks/wants that a new character could add.


I think we could use some arcane/divine magic, and a skill-focused character.


I could play a Halfling Ninja or a Human Sorcerer (Character was originally a Peri Blooded Aasimar for flavor reasons but can easily make it a Human). Do either of these sound ok / have a preference?


Sounds fine to me, though the DM has final say, obviously. Anyone else want to weigh in?


I have a black blooded oracle of life who is dying to to go to the world wound. I was figuring a full divine caster with healing powers could work. Im somewhat conflicted if I want to rock life to represent his underlying nature or dark tapesty to represent the mockery his curse had made his greatest blessing.

Also have not run/played wotr yet.


Azim was part of WoTR game that died. I am part of 6PBP now and post as much as needed during the days. I'm on the boards from 7am-4pm eastern time M-F from work so I keep up with all my games. Azim has the touched by divinity trait. Do you have to take the mythic path associated with the trait or is that flexible. Azim's first 5 levels will look like Bard 3/Paladin 2. Overall he will have 4 paladin oath of vengeance to get revenge for the loss of his friend/love. The rest will be Bard. He will prbably take the marshal mythic possible dual path with the archmage. Hope to join your team :)

Dark Archive

Submitting Allrianne, not created a profile, but pretty much complete, apart from some gear.

The characters appear to have reached 2nd level, so I've statted accordingly, if you'd rather new people start at 1st, I'll bring her down...

Allrianne:

Female Half-Elf Rogue 1/Sorcerer 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 12 (1d8+1d6)
Fort +0, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier +0 (1d6/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks bloodline arcana: elemental, sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—elemental ray
Sorcerer Spells Known (CL 2nd; concentration +5):
1st (4/day)—feather fall (DC 14), jump
0 (at will)—breeze, dancing lights, mage hand, ray of frost
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Statistics
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Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Point-Blank Shot, Skill Focus (Acrobatics)
Traits chance encounter, magical knack
Skills Acrobatics +11, Bluff +7, Climb +5, Disable Device +9, Escape Artist +8, Knowledge (arcana) +7, Linguistics +6, Perception +6 (+7 to locate traps), Spellcraft +6, Stealth +8; Racial Modifiers +2 Perception
Languages Auran, Celestial, Common, Dwarven, Elven
SQ bloodlines (elemental), elf blood, trapfinding +1
Other Gear silken ceremonial armor, arrows (20), rapier, shortbow, thieves' tools, 39 gp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Elemental (Air) You may change any energy spell to use your bloodline's energy type.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Allrianne is the daughter of an influential merchant family, though she's somewhat addicted to danger, stealing things for fun and taking risks for kicks.

This lead her make occaisional forays into the Worldwound, picking choice trinkets off the fallen and enjoying the rush when having narrow escapes. One day she pushed too far, and got surrounded. A mysterious woman saved her, and they lead a group of cultists on a merry chase lasting days, before finally returning to Kenebres.

= = = = =

Mixing Sorcerer & Rogue, mostly Sorcerer. Ultimately aiming for Arcane trickster.


Seeing as a lot of people have posted some excellent skill focused characters, I'll submit the Sorcerer I mentioned earlier, with the breakdown and backstory in the profile.

Projected Path:

Basically, I intend to be a straight level 20 sorcerer, with a build focused around evocation [Fire] Spells. This doesn't mean that I would ignore useful utility spells such as Grease and so on, but I will have my focus, and I will be intending to use Fireball fairly often. Yes, I am aware that Demons contain resistances to fire, and will make sure my build can handle this.

As far as mythic goes, I will enter into the Archmage Path, while my non mythic feats for levels 3 and 5 will likely be Spell Penetration, and perhaps a metamagic feat.


I am interested. I am just short of begging to get this character started


Interested.

Sczarni

All of you who are interested, and have not posted a character, please do so. I am going to let the players pick who they want to adventure with, but I will reserve the final veto power.


Submitting Tornel Raus.


I'm still Interested with this character


blocked out a time to write this character concept into something conrete but never got around to it.
withdrawing interest. Best of luck to you all and I hope the party lasts the tests of time.


Reporting for duty:)

Background:

TruStrike knew his parents for only a few short years before they went missing. He spent some time in an orphanage in Kenabres, but as a young teenager he started finding ways to be useful and began making his own way.
Tending the needs of seasoned crusaders or accompanying mages of worth on expeditions, he has made a few friends around town and is generally well liked. He has accomplished little of note to date, but has had a good view of such things happening before him.

Whether it be his ancestry that ensures his good nature or not, he is most certain of which side of this conflict he stands. Like many that pass through Kenabres or call it home, he's well ready to take up arms when he is called.

Crunch:

NG Medium Outsider (Native)
Init +3 Senses Darkvision 60ft.

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0 Ref +3 Will +2
Celestial Resistance acid 5, cold 5, electricity 5

OFFENSE
Speed 30 ft.
Melee: dagger +1(1d4+1/19x20
Ranged: MW Longbow +4(1d8/x3)
Ammunition: 2 Quivers

STATISTICS
Str 12 Dex 16 Con 10 Int 10 Wis 10 Cha 18
Base Attk +0 CMB +0 CMD 13
SQ Spell-Like Abilities: daylight 1/day

Traits
Riftwarden Orphan: +2 Concentration checks
Magical Knack: +2 CL (up to HD)

Feats
Martial Weapon Proficiency Longbow: Proficient with longbows

Skills
6 Diplomacy 4 Cha +2 race
4 Knowledge (arcana) 1 rank +3 class
2 Perception 2 race
4 Spellcraft 1 rank +3 class

Bloodline (Arcane)
Class Skill: Perception
Bloodline Arcana: +1 to DC of spell when metamagic feat is applied which increases spell level
Bloodline Powers-
Arcane Bond (longbow): masterwork item grants +1 spell/day

Spells
0 Level
daze, detect magic, light, ray of frost

1st Level 5/day
mage armor, magic missile

Gear
Worn:
Readied: dagger, MW longbow, 2 quivers
Backpack:
Coin: 66gp

Projected Path 1-5:

Straight Sorcerer

Framiliar:

Not really a fan, probably wouldn't use one


all character stuff in alias

Sczarni

Allriane, Seraphine and Iomedae were chosen after long and hard deliberation, welcome aboard! Please see the main thread for more information and to get acquainted with where we are. I will work on a proper introduction to be posted tomorrow after I go over crunch stuff and all that.

Dark Archive

Thankyou, I will create an Alias and profile set up.


...And profile is created. Let me know if anything needs changing


Thank you. And good luck to those who did not get in. I know how hard it is.

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