Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

loot list

combat map


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Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Level five upgrade
+6 HP (4+2 for con)
Skills(7 total): +1 Appraise, +1 Fly, +1 Knowledge Arcana, +1 Knowledge History, +1 Knowledge Planes, +1 Spellcraft, +1 Use Magic Device
Feats: (Wizard Feat- Fast Study), Spell Penetration
Spells(Above, plus...) Cloak of Winds, Fireball

Level Six upgrade:
+6 HP (4+2 for Con)
Bab:+1
saves: +1 F, +1 W,+1 R
Skills (7 total): +1 Knowledge Arcana, +1 Knowledge Local, +1 Knowledge Nobles, +1 Knowledge Planes, +1 Linguistics (Language-Thassilonian), +1 Profession Architect, +1 Spellcraft
Spells: Fly, Protection From Energy
-----
Mythic
Archmage Arcana- Wild Arcana
Path Abilities: Mythic Spellcasting
Mythic Feat: Mythic Spell Lore
Mythic spells- Magic Missile, Fireball


I am looking into the wealth issue everyone. I have tried to add 50% more in set areas to help out.

Garith has the items found in the secret area been added to the inventory and loot list yet? It looks like it has been but Irabeth's longsword has not been added. That is yours as well unless you are giving it to her but it is a +1 evil outsider bane longsword.

I also do not see Pakak's +1 adamantine war hammer on the list. In addition to help clear some things up I will give you the items that haven't been identified yet if someone wants to rp bringing them to Aravashinial.

The rod of cancellation is gone

wicked dagger is MW dagger
bottle is large scorpion venom valued at 200gp
magic ring is ring of protection +1

On the body of Jeslyn you will find eventually after cleaning the Grey Garrison up...
3 scrolls of dispel magic
+1 scythe
amulet of natural armor +1
cloak of resistance +2
700gp in onyx gems for raise dead spells.
ring of protection +1
Dust of appearance
Handy Haversack

There are also 6 pieces of wardstone that can be recovered. Each piece allows 1 of the following functions...
1) When rubbed on a weapon it bestows the evil outsider bane condition and treats the weapon as good and cold iron.
2) When rubbed on armor or a shield it gives the bearer SR 13 against evil outsiders or SR 17 if it is specifically a demon evil outsider. IF the armor or shield is not magical it also grants a +1 bonus

Both of these effects are good for 1 day duration after being used. One use only.


Also I would like everyone to let me know which skill they would like an unnamed +2 bonus to as well. I will explain this later.


Once Garith gets the list updated with everything from the fight I will look closer at the wealth on the spreadsheet. I knw you don't have much for individual items but you have a decent amount of general wealth that can be spent once you find someone to purchase items from or to make items for you.

Also do not look at being 6th level, consider yourself 5th still as the last fight generated no wealth but you will get more in the next book.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

an unnamed +2 skill bonus... wow.. that's a tough call... I'd like perception, but diplomacy and intimidate both look good too... Somehow I doubt diplomacy is gonna have much effectiveness against demons, so it probably comes down to intimidate and perception... hmmm... much as I'd like to be more intimidating, I suspect others can do that much more effectively than I can... so I'm leaning toward perception...

any input from the rest of you on what I should take it in?


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Sorry, we're NOT 6th and Mythic?

Crap. I had just hit save on Hero lab


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

And I did my profile already for 6th and mythic.. I can play down though til we achieve it.


You are 6th level and mythic yes. Just I mean to not consider the WBL for 6th level. Consider yourselves 5th for WBL guidelines


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

ah ok... that makes things easier.. :)


Diplomacy will still have its impact in the campaign Maelchar. All of those options are good.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Pakak, have you considered adding Haste to your spellbook? Given the battles we've had, that spell could be a game-changer for every weapon-slinger on the team.

re: +2 bonus... eesh. I'll go with Acrobatics though there are so many skills that could use it well.

re: WBL - I've got a question, not an opinion. Will we have some downtime to make items? I took a point in Craft: Weapons with an eye to slagging some cold iron weapon we found and re-forging it into a wakizashi.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Pereption for me. Only thing that makes sense for Samntha. Of the above items Samntha would be interested in any of those that grant bonuses to AC. Does amulet of natural armor stack with Barkjskin by any chance?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Guys, I want to apologize for a crappy quality and rate of posting these last days - going into my 8th straight day of work today... Still will try and post both the level updates and RP later on.


Tha amulet and barkskin do not stack as they are both enhancement bonuses. They do stack with normal natural armor though.

Reiko there is downtime right now if you want it. There is at least 2 weeks of time now which isn't a whole lot. After the second book there is a lot of downtime in a kingmaker fashion.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Hey, guys, I am flying out for an offsite company pow-wow today. I'll be gone through Thursday and expect to have little chance to post. Feel free to bot my character as needed.

re: downtime - that sounds fine. I just figure that the chances of magical katanas, wakizashis, and lamellar armor showing up is fairly remote so I've got to figure out a way to improve what I've got. If I'm in error on that assumption, let me know. I'm happy to throw money at some 'Pro from Dover' at the Heart who can trick out my gear.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Think Zeriax will also grab the chance to craft - I'm not familiar with the rules, so not sure if I can actually create a better bow than mine.

If not, I'll contribute to the war effort ;)


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

I thought about haste, but with all the bottlenecking we've endured, I thought fly might be better, particularly if I cast it on a certain archer now and then to let him have at

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Oh, but Mythic Haste is one of the most beautiful things EVAAAA! You get to take an extra move action and it's at the increased speed. It became my bread and butter wiht a mythic caster i played during the playtest

PRD: Mythic Haste wrote:

Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type.

Augmented (3rd): If you expend two uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on the creature's normal speed. If an affected creature moves at least 30 feet on its turn, it can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, the creature takes only half damage from moving across it.

For Garith and Reiko, this is HUGE!!!!! And Zeriax would have an easier time shooting on the run. Sure, It's basically a Daily power, but oh goodness is it a good-un!

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Considering that Samnatha gets the advance power which will make it far easier for us to get into position Haste would prolly be a good investment.

As to Samantha's level up I'm currently planning on burning my first mythic feat on lingering performance. At level 6 she has 16 rounds of performance but I feel like that wouldn't be enough if combat continues to look like what we have witnessed so far. It will also allow me to utilize stuff like counter song during combat.


Although mythic haste is good mythic fireball augmented is almost better in some ways. Tink about it from Pakak's view...

You know you are going to be going up against demons and all sorts of mythic creatures. Mst of them are going to have resistance to if if not immunity. By having mythic fireball it increases the chance of penetrating their resistance and completely removes it when augmented. Mythic haste gives you another move action in addition to the normal affects of haste.

I my opinion keep haste as non mythic and let Samantha give everyone the extra move action at the beginning of each combat and have the option for fireballs to actually do some decent damage.

I know I am plotting against myself on this but that is my opinion. As Garith already mentioned, his view is different.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Ah, so you guys don't just want Haste you want MYTHIC haste. Not likely to happen soon, sorry to say.

DM, I actually already went with mythic fireball for just the reasons you mention. I know 'blast' magics is some of the least effective tactically speaking quite often, but sometimes you just want to HURT something

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

well said, stone kin

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Loot list done, and I just had a fantastic idea! Garith passes the Radiance on to Reiko, considering Shizuru's favored weapon is the Katana, Garith can take Irabeth's sword. Reiko doesn't need to go spending cash on a Katana (buying weapons is full price while finding them is half price!) and she has cash for other things in her share.

You Down Reiko? We can play it out tomorrow?


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

but I thought Radiance was a longsword.. not a katana... why wouldnt Garith want to keep Iomedae's favored weapon... and a holy one at that? Or am i confused?


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Thoughts on Spells
Personally, I think regular Haste is bomb enough. I'd save the Mythic spells for offensive punch in the short-term.

The beauty of buffs like Haste (as opposed to de-buffs like Slow) is that you never have to worry about the saves. In a game where we are going up against Demons with strong saves, SR, and variable immunities... debuffs are a complete crapshoot (along with spells that allow saves). But ally buffs almost always work. Haste, in particular, is useful for every weapon wielding combatant on our team - which is nearly all of us. And Haste is a strong counter against entrenched opponents by letting us attack more frequently and/or move further. That bennie trickles down into both stealthy movement and acrobatic movement to get past the baddies. I'd toss out one of the third level spells you listed (Versatile Weapon or Magic Circle) in favor of Haste. But that is just my opinion. At the end of the day the choice is yours, Pakak.

Thoughts on Swords

I appreciate the generous offer, Garith. I'd like Variel to weigh in on the subject. Like Mael, I though Radiance was a longsword and I didn't think it could be changed to a katana. My katana is currently a +1 and I'm happy to spend cash to upgrade it if we can run into some crusader specialist to assist in that effort. I can't disagree that finding items is a more economical means of getting goodies. :) I just have my doubts if upgraded katanas are scattered around the battlefield. My short-term plan is to upgrade my wakizashi to cold iron and later on - masterwork. I'll throw in a post about trying to do that with the requisite rolls. Upgrading my katana is going to be more of a trick because it is already magical.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I don't have the craft arms and armor feat to improve your katana, but I do have craft weaponsmithing so I might be able to help you with your wakizashi as far as cold iron and masterwork is concerned... IF we have some time for crafting that is.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

I believe Variel said that we'd have about a two week downtime. If I did the math correctly, I knocked out a CI wakizashi in 1 week and 2 days. If we can tag team on the Craft:Weapons rolls, I'd be happy for any help to see how quickly we can make it masterwork as well. I believe the DC is 15 and I added in surges each week. The one variable I don't know is whether I can find/buy a MW set of artisan's tools. If I can, then each roll gets another +2 which chips away at the production time.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Samantha can handle both Versatile weapon (likely via an open 3rd level spell slot) and Circle against evil so it would prolly be wise for Pakak to pick up Haste. I'll get Samantha updated today and will post my proposed list of preped spells.

Is anyone calling dibs on ring of protection?

Also I see Samntha's cash total being 700 GP however I'd defo like to upgrade my Armor to +1 can we generate that much cash?

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Okay got my level up sorted out. I'll summarize quickly here:

+1 BAB
+2 to all saves
+ 16 HP(FCBx2)
4 skill points
Feats gained: Power attack, Lingering Performance
Abilities Gained: Surge, Advance, Inspired Defense, Inspire courage increases to +2, +1d6 to channel.
Spells: 3rd level spells additional 2nd level castings.

In sum Samantha should now be a better buffer and tougher damage dealer. Healing capacities are also slightly improved. I now have CSW and CMW prepared for emergencies.

Samantha's unbuffed AC of 18 is worrisome however.

I'd also advice that we purchase another wand of CLW, one of Endure Elements and one of Lesser restoration (a first level paladin spell).

Here are my proposed prepared spells. I'm open to suggestion for second and 3rd level spells.

1st
Bless x2
Divine Favor x2
Shield(Domain)

2nd
Open Slot
Align Weapon
Barkskin (Domain)
Protection from Evil Communal
CMW

3rd
Magic Circle against Evil
CSW
Protection from Energy (Domain)


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Not calling dibs on the Ring of Prot. myself... go for it unless someone else really wants it.

But my saves really suck, so I'd like the cloak of resistance, unless anyone objects.


Trying to answer a few questions.

Radiance is designed to be in the hands of a paladin of Iomedae but it has a magical property that will allow it to conform to the favored weapon of the characters deity. That is why Garith is suggesting Reiko take Radiance. It will turn into a cold iron +1 katana.

Reiko, don't worry, I have not forgotten you at all. I will be throwing in some eastern equipment in the loot in the future just Kenebras itself was not a good setting for it.

Tools and goods from the core rulebook at normal prices are available in Kenebras as the attack has left many shops and business ownerless. All of these items fall under the control of the city which will be more than happy to sell you. For the MW portion of items the DC is 20 which requires a separate check but will not require additional time.

To forge the wakizashi it will take 2 of the cold iron weapons to get the proper materials as some of the cold iron is going to be lost in the process.

I am going through my notes but I thought some of you requisitioned certain items last time you were in the heart from various craftsmen. If so by the end of the 2 weeks most of those items should be available.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I don't recall if I wanted something then or not... it was too long ago, lol... but I am looking to retrain a feat - the new feat is on my profile already, because it doesn't seem the type of thing that could be trained so much as meditated and prayed over... let me know if you want me to actually find someone to 'teach' it, and that will be Maelchar's primary goal during this downtime... (replacing 'power attack' which he's never used).

Also, would like a few potions of 'enlarge person' if such are available in Kenabres at present, and if there's enough money for them...

or better yet, a magical item, maybe a pair of boots? with 2 or 3 uses per day 'enlarge person' built into them... it would have to be a unique item, since there isn't one in the books that does this... is that possible?

There's a discussion about it here, plus some others if you google 'pathfinder enlarge person item'.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Reiko
We have 2 cold Iron Short Swords that can be burnt to make her Wakizashi. can she use them in lieu of GP?

I didn't realize that Reiko had a +1 Katana already. I just don't want to loose Irabeth's sword cause it's awesome. That said the Radiance is a Cold Iron weapon, It may be nice for her tillshe can get her own Cold Iron Katana.
--Does anyone else want the +1 Evil Outsider bane longsword?

I vote to give Mael the Cloak of Res +2 as well. Reiko's aren't great, but her reflex is beast, and Pakak gets +2 versus magic cause dwarf.

Who wants to hold the Haversack? You get use of the Misc items like tanglefoot bags and scrolls and wands that aren't heald by others. Sam you want the divine wands like bless and spiritual weapon?

We selling the Manual of War (we don't have any fighters)?

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

We have a wand of Bless? Problem is Samantha uses a two handed weapon so wands in combat are a no go for her.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

True Story. If there were a way to make that work, it'd be neat, but I don't really know of any.

How much is Reiko spending on her artisan tools and her Swords? There's the 2 shortswords of cold iron, I'm just not familiar with how cost of item and crafting works. Looks like it's 1/3 total price so she'd be spending 100 gp for the MWK Cold Iron wakizashi?
and then 55gp for mwk atrisan tools?

Can Pakak UMD those wands reliably, if he wants to? may be useful... anyone want other stuff?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

From the loot list, I think I wouldn't mind carrying the Haversack, as encumbrance is a big thing for Zeriax.

Ok, managed to get some free time on my hands, so here follows my level up - it is pretty crazy :D

-Level 5-

- Monk
- 5HP
- FCB: +1 Skill Point
- Skills: 6+1
Perception: +1
Stealth: +1
Disable Device: +1
Acrobatics: +1
Sense Motive: +1
Knowledge (Planes): +1
Diplomacy: +1
- Feats: Defensive Combat Training
- Monk:
Barkskin
AC bonus +1
Ki Archery
Ki Defense
Ki Pool
Ki Strike, Magic
Unarmed Strike d8

-Level 6-

- Wild Blooded Sorcerer: Empyreal Bloodline
- 4HP
- FCB: None
- Skills: 4
Perception: +1
Stealth: +1
Disable Device: +1
Acrobatics: +1

- Spells LvL0
Detect MAgic
Mage Hand
Message
Open/Close

- Spells LvL1 (4/day)
Mage Armor
Protection from Evil

- Eschew Materials (bonus Sorcerer Spell)

Heavenly Fire (Sp):
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

- Bloodline: +2 bonus on all Heal and Knowledge (religion) checks

-Mythic Tier 1-

- Path: Champion
- 5HP
- Champion Strike: Fleet Charge
- Mythic Feat: Dual Path (Archmage)
- Archmage Arcana: Wild Arcana
- Path Ability: Arcane Endurance (yep, crazy I know. Was really on the fence regarding this one and Endless Hatred, but really didn't find any Path Ability that attracted me THAT much - it hurts not having Mythic Deadly Aim nor Legendary Item... But I'll save it for Tier 3 I guess - what do you guys think?)


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

As far as gear goes, I took another look at the loot list:

- Would be interested in the Ring of Protection, but will defer to anyone else;

Not wanting anything else from the list, but would like to purchase two things - Variel let me know if they are available?

- Upgrading my bow from Masterwork to +1 (2000 gold): I have Craft (Bows) +9 but I don't think it is any use for magical items;
- Getting a lesser rod of Extend Spell [you see where I am going with this, right? :D] (3000 gold)


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Darn Sorcerers with their 'magic made easy' infomercials and their Natural Talent and their getting all the girls...

;)

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Sadly I don't think we have that kind of money Zeriax...


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

That's 5k Sam - with the gold Zeriax had before, my share on the loot list, and some other stuff to sell after all have claimed what they want, I think I can get there ;)

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Yeah, no problem Zeriax.
Also the Radiance is a cold iron (good?) +1 favored weapon. Cost 4500, so ti's 2250 from your share, which Reiko can afford without issue...

Sam, you have 4400 and can try for the breastplate +1 or ring of prot...

We can also buy whatever.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Eeesh... so much to respond to. Bear in mind I'm still on the road, haven't been sleeping well, and am 3 time-zones off normal... so this may come out crazy but I'm trying hard to make sense.

Variel wrote:

wicked dagger is MW dagger

bottle is large scorpion venom valued at 200gp
magic ring is ring of protection +1

On the body of Jeslyn you will find eventually after cleaning the Grey Garrison up...
3 scrolls of dispel magic
+1 scythe
amulet of natural armor +1
cloak of resistance +2
700gp in onyx gems for raise dead spells.
ring of protection +1
Dust of appearance
Handy Haversack

Based on this bit, I think there are two +1 rings up for grabs, guys.

On the subject of magic goodies, I am happy to defer to anyone else's choice over my own. Basically, if someone else wants something I fancy - they can have it. So take the +1 rings, cloak of resistance, Bane longsword, etc.. I have no problem with that as I came into the game with a healthy share of goodies. For Reiko, buffing up her AC is always a priority. I think I can wear the Amulet of Natural Armor with my armor so if no one wants that, I'll be happy to take it. But if y'all would rather sell it, or someone else wants it - I won't complain.

Anything we aren't going to use - I say sell it. It would be better to spend money on items we can use than carry around a bunch of stuff none of us may ever use. And it will simplify the loot sheet - which is huge. The less obvious items that I think we should keep are the Dust of Appearance and the scrolls of Dispel Magic.

I'm happy to borrow Radiance though it's a pally weapon. Given how often we've needed CI weapons, I can't pass that up in the short-term.

I'm kind of new to the crafting thing but here is how I think things work out. It looks like I don't need to pay for the CI materials, I get that from the two shortswords but I do have to pay 1/3 fo the base cost of the weapon. Factoring all that stuff in, as well as the magic items we're talking about, and subtracting the funds I have on me - here is what my bill comes to...

BOTTOM LINE: I'm taking 28 GP from the team funds, I've used up 2 CI Shortswords and I've got the value of Radiance and possibly the Amulet of Natural AC on my books.

I'm going to do a recalc of my wakizashi build based on the MW tools. I think the time to create will drop to one week and I can start turning it into a MW version on my second week, though it will take several weeks to complete the MW project on that. So I may just leave that as a 'work in progress' for whenever we have downtime.

Variel wrote:
Reiko, don't worry, I have not forgotten you at all. I will be throwing in some eastern equipment in the loot in the future just Kenebras itself was not a good setting for it.

Not a problem.

Pakak - If you want to throw some AA rolls for Craft Weapons, I'll be more than happy to use your skills to speed up my project.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)
Garith wrote:
You Down Reiko? We can play it out tomorrow?

Let's do it. :) It looks like I'm gonna be slinging that blade for a time. Feel free to post Garith's decision/actions.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Variel Did mention that the MWK adds to the value and takes a separate check, but doesn't add to the time but is a DC 20 check, so there's that.

I'll give you the Radiance and claim Irabeth's blade. I added the Amulet cause it's only 500 rathern than 1000 for the ring of Prot.

Sam, there's plenty for you to snag a +1 Ring of Prot and +1 breastplate and you can sell your Mwk armor? unless you want something else?

There's the other Ring of Prot, good for anyone that does nay front-lining especially. Think Garith might take the Shield of Blinding. Puts me a little in the red, leaves the Ring of Prot for someone else.

anyone want anything else? Pakak what are you spending on scribing spells?


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Hmmm... I'm just not sure how making it masterwork would work if it didn't take time based on its relative value. I can see that it wouldn't cost any extra in terms materials but it seems like it would take more than a single check. Using the rules for the materials part of the process, making it masterwork would require a crafter to exceed a value of 3000 'points' (300GP x10) by taking the results of each crafting roll (on a weekly basis) and multiplying it by 20 (the DC). Once you accrue 3000 points you are done with making it masterwork. I did some rough number crunching and with pretty solid roles from Reiko, using her MW tools, and getting AAs from both Mael and Pakak... it would take about 9 to 10 weeks for the wakizashi to become a masterpiece. That seems a reasonable level of effort for a great weapon particularly given my unspectacular crafting ability. And it sort of explains why a MW weapon costs 300GP extra - because it takes a serious level of labor to produce it.

Variel could you explain the MW crafting mechanics? I guess I'm not getting that bit. Or, alternatively, feel free to just tell me what rolls you need from me and how many. I'm happy to sling whatever rolls you feel are needed.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport
DM Variel wrote:


Reiko, don't worry, I have not forgotten you at all. I will be throwing in some eastern equipment in the loot in the future just Kenebras itself was not a good setting for it.

Tools and goods from the core rulebook at normal prices are available in Kenebras as the attack has left many shops and business ownerless. All of these items fall under the control of the city which will be more than happy to sell you. For the MW portion of items the DC is 20 which requires a separate check but will not require additional time.

To forge the wakizashi it will take 2 of the cold iron weapons to get the proper materials as some of the cold iron is going to be lost in the process.

I'm citing Var's post when I say that it will add cost and not time.


HP:112 | AC:28 ; T:27 ; FF:22 ; CMD:38/32 | Fort:+7 ; Ref:+12 ; Will:+12 | Init:+9 ; PER:+15 (Low Light)

Yup. I realise that is what you were doing. I just don't quite 'get it'. Maybe it is the jet-lag.

Silver Crusade

female Human (Kelish) Cleric (Evangelist) 6 Init +2 Perception +11, HP: 50/50 MP: 4/4 AC: 20(T 13/FF 18) CMD: 20 CMB: +8 Wil: +8 FORT:+8 REF +6

Okay if I have 4400 then that makes life a bit easier.

I'd like to get a +1 Enhancement for my existing breastplate is that possible? Do I have to roll for that Variel?

I'd also claim one of the Rings of protection. Does that mean I deduct 1k from my loot total or 2k?

Also as I think most folks missed it I would like to propose the following party purchases.

1 wand of CLW (750 GP)
1 Wand of Endure Elements (750 GP) --> Should last us all of our adventuring life
1 Wand of Lesser Restoration(750 GP if purchased as a Paladin wand) --> Will also last us long and could save our asses should we ever be targeted by massive ability damage

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

We actually have a Breastplate +1 on the list that is unclaimed and mark has one so this new one is all you. So it's 1650 for the armor and ring.

I agree with all wand purchases.
As a note, distro on the list means everyone has one of the pots.


quick note this morning as Garith reminded me of this...

The wealth that your character has on the spreadsheet does not take into consideration the numerous expendable items available on the loot list. Some of those potions add up pretty quickly for wealth.

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Looking for a skill character as a replacement for a Wrath of the Righteous campaign that is in the beginning stages of the AP. we have made it through the first couple of encounters and are still level one.

Character creation guidelines:
Only paizo material, no third party sources
20 pt build
2 traits, 1 of which must be a campaign trait as it ties in to the mythic campaign
Average starting wealth
1 hero point
1 bonus skill point upon creation that must go into a profession, craft, or perform which represents your ability to make a living.
No gunslingers
Must be able to post at least once per day
we are a group that likes RP and character interactions as much if not more than the combats in some instances.

As a request from some of the players here is what they are looking for...

A character willing to be the front scout and trap expert. This is to replace the master summoner who used summons to clear traps and the eidolon who scouted.
No tieflings

What we have so far...

Aasimar oracle of metal
Aasimar inquisitor of Iomedae
Aasimar paladin shield knight of Iomedae
Human urban barbarian
Dwarf wizard


Can do a Rogue Trapsmith... Seems to fit. How do you feel about crafting?

Elf work?


I could repurpose this character to be able to deal with traps, if you think the personality would work.


I have a rogue I can change to fit your campaign if you interested.


Name: Percival Lawson
Race: Human
Class: Alchemist (Crypt Breaker, Chirurgeon)
Alignment: LG
Backstory/Personality: In profile, will require slight alteration to fit the campaign.

Crypt Breaker is actually wonderful; trapfinding plus all the nice Rogue trap-finding talents. With Chirurgeon for healing, should be a very nice addition to the team.


I'd be interested in this. I'd have to build a character after work tomorrow, so I'll check in to see if you haven't already chosen someone and then get to work. :) THinking either a ranger(trapper) or maybe ninja.


Thanks for the interest thus far. For those that have expressed interest and for future applicants, please give a background as to why you are in Kenebras, your thoughts on the crusade and how you would interact with the rest of the group.


Sandru, crafting is ok but the ap does not have much downtime built in thus far. I don't know how the other books are though.


Well, background stuff is in the profile, but here it is again for reference.

Background:
Aaliya el-Amin was not born to high standards, instead the daughter of one of Katapesh's high merchant princes and his slave. Her early years were filled with household toil, for while she was legally free she, along with her brother and sister, were not truly allowed freedom in their father's household. As Aaliyah grew older she was eventually trained as a dancer, singer, and entertainment, while her older sibling wasn't deemed talented enough to waste money on such matters.

When her mother died, Aaliya and her siblings discovered a nasty loophole in Katapesh's laws when her father disowned them, then immediately claimed them as slaves rather than blood. Sold off as a lot, Aaliyah quickly found her siblings' well-being held hostage to her good behavior by her new owner (A situation that was also reversed, leading to undeserved punishments.) As an additional measure to help prevent problems, she was introduced to pesh milk just as she was blossoming into womanhood.

But her performances before the elite proved an entertaining enough distraction at various functions that she was eventually allowed some freedom, whereupon she used it to seek escape in the various pleasure dens of the city with her meagre allowance - a place that one as weak as she really should not have been, but nevertheless chose to go as the tiny amount of defiance allowed to her.

When these two lives intersected for the first and only time, disaster struck. Seeking repayment for a debt not owed, men broke into her master's home seeking her, and began to kill anyone they found. Guards awoke, battles were fought...and a scimitar fell to Aaliya's feet just as blades were about to fall on what remained of her family.

At that moment, something changed in Aaliyah's world. Her pesh-induced stupor was penetrated by a serene feeling of enlightenment and clarity. These men around her, the slaver who would beat others to control one, the thugs who would slaughter a household for the sake of a handful of gold. Every one was beyond redemption by the word. Only the sword could truly give them the just reward for the lives they had chosen to lead.

People in the street suddenly heard screams in the voices of angels and men, screaming in fear of cleansing flame and death.

The next day, the authorities found a sobbing girl, covered in blood admist the carnage. Everyone who had held a weapon that night was dead around her, most with a neat slash across a vital spot from a single rusty scimitar, alight with a flame that neither burned nor spread. She put up no resistance when the weapon was taken from her hand, and the flame went out. All testing showed it to be nothing more than a scimitar on the edge of being discarded. And strangest of all, she sat in the eye of an ankh of her victim's blood.

It should have ended there, but for a stray word at a temple of Saerenrae about the incident. For there is a price for everything in Katapesh, and that includes the freedom of a slave who murdered a score of freepersons in the span of a single evening. While there may have been those whose friends were harmed by Aaliyah's actions, the temple took them on, believing this girl may have been destined for great things. Every day in her cell, they brought to her holy texts and attempted to teach her of their goddess. She heard their owrds, and believed she had understood, but every so often she would say something in the words of angels that seemed nonsensical.

Finally, the various negotiations came to an end. Aaliyah could not be simply freed, so instead she was sentenced to journey north. The Pactmasters had devised a particularly ingenious punishment to satisfy all concerned parties - she was to make her way to Mendev, to fight in the Crusades for no less than ten years. There was to be no escort, no way of enforcing the edict. Effectively exile...she was, after all, free to simply ignore it and go where she wished...

...and yet, there was perhaps a destiny involved. Saerenrae had inspired magic from within her soul to come forth, shaped it. It wasn't the truly divine gifts of Her priests, but...perhaps she was meant to do something with it.

Recruiting:
"...wait, no one told you I was coming....Yeah, I guess that makes sense. No one really thought I'd be this dumb. Thought I'd just get off the ship and disappear. Why not? Well, I don't really have any other ideas for where to go, do I? ... Does it really matter? I have a sword, and the blessings of my goddess. Does it matter if I'm going to die? .... I suppose that's a point. Well, when I start to get ready for a fight, I start to see the way I should move, the path of the weapon and then...people die. My magic isn't from the goddess, but she gave it to me as part of her gift...so that not all I do is destruction. But it's obvious what She intended for me is to be part of the sword of Her faith, and I can do that here. Yes, I can cast simple healing spells....all right. I'll go grab a bunk."

Tropes/personality/quirks:
Aaliyah is primarily a Melancholic/Phlegmatic type, with shades of the Dark Magical Girl archetype to her (Although without much of the flamboyance the genre conventions involved would entail.) With a Sugar and Ice personality, the 'ice' being predominant most of the time, she might seem like she would be prone to being an Ineffectual Loner but she does understand the need to work in groups and will do so without much hesitation. Very definitely The Atoner for her actions the first time she achieved her battle trance. She has aspects to her abilities of the Oracle and Inquisitor classes, and even speaks in tongues under stress. While her pesh addiction may make the battle trances seem Addiction Powered, the truth of the matter is that she really doesn't need it.

Appearance:
Aalyiah, at five and a half feet tall, is average in height for a Kellish woman. Her skin is dusky from a long journey, hair long and tied back in a ponytail to keep it out of her eyes. Her clothing consists of a long, heavy cotton robe cut in the style of the desert nomads, hiding a frame that is lithe while still being feminine. With dark, mysterious eyes that seem as cold as the frozen north someone like her would live the farthest from, she seems almost an odd figure to be holding onto the silver and gold holy symbol of Saerenrae now in her posession. At her side she has a scimitar, well-worn by age that hasn't seen the best of maintenance lately, as if it had been given to her while she only barely knew how to care for it. When traveling, she has a simple pack slung over her back.

Silver Crusade

Dotting for interest, will post character info soon.


Thanks...


Aaliyah, I like the work in your backstory however with the group as it now stands a few have already chosen touched by divinity. As such they have all chosen Iomedae to go with the trait. If selected would you be able to switch to Iomedae without compromising your background too much? Thanks.


The big issue with that is that the Dawnflower Dervish archetype has a Paladin-like rider. You MUST worship Saerenrae for the archetype. Any way we could work around that problem?

Sovereign Court

If you used a different trait, it could work, worshiping Seranrae, but using another campaigh trait to get you into the campaign. SHe can still play a large role, but add another element?

another thing that we are dealing with at the moment is traversing a dark cavern, and all of us have Darkvision, one way or another. As a scout, that may be something to consider, if there is to be more dungeon delving.


@Aaliyah: You can choose another Campaign Trait that isn't as specific regarding mutual deity worship.

Ninja'd by my kinsman, Garith. ;)


Actually, just thought of something. Check your PM.


If that is the direction the group want ps to go then I will see what we can do. Ideally it would be to choose a different trait to not have to worry about any problems. Barring that, we will see what we can come up with.

Ninjaed thrice. Impressive.


Aaliyah El-Amin wrote:
Actually, just thought of something. Check your PM.

Whose PM?


Oriana is heavily aligned with Iomedae and she won't change to Sarenrae after all this time in game. So, for Aaliyah to join the group, she will either have to change her trait or choose another character concept. Nothing personal, Aaliyah, but you're attempting to come into an established group with Iomedae as the chosen deity for Touched by Divinity. Good luck with your submission.


I'll drop out, good luck.

Sovereign Court

Sad to see you go Percy.

I feel like a note about fight styles. I'm a sword-board-er going Shield Master. As a sacred shied, I don't. Smite, but at 4th ill pass around shied bonuses and have a cool tanking trick in lieu of Smiting. I ike to get in a baddy's face and do some bashing, try to get a flank, and get in the way of baddies. Ill also toss up Aid Anothers to buff a damage dealer's AC if I'm not hitting well

Ryu is going Dervish Barb, to get Dex to damage for higher AC than most barbs while still hitting hard. He may keep acrobatics up to be a better flank-bro too.

Mal, the oracle, brings whatever heavy-metal that's appropriate and has been one of our consistent damage dealers

Oriana has also been in the frey, being an inquisitor, more support and damage, but not our heavy-hitter, she gots versatility.

Pakak is an abjurer wizard, protections, control and attack cantrips so far, like a wizard.

So that's kindof our fight style, most of us mixing it up, charging in and doing damage and killin mooks. We do more supportey stuff against big single guys ike the Hueveca with the DR most of us couldn't bypass, and so far have meshed really well in our fights.

Team GOOD, any other comments or notes for the recruits? Requests or suggestions?


Ok, so... This thread gives me mixed feelings :D

I have been wanting to enter in a Wrath of the Righteous game for a long time - didn't have any luck thus far, but it seems to be the perfect kind of game for me.

Thing is, I always wanted to try it from the get go, taking it one step at a time, so I guess my question would be - how much of it have I lost? And please be honest, this one is the most important to me :D

On the other hand, I have been mulling over in my head the skill monkey/face/rogue characters - I'll admit this is not something I have ever played before, BUT it is something I will be giving a go in the next game I get into - so the second question would be, is there still time for my submission?


Hi there,

I want to apply for this game as well. I've looked at the game thread and the characters and as you just said have realized that you have mostly good melee characters. I already had the idea of the background below but took some time thinking of the kind of build I could bring. I've got two in mind that would fit the need and background: either urban ranger (archery based) or plain rogue (TWF based). The first one would bring diversity in terms of ranged attacks to the party while the second one would benefit of the sacred shield flanking/bonus. However with already many characters focused in melee, that may be a little too much.

The background below has been tailored to the urban ranger build with the stolen fury trait (champion mythic path). A little tweak and the addition of the strange Desna worshiping woman as an help to escape the cultist could be made to alter the background to the rogue build and the chance encounter trait (trickster mythic path)

In both cases, there will be stealth, perception and trapfinding :-)

Background:
Kalia Shelensdottir was born in Whitecliff, a small village in the Worldwound itself, one of the last remaining village of the beautiful Sarkosis. Dug into the side of a huge cliff and alimented in water by multiple water streams coming out of the same cliff, the village was inaccessible to most of the demonic hordes. The main threats for the villagers were flying demons or their minions thus most of the defenders were heavily trained in archery. As it had no strategic value, it was only targeted by small forces and the inhabitants managed to endure years of invasion. However, food was rare and some of the inhabitants had to leave the safety of the walls to grow crops or hunt for the rare edible preys still living and could easily become prey of the invaders. During the last twenty years, the price to pay to survive became higher and higher and the Whitecliff was slowly dying when Kalia opened her eyes for the first time.

Single child of Shelen Inkadottir, she never knew her father, one of the countless victims of a stray demon attack before she was born. From him, she inherited her grey eyes, her tall stature and lean build. From her mother, she received long flowing dark hair and deft hands. Despite loosing her husband, Shelen never stopped braving the dangers of the Worldwound and as one of the best hunters of the village, she took her daughter with her as soon as she was strong enough to walk and hunt with her, showing her most of her tricks.
As Kalia was twelve, one of their hunts led them back to a devastating scene. Coming back with their preys, a pair strangely mutated deer, Kalia and Shelen came back to the village only to see it ravaged by a group of powerful Vrocks. Without home to come back to, crying for their lost kin, both woman and child fled the carnage without looking back. Pushing the pain bakc and focusing on survival, both they tried to reach the safety of the border and of the wardstones that Shelen knew of. After more than a month spent evading the most dangerous creatures, sleeping huddled in small caves or ditches and praying to Desna for safety, they reached the West Sellen River banks in view of Kenabes. building a small raft, they manages to cross the river unseen and safely in Mendev, they camped one last time, ready to reach Kenabes on the next day. However, the spot was also on the path of a group of cultist planning to infiltrate the town. The sleeping woman and child were easy to subdue and carry to one of their hide-out and use them in one of their foul rituals.
From this time, Kalia has only faint memories: some sounds in an unknown language, figures drawing strange symbols on her and her mother, horrible visions trying to tear out her mind... But something protected her, soul and maintained her sanity, bidding her to play along until she could escape. Then, something went wrong in the ritual and instead of corrupting her, she absorbed all the energies of the ritual and making them her own, she burst through her bonds, leaped on the closest cultist, killing him and taking his weapon. Running away to escape the place, she quickly got lost in a maze of caverns only to eventually emerge hours later in view of Kenabes, barely 50 feet from where she had been captured.
Thanking Desna for her luck, she made her way carefully towards the town, erasing her tracks until she spotted a patrol of Crusaders. Throwing herself at them, she told her story, urging them to go and rescue her mother. The patrol commander, preffering to refer to his commandment, lost precious time. And by the time they had assembled a large enough party and set out to the location on the spot, two days had passed and the site was turned into an enormous mass of rubble.
Exhausted and turned half-mad by grief, the young girl was taken care of by clerics of Iomedae that accompanied the party, then released to the care of the Temple as an orphan. There, she met the Zeru family without being particularly friendly towards them. A sulking and closed up girl, Kalia kept to her own, still hoping that her mother had somehow survived and praying Desna and Iomedae daily for it. As time came to chose a profession, she opted to join the city guard rather than join the Crusaders, half by choice, half by fear of going back to the Worldwound and awakening the painful memories of her life there.

character introduction:
From her upbringing at the temple, she knows all the Iomedae worshipers of the party so the introduction will be easy. While she's closed up at the start, I'm not going to play her like that in the long run and her character will progressively open up with the others. I also want to have her always on the fence between her duty to help those in the Worldwound and her fear of it.


Edeldhur, The first part of the campaign where the group is currently is a dungeon crawl type setting. They have had 4-5 encounters and are still level one. You would not be missing much at all. You woul be level two though when you would meet the group.

Aaliyah, got your PM and mulling it over.


Gaah! Llaelian pretty much did exactly what I was going for. Even down to the traits and adding in the desna woman. xD

Rather than submit what will look like a copycat clone or spend a lot of time brainstorming something else, I'm going to withdraw. Also, great ideas Llaelian! lol Good luck!

Scarab Sages

I would like to throw my hat into the ring.
HOWEVER ... weekends are a bit dicey for me, what with familial obligations, etc.

If that is going to be a problem, I am more than happy to withdraw my application.

Statted the character up on Myth-weavers.

Name: Tzofia
Class: Rogue 1
Campaign Trait: Chance Encounter

Stat Block:

Tzofia
Female CG Human Rogue, Level 1, Init +4, HP 10/10, Speed
AC 17, Touch 14, Flat-footed 13, Fort +1, Ref +6, Will +0, Base Attack Bonus 0
Shortbow +4 (1d6, x2)
Shortsword +4 (1d6+1, 19-20/x2)
Dagger +4 (1d4+1, 19-20/x2)
Masterwork Leather Armor (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Condition None

Background:

Tzofia is a soul searching for meaning. Irrepressible from the moment she was born, Tzofia has always felt the lack of something in her life, and has been searching for it constantly. Coupled with her knack to find herself in the middle of a bad situation without realizing it, Tzofia has cultivated a persona of inane and unstoppable perkiness. Add in a little naive air, and Tzofia has a tendency to be the 'little sister' of any group she ingratiates herself into.

She is not as innocent as she portrays herself, however. She lost her parents young, and was raised by travelling from aunt to uncle to aunt to second cousin, and so forth, in various Varisian travelling groups. Tzofia has not really known any true stability in her life. When she came of age - well, she SAID she was age, as no one really remembered, aside from Tzofia, how old she truly was, the young woman wandered the world on her own. When she found herself on the wrong side of the wardstones in the World Wound - a stranger saved her until help arrived.

Since that time, Tzofia has been searching for that strange woman - Tzofia immediately felt a bond, though Tzofia could not tell how or why. Perhaps Tzofia's is an old soul looking for redemption in a younger body. Perhaps there is something lingering in Tzofia that not even Tzofia knows about, which has set her on this course.

Tzofia is a skilled liar, and will spin tells about a happy home before coming to the worldwound. There has only been one person that Tzofia confided the truth to, besides the mysterious stranger who saved her life. He was a half-elven friend she made and became completely smitten with. When he started down the path of evil, Tzofia followed, before pulling herself back, having had dreams of where it would lead. In the end, Serani mocked her, and stabbed her in the chest, leaving her to die as he wandered towards the worldwound to join with the monsters of the Abyss. Tzofia still has the scar, both emotionally and physically, from that encounter, though she tells none about it.

Tzofia, instead, throws herself forward, carelessly, hoping to find Serani and either convince him to return or to end him, before he can hurt anyone else.

But she intends to do it with a smile, making certain her companions are none the wiser for her motives.


The Truth:

Tzofia is a child full of doubt and confusion.
Tzofia's past life is partially a lie. Something she cannot even conffess to herself.

Beaten and berated and used by her father, something that he and his wife were exiled from the Varisians for, Tzofia was passed from one family to another because she was constantly lashing out, out of control, and a spirit of evil in the community.

When no one could save her, she was given provisions, and a map, and sent on her way. Her father, and passive mother, are still out there, somewhere - something Tzofia unconsciously flees from.

Serani was indeed someone she fell in love with. Someone she loved selfishly. He was the head of a local gang of street urchins when Tzofia came upon him, and Tzofia saw potential in him. So she started pushing him to become more powerful and more ruthless - more like the father she had been raised by. Tzofia, Serani and their little gang of thugs came across a ring one day - a ring that was sent into the city to be given to an influential member of society, a ring in which a demon waited to possess the wearer. Tzofia lifted it, but Serani somehow heard the demon calling him. He stabbed her to take the ring, willingly opening himself up to the demon inside, and left Tzofia for dead.

Tzofia, for some reason, could not handle the truth of that day and has rewritten her entire past, thus why her lies are so believable - she believes them.

Something in the eyes of the stranger who rescued her rang of the truth, striking a chord in the good which still resides in Tzofia, and concocted the lies of her past. That good portion of Tzofia wants to reconcile the past with Tzofia's present, and keep her firmly on the path of good. Perhaps there is even some being watching over this young child, fighting for her soul.


The Crusade:

The Crusade ... is. It's a fact of life here.
Okay, maybe it's a bad thing. Demons running around killing and seducing people, trying to take over the world. It's better to fight them and die free, then live as slaves to those monsters.
Tzofia is looking for a purpose. And having gained everything, and lost everything again in Kenebras, is the best thing she has to a home now. After all, her own people didn't want her, because of her own father. And he is SO not going to be looking in a city fighting innumerable hordes of Demons for her!
So she might as well fight as best she can to protect this place!

Party Interaction:

Tzofia doesn't know how to trust. After all, she was raised by an abusive father, kicked out of her caravan, betrayed by the man she thought she loved. Trust just isn't in her vocabulary.
However, Tzofia IS looking for a place to 'fit in'. She may have come across the party already in town, seen the way they acted with one another in a lighter moment and been drawn to that sense of friendship and kinship.
That is what Tzofia really wants. A sense of belonging. So perhaps she followed the party, has been watching them, and is waiting for the opportunity to join and 'fit in'.

As I see it, Tzofia is going to be a 'little sister' character to one, if not all, of the party. Her antics at first will be annoying and distracting, but there is immense potential for growth in this young woman desperate for that love and adoration most people gain from their families and friends. Awkward and trying too hard at first, Tzofia will settle down.

After all, she will NEED the support of friends when the mental break is discovered and the truth comes out, if she is to stay on the path of the righteous.

Miscellaneous:
Okay, done. And if picked, and if the GM allows, I am eyeing the Scout Archetype. Admittedly, it doesn't work for Tzofia's background right now. However, if the GM will let her 'grow' into the archetype, I think it could work. After all, none of the benefits start until 4th level, so GM's decision on that one.

Sovereign Court

Edehur: Garith and Mal are both Cha-characters with some social skills, but we can also split focus and afford multiple talkers, methinks.

Llaeian, we don't have much archery (any) so archer ranger could be a good addition, maybe snagging some Melee options to switch-hit?

Can't wait to see the other options. =]


Sir Garith Mordrand wrote:

Edehur: Garith and Mal are both Cha-characters with some social skills, but we can also split focus and afford multiple talkers, methinks.

Llaeian, we don't have much archery (any) so archer ranger could be a good addition, maybe snagging some Melee options to switch-hit?

That's easy to do with two feats :-). I wanted to also add that the ranger build will not have an animal companion but a companion bound to add 1/2 favored enemy bonus to all.


I'd like to submit Talinor Shard for consideration.

His trap-oriented skills will continue to develop as he gains levels (and if he joins up with the group at 2nd level, he'll be even more adroit at it than he is currently) and he'll also be able to supplement the group with buff-oriented spells.

His full background is in his profile, but Shard's a shy, timid fellow who wants nothing to do with excitement or danger, insisting he's just a simple cartographer. While sheepish and worrisome, he has a good heart and a strong desire to help others. Caught up in events beyond his control and changed by a chance encounter, he'll slowly come to realize he might be much more than a simple cartographer after all.

Thanks for your time and consideration! =)


I wish to offer Chin Meyeung as a candidate for this campaign.

Human (Tian) Ninja

Character Info:

Chin Meyeung
Male Human (Tian-Shu) Ninja (Scout) 1
NG Medium Humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Wakizashi +2 (1d6+2/18-20/x2) and
. . Wakizashi +2 (1d6+1/18-20/x2)
Ranged Shortbow +4 (1d6/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits Reactionary, Exposed to Awefulness
Skills Acrobatics +8, Bluff +3, Climb +6, Disable Device +6, Escape Artist +8, Knowledge (local) +6, Perception +4, Sense Motive +4, Sleight of Hand +8, Stealth +8, Swim +6, Use Magic Device +3
Languages Abyssal, Celestial, Common, Tien
SQ poison use
Other Gear Leather armor, Shortbow, Wakizashi, Wakizashi, 20 GP
--------------------
Special Abilities
--------------------
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
--------------------

Background:

Chin was surrendered to the Celestial Temple of the Golden Eagle when he was a baby. His father had caused his family great dishonor, and this act of forfeiting his first male child was to be his first step towards restoring his family's honor. Chin knows nothing of his family but around the age of 5 he was told his father had passed away before being able to restore honor to the Meyeung family.

At the age of 16, Chin's training at the Temple was completed and he was released into the world which was so foreign to him. As Chin began to look for work he realized that the Meyeung name belonged to a great noble family in the Province, however all knew of the taint the name carried. He found himself shunned by everyone. No one would talk to him, let alone tell him what his father did to dishonor the bloodline.

Chin left the Tian Xia lands and sought out a place to create a new life. His fairly uneventful travels have brought him to Kenebras.

Description:

Chin is quiet, polite and far too trusting of others. He has found it difficult to acclimate into a foreign culture and is quite awkward in most of his interactions with others. He bears a burned scar on the left side of his face and ear, which he suspects had something to do with his father's dishonor.

Campaign Trait:

Exposed to Awfulness: In an attempt to gain power from an abyssal contract, Chin's father had offered him as sacrifice in a ceremony. Things went terribly wrong during the ritual which ended up in Chin being burned by demon fire. Being a baby, Chin has no memory of this event. All attempts to heal the scar have been unsuccessful.


Finishing my submission - I hope I am still on time :D

His name will be Zeriax, I will post with the alias.


Ok, so here goes nothing :D

Character Info is on the alias link.

Some additional Backstory notes:

Years ago, in a completely different world it would seem, when heroes were still part of everydays' life, Zeriax was found by Tagrin. As an already very able combatant and adventurer, she was scouring the Worldwound with a definite purpose – to weed out a devilish cell that had been bringing sour pain to the region.

Together with her adventuring band, they found their job cut out for them – the she-devil had entrenched deep in one of the many archaic ruins of the region, and surrounded herself by a mix of trained humanoids, in a structured hierarchy kept in order by her outlander lieutenants.
In the end they managed to spear through and lay their monstrous commander down, only to discover she had a child with her – not a devil child, but a celestial child, that clung to her lifeless body as if she gad been his... mother?

The first impulse of the group was to put it down immediately, but Tagrin recognized something in the creature that, even completely alone, held on to its dear existence, roaring defiantly at the ones who had assailed its home, and murdered his matron.

She took him in, against the will of the others, carrying him back all he way with her to Qiang Tian. In spite of clearly not being a devil, the young creature acted as if bestial and animal like – it ran the length of the compound over and over again, it growled and attacked any that attempted to approach it, seemingly having absorbed all the evil that had surrounded him, Irori knows for how long.

Tagrin had more than one strong discussion with other senior members of the Order about having Zeriax staying with them – his behaviour disturbed the peace and contemplation of the mountain top monastery – he would scream hours on end during the night, was considered dangerous and attacked the monks therein more than once. She did not allow them to expel him though, she followed him closeby, night and day, slept when he slept, ran when he ran, and even when he took off across the cold snow, running madly without destination, she followed until he fell exhausted, sleeping, picked him up and brought him back to the monastery.

It was one dawn, when Tagrin was starting to feel also affected by the child's disturbance, that Zeriax regained the awareness of himself again, staring at the rising sun, in a rooftop that became his favourite place in the whole monastery for the years to come – he stared at the searing orb, it burned through his skull, his spirit calmed, and he cried.

Zeriax has trained with Tagrin for many years – his body and mind are attuned, able for combat – he is disciplined, agile, quick and strong – his master is proud of all he has accomplished, from the most contradictory of natures – a celestial child found in the den of a she-devil that apparently took him as her own – reaching a state of balance she had never dared to hope possible for him – yet he has prevailed.

However, Zeriax has nightmares almost every night – flashes of caring faces he does not recognize, of a devilish visage that strangely transmits him an uncanny sense of calm... He does not know their name, but he knows they must be from his past, they HAVE to be – the nightmares haunt him to this day – filled with dreadful images of unspeakable horror, murder, evisceration, and worse – there have been times when he thought he would not be able to stand it any more – but Tagrin was always there when he woke up, offering him the morning tea, and urging him out of bed into his monk training, purging his head from the horrors with extenuating exercise.

He has come to find balance in his life – the nightmares are still there almost every night, but he has learned to deal with them, trying to find meaning and familiar faces – some nights are harder than others, but he has find enough peace to deal with it all, though within he longs to understand more, about his true nature, his ascendancy, what h he was before he became what he is – and that was why he left Tagrin and the Monastery.

From their seclusive mountain top, he had felt it – maybe he was still more attuned to the Worldwound than he thought – but he felt it clearly one dark night – the nightmares were worse than he could remember – there was a sense of urgency, of impending doom behind the haze in his head – it throbbed as if something had changed, almost as if calling out to him – when he woke up drenched in sweat Tagrin was there – without a word she eased him back to sleep, but on the next morning he left the monastery [OOC: Please refer to the spoilered dialogue on the alias link ;)]

Travels:

It was a long travel from the monastery to the Worldwound, and Zeriax kept on discovering much about himself – he learned about the wild and survivability, his own abilities and awareness allowing him an almost second natured attunement to its ways – he learned the ways of the city, after finding himself forced to work for more than six months to gain enough to continue his trip – after such a long time in seclusion, he learned for the first time how to deal with others, their aspirations and fears, and found he was a good listener and advisor, understanding and empathizing with motivations so different from his own.

It was truly a journey for the young Aasimar (it felt strange knowing what he was – he had read and learned about it from his masters – still it seemed detached now, after Tagrin had shared with him all the details of how he had come to the monastery in the first place) – it mattered not though, the time for self doubt has been long over for Zeriax – learning about himself is a process, and one that he knows will continue until he passes from this world – travelling to the Worldwound is just another step – there are still many more to come.

Description:

Zeriax is an unusual Plumekith – his head is shaved, his skin is darkened, and it has always been like that according to Tagrin – the only telltale of his ascendancy are his eagle like amber eyes, and his demeanor in combat - taking action at the spur of the moment when his abilities seem needed, rushing into the heat of battle to face off against what he deems as evildoers. Most of the time, he is a quiet, pondered one, but there his convictions are deepset – much more than the disciplined training rubbed off from his time at the monastery, making him a stern adherent to the cause of good and order.

His posture denounces the strict training endured – he carries himself with confidence and is constantly aware of his surroundings – dressing in plain travelling clothing, he travels light, with but a backpack and a bow at his back. Onlookers will definitely notice the many quivers holding varied types of ammunition, neatly stacked and identified by their distinctly coloured feathers. At his waist dangle a pair of simple, roughly hewn iron knuckles.

Some random notes on why I built Zeriax like I have:

I have built Zeriax around what I know is considered a straightforward class and archetype – the Zen Archer :D But in my head, he is much more than that – I have taken the liberty to take a look at the group that is already in game and, together what I believe to be his strengths and weaknesses, built his skill set to accommodate knowledges, skills and capabilities that I think will be a good complement to what is already in place.

Bottom line, he is an able infiltrator, able to deal with traps and disable them as needed [of course he is still only level two :D]. Already he provides some decent ranged support, which will improve significantly in two levels. He packs knowledges that complement what the group already has plus Local, since I would like to play him as someone that has arrived some time ago, having the opportunity to make himself acquainted with the dynamics of the place.

I hesitated a LOT between investing in Diplomacy or Intimidation, both for the character concept itself, but also for what I have heard about the AP, and what I have read about the importance of Charisma, Leadership, etc. In the end, I have gone with Intimidation for two main reasons – on the one hand, the group already packs a very decent ability towards social skills, and on the other I wanted to try and play him not as the “guy who will murder you if you don't tell him what he wants to know” but as the “guy who is on a mission, and will not be deterred because some misguided one is not willing to cooperate” kind of intimidator.

Apoogies for the multiple walls of text, I tend to get carried away :D

Let me know your thoughts.


After sleeping on things, I'm withdrawing my app.


Thank you all for the submissions. I am closing recruitment and hope to have a decision by tomorrow or Sunday at the latest.


DM Variel and all, thanks for your consideration. As requested, you'll find the character sheet in the following spoiler.

Kalia character sheet:

Kalia Shelendottir
Female Human (Kellid) Ranger (Urban Ranger) 2
CG Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 19 (2d10+3)
Fort +4, Ref +7, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +3 (1d6+1/18-20/x2)
Ranged Masterwork Composite longbow (Str +1) +7 (1d8+1/x3)
Special Attacks favored enemy (evil outsiders +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 12, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot, Skill Focus (Stealth) (Focused Study)
Traits Demon-proof mind, Stolen Fury

Skills Bluff +1 (+3 vs. evil outsiders), Climb +5, Disable Device +9, Knowledge (dungeoneering) +6 (+8 vs. evil outsiders), Knowledge (geography) +5 (+7 vs. evil outsiders), Knowledge (local) +6 (+8 vs. evil outsiders), Perception +7 (+9 vs. evil outsiders), Profession (soldier) +7, Sense Motive +2 (+4 vs. evil outsiders), Stealth +12, Survival +7 (+9 vs. evil outsiders, +8 to track), Swim +5

Languages Abyssal, Common, Hallit

SQ combat styles (archery), track, wild empathy
Combat Gear Holy water (2), Oil (2);
Other Gear Masterwork Studded leather armor, Arrows (40), Blunt arrows (20), Cold Iron Arrows (30), Masterwork Composite longbow (Str +1), Rapier, Backpack, masterwork, Belt pouch, Chalk, Flint and steel, Grappling arrow, Hooded lantern, waterproof, Mess kit, Sewing needle, Silk rope, Thieves' tools, Waterskin, 141 GP, 9 CP
--------------------
Special Abilities
--------------------
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Zeriax waits patiently, making true on the renowned monk patience.


I talked to the rest of the group...

First thank you all for your submissions. There was some very good backgrounds and a difficult choice. That being said Zeriax was chosen but I will remember the rest of you should another replacement be needed.

Good luck to everyone in getting in other games.


Dang! Thanks a lot for picking me for this one.

To the others, I saw some really interesting profiles and characters out there, I am sure you will all find a suitable spot soon.


DM Variel wrote:

I talked to the rest of the group...

First thank you all for your submissions. There was some very good backgrounds and a difficult choice. That being said Zeriax was chosen but I will remember the rest of you should another replacement be needed.

Good luck to everyone in getting in other games.

Thanks for the consideration. Have a good game all.

Scarab Sages

Thanks for letting me app. Y'all have fun!


Unfortunately we had another casualty to our game so there is a position available again. Asking the group for their recommendation they indicated a divine caster to provides buffs and some healing to complement the melee oracle in the group. Since there is already an oracle and a paladin, I am not worried so much about the group needing healing myself. The rest of the party consists of a dwarf wizard, human barbarian, and a human zen archer.

We are halfway through book 1 and at third level. Character creation guidelines are as follows...

Character creation guidelines:
Only paizo material, no third party sources
20 pt build
2 traits, 1 of which must be a campaign trait as it ties in to the mythic campaign and has ramifications for later.
Average starting wealth. The group has not divided wealth yet so you will get your share when the time comes.
2 hero points
1 bonus skill point upon creation that must go into a profession, craft, or perform which represents your ability to make a living.
No gunslingers
Must be able to post at least once per day
we are a group that likes RP and character interactions as much if not more than the combats in some instances.


Hey! I've been lurking on this game for a while. I'm thinking of a Keleshite Bard with the Songhealer Archetype. Or maybe a Suli-Jann if you allow races from the Advanced Race Guide.

The bard would be a caster and support person and a devout Sarenraean. sic He would also advance down the Trickster path.

About me personally, I post 3-5 times per day and I think I'm GMing one of your players in another game. I live in the central time zone and I'm pretty active all day.


Question for the GM, Bards aren't proficient in Scimitars as it turns out, can I trade the proficiency with the rapier for one with the Scimitar. I don't want to be a Dawnflower Dervish but I do want Hajar nar Jundi to use the scimitar as it fits his Kelesh background and his devotion to Sarenrae.


Admit it Hajar, you just love the Dawnflower ! ;) Mr Abbot Protector of Kelmarane


Repurposing the character idea but they already have a Paladin so....

I used the same Alias and basic idea in a Legacy of Fire game in which the DM disappeared.


DM i can vouch for Niles. great player . RP guy and multiple post per day :)


FYI the human barbarian uses a scimitar already. Not that it would prevent you from still creating a character of that flavor but it may make it harder to divide up loot.

As for the advanced races, I prefer core or common races over the uncommon ones. Again this is not a hard and fast ruling but something to consider. If needed to decide between two applicants and one is an uncommon race then that would be a tie breaker in the others favor.


Meh, not that tied to Suli-Jann as a race, it fit for Legacy of Fire but seems out of place here. I'm thinking just Human but Keleshite in origin.


Decided to scrap the entire Kelesh idea and go Taldan. This way I'm not competing with the Barbarian for scimitars.

Here is Nilus Romani, Taldan Bard and Crusader. A former member of the Taldan Lions who found himself separated from his unit once again after the explosion at the Kite.

Nilus grew up in Taldor hearing about the Worldwound and its effects in the North. He traveled North with a group of idealistic knights from Oppora. As their Bannerbearer, Nilus was responsible for keeping morale up and keeping them rallied in battle. During a skirmish with a group of cultists he was separated from his unit, the Taldan Lions, and was rescued by a beautiful woman with a Desnan holy symbol. This Chance Encounter, changed his carefree outlook on life and made him a more hardbitten crusader. With the destruction of the Kite and the invasion of Kenabres Nilus has taken a role in rallying the defenders of the city in repelling the demonic horde.


I was looking through the party's sheets and noticed that the Barbarian has taken the Marshal's trait. GM, are the traits tied to the mythic path in this PbP as in, will Ryu be going into the Marshal's path? If so then the Tricksters path will change Nilus somewhat, his personality won't be the same. I'll edit his story a little to reflect this.

Nilus grew up in Taldor hearing about the Worldwound and its effects in the North. He traveled North with a group of idealistic knights from Oppora. As their Bannerbearer, Nilus was responsible for keeping morale up and keeping them rallied in battle. During a skirmish with a group of cultists he was separated from his unit, the Taldan Lions, and was rescued by a beautiful woman with a Desnan holy symbol. This Chance Encounter, changed his outlook on life turning him from an idealistic Crusader who took himself way too seriously, to a fun loving rogue who kept everyone smiling. With the destruction of the Kite and the invasion of Kenabres Nilus has taken a role in rallying the defenders of the city in repelling the demonic horde.

Personality: Nilus is a happy go lucky guy, he has a devil may care attitude about life and fails to take the small things seriously. There are however a couple of things he does take seriously, Desna and the Crusade. He is a diligent crusader and very religious Desnan. His witty songs about stuck up Crusaders have won him quite a few friends among the underclass and commoners of Kenabres.

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