Wrath of the Righteous recruitment


Recruitment

1 to 50 of 286 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

With end-of-semester hell being so much less than I thought it would be, running three PBPs on here feels sort of casual (I'm sort of a junkie), so I'm looking for a fourth, and I've been trying to force this AP onto my real life group for months to no avail, so online it goes.

Wrath of the Righteous is the over the top, high power adventure path that belongs painted on the side of a panel van, and I'd rather like to play that to the hilt. I'm looking for the noble and heroic; orphans of war climbing their way out of the gutter to become legends, devout worshipers driven by belief that the divine has chosen them for a great task, skilled warriors in search of glory and the immortalization of their names in song. You're to play the destined heroes of light, so act like it. Brooding loners and the selfish anti-heroes have no place in how I'd like to run this campaign, sorry.

That's not to say you have to play the most uptight Lawful Good players imaginable. Darker methods and a desire to spill blood blood are by no means horrible and a sure way to rejection, but I'm seeking characters with good in their hearts and a willingness to do the right thing, rather than having to be coaxed into it by circumstance and the promise of some coin. There is a heavy theme of redemption runs through the campaign, so darker zealots who take no prisoners are perhaps not the wisest choice. There can definitely be dimension; a genuine redemption seeker looking to purge themselves of the horrible acts they've committed, or someone with a deeply personal stake in the crusades, in one way or another. Just, y'know, not "angry anti-hero maybe learns to love" as a long-term character goal. They should want to do good and have a reason to risk their lives against demons better than "for money".

Character Creation:
-20 Point Buy
-Material from all official Paizo books is allowed, including the Advanced Class Guide playtest, and of course whatever obscure Pathfinder Player Companion you feel like digging up.
-Three traits, one of which must be from the free player's guide. Choose wisely, as the bonus comes in distant second to the fact that your Mythic Path will be based on this trait. For the other two traits, they may be reflavoured as you wish. No drawbacks for a fourth trait.
-Good-aligned characters only.
-All core races accepted without question. Aasimar and Tiefling are accepted, no questions asked. Svirfneblin and Drow aren't allowed. Any other Featured or Uncommon race outside of that may need some explanation, but is certainly possible; just run it by me first. Monstrous and custom races are a flat no.
-All classes except obviously for Antipaladin. Gunslinger is a maybe; see below. All archetypes except for Synthesist.
--Flavourful archetypes that fit the theme of the game are adored.
--Divine spellcasters who get their powers from a specific deity (or anyone who takes the Touched by Divinity trait) must choose a Good-aligned deity. Iomeda, Desna, Torag, and Sarenrae are all strong choices, especially the latter given her affinity for redemption. That said, non-listed deities are just fine too. Those are just ones that fit better than others.
-Max starting gold for your class.
-3rd party stuff is on a case-by-case basis; if I have access to the thing in question I can confirm or deny it, but if I can't see it, then it's pretty much a guaranteed no.
--Psionics are right out.
-While I like to be fine about houseruling things, I'm not too keen on creating homebrew clusterf+**s of features, so let's try to keep things mostly by the book.
-Gun tech level is an uncertainty. I don't know where to place it yet, since I can't tell if guns sort of ruins the idea I'm going for or not. That said, if you're looking to play a Holy Gun, don't; just lobby for Commonplace Guns so they count as Martial weapons under that rule and your normal Paladin can shoot things without having to be a failure of an archetype. I note this only in case guns are of interest to somebody; if nobody wants them, then we won't use them, as I don't believe the adventure has much of them at all.
-Obviously, backstory is a must. Explainign your character's personality and/or motivations are sweet boni that will totally make you look better in my eyes, and I may reward good backstory telling with a bonus trait of my own design.
-A short rundown of what your character's role is, and where you expect the build to go to in a general sense. If you're going to be dealing out tons of melee damage, be party face, a switch-hitter, heal, use utility spells... That sort of thing. If you intend to go into any prestige classes, that would also be neat to know.
-If you have an already built character for the campaign from a previous game/application thread, but which runs off of different creation specifications, don't fret too much about changing it; if you get accepted, it's not too hard to redo point buy or tack on some extra equipment.

As for my general handling of certain rules/style of running the game:
-No maps. I much prefer being cinematic with things than letting it all get bogged down, and I'll accomodate for that by explaining situations in enough detail that you can fill the map out in your heads just fine.
-Unless you're carrying a large, cumbersome object, or going way off the reservation, I don't track encumbrance, so don't worry too much about being two points over your Light Load because you wanted to get that extra bundle of arrows. Equip yourselves as well as you'd like; it's fine by me. I'm much more a stickler for "do you have sacks and stuff to carry things in". I won't penalize your low Strength Rogue for wanting to stock up on alchemical items.
-We'll work off of staggered initiative. Everyone rolls, and enemies usually on the same Init. Everyone in the party higher than the enemy moves, then the enemy, then everyone is free to post their move out of turn. This helps keep things flowing and allows to get through at least a round of combat a day, instead of having everyone wait, in which case it might take a few due to time zones and availability.
-I'm very, very open to house ruling certain things, so it's worth asking me if you'd like something to be tweaked or changed. The worst I can do is refuse.
-To keep pace, I usually advance the scene when only five people have posted if the sixth is lagging behind, unless their input is highly important, just to keep the game running. Spoilers allow for retroactive roleplaying just fine.

I'm probably looking for six characters; one for each Mythic Path, so that there's a chance for all of them to get toyed with and played in a party. Between the player count and the higher point buy, I'll be adjusting difficulty as the game goes on to accommodate for the easier time, complicating encounters or beefing them up to have 150% as many enemies (or more, if you prove too effective for your own good). I love high power games, but that doesn't mean it should be a breeze.

Looking for people who can generally maintain a rate of a post a day on weekdays. I'm forgiving for when life gets in the way and won't be too mad at someone for missing a day here and there, especially when given some warning. Weekend play is also much desired, but I understand that's not the easiest thing to do, but trying to get one post done each weekend is a plus.

I'll keep recruitment open for a week and a day; you'll probably have until Thursday evening to finish your application (or at least backstory, as that's what I'm judging based on more than just how you allocate your point buy). I'll be picking based on character, party balance, and taking one person of each Path, so obviously if you see one path is crammed while another has almost no competition, you may want to consider taking the easier shot at getting in.

I'll be around until then, answering questions and trying to give feedback/vague gestures of approval to applications.

Grand Lodge

Dotting for Interest


Dotting...


dotting


Dotting.

Would be offering either a Human or Aasimar Paladin.


Salutations and greetings..and may I be the first to actually offer a character up for approval.

Daily posting and weekends should be no problem.

Basil is designed to be a front line combatant..perhaps not the heaviest hitter in Golarion but able to hold his own both on the battlefield and at Court.

Epic Path:Marshal


Dotting for interest. Elven warrior with the champion path is the intended character I plan on making.


I'd like to submit my Rogue and future Arcane Trickster, Leander Mulberry for consideration. He was made for another WotR but didn't get in. Only gear would need some adjusting as I find him with 40 extra gold to spend.

Path will be Trickster though I'll take the Dual Path feat for Archmage as well, more or less a must for the Arcane Trickster.

EDIT: He is a small sized tiefling, as per the sidebar in Blood of Fiends. He's born of two Halflings.

I must also add that I have seen the first bit of the AP, most games tend to strand right after.

Background also is in the link but here it is again for easy reading.

Background:
Leander's birth was much anticipated, though none expected the outcome. His parents had been trying for several years to conceive a child but had failed before. His mother, who worked as an archivist for the Riftwardens after failing the tests to become a field agent, blamed it on her exposure to the occult artefacts kept in storage. Her husband, a field chirurgeon, blamed the Worldwound. When finally they did manage to conceive a child they were overjoyed. The fact that upon birth he had clearly been tainted by the Worldwound changed nothing about that.
Leander was a troublesome child. As a child he was far stronger than normal Halflings of his age and he appeared to have no control over the scaled tail he dragged behind him. Often this frustrated him just as much as it did his parents, as did his tendency to steal and hoard small objects from around the house. Through patience, love and a hard hand when needed they taught him to handle his urges. He'd still steal things but he'd then take care to put those things back without his parents noticing.

Once he went outside Leander quickly discovered the rest of the world wasn't as patient. When he tried to steal something out here people would attack him before he even had the chance to pick it up, let alone the chance to return it. He quickly learned that the best way to deal with those situations was to drop what you were holding and run, people rarely followed the thief if they still had their belongings. In case where running wasn't possible you had to talk himself out of it, something that wasn't that easy when you looked like he did. The result was that he spent quite some time hidden away, laying low while guards searched for him, or at home while his mother talked to the people he got in trouble with.

Things got better, or worse according to his mother, after his aunt came to visit. She was a smuggler and a thief herself, though with a noble cause as she saw it, as she worked with the Bellflower Network. She had come all the way north to Mendev because she had to lay low for a while to prevent her getting caught. It was from her that Leander learned the better tricks and to use his wits instead of his charms when it came to saving his hide. Through her he also came into contact with Chaldira, the Halfling goddess that more or less promoted these acts of daring-do. When she showed him her tattoo of the goddess' holy symbol he just knew he had to get one as well. Before she left Mendev again a few years later, Leander was barely an adult at that time, she gave him a necklace depicting the blue bellflower of the Network and he has worn that ever since.

For many years after things went very smooth. The tricks his aunt had taught him served him well and he managed to stay out of trouble. It wasn't until he tried to lift a purse from one of the city's Witch-Hunters that things turned sour. The man knew what he was trying to do before he had even done it and after that Leander had to run for his life for the man and his comrades came running after him, blades drawn. The only way he could escape was through the gates, between the legs of an arriving patrol, and before he knew it Leander was deep in the Worldwound.

What he saw there scared him even more than the men that chased him out of the city. He had to lay low, avoid demonspawn and strange creatures around every corner and find his way back to the city. It took him hours to even find the direction he had to go in and when he finally thought he found a way he found himself cut off. Ahead of him was a clearing where cultists where chanting over some poor soul, hardly more than a child, and it was screaming in agony. He dared not move further as the cultists were also accompanied by what looked like a lump of flesh flying with wings that should be too small to bear it aloft, no doubt some kind of demon.

Saviour came from the other side of the clearing as several well placed arrows caused the demon to come crashing down as one of it's wings had been torn to shreds. In the madness that followed a woman grabbed him by the arm and dragged him along towards Kenabres. At first Leander struggled, but then he saw her other hand tightly clenching a symbol of Desna and he instead started to run along. Soon they were far from the clearing and the cultists and while he felt sorry for the other youngster he was happy to be away from there. As the walls of Kenabres came in sight they started to hear the sound of a patrol coming their way. Leander could see a faint smile curl around the woman's lips as she ruffled through his hair and pushed him onto the path in front of the patrol.

The initial reaction from the patrolling crusaders was hostile and they drew their blades, assuming the thing in front of them to be the spawn of the Worldwound. It was the Bellflower chain around his neck that saved him as a halfling crusader recognised it. The patrol then picked him up and escorted him back to the city, where he ran to his parent's home as fast as his legs could carry him.

As for party role, Leander is basically a Rogue, though he won't have the Trapfinding ability until either 2nd or 3rd level when he takes his first level as Sorcerer with the Seeker archetype (and Sage bloodline).

He is a scout, skill monkey, (future) trapfinder and could be a face character despite his low charisma. At later levels he also becomes a support caster and will help shape the field of battle through magic means

As far as character motivations go (slight spoiler for the very start of the AP)

Motivation:

I'd like to have his mother either killed or severely hurt in the attack. She'd go out to try and help the people of Kenabres and could easily get hurt. I see his father more as the kind to find the place where the wounded are brought and help out there, being a chirurgeon and all. His father would also be the most likely one to tell Leander what happened with his mother.
This personal issue, combined with his earlier encounter in the Worldwound, his general curiosity and the events that roll out at the start of the game should be more than enough to tie him in. He'd find even more motivation in his belief in his goddess who is known to rush headlong into battle against evil.


I'd like to submit Mia. She got into a WotR campaign that sadly stranded early on.
NG halfling Witch. Why?...Why not.....
She's a healer, coming from a line of hedge witches employed by the Lodge in Nerosyan. A little trickster if need be at social dealings, she's got the childlike feat.

Everything is already in the profile.
She'll be on the mythic of archmage, she took child of the crusade, since both her parents died in a skirmish for the cause.


Alexander Kilcoyne's Oread Monk submission. Got inspired by the Stolen Fury campaign trait, which is a very large part of this character's history and motivations.

Andanan Sumna-

Background Story/Appearance-

Bala Sumna was a devout, happy Vudran. A strong, tall young man with ebony black hair, and an especially extravagant beard. Bala took a great deal of pride in his hair; which only made the complete loss of it more painful.

Born into the middle of society, Bala had just exited his teenage years. A little slower than average in his studies, Bala was more devout than scholarly. His relatively simple mind took great pleasure in learning the mantra's of the many hundreds of Vudrani deities, and his family was pleased to see that he would likely be born into a higher caste in his next rebirth. He had, of course, heard of the Inner Sea Region, but he never expected to visit it. He was more than content to live out his life in one of the smaller Impossible Kingdoms- he used his prodigious strength to work as a labourer and split his time between that job and serving in the temple. While he dabbled in martial arts as many Vudran did, he never truly committed to it despite a certain aptitude. At the age of nineteen, Bala could truly say what many in the chaotic continents of Avistan and Garund could not; he was genuinely content with his lot.

Enter Stolen Fury, Andanan's campaign trait.

Alas, it was not to be. His strength and general heartiness of body, combined with a low caste and a simple mind, made him a near-perfect candidate for the demonic-worshipping cultists, whose influence had spread as far as the Impossible Kingdoms. Deceived and kidnapped, Bala had been chosen for a nefarious ritual.

Bala did not truly understand what happened that day in the ritual chamber. His memories of it are somewhat foggy, but he distinctly recalls being tortured with acid upon a stone table. He remembers the howls of frustration, near-drowned out by his own screams of pain- as something clearly went awry. Somehow, the acid and the magic Bala was subjected to did not have the desired effect. Whatever the cultists were hoping for did not come to pass. Bala's swarthy Vudrani skin hardened as his frame grew, enhancing his already potent muscles. His soft, almost curved features gained a hard, chiselled edge to them. Bala literally crystallised, granite rocks spontaneously forming upon his twisted body. His eyes became glazed over with a thin layer of gemstone and he lost his hair in the transformation; his new "skin" now an earthy-grey colour.

His new form at least gave him the strength to break his bonds, and Bala escaped, his rock-like fists shattering many bones in the panicked fight that followed. His hands and forearms left small shards of rock and crystal lodged in his foes bodies, causing tearing and bleeding beyond the mere bludgeoning of his fists.

Re-fluffing Belier's Bite feat essentially, so that Andanan's own rocky texture is what causes the bleed damage.

Although Bala escaped, he was barely able to come to terms with his new form, one he considered, quite frankly, hideous. He instinctively knew he would have no place in the caste-dominated Vudrani society which he was so fond of; he would be treated like a beggar by his own family, cursed or worse. His travels began the very same day he escaped the ritual.

A few years have passed since that day. Bala, now styling himself with an Oread name, Andanan (given to him at a remote monastery in Jalmeray by a reclusive order of those rare earth-touched people); passed the gruelling physical and mental trials they set before him before training him. He has embraced his new life with a calmer, more enlightened outlook, although he kept his last name as an honorific to his Vudrani people. Deeply connected to the natural world, Andanan has become very intuitive and has learnt to channel the elements into his fists; although it takes great concentration on his part. He finds that he has a particular affinity with acid; something common to the Oread's; the human off-shoot race he now seems to have unwillingly joined.

Andanan has taken a vow of Truth in order to live a pure life and be rewarded in his next. He is driven and serious in his intent; which has now become clear in his travels. He is not sure what the cultists tried to do to him, but he knows first-hand the evil demon's and their ilk can inflict on unwilling victims. Thus, Andanan has travelled to Mendev; seeking to join the Crusades and serve as best he is able. He gladly pledges himself to a life of service and justice, fighting demons and the chaos they leave behind them in their wake at every opportunity.

Andanan prefers to fight with what Fate gave him; two hardened, stony fists; but he often uses his new-found Oread heritage to enchant pebbles he keeps in a pouch on his person, to be used either with his trusty sling or simply hurled at foes. He carries two Kama upon his belt as well, used more often for helping with harvest's when volunteering as a farm hand to work his way to Mendev than on living foes. He also favours a quarterstaff, having grown accustomed to the traveller's favoured tool during his long journey. A firm believer in being ready for whatever life might throw at him, Andanan carries a surprisingly large array of tools and mundane items in his hefty backpack.

While people do not generally discriminate against Andanan based on his form (as frankly, it is not nearly as unseemly as say a Tiefling's), he nevertheless is still a little uncomfortable in his own skin. The Human/Oread is friendly enough once he feels accepted though.

Refluffing-

As mentioned, both his trait choice (Stolen Fury) and feat choice (Belier's Bite) have been re-fluffed somewhat, but mechanically are untouched. I've tried to leave Stolen Fury reasonably vague in case it has repercussions later in the game.

Crunch/Mechanics-

Andanan's statblock is listed in the following spoiler, as well as fully visible on this profile.

Andanan Sumna:

Andanan Sumna
Oread Monk (Monk of the Sacred Mountain) 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+1 Dex, +1 natural, +1 dodge, +4 untyped)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+4/19-20) and
. . kama +4 (1d6+4) and
. . kama +4 (1d6+4) and
. . quarterstaff +4 (1d6+6) and
. . unarmed strike +4 (1d6+4+1d4 bleed)
Ranged sling +1 (1d4+4)
Special Attacks flurry of blows, stunning fist (1/day, DC 14)
Oread Spell-Like Abilities (CL 1st; concentration -2)
. . 1/day—magic stone
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 10, Wis 18, Cha 5
Base Atk +0; CMB +4; CMD 20
Feats Belier's Bite, Dodge, Improved Unarmed Strike, Stunning Fist
Traits martial manuscript, stolen fury, wisdom in the flesh
Skills Acrobatics +8 (+4 jump), Knowledge (religion) +4, Perception +8, Sense Motive +8
Languages Common, Terran
SQ ac bonus, crystalline form, monk vows (vow of truth), stunning fist (stun), unarmed strike
Other Gear dagger, kama, kama, quarterstaff, sling, sling bullets (30), backpack, bedroll, belt pouch, blanket, bucket, cooking kit, flask (6), flint and steel, folding chair, grappling hook, rope, sack, sewing needle, shovel, trail rations (6), waterskin, whetstone, 36 gp, 8 sp
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Manuscript +2 to confirm critical hits with Unarmed Strike and Monk weapons.
Stolen Fury +2 trait bonus to CMB vs. Demons
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.

Player Details-

I've been active on Paizo forums for about 4/5 years now, running three of my own games. I'm not going anywhere anytime soon :). Timezone is GMT+0 but I keep strange hours so that is not much of a guide.

Party Role-

Andanan is primarily a hard hitting, relatively high AC front line combatant who will also dabble in scouting if it is necessary. I am extremely interested in entering a re-fluffed Brother of the Seal prestige class. If this option is unavailable, he will likely pick up the Four Winds archetype instead.

If the Prc is available, Andanan also picks up Trapfinding and can be the party's trapspotter.

Mythic Path-

Andanan will go down the Champion mythic path.


Andanan! Good to see you ;)


Can the Campaign traits be reflavored a little bit. I am thinking of using the stolen fury trait but instead of it being something that happened to the character when they were young and it being something they participated in against their will. Instead the character participated volutarily in the ritual and it is a much more recent thing. The event would have triggered the characters personal quest for redemption.


Reference Image

I am Abdul-Azim Usama Samad, may the Dawnflower guide you through the darkness we will face. Peace be with you my friends.

Azim too was in the game with Mia and Andanan. Alas it ended just out of the gate. Azim was built with the touched by divinity trait to reflect his worship even though he is not a divine caster. My plan was to duel path Archmage and maybe champion or guardian with him, but if you want one of each path and your locking in on the trait selecting the path I will go with Chance Encounter and go into the Trickster path. I would need to reflavor as well as the encounter would need to happen when I am making my way to the city. Azim is a jack of all trade sort, he will have a good number of skills. He is a front line fighter and has some casting. He will be taking at least 4 levels of Paladin Oath of Vengance to relect the loosing of his friend/love interest to the Crusades. So overal a ballanced able to help in all situations type.


Dotting for interest. I have Drakra Worpltng a Gnome Bard (Prankster, Court Bard or Magician) archetype will depend on what others have for skills since I would not want to double up on Inspire Courage if we have a Sensei or Evangelist.

Might think up another character though if I have time.


Interested for a Captain Andoran concept. Ranger/Monk shield-basher going Marshal. Need to tweak game mechanics. Want to increase fluff.

cheers


Dotted all the way! I have a Crusader MCA I've been itching to try out, it's basically a fusion of Paladin and Inquisitor.

here it is.

I'd like to go for the Marshal or Champion path, leaning towards Marshal.


@Steave That has already been done in Reunion of the Pathmasters, sorry to burst your bubble.

I'm thinking of a Wild Caller summoner-except he's a tiefling. Is there anything like Scion of Humanity for tieflings?


I'd like to submit Shauldrek.
I wrote him for another campaign, but I think he'd fit this one well given a few major alterations, of course (namely his deity and alignment).


I'll be submitting something soon.


@Tsiron It was done already in Ruins of Pathfinder: Reign of Winter in which I play, too. I've seen many Captain America builds, but this one is mine. They pop up around the movie releases. I like the concept for Wrath.

cheers


Dotting for interest.

Would an Aasimar cleric / sorcerer / cleric x2 / mystic theurge x10 / cleric x6 be an allowed concept? The deity would be Sinashakti.

-- david


Here's

Shauldrek's Back-Story:

His Oni father was stricken with great lust for his human mother after watching her dance. He could not let anything get in the way of what he wanted, so he killed her husband and took his form in order to make love to her.

When Shauldrek was born, his mother took pity on him. That is until the bullying of the other children drove him to give in to his trickster heritage and fool the leader of the entertainers' guild into a scandal which got him arrested, leaving the guild to fend for themselves.
It was clear to Shauldrek and his mother and older sister that his leaving was the best thing for all of them.

On his quest to discover his place he was attacked by his birth-father. He was saved by a church worshipping Gorum, the Lord in Iron. He felt at home among the battle-hardened and war-scarred, no longer feeling the need to alter his garish appearance. He even attempted to train as a cleric, but when the clergy learnt of his parentage, they saw a better purpose for him: to seek out and dispatch those who--like the Oni--use trickery and guile to undermine those weaker than themselves, as an inquisitor.


Will submit Gayle, middle-aged bureacrat turned zealot ... need to flesh out backstory and personality etc. Shall get to that shortly.


(GM Gadget): Alright, this is my super-preliminary character - I may go with Bard and then Trickster route instead.

EDIT: Actually, an idea for a Runic Berserker just popped into my head.

Sorry, I tend to cycle through concepts a lot before I hit something I feel I can really make a good backstory with.

Lantern Lodge

Dotting for major interest. Have a Dwarven or Aasimar support character/crafter that I will pull and resubmit from a couple other threads. Riftwarden orphan for Archmage path.


I'm interested. I'm thinking Tower Shield Specialist Guardian. May go into Stalwart Defender. Stilling fleshing out the idea though. I'll try and post more tonight or tomorrow.


Here's my character's story:

Spoiler:
Eyes followed Dakon everywhere he went, accompanied by whispers of “fallen” and “changed.” Dakon didn’t give an auroch crap about it anymore, though. He was still a loyal soldier, still a good tactician. Sure, he had his period of shock and denial, though he was over it. And tieflings were still accepted in the army.

Dakon walked into the Silver Steed, a dive bar. He ordered the stiffest drink available-well, two of them-and drank them in five minutes, and then ordered another. Okay, well, he might be a little upset.

You can’t deny it much longer, the voice in his head said again. “Shut. Up,” Dakon growled-though with his new voice, everything he said was a growl. “At least you do when I drink hard enough.” Some other patrons look at him strangely, but Dakon was used to strange looks by now. Ever since the ritual, he had been getting them.

The mission had started routinely enough. Dakon and his squad were rooting out an Askari-worshipping cell in Kenabres when they were jumped by a few powerful hellknights. Even with his powers as an cleric of Iomedae, he and his squad never stood a chance. Next thing Dakon knew, he was in a cellar with all the fixings of a demonic ritual. Thirteen disciples of Askari surrounded him, chanting, and slowly, Dakon felt a change course through his body. “So, this is how it’s gonna end,” the half-elf said, and his hand reached for his emergency dagger so that he could kill himself. Dakon would rather die than become an instrument for the enemy.

However, before the deed was done, in a flash of light, a being appeared out of light. It was bestial, with a massive maw and huge, powerful hands. Don’t worry, the beast thought at Dakon. I’m here to save you, not devour your soul. With what appeared to be a wry smile, the beast tore into all thirteen cultists before disappearing in a flash of light.

Dakon stumbled up and out of the cellar, confused. What was that thing? Why had it saved him? After stumbling out onto the street, he noticed his fiendish visage in a puddle. Weary, Dakon continued onward to the barracks, talked the guards into letting him in, and hit the hay.

Now, as Dakon pounded his fifth drink, he simply wished that his fiendish countenance would let him get drunk.


The crunch is to follow!


Here is Gabriel, an Aasimar Cleric:
If selected, I'll make an alias for him.

Gabriel:

Gabriel
Male Aasimar Cleric 1
CG Medium outsider (native)
Init: +4, Senses: darkvision (60 ft.) vision; Perception +6
Aura: Aura of Chaos, Aura of Good,

DEFENSE

AC 12, Touch 12, Flat-footed 10 (+2 Dex, )
HP 9 (1d8)+1
Fort: +3, Ref: +2, Will: +6

OFFENSE

Speed: 40 ft. (8 Squares)
Ranged Shortbow +2 (1d6/x3)
Melee Dagger +0 (1d4/19-20)
Ranged Dagger (thrown) +2 (1d4/19-20)
Space 5 ft. Reach 5 ft.
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day),
Innate Spell-Like Abilities:daylight(1/day)

*:Domainspell.
Deity Sinashakti; Domains Luck, Travel,

STATISTICS

Str 11, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk: +0, CMB: +0, CMD: 12
Feats: Combat Casting
Skills: Diplomacy +9, Knowledge (Arcana) +4, Knowledge (Religion) +4,
Languages:Celestial, Common
SpecialQualities: Agile Feet (7/day), Aura of Chaos, Aura of Good, Celestial Language, Celestial Resistance, Darkvision, Orisons, Outsider Traits, Skilled, Spell-Like Ability, Spontaneous Casting, Weapon and Armor Proficiency,

Possessions arrows (20)(x5); dagger; traveler's outfit; Shortbow;Spell Component Pouch;Holy Symbol (Wooden/Compartment);Backpack, Masterwork[Waterskin (Filled);Rations (Trail/Per Day)(x2);];Scroll Case;Belt Pouch[Scroll Case;Coin (Gold Piece)(x8);Coin (Platinum Piece)(x3);Potion of Cure Light Wounds(x2);];

SPECIALABILITIES

Agile Feet (Su) As a free action, you can gain increased mobility for 1 round.

Aura of Chaos (Ex) You project a faint chaotic aura.

Aura of Good (Ex) You project a faint good aura.

Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 1d6 (DC 12 for half) 5/day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision See in the dark up to 60 ft.

Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.

Stats

Touched by Divinity (Hierophant) 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).

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

History:
Gabriel is the son of the leader of a traveling gypsy caravan and his wife. His father leads the small band of travelers all over Varisia, trading and performing small magic tricks for the crowds to earn an income. His wife, danced and sang and as pretty as she was, worked for the coin that that crowd placed in the offering box at the foot of the stage. She also was the troupes healer, because she had been raised by a very faithful family, and actually was a priestess of Desna before learning the dances and songs of the road. Gabriel loved the road, and the wandering. He dreamed many times of what it would be like to be off on his own, wandering the lands and learning the tales of this world. During on of the dreams, a figure spoke to him, saying "May the light carry you far today.' When he spoke of this to his parents, his mother told him that it was the Azata Empyreal Lord Sinashakti, and both of them taught their son about him.

Upon reaching his 18th birthday, with his parents permission as they were near Magnimar where devotees of Sinashakti were know to gather, he left the troupe and found them and became accepted as a follower of Sinashakti. Now, even though he took after his mother mostly, he did not forgo the ways of magic that his father was trying to teach him, although he never mastered the spell book, there was a spark of the arcane in him. On his 21st birthday, after successfully completing the required rituals, he left Magnimar and wandered the country, healing and learning as he went.

He finally ended up in the city of Kenabres, just as the holy days started, looking for information and tales on the festival, and also any information about the wardstones that are legendary in the south.


PbPstats:

(HP 9 AC:12 T:12 F:10 Saves F:+3 R:+2 W:+6 CMB:+0 CMD:12 Init:+4 Perc: +6)

Advancement:

Cleric 1 / Sorcerer 1 (Empyreal (Wildblooded Celestial)) / Cleric x2 / Mystic Theurge x10 / Cleric x6
Skills: K(arcane(3) & religion(max)), Diplomacy(max), Spellcraft (after k(a) max)
Feat: Improve his casting abilities, maybe toughness

Created using PCGen 6.02.1 on Apr 24, 2014

Dark Archive

Dotting!


I just re-read the bit about the good-aligned god only (misread the first time), I'm hoping you'll give me a break on that since being Rage subdomain is a big part of Shauldrek's backstory (bullied for his appearance as a kid, he despises his heritage and has quite a temper). And there are no strictly good-aligned gods with that subdomain.

Shauldrek is a Melee Inquisitor, a textbook BSF heavily flavored with battle/strength-based buff skills.


Disregard my first app. It never happened.


I probably shouldn't have written the post up at like 2 AM yesterday, but on rereading it I realized I missed something; writing your campaign trait into your backstory is sort of a must. Just to extrapolate a little bit on it and how it effects their lives. I'm saying this before having read anyone's applications, so don't worry unless I say you should.

@Sir Basil De Fermer: Looking a little light on the backstory, but alright.

@Cuan: Glad to see you pop in; it sucks that time kept you from finishing in time to get into my Way of the Wicked, but looks like that won't be a problem this time. Looking good.

@Mia Rumsfield: A bit more literal on the idea of a "witch hunt" than I think the book is going for. They're weeding our heresy and demonic corruption rather than just arcane casters. Beyond that, what does Mia do in the time between where her story drops off, and where the game begins?

@Andanan: Interesting way to twist Stolen Fury. The refluffs aren't a problem. What about the prestige class would need refluffing?

@Adventurer#33: Some of the campaign traits get later development, but I'm fine twisting them a little if you have a good idea in mind for it, and that sounds like it could be an interesting angle. You have my blessing.

@Abdul-Azim: Yeah, I'm locking path by trait due to how the game plays certain things out, and I can say with fair certainty that trying to go a non-Divine class for Touched By Divinity would be a huge problem to overcome, due to party balance. Seeing that your backstory pretty much relies on that, I'm guessing you'll need a rewrite.

@Tirion: Looking solid, although being in my WotW might work against you a little bit if I'm in need of breaking a tie.

@Steave Rojerz: I guess this was bound to happen eventually. I was initially a little uncertain, but I did ask for righteous heroes and it's hard to get more righteous than that. So you get the greenlight.

@GM Gadget: You seem to have a lot of ideas; I'll give you some time to flesh them out and see where it goes, since I only take one character per person.

@Papa-DRB: Alright, looking solid.

@Shauldrek: I'm assuming you're going with Trickster? Not sure if being attacked by his father is the fulfilment of the trait in your backstory or unrelated. As for Domains, afraid I can't; I'm looking to go all out on the Good vs. Evil theme. Deities that actually have the Destruction domain--and honestly, just kind of the thought of the domain--stray a bit more from that than I'm too keen on.

Well, that was quite the hour spent reading and typing. But looking good so far, you guys.


I'd like to submit Petravius (who was built according to the specs of a past Wrath recruitment that drew inspiration from TV Tropes) -- I'll have to make some changes (gear, 25 point build, campaign trait [they weren't out yet] -- but the general idea of the character is there.

Despite being a Magus, I was originally leaning toward the Defender path -- I was thinking the exposed to awfulness required could have happened as part of what happened to him in "The Crucible" part of his history (though, clearly, some reskinning would be required). However, in looking over the campaign traits, it looks like Stolen Fury would be the more direct link to his tale, so I do admit to being a little torn on that.


@ Shauldrek: Check Ragathiel, LG Angel Empyreal Lord with Destruction+Rage subdomain. He's basically about the utter destruction of Hell though, demons are a lesser concern to him.

Here the guy is

And thanks Spooky.


Oh right, I hadn't thought to check for Empyreal Lords and demigods when I checked for the domain. That's probably your best bet, Shauldrek.

@Tilnar: I'll let you sort things out before reading, in case you have to tweak stuff after I've read it (that's a lot of words).


GM,

Witches were seen as heretics in medieval times by the church weren't they? I had thought it to be a rpg challenge, keeping up appearance in public, while supporting the group.

Between time, we wrote a little part, i'll look it up and repost it here.

Spoiler:

Mia's heart was beating inside her little frame.
She was alone, a little witch in the lion's lair. Looking around wasn't very helpful in the evening dark.
Her bird started tjirping. "Sshh, quiet, or those men will find us."
The little bird was silent.
"Could you please look for a place that seems friendly at this hour?"

The little bird flew up and made a few circles above one of the rooftops before landing back on her shoulder. Mia followed the lead and ended up on a house with a shopsign above it.
Martha's Apothecary shop.
....Of all places...., but a small smile came upon her face and she walked inside, surprised it was still open.

A woman in her mid thirties looked up as one of the floorboards creaked.
Looking down was a little girl.
<"Oh dear little one, why are you up and alone at this time of the day?">
"I..", looking down with a tear on her cheek,.."lost my mama while we were traveling. She got taken by a bad man."
The woman felt sorry for her. Wouldn't you? A girl looking 10 years old?
"<Hush little one. For now you can spend the night here. We can go to the officials tomorrow.>"
Been offered a simple meal and bed for the night, Mia had to think on her situation. But that would be the next day, as sleep overwhelmed her.

Bio with trait adjustment.

Spoiler:

Mia was born to a hedge witch mother and alchemist father. They both served the lodge, which at that time aided the crusade against the demonic forces. She had gotten letters once a week, bearing news of how well it was going. But that came to an end...the letters didn't arrive, and anxiety worked its way into her little heart. The next week a letter arrived, bearing the sad news. With little Mia left behind an orphan in the city of Nerosyan, she was adopted by Sandra, a good hedge witch employed by the Pathfinder Society.
Mia's mother's line were known Lodge hedge witches employed by the society, sort of a family tradition, as such this was a fine match.
Though the situation forced Mia to get used to it all fast, it somehow hardened her heart. Despite her kind nature she felt a need to fight in the crusade, partly because her parents did so and partly for revenge.

Having a secret lodge in the capital city of Nerosyan, her adoptive human mother Sandra and Mia posed as apothecaries. This was credible, Mia's birthlooks gave her the guise of a human child. She even wears custom made shoes to complete the disguise. Venture-Captain Jorsal of Lauterbury from the lodge asked Sandra to deliver a package to a contact within Kenabres. This was an extremely risky mission, sending a witch into the zealous city of Kenabres is like sending a deer into a wolf's den. Despite the odds, Mia was willing to risk it. She just might indirectly help the crusade with her knowledge without being found out. The society masked its agents in Nerosyan as mercenaries.

Thus Sandra, posing as the group's medic, went with a small number of halflings posing as mercs towards Kenabres. Things went well, they even got through the gates. "Wait here", Sandra said, "I'll deal with the guards asking about our identities." Sandra walked up and waved her hand, "You don't need to know our identity."
Guard:<"We don't need to know your identity."
Sadly, even a halfling's luck takes a day off. A famous zealous inquisitor named Xander Anders detected Sandra's magic as she eased the tension with guards.
<"Unsanctioned magic! She must be a witch!">
Sandra knew the situation was bad, she gave the package to Mia. "I'll keep him at bay, all of you, find the contact. You will know her when you see her. Now hurry!"

The halflings scattered into different directions. Luckily the evening shadows covered their appearances. With a small package the size of snuffbox clenched in her hand, the others scattered, Mia was about to end on a path she'd never would have expected.


Hey Spooky, thought I'd try and get into this campaign. I present Lars von Maur, Paladin of Sarenrae. He is a big bruiser with good face abilities. His mythic path will be either champion or marshal, which ever needs to be filled. Here is the link to his sheet: http://www.myth-weavers.com/sheetview.php?sheetid=863971

Backstory:
Lars von Maur was born to a family that has been involved in the Crusades for generations, giving themselves over wholesale to the purification of the lands the Worldwound has diseased. However, the constant contact with the forces of evil had tainted the von Maur bloodline, deforming them slightly. While most of the children in the family were born with remarkably deformed features, Lars was fortunate that his only physical fault was that his eyes were two different colors. However, he had a fierce temper and would lash out constantly growing up. Needing help with their problem child Lars’s parents brought him to the church of Sarenrae, hoping that the god’s teachings would clam the boy. The priests saw potential in Lars to be a force for good and offered to raise him. The von Maurs accepted this offer and Lars’s training began that day. It has been years since that day and Lars has come to fight in the Crusade. While he still is a bit hot-headed, the years of disciple and understanding the priests gave him has honed Lars in a force of good while understands that sometimes people must be pushed on the right path.


here is darien, If I get accepted I will restat him to the proper format! :3.


NVM. The above background is still valid.

Alright, here are some stats:

Spoiler:

Dakon Tarro
NG Half Elf Wild Caller
=======
Defense
=======
AC: 13
hp: 8
Fort +0 Ref +0 Will +2
=======
Offense
=======
Melee: falcata (1d8/19-20 x3)
Ranged: light crossbow (1d8/x2)
==========
Statistics
==========
Str: 12 Dex: 14 Con: 12 Int: 12 Wis: 9 Cha: 18
Handle Animal +8 Spellcraft +5 Use Magic Device +8
Feats: Extra Evolutioun

Trako
NG Eidolon
=======
Defense
=======
AC: 12
hp: 11
Fort +3 Ref +4 Will +0
=======
Offense
=======
bite +2 (1d8+2/x2)
4 claws +2 (1d6+2/x2)
=======
Skills
=======
Perception +4 Sense Motive +4 Stealth +7 Climb +7

He has the Born of the Crusade campaign trait.


@Mia Rumsfield: They were, but "witch" also just meant magic user in those times. This is a place where magic is an actual thing, priests use magic, and arcane casters aren't ostracized and hated in Golarion. These hunts are only looking for agents of evil gods and such; I think they only phrased it as such for our benefit.

@Redshirt: I'd prefer it if you'd commit to a path and write it into your backstory than leave it open.

@Darien: Which path are you taking?


Alright, I have an awesome idea for a Runic Berserker who was born and raised in the Worldwound by lost Crusaders.

Would you allow that, or do you want something less "over-the-top"?


Sorry, gotta pull out then. I've worked too hard on statting him for Rage to change much else.

Thanks for giving him a better backstory though! It would've been hard to have him play anything the way he was...


(GM Gadget) Alright, here's my super-preliminary character. Basic backstory is that she was born near the Worldwound and stolen by cultists to be sacrificed in order to bring out something much, much bigger. She ended up stealing the lead cultist's sacrificial sword and escaping, killing the cultists in a fit of rage in the process. Since then, she's hated Demons and their associates with a passion, learning the deep secrets of Rage and Magic in preparation for joining the Crusade.

Looking to go Champion path with her.

What do you think? Too Mary-Sue?


@Shauldrek: There's still Ragathiel, as Cuan pointed out, which you can use.

@Amanda: I'd say the only thing needing tweaking is the idea of being born "near the Worldwound". I can't imagine any sane crusader would raise a child there. Even if her parents were crusaders, I imagine she'd be left with family/an orphanage/church one or both parents are a part of/whatever in Kenabres. Aside from that, not a problem, continue. She could still have been abducted from the city itself.


This seems like a good place to trot out ol' Gregory, see if he can make it.

Gregory is an Alchemist of the bombing persuasion, of the Mindchemist archetype. He will be knowledgeable about anything extraplanar, arcane and natural plus some others. He will focus on control bombs and handing out his extracts to the party past level 4.

He was originally made for another ap, but it occurred to me, a tiefling who has actively been trying to cleanse himself of the demonic within him would make a good fit for this.

Probably gonna go for Trickster, although several of the others could also be made to fit, atleast thematically (Like Heirophant due to dedicated worship or Irori whose ideals of self perfection, enlightenment and knowledge fit well with his personality and goals)


Ah, cool. So if I just tweak my backstory to say I was born in Kenabres, it should be fine?


Ok, so, Petravius is basically ready for review (giant walls of text and all) -- Ultimately, while I (personally) like the idea of the Guardian path -- his story doesn't go with it -- really, Stolen Fury fits him far too much to not take it -- so that's what it'll have to be. (At this point, though I haven't modified the cruch to reflect it -- and I haven't also rejigged down to a 20-point buy -- largely because the initial post said not to worry too much about that just yet...)

So, yes, any questions/comments are welcome.


Lars helps control his anger with daily arms practice, honing his mind through endless physical movement. With this emphasis on arms, he would become a Champion.


Backstory is being written, it's coming along very well.

EDIT: Darn, there are a lot of Champions here...


@Gregory: He'll need a bit of a tweak to get in, I imagine, as right now his backstory doesn't account for why he'd be in Kenabres or anything about the Crusades, not to mention lack of one of the really important to everything campaign traits. But what's there so far looks alright. It's definitely a character goal that would be interesting to explore in the story, given its themes and such.

@Amanda: That's the only thing in your quick summary I took issue with, so yeah, proceed with that change and you're fine.

@Tilnar: Wow. That was a read.

Here's the list of people who so far have their backstories done and their path chosen. Recruitment is still very far from over (you have until about this time next Thursday, unless everyone's done and applications slow down), but this way people can see which ones are already getting a little cluttered.

Archmage:
-Mia Rumsfield, Halfling Witch

Champion:
-Andanan Sumna, Oread Monk
-Petravius Impetus, Half-Elf Magus
-Lars von Maur, Paladin of Sarenrae

Guardian:

Hierophant:
-Gabriel, Aasimar Cleric

Marshal:
-Sir Basil de Fermer, Human Paladin of Iomedae (Warrior of Shining Light)
-Steave Rojerz, Half-Elf Ranger
-Dakon Tarro, Half-Elf Summoner (Wild Caller)

Trickster:
-Drakra Worpltng, Gnome Bard
-Leander Mulberry, Tiefling Rogue

1 to 50 of 286 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Wrath of the Righteous recruitment All Messageboards

Want to post a reply? Sign in.