Gestalt Wrath of the Righteous Recruitment


Recruitment

151 to 188 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Ok, character is mostly done. Here is the link:

May I present:

Zyranus Fairculg - Druid(Menhir Savant)/Brawler

--> I have currently dropped the Beast Wrestler archetype, although I may grab it again.

Background is mostly done, although it probably needs to be touched up. Character sheet is about 80% done. Equipment needs some work. Will finish the application later today.


Here is the in character post for Zyranus. I hope it is close to what you are looking for. I have not read anyone else submission, so I hope that I have not missed anything.

In Character Post:

After surveying the scene for most of the morning, Zyranus finally takes a deep breath and decides that it is time to head back into civilization. The terrors of the Worldwound prefer attacking civilization, and if he is going to exact the revenge for the slaughter of his parents and village, it is going to have to be with others of a like mind. Or, at least others interested in fighting the demonic hordes.

With that, he gets up and dusts himself off. With the lack of rain the past week, there is a lot of dust on the trail, and the road leading into Kenabres shows a brownish pall where horses and the stomping feet of soldiers have stirred up the ground. He then heads down and joins with a number of other rather disheveled looking individuals. He does not know who they are, and, unaccustomed as he is, does not feel the need to ask. Most of those he is with appear to have spent many days on the road, likely sleeping under wagons on their journey from the south and east.

When he arrives at the gate and the guard asks for the one silver fee to enter the city, Zyranus is hesitant, and appears rather confused. Fortunately, he sees another man dig into this pocket and retrieve a small coin. Suddenly recalling that he has several he found near a deserted campsite several years earlier, Zyranus also digs into his pocket and gives the guard a coin, after which the guard steps aside to allow Zyranus in.

Once inside the city, the nature boy’s senses are assaulted by the noise and smells of the place. Unwashed people, refuse in the alleyways, the constant sound of voices and musicians and everything else. It is almost too much, and Zyranus turns to immediately leave, before he catches a glimpse of two men wrestling about a block away. His interest tinged, Zyranus carefully makes his way to the ring, avoiding contacting any of the local population, unsure how such contact might be interpreted.

When he arrives at the ring, he sees that it is a practice for some competition. Hesitantly, he turns to a man watching the practice.
How . . . um . . . what is this? Why they practicing?

The man responds that tomorrow is the grand festival and there will be many such competitions with great honor and rewards for those who win. With this in mind, Zyranus watches the two men for quite some time, and then those who follow. Not all are men, there are also women and a number of non-humans. What they are, Zyranus is unsure. However, what he can see is that there are many skilled wrestlers in the city.

Finally tiring of the wrestling, the out-of-his-element youth continues to wander the city, watching as two knights joust, seeing a practice melee involving nearly twenty combatants armed with dulled and padded blades and weapons. There is even one part of the city where a group of performers have set up shop to display their great athletics as well as several strange and exotic animals which are part of their show.

As the sun begins to drift beneath the horizon, Zyranus realizes that he must find lodging for the night, and perhaps, for the first time in a decade, he should bathe if he wishes to find a group willing to accept him and his limited capabilities. Thus, he searches and finally finds an inexpensive inn, probably one of the poorest in the city, the Grey Stallion, where, for two copper, he is able to get a bed in the common sleeping quarters, and for an additional copper he is able to get a lukewarm bath, which when he is finished more closely resembles a mud bath than a tub of clean water.

As he lies down for the night, many things drift through his head:
Is this the right thing to do? Will I find someone who will let me join them? Why am I really here? What happened that night with the cultists after I passed out? Why could I not find my parents bodies?

As these thoughts pass through his head for the hundredth time, his eyes slowly fall shut and the boy who has grown into a man passes into a fitful sleep from which he does not awake until the sun passes through the window the next morning.

ps: I usually do not post with the actual alias until selected so that I can delete the alias if I am not selected.

Other Character Creation Info:

7. Max starting gold. -- equipment not quite finished
10.Backstory - see character sheet linked above (prior post), background is in the profile)
11. In Character Post - see above
12. What character brings to party
--> some skills, limited healing, very strong combat maneuvers, good/secondary melee character.
--> Base Mythic is Champion, but with a strong Hierophant tie. Could also go Hierophant, but would require a reworking of the background.
--> Build will mostly focus on combat maneuvers. Druidic spell casting will be useful for buffing and some battlefield control. Summons can be used as necessary as a secondary role. Principal combat maneuvers will be trip and grapple. May also take something else, bull rush, overrun and/or dirty trick, although these may be stretching my limited number of feats a little thin.


Finding that I don't have the spare time to finish up the fluff and background for my character, so I will bow out. Good luck all! Have fun!


This is Daelric, Dragonofashandflame's character submission. Here's hoping I did everything correctly.


Trickster can be Azim's primary path no problem, would just have to tweak his backstory to reflect that. I will most likely be selecting more path abilities from Trickster anyways. All info is in the alias thanks.

In character post Linking so I don't have to reformat it again.

Sovereign Court

There you go, all in one post as requested.

Gregor:

Gregor Asbanoff
Male human (Taldan) fighter (aldori swordlord) 1/swashbuckler 1/gestalt 1 (Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Advanced Class Guide 56)
LG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
. . dagger +5 (1d4+1/19-20) or
. . mwk aldori dueling sword +7 (1d8+4/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 10, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 16 (17 vs. grapple, 17 vs. trip)
Feats Exotic Weapon Proficiency (aldori dueling sword), Slashing Grace[ACG], Weapon Focus (aldori dueling sword)
Traits dominator (belkzen), rich parents, scholar of the great beyond, stolen fury
Skills Acrobatics +7, Diplomacy +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +6 (+8 to demoralize foes), Knowledge (nobility) +5, Knowledge (planes) +6, Perception +5, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized)
Languages Common, Hallit
SQ hero points, pride, swashbuckler finesse
Other Gear mwk chain shirt, dagger, dagger, mwk aldori dueling sword, backpack, bedroll, belt pouch, flint and steel, sack, sack, sack, shovel, signet ring, silk rope (50 ft.), soap, string or twine, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 293 gp, 5 sp, 6 cp
--------------------
Special Abilities
--------------------
Dominator (Belkzen) You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Stolen Fury +2 trait bonus to CMB vs. Demons
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having Weapon Finesse feat for all prereqs.

party role:

Gregor will obviously be the frontline melee guy. He will be an atypical tank relying on high AC and special abilities to avoid damage (so he won't need as much healing support) and force enemies to attack him as well as dealing decent damage. As far as abilities, besides actually hitting the enemy he will also be debuffing with demoralize and Dazzling Display for area demoralize.

mythic path:

He will be going Champion with the Stolen Fury trait. He will dual path into Guardian or Trickster.

background:

When Gregor was ten, he and several other children were kidnapped and taken as sacrifices for a ritual to summon a greater demon. However, as is wont to happen with such affairs, something went wrong. When Gregor was placed on the altar, the energy focused inward instead of out to the summoning circle. As baleful energies exploded about the room cultists ran trying to avoid being struck down. In the ensuing chaos Gregor and several of the children escaped. Gregor did not escape unscathed though. Since then he has been plagued by nightmares and was changed somehow.
At 14, his father enrolled him in the prestigious Aldori dueling academy in Restov. Somehow the training regime there seemed to focus the turmoil inside him and the nightmares diminished. Instead he gained an internal clarity that helped him excel. It was also during this time that he devoted himself to Iomadae. Finishing school, he returned home, but was restless and unhappy with that life now. He realized that his true calling was the destruction of demonkind and their infestation of this world. What better place to contribute than at the Worldwound itself? So now he heads for Kenebras and his hope to join the crusade there.

Gregor is rather serious for his age. He considers himself to be an excellent swordsman and believes he will eventually be one of the greatest in all of Golarion. He takes insults rather poorly. He is honest to a fault, but is also fiercely loyal to his friends. His devotion to Iomadae is unshakeable and many wonder why he did not pursue a career with the church. Aside from his pride, his one other "fault" may be his unwavering hatred of demonkind. When it comes to them he can be most unreasonable. That being said though, he is also an adamant believer in redemption and would go a long way to provide that path for any fallen entity.

Armasse:

Gregor wandered the streets of Kenebras. It seems he had timed his arrival perfectly. Tomorrow would be the festival of Armasse, already he could see the many preparations going on about the city. Gregor himself could not wait to enter the duels and display his not inconsiderable skills with the sword. What better way to gain the attention of the Eagle Watch. He felt a stirring inside himself.

Finally! This is the purpose I was destined for! Tomorrow I shall prove myself to the Eagle Watch and begin my fight against demonkind.

After wandering the market for a while, Gregor headed back to his inn to get information on tomorrows activities. It promised to be an auspicious start for his new path.


One post character submission

Backstory:

No life went unchanged after the opening of the Worldwound, and although they seem focussed on large cities and towns the demons still branch out to taint even the smallest encampments. Born the first son of orc warchief Morguth of the Eastern Bluffs, Davro should have been destined for greatness. Unfortunately, not even the orcs could escape the wrath of the demon onslaught. From birth Davro was tainted by demonic blood, becoming something only the elders of his clan had ever seen. Having fought out demons before, the others in his clan couldn't accept him into their ranks and would have killed him if not for his mother helping him escape the camp late in the night. Just a boy Davro wandered the bluffs, unaware of his surroundings, searching for a place to call home. He survived in the wilderness by hunting and foraging. As Davro moved unknowingly closer and closer to the Worldwound, food became more scarse. After eating nothing but scraps for almost a full week, Davro stumbled upon a lone young badger feasting on a rabbit. The badger had also been tainted by the Worldwound and the two felt an immediate attachment to one-another. The badger shared the rabbit with Davro, and since that day the two have been inseperable, hunting together and honing their skills as a team. One day the duo, seemingly in the wrong place at the wrong time, found themselves looking onto a battle between a group of crusaders and a large demon that had somehow made it past the wardstones. Seeing the crusaders struggling to defeat the creature, Davro and Doraga jumped in to aid them. The beast fought back through everything they could throw at it and eventually it struck Davro, nearly killing him. Davro was slowly losing conciousness when a flash of bright light burst over the horizon and a knight on horseback swept in and felled the beast with one brutal jab. Davro awoke in a soft bed, covered in bandages he could barely stand to scan his surroundings. He looked down to the floor to see his young badger friend staring happily back at him. Beyond confused Davro left the room to find himself in a busy Inn, he had been taken to the city of Kenabres. Approaching the Innkeeper he learned that his savior had left him something, an invitation to join the cause against the oncoming Demons. Davro had found his true destiny, he would join the crusade and fight the demons that corrupted him and the world he was born into.

Character Dialogue(Not Armasse, but another important event):

Having finally recovered from his wounds Davro trained diligently, hoping to become strong enough to join the crusaders. After years of training it was time to visit the location on the note he received when he was first brought to the city.

It was the day before Armasse when Davro set out to the location on the note. Upon arriving he was greeted by an older man clad in heavy armor.

"Hello friend," the man said, "Can I help you with something today?"

"I come... I fight." Davro said in nervous broken common, as he handed the note to the man.

"I see, another recruit ehh? And what might this be?" the man looked down at the note, "Interesting, I don't think I've ever seen a recommendation from him before. You must really be something kid."

Hearing the man speak of this mystery crusader peaked Davro's interest. "Who? Who is this man?" Davro said, jumping as his curiosity finally overcame his anxiety.

"I'm sure you'll find that out soon enough. Besides, that man is a mystery even to us." the man chuckled. "If you really want to meet him however, killing a few hundred demons will draw his attention pretty quickly."

Davro smiled, looking down to his young badger friend. "Finally. Doraga, we fight now."

Mythic and Beyond:

Primary mythic path will be champion, secondary will be guardian.

Most of Davro's feats will be teamwork related. He projects these feats onto his badger companion, making them an unstoppable machine. These feats will include Amplified Rage, Wounded Paw Gambit, and Outflank.

What my character brings to the party.:

My character brings large amounts of melee damage, but he also also a very efficient meat shield. His AC won't be godly, but his health will be fairly high, especially while raging. This character puts out some of the highest damage I've ever seen in Pathfinder, and I am looking forward to seeing how much he can do in a Gestalt setting.

Combat Teaser:

I thought I'd include a round of combat from this characters last Mythic Campaign. The build was Hunter 3/Barbarian 4 with I think one or two ranks of Mythic. He managed to almost turn 1 kill a Tyrannosaurus, dealing 191 potential damage in one round.

Motteditor's Fire over Blackcrag 2 wrote:


Davro and Doraga will charge the beast as soon as possible, raging as they do so.

Davro Charge: 1d20 + 16 ⇒ (12) + 16 = 28 2d4 + 20 ⇒ (4, 4) + 20 = 28
If this attack makes contact Davro will expend a use of legendary power from Rageborn to deal double damamge(56)

Doraga Charge: 1d20 + 12 ⇒ (11) + 12 = 23 1d6 + 12 ⇒ (2) + 12 = 14

Then Davro attempts to move around the beast to achieve a flanking position with Doraga, striking deep as he arrives.

One point of mythic power to activate Fleet Charge, if he can make it around the beast in a single move action, if not ignore the following. The ability allows me to roll twice, I will add the damage to the end of the attack I am choosing.

Davro Flanking attack: 1d20 + 20 ⇒ (4) + 20 = 24
Davro Flanking attack: 1d20 + 20 ⇒ (20) + 20 = 40 2d4 + 21 ⇒ (4, 3) + 21 = 28

Critical Confirmation: 1d20 + 20 ⇒ (6) + 20 = 26 2d4 + 21 ⇒ (1, 2) + 21 = 24

Davro will expend a second use of legendary power from Rageborn to deal double damamge(56), if the critical confirms somehow the damage is still doubled but I spend another point(104). Finally, if the critical hit confirms somehow Doraga also gets to strike again

Doraga Charge: 1d20 + 16 ⇒ (13) + 16 = 29 1d6 + 12 ⇒ (5) + 12 = 17

I apologize for not having the build in this post, I already spent a long time formatting it for the profile and I don't want to post that version here as it would take up a very large portion of the forum page. Thank you for your consideration.


all in one post ^_^

-=Statistics=-:
KoboldInquisitor{Sacred Huntsmaster}/Warpriest
Small Reptilian (Kobold)
Alinement:Neutral Good
Init +5(+4Dex,,+1Tactician))
Senses Perception +6|{DV} 60'
------------------------------
-=DEFENSE=-
------------------------------
AC 19, touch 15, flat-footed 15 (+4 armor,+4dex,+0shield,+1size)
hp 9{1d10,-1Con}
Fort +1,{+2base;-1con}
Ref +4,{+0base;+4dex}
Will +5,{+2base;+3wis}
CMD+12 {10base,+4dex+0str-1size}
cold resistance 5

------------------------------
-=OFFENSE=-
------------------------------
Speed:30 ft.
BA:: +0
CMB::+ 2(0srt,+1size)

-=Range=-::+6{+7|30'range} (+0BA,+4dex,+1size,+1WF{Long bow},+1{with in 30')
-=Melee=-::+2 (+0BA,+0srt,+1size, )

-=Range=-::Small size long bow
-------{damage:1d6 x3 60' P }
-------{Arrows:40}
-=Melee=-::Small size Spear
-------{damage:1d6 x3 P Brace}
------------------------------
-==STATISTICS==-
------------------------------
Traits
---------
Touched by Divinityyou 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
Tactician
------------

--==Drawbacks==--
-------------------------
--==Feats==--
Point Blank shot
--------------------------
Skills (6 points; 6 class, 0INT)
-----------------------
Bluff(Cha)____+0{+0rank,+0Cha,+3 ICS}
Climb*(Str)____+0{+0rank,+0Str,+3 ICS}
Craft (Int)____+0{+0rank,+0Int,+3 ICS}
Diplomacy(Cha)____+4{+1rank,+0Cha,+2triat,+3 ICS}
Disguise (Cha)____+0{+0rank,+0Cha,+3 ICS}
Fly*(Dex)+0{+0rank,+4Dex,+3 ICS}
Handle Animal (Wis)+0{+0rank,+2Wis,+3 ICS}
Heal(Wis)____+0{+0rank,+2Wis,+3 ICS}
Intimidate(Cha)____+0{+0rank,+0Cha,+3 ICS}
Knowledge (Arcana)(Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Nature)(Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Planes) (Int)____+0{+0rank,+0Int,+3 ICS}
Knowledge (Religion) (Int)____+4{+1rank,+0Int,+3 ICS}
Perception(Wis)____+6{+1rank,+2Wis,+3 ICS}
Profession(Wis)____+0{+0rank,+2Wis,+3 ICS}
Ride*(Dex)____+0{+0rank,+4Dex,+3 ICS}
Sense Motive(Wis)____+6{+1rank,+2Wis,+3 ICS}
Spellcraft(Int)____+0{+0rank,+0Int,+3 ICS}
Stealth* (Dex)____+12{+1rank,+4Dex,+4size,+3 ICS}
Survival(Wis)____+6{+1rank,+2Wis,+3 ICS}
Swim*(Str)____+0{+0rank,+0Str,+3 ICS}
Use Magic Device(Cha)____+0{+0rank,+0Cha,+3 ICS}

ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses
Wrymcrownd+2 trait bonus diplomacy

Languages Common,Draconic

-=Special Abilities=-:

------------------------------
--==SPECIAL ABILITIES==--
------------------------------
--==Warpriest Class==--
------------------------
Aura
Blessings
Focus Weapon
Sacred Weapon
---===Blessings===---
--==Good Blessing==--
-Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
--==Scalykind Blessing==--
-Scaly Touch (minor): At 1st level, you can touch an ally as a standard action to grant it reptilian scales. For 1 minute, the ally gains a +1 enhancement bonus to its natural armor. At 5th level and every 5 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

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

--==Inquisitor Class==--
----------------------
Monster Lore
Orisons
Stren Gaze

Animal Companion


--==Domain/God==--:

God Aspu
-=Scalykind Domain=-
--==Sub-Dragon==--
Granted Powers:

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Replacement Power: The following granted power replaces the serpent companion ability of the Scalykind domain.

Dragonbreath (Su)

At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon deals. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and deals 3d6 points of damage—this damage increases by 1d6 points at every even-numbered level you gain beyond 4th level. A creature hit by your dragonbreath attack can attempt a Reflex save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 1 4th level you can use it three times per day.

-=Spells=-:

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

----------------
-=Inquisitor Spells=-
---------------
The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
----------------
level 0 Spells at will
----------------
Acis Splash
Detect Magic
Create Water
Gidance
Stabilize
--------------
Level 1 Spells
--------------
Cure Light Wounds
Ear Piercing Scream
Magic Weapon
------------
spell from touch of divinity trait
------------
1/day
Magic Fang

-=Gear/Possessions=-:

------------------------------
GEAR/POSSESSIONS
------------------------------
Weapons:
--long bow 35 GP
small Spear 2 GP 3 lbs
arrow 40 4 GP
--Weapons:
Armor:chain shirt AC+4 DEX+4 ACP 0 50 gp 6.lbs
Backpack,masterwork 50 gp 2 lbs
Inqisitor kit{small} 9gp 14.
.
Carrying Capacity
Light 0-28.5 lb. Medium 29.5-57. lb. Heavy 58-86.25 lb.
Current Load Carried 30.5lb(medium load) .

Money 50 GP 100 SP 100 CP

-=Racial Traits=-:

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

Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Kobolds have a base speed of 30 feet
-------------------------
Defense Racial Traits
-------------------------
Dragon-Scaled Silver:
Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
-------------------------
Senses Racial Traits
-------------------------
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
-------------------------
Weakness Racial Traits
-------------------------
Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.
-------------------------
Alternate Racial Traits
------------------------
Wyrmcrowned:

Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

-=Background=-:

Background The last egg of the brood finally shook and cracked, yielding forth a scrawny, lanky whelp of a hatchling. It’s mottled, pale gray scales lacked the signs of any great draconic bloodline. The matrons looked on in disgust as it tried to clamber out of the pack. A larger, black scaled hatchling swatted the whelp down and pounced on top of it, going in for its next meal. Surprisingly the whelp threw the black-scale off it and, snapping out with it’s own jaw, tore a large chunk out of its would-be assailant. This one had a strength to it after all.

The Stonefangs valued strength and greed, and so the whelp was raised among his kin. Xidhal grew quickly, exhibiting a strength rare among the kobolds. At five years the small nubs normally seen on a broodling were instead already three inches long and growing sharp. Xildhal’s jaw continued to elongate, yet still its scales remained pale and gray. As other broodlings wrestled and fought for each shell, bone and coin, he often wandered to the side, shying away from the rest of its kin. He had little passion for the fighting, and lacked much of the knack for traps and mechanics the others exhibited. While not shunned by his Tribe, Xidhal had few friends, for the ideals that they espoused held little desire for him, though he knew not why.

Approaching his tenth year, Xidhal was sent to face the broodling’s final challenge before full admission into the tribe - the journey to the Hall of the Undying. The Halls were in fact a grand chamber in the Darklands where it was rumored dragons went for ‘the long rest’. A warrior was expected to return with a bone recovered from there, which would be added to the chief’s throne. While there, several of Xidhal’s broodmates snuck up behind him and ganging up on him cast him from a cliff down into the boneyard below. One of the bones thrust up through his chest, and as he felt the blood flowing out of his body, the others abandoned him.

Yet something happened. The pain turned to warmth, and a strange energy flowed into his body. A moment, a vision, a call. The bone had belonged to an ancient silver dragon that had been mortally wounded during the First Crusade and had come under the mountain to pass. And thus Xidhal was exposed to the great battle between good and evil, the horrors of the Worldwound, and the teachings of Apsu.

And in that moment he felt a power erupt. His muscles grew further, his horns stretched longer, and his mottled, gray scales erupted in a shiny, silver sheen. As Xidhal stood, he slowly pulled the bone from his chest, yet no more blood came. And as he did, he heard a name, "Xill".

Traveling through tunnels he did not know toward something he could not see, Xidhal trusted the voice in his heart. It drew him further and further toward his calling, his crusade. He knew he would join those fighting the evil of the Abyss. Stumbling to an old ruin, he found the remains of a half-ling adorned in chain shirt, and from its possessions Xidhal recovered a well made short bow and a stout spear.

The next morning as he awoke, Xildhal found a strange silver dragonkin kneeling at his feet, waiting excitedly. It had a unique rune on its forehead, and at the same moment he felt a warmth on is own. Holding up his hand to the small silver dragon. And then he heard it again, "Xill".

And so he and Xill emerged from the Darklands and looked to the north, toward the strange clouds that hang hauntingly above the Worldwound. Not knowing what was ahead. Traveling north, they came across a company of knights destined for the distant city of Kenabres. The warrors of Iomedae were intrigued by the shimmering young kobold and his companion, and took the pair as a sign of providence. They told Xildhal of the great wyrm Terendelev, equipped him with armor, and even fashioned a saddle for his companion.

Thus Xildhal arrived in Kenabres, riding at the front of Knights of the Regal Blade, serving as their squire and mascot, with the desire to serve the Crusade, uphold the teachings of Apsu, fight the evils of the Abyss, and one day perhaps meet the glorious Terendelev.

-=Appearance and Personality=-:

Appearance Xidhal stands well above his kin, with a regal air that projects authority and respect. His radiant silver scales combined with his long, white horns and strong, elongated snout portray the image of a young silver dragon . His gaze is bright azure, like the great northern ice.

Ref pic 1

In character post::

After completing the long trip to this city Xildhal is confused as the the festivities that the soft skins are preparing for..

Xildhal stops a random one

"you tell me, what is happening here what is all this?"

the one he stops jumps back
" Ah a kobold guard!!"

one guard runs up and draws his sword

"what are you doing here? scaly one speak or ill run you though"

Xildhal steps back anger showing on his face

"put away your weapon, i was sent here by the grate Aspu, and as a Dragon my self i'm looking for a way to prove my self in the eye of Aspu and he silver dragon that clams this area is his own...now tell my at this festival will there be an archery contest, if so tell me were to go to sing up...well out with it"

the guard thinks for a moment and sheaths his sword

"well i see you mean no harm...hmmm, i believe there us a contest of some kind. Yes i think so go to the square im sure you'll find what you looking for around that area'"

"I thank you...the square you say?"

Xildhal said and he set off

"don't let me find you getting into any trouble now!"
the guard called to him as he was walking away


Here I am, all in one sitting...

Basics:
Female Angelkin Aasimar Oracle (Winds, Clockwork) 1, Arcanist (Elemental Master) 1
LG Medium Outsider (native, good)
Init +7; Senses Perception +8, Darkvision (60')

Defense:
AC 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
HP 16 (1d8+1d6+2)
Fort +1; Ref +3; Will +3
Defensive Abilities Air barrier (+4), Resists (acid, cold, and electricity 5)

Offense:
Speed 30'
Melee scimitar +1 (1d6+1, 18+/2), dagger +1 (1d6+1)
Special Attacks none

Statistics:
Str 12, Dex 16, Con 13, Int 17, Wis 12, Cha 23
BAB +0; CMB +1; CMD 14
Feats Improved Initiative
Skills Craft (jewelry) 7, Craft (mechanics) 7, Diplomacy 13, Heal 5, Knowledge (arcana) 7, Knowledge (religion) 7, Perception 8, Sense Motive 4, Spellcraft 8
Languages Common, Celestial, Draconic, Abyssal
Traits Cleansing Light, Exposed to Awfulness, Demon Smiter
SQ Oracle mystery (winds, clockwork), wind revelations (air barrier), clockwork revelations(clockwork familiar), oracle curse (haunted), channel energy, deity (Iomedae), arcane reservoir (4 points), elemental master (air)
Combat Gear scimitar, dagger; Other Gear wooden holy symbol (Iomedae), healer's kit, leeching kit, pathfinder's kit (replace hemp rope for silk, add 6 pitons), weapon cords (for weapons), 2x caltrops, Terendelev's scale (align weapon)

Magic Casting - Clerical:
Spells per Day all/6 ; DC 16+; Concentration +8; Melee Touch +2; Ranged Touch +4
Spell-Like Abilities: 1/day - alter self
  • 1st Level: bless, cure light wounds, shield of faith, alter winds, crafter's fortune
  • Orisons: detect magic, purify food & drink, light, stabilize, mage hand, ghost sound

Channel Energy: 1d6, 9/day

Magic Casting - Arcanist:
Spells per Day all/3; Spells Prepared 4/2(+1); DC 13+; Concentration +8; Melee Touch +2; Ranged Touch +4
  • 1st Level: stunning barrier*, magic missile
  • Cantrips (typically used): open/close, jolt, detect magic, breeze
  • Arcane Reservoir: 4

Arcanist Spellbook:
  • 1st Level: body capacitance*, stunning barrier*, shocking grasp, color spray, magic missile
  • Cantrips: All sorcerer/wizard spells available

• Spells with an * next to it come from the Advanced Class Guide (ACG)

Special Abilities:
Skill Rank Progression (w/bonuses as applicable) 1/1/1(+2)/1/1/1/2(+2)/1/2
Channel (Positive) Energy - This class ability can be performed 3+Cha mod per day
Native Outsider - 'Archie' is considered an outsider (native) for any effects that involve the class
Darkvision - 'Archie' can see in the dark at a range of 60'
Spell Affinity - 'Archie's' race allows her to cast alter self, once per day, using her class level as her caster level
Skilled - 'Archie' receives a racial bonus of +2 to Diplomacy and Perception, and these are added to her class skills
Celestial Resistance - Aasimars have resistance to acid, cold, and electricity 5
Arcane Reservoir - Creates a pool to be used for fueling various exploits:
• Maximum pool size equals 3 + the arcanist's level; it refreshes daily at a rate of 3+1/2 arcanist level
• A point from the reservoir can either:
○ Increase the caster level of the spell by 1, or
○ Increase the spell's DC by 1 (not both)
• (Elemental Master) - Allows the ability to cast an additional spell per level/day, but only if that spell has 'air' as part of its descriptor
Wind Revelations - Archie has the following additional abilities:
Air Barrier - Currently provides a +4 armor bonus
Clockwork Revelations - Archie has the following additional abilities:
Clockwork Familiar - Shaped as a miniature metallic (red) dragon. Has all the features of a wizard's (psuedodragon) familiar.
Cleansing Light - May reroll a nat 1 on any channel energy use that involves damaging undead
Exposed to Awfulness - Reroll any save that can prevent death or incapacitation
Demon Smiter - Once per day, may add +4 to attack a demon
Improved Initiative - Adds +4 to initiative rolls

Treasure/Items Found:
8gp, 8sp


Couple more hours until recruitment ends, and I'm starting to look everyone over a little closer.

Archie: All you posted was your stats. Where's the actual character?


I'm not sure I follow; do you mean like, something I would post in character, or where I have my character sheet?>


Are you only going with 4 or do you think you will take more?


Archie:

Quote:

10. Provide a backstory for your character explaining their life so far and why they are still living in Kenabres. I really like plot hooks, either in external quests or internal issues that need sorting. I won't give you a specific wordcount limit because I'm not your writing teacher, but I like to see at least a few meaty paragraphs that give me the feeling your character is rounded and interesting. Themes and personality traits are especially nice to see. Sell me on your concept, because it matters so much more than your crunch.

11. Write an in-character post about your character. Armasse is tomorrow, a festival celebrating the crusaders, involving mock duels, jousting competitions, and other festival events. Write your character preparing for the next day in whatever way you feel reflects their personalities. Clerics or Paladins might be helping their church set up some activities of their own, for instance.

All you've provided is crunch and, in an earlier post, a general rundown of what your character does. But your "all in one place" post is sort of missing any fluff in the slightest, which is what I'm recruiting based off of.

Choant: I'm not entirely sure yet.

Shadow Lodge

Aww crap, I can't find where I did an in character post, which means I must have forgotten to hit send (that or the system messed up)
I'll try to hash something together from what I can remember of last time I wrote it up.

core stats:

Str 18
Dex 10
Con 12
Int 12
Wis 10
Charism 18
HP 12
Fort save +3
Reflex save +4
Will save +2
To hit with bastard sword +6 damage 1d10+6
AC. 21 10+3 (charisma)+7 (breastplate and armored kilt) +1 (buckler)
Touch 13
Flat footed 18

Spells:

Oracle Spells per day
1st level 4
Oracle spells known:
0th level: stabilize, create water, detect magic, enhanced diplomacy, guidance
1st level: cure light wounds, blessing of the watch, infernal healing

Class abilities:: :

*Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (see FAQ.)
Foretold [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate.

Effect

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can "take 10" on a check even you would not normally be able to do so because of distractions or threats.

At 5th level, add either augury or enthrall (your choice) to your spells known.

At 10th level, you gain a bonus revelation.

At 15th level, add screen to your spells known.

Branded [3PP]

Source Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.
(His brand takes the form of the symbol of asmodious on his lower back.

Effect

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, per the GM's choice. As a supernatural ability, you can touch an enemy for 1d6 +(1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. You can perform this branding touch a number of times per day equal to 1 +your Charisma bonus (minimum 1).

At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.

At 10th level, you gain fire resistance 5.

At 15th level, your fire resistance increases 10. The penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)

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

Detect Evil (Sp)

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

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

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

Smite Evil (Su)

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Racial abilities:

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. (With unscathed this becomes 7)
Skilled +2 perception & sense motive.


traits and feats:

Trait
Stolen Fury:
Unscathed
1 more to be decided, probably birthmark, chosen one or saint's ward
Feats:
Power attack


Skills: to be determined if I get selected

Backstory:

In the town of Kenabres, there lives a one armed man and his wife, both researchers into the ward stones that protect the town working at the town's library (I assume they have a library) the one armed man, who answers to the name Jon (formally Jonathan the Bastion) , was a veteran of the most recent crusade, surviving with one of his arms amputated after an attack by a monstrous demon. He was forced to retire and he found love with the woman who helped nurse him back to life. Not long after they were married and had a child, whom they named Nicholas.
When Little Nicky was born he was a normal human child, perhaps a little on the scrawny side, but he made up for it with heart and fearlessness.
He was well liked by his peers and loved by his parents. He intended to become a soldier of the church (undecided which god for now), and even at a young age could be found fighting with the other children using wooden swords and slaying pretend demons (and rescuing princess as per the course).
If things had gone on the apparent path, he would have likely become a knight and attained some temporary local fame, but otherwise faded to obscurity in a quiet, but happy life.
However, fate had other plans....

When he was twelve he was kidnapped by cultist and was forced to take part in a demonic ritual. He had no idea what ritual’s purpose was but it couldn't have been good, there was blood, so much blood, and he was forced sit in a star made of iron (an alter to asmodious) and made to drink the ichor of a devil. On that day he gave his first true and desperate prayer. Just as the ritual seemed to be ending the door to the place had been kicked down, and his father burst in with a number of the guard and defeated the cultists and the fiends they had summoned. The ritual was stopped prematurely and it didn’t work out the way his captors envisioned—rather than corrupting his soul, or turning him into a sacrifice to some evil being, the ritual's energies were absorbed into him, altering his body strengthening it, fortifying it.
He grew a tail that, after some practice, he could use almost as dexterously as his hands. He was also stronger than any of the other children, and highly resistant to extremes of temperature.
Of course the fear and hatred he felt in that moment changed him. For years after that day he had nightmares, flashbacks of that time, and it took him many years to come to terms with the changes to his body and learn how to use them properly.
For example, he discovered that he could will his eyes to glow and when they did so he could see perfectly in the dark, no matter the distance, and he had an innate connection to the divines.

When he turned fifteen, he was sent away to a school in the south, where they trained people to be knights and squires. An academy for paladins and other devout warriors.

Nicholas faced some persecution for his strange, slightly demonic appearance, but he, by and large, won them over with his dedication to the faith, and to his studies.

For years later he returns home ready to great his family as an official paladin, ready to defend against the forces of evil.... Though not quite as ready as he had thought.


Physical description:

Nicholas appears much like the human he was born as but the ritual and the ingested fiendish blood has altered his appearance in several ways.
He is a tall, muscular humanoid, with lightly pointed ears, and midnight black hair that comes down to just above his shoulders. His eyes are a golden and they glow with power, some find it unnerving, while others find it strangely alluring. He also has a raised forehead ridge with small horns poking out of the top that enlarge when he is enraged. By conventional standards he's very handsome, but the demonic traits might be off putting.
He has a long black tail that ends in a spade, similar to that of a sucubus.
His back and the backs of his arms and legs are lightly covered in pink scales, and his fingernails, toenails and teeth are slightly more pointed than they are for most people.
Despite the happily uncaring front he puts up, these signs of the demonic ritual make him somewhat uncomfortable to look at, so he hides them by wearing long sleeves, close toed shoes and gloves at all times and hiding his tail under an armored kilt.


equipment:

1 bastard sword
1 breastplate
1 armored kilt
1 extra change of clothes
1 backpack,
1 bedroll,
1 cheap holy text,
flint and steel,
1 mess kit,
50 ft of rope,
50 ft of string
soap, torches (5)
trail rations (5 days),
1 waterskin,
1 wooden holy symbol.
1 set of surgeon's tools
1 firs aid kit.
1 stretcher
1 10ft pole

intro for Nicolas:

As the sun was just barely beginning to set a armored rider on a white horse can be seen riding up to the city. As he gets closer one of the guards notices the rider has a long red tail, that is quickly hidden up in the kilt the rider wore. The guards stop him as he enters, asking him what he was doing in town. The rider sighs and says "come on guys, it's me, Little Nicky, though I guess that name doesn't work anymore. Heh, I've returned from training to see my family, could I get in?" the guards nod, one of them smiling widely in the city. He looks around and sees preparations for the festival underway, and he ties his horse to one of the places for it and gets to work volunteering to help where he can. At the end of the day he takes a room at the inn, intending to surprise his folks during the festival itself. He sleeps soundly, happy to be home, blissfully unawere of the danger that lies ahead.

So very excited. Fingers crossed to be let in.


Righteous GM wrote:

Archie:

Quote:

10. Provide a backstory for your character explaining their life so far and why they are still living in Kenabres. I really like plot hooks, either in external quests or internal issues that need sorting. I won't give you a specific wordcount limit because I'm not your writing teacher, but I like to see at least a few meaty paragraphs that give me the feeling your character is rounded and interesting. Themes and personality traits are especially nice to see. Sell me on your concept, because it matters so much more than your crunch.

11. Write an in-character post about your character. Armasse is tomorrow, a festival celebrating the crusaders, involving mock duels, jousting competitions, and other festival events. Write your character preparing for the next day in whatever way you feel reflects their personalities. Clerics or Paladins might be helping their church set up some activities of their own, for instance.

All you've provided is crunch and, in an earlier post, a general rundown of what your character does. But your "all in one place" post is sort of missing any fluff in the slightest, which is what I'm recruiting based off of.

OK I apologize...

Creation:
I opened my occular sensors. I see a white light above and all around me. I feel that I am 'alive' but I do not know what the word means. I see words flashing before me, most of which become familiar to me as soon as I see them. But they make no sense to me; how am I to be both a 'scout' and a 'medic?' What is a 'spell?' Can my presence hold so many 'packages?'

I then 'hear' a voice. It tells me that I am to walk among the natives of the planet that the Creator has 'crashed' onto; it is called Golarion. That my mission is to observe those 'humanoids' that fight another. That faction are known as 'demons.' Each faction has been fighting for dominance for over a century. The Creator tells me that I am to go to Nerosyan and offer myself to the 'humanoid' faction as a 'healer' of a terrestrial diety called 'Iomaedae.' It is likely that, once I show them my 'magic' they will take me in. My Greyfang wireless communicator will continually transmit back all that I see and hear. This way, the Creator can determine if it should commit further resources to one side or the other. I then feel my sensors shutting down again.

Current Day:
It is nice to be back in Kenebres, again. I haven't been here in almost two years now. It is also perfect timing; the festival of Armasse is tomorrow, and I can see if there are a few people that I have met from the front lines here. I make my way towards the temple of Iomaedae; she who has kept me strong, despite all my setbacks. I know that having breasts seem to be some kind of barrier to entry to all of these 'paladins,' but She has helped keep me strong. I am doing good work at the hospital tents these past few years, and eventually, some commander will see that I can make a good scout. Not many would expect an angelkin to be on the front lines.

After temple, I'll head over to the Laughing Elf; if it's still open. The last time that I was here, they had the best sourdough bread in the city. I also understand that, as part of the festival, various commanders will look for those to add to their ranks for various purposes. There is a scout commander, an elf by the name of Tessara, that if rumor be true, is looking for some good scouts. Perhaps I can convince her to hire me on, at least to freelance. All I need is my foot in the door. Pray be to She who is with Me that this might be the time, finally.

Sorry if this seems a bit rushed. I am actually in my office, doing tax work this afternoon. I am hoping that you'll give Archie a shot though. Thanks in advance.


Here is Zaigan's Sheet

He's a Main Path Champion, Secondary Path Guardian

Background:
Zaigen's story begins with a line of crusaders, warriors of light that advanced the cause of good wherever they went. Through many generations of service they proved themselves to be staunch defenders of the poor and the innocent, gaining recognition as a force of good, even amongst certain elements of the good forces from the outer sphere. This is the legacy of House Tylios, to defend the weak, the poor, and the innocent. To oppose evil wherever they find it.

Zaigan's birth was a dangerous spectacle, for the fates are not kind to Aasimar children in the lands of Nidal. Zaigan's father, Okrin, was a cleric of Desna who covertly visited the lands to get in contact with the Whispered Song. This hidden enclave of Desnan worshippers operate in complete secrecy, for discovery means a fate worse than death in that shadow cursed land of Zon-Kuthun, necessitating a contact who could vouch for him amongst the others. This contact was Zaigan's mother, Dena. Things became even more difficult as Zaigan grew and the boy's strength and beauty began to draw attention to him amongst the otherwise cowed villagers. He was always one to do good by others, to protect the weak from bullying, oddities in a land ruled by fear, especially at such a young age. It was of course inevitable that this would catch the attention of agents in servitude to the Umbral Court, but the Whispered Song proved to be one step ahead of the agents. Warned about the impending visit, Okrin and Dena took Zaigan with them and left the village where they had spent the last seven years. The next few months contain some of Zaigan's earliest memories, and though many of them are happy, the undercurrent of nervousness, of being hunted, has tinged them all with slight tones of bitterness. So raised with the constant threat of being discovered it was not long before young Zaigan learned that being quiet, non-threatening, and unassuming was a good way to shift attention away to others, ensuring yet another day of survival for the young aasimar.

The family of three left Nidal behind, travelling north into Varisia and then east after reaching Korvosa, preferring to cross Mindspun Mountains outside of Nidal to reach the lands of Nirmathas. Here the family settled in relative harmony, spending time to provide a more stable environment for Zaigen to grow up in. The family spent the next five years in Nirmathas before Okrin's wanderlust could no longer be suppressed, despite his best efforts to survive. Dena and Okrin exchanged several heated arguments over Okrin's strong desire to move on, Zaigan had just made some good friends, but with the close proximity to Nidal it was only a short matter of time until the dispute was settled and the family of three undertook their journey, one that would prove to be very perilous and send them on a winding path towards the crusader nation of Mendev. It began by following the shores of Lake Encarthan North-East. As if following divine guidance, Okrin plotted the way around the increasingly common dangerous areas, avoiding them as the small group left the safety of Lastwall in a matter of weeks. Ustalav was a different land entirely, haunted by the undead and whatever worse things there are going bump in the night, slowing down their pace of travel. Dena trusted her husband's calling for as a cleric of Desna the stars would guide him to the place where he was needed, even if this meant that they had to risk some of their safety in order to travel. Moving through Ustalav was a dangerous affair that rapidly transformed into several weeks of fighting their way through small groups bandits and undead. It was almost as if something wanted them to hinder their passage through the lands. Reaching the West Sellen River the trio followed it north before they reached the Sarkorian city of Storasta. From there it was only a week until they joined a large and well guarded caravan headed to the capital of Mendev, Nerosyan and once they arrived it was to be the end of their journey.

It had been a long and hard road and this left its traces in both Okrin and Dena. Okrin had changed over the journey, becoming a harder man, less prone to the spontaneous joy he used to share with Dena and Zaigan during the earlier years. Dena had also changed. The long life as a member of the Whispered Song had taught her that evil was never far away and that you always had to be watchful, even when enjoying yourself. The passage through Ustalav, those cowed lands and the dangers therein, had made her expect enemies everywhere. Unable to relax even for a moment, Dena could no longer smile without her eyes nervously searching for danger. But the family made due as they must, despite their hardships. Okrin at first plied his talents for healing amongst the newcomers, eventually joining an order of clerics, paladins, and priests dedicated to the care of the wounded. Dena started a bakery where Zaigan helped out whenever he was not playing knights and demons with the children of the neighbourhood. Things became worse with the start of the Third Mendevian Crusade. Inquisitors roamed the alleys, turning their cruel eyes on all those who seemed different. Okrin's name and service made him able to vouch for his family despite Dena's increasing nervousness. The fact that Zaigen still had the habit acquired in Nidal to deflect attention from himself eased matters significantly. These were rough years for Zaigen, two of his friends where burned at the stakes together with their entire families, and the young boy began to grow increasingly distrustful of the so called "Holy Inquisition". What gave them the right to act as they pleased?

And so the family survived the purges, scarred but still breathing. If not for Okrin's feeling that they needed to stay in Mendev and do something, they would have left the lands immediately. Instead they settled for merely leaving Nerosyan, the metropolis had too many bad memories to bear staying and while Okrin applied for a transfer Dena sold her shop. They instead chose to settle in the town of Kenabres, ironically a town governed by an Inquisitor Lord. Dena started a new bakery, Okrin had his transfer approved, and Zaigan was enrolled in a school to learn the letters of the law and the arts divine, beginning his own journey towards becoming a cleric. And then the Storm King struck at Kenabres, damaging the wardstone. Okrin went missing along with the half of his unit that where not later found dead. Dena vanished too in the chaos that is a demonic assault, her bakery razed to the ground during the long fighting.

Zaigan was evacuated along with the other novices and made to continue his training as the hospitalier order took over legal guardianship until his parents returned or he was a grown man. Slightly bitter over their decision to make him stay in Kenabres Zaigan grew and he would have made an excellent cleric had it not been for the kidnapping, the strange ritual. His aasimar physiology thankfully reacted to the ritual in a way not forseen by his captors, and though he has not been able to cast a divine spell since that day, a feat he completed for the first time just days before, he has felt the response in his soul, waiting just beneath the surface for its time. Plagued by nightmares of the ritual he has not yet divined their purpose but until just recently he was as worried as his superiors. These last few days it was as if a change had gone through him, as if whatever the ritual did it was no longer plaguing him. He must have finally fought off the effects, making himself stronger for it. The alternative is not something he dwells on.

Tomorrow is the day of Armasse and it is Zaigan's final day off before he joins the order of templars that guard the city from demonic incursions, and he has planned to see as many of the events as possible.

Appearance and Personality:
Zaigan is now a rather tall man, standing at exactly six feet in height, provided he stands barefoot. He has blue eyes and brown hair coupled with a kind, and rather handsome, face and a body well sculpted from training but with little to none of the usual characteristics that would point to his angelic heritage. He prefers to wear simple and effective clothing whenever he is off duty, pants, a shirt, a vest, a belt, and a purse in rather neutral colours, preferring to leave coloured fabric for armors and heraldries. A sensible choice for a young man, his 69 years of age being the equivalent of just above 17 years of age for a human, all thanks to his Aasimar biology.

Zaigan is generally a softspoken person but, as with many others who have lived and lost family in the mendevian crusades, he becomes quite riled up whenever the demonic becomes the subject of discussion. And even though he dispises the demon his experiences as a younger boy in Nerosyan has left him with a deep mistrust of inquisitors. He wholly believes in the rightness of Good, but he has a strong belief that redemption should always be the first two courses of action. It should also be attempted as the third and the fourth ways of doing things before violence and death becomes an answer. With this outlook on law and inquisitorial agendas it might not surprise that he has become an increasingly devout believer in Sarenrae, her policy of everyone deserving at least a chance at resemption speaks to him at a fundamental level.

In Character Post:
The sounds of Kenabres were not as they used to be. Zaigan had noted the change as Armasse drew closer, like a slowly building thrum in the air. Now it was almost like the sound of charging cavalry not quite yet over the hill but close enough that the tips of their banners could be seen.

"So what are your plans for Armasse, Brother Zaigan?" The Aasimar turned from the window where he had been looking out over the roofs of the closest buildings, looking up at old Kenabres from the Gate District.

"I plan to see as much as I can, Brother Janos, perhaps I might even get to see Father Daranha in the duels." The human laughed at this reply, Zaigan could not help a smile from joining his face also.

"Perhaps we'll even get to see Sergeant Brenner try his outmost to even touch the man with his sword?" Janos chuckled as he continued, "I have heard that the last bout between them was less an even match and more like a mouse trying to budge a mountain."

The two friends were allowed to shared in their merriment only a short time longer before a strong and slightly sour voice bellowed up from the courtyard of the barracks. "Courtyard Inspection in two you worthless maggots, DOUBLE TIME!"

The two young men felt their faces pale as they hurriedly began to attach their various armor pieces. It took exactly one minute to don the armour if they helped eachother out without screwups, and the run to the courtyard was 55 seconds at a dead sprint. "Better hurry, Janos, Sergeat Brenner seems to be in a foul mood today."


I'm going to call it now. Recruitment will close in 70 minutes (9 PM EST). I already have a rough draft final party chosen, and will make my final judgement at the time of closing, so if you want to get in but aren't finished, you have until then to at least ask me for a short extension. I'm fine pushing it another couple hours if someone needs it, but if nobody asks, then you'll know in a little over an hour.


AdamWarnock's submission. Everything's in the profile, but I'll be posting it below for convenience.

Stats:
Tera Flinders
Female demon-spawn tiefling fighter 1/rogue 1/gestalt 1 (Pathfinder RPG Advanced Race Guide 168)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft., see in darkness; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee bastard sword +4 (1d10+2/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . gladius +3 (1d6+2/19-20) or
. . kerambit +3 (1d3+2/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 13, Int 11, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Traits chance encounter, faithful artist, reactionary
Skills Acrobatics +5, Diplomacy +6, Disable Device +10, Disguise +6, Knowledge (local) +4, Perception +7, Perform (sing) +7, Sense Motive +5, Stealth +5
Languages Abyssal, Common
SQ trapfinding +1
Other Gear chain shirt, bastard sword, dagger (4), gladius, kerambit, backpack, bedroll, blanket, grappling hook, masterwork thieves' tools, silk rope (50 ft.), 26 gp, 4 sp
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Faithful Artist (Perform [sing]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background:
All Tera every received from her parents was her name. From the time of her birth it was obvious she was not human, for the taint of demons was as clear as the markings on her skin and the fangs in her mouth. She was left at the doorstep of one of the orphanages in Kenabres shortly after being born. She was odd, for one of the Pitborn. She didn't lash out. She didn't break anything. She endured, Taking whatever abuse the matrons and the other orphans gave her without complaint. More than anything else, she wanted to belong, and she was always denied.

When she was just thirteen, she took with a terrible fever and found herself confined to her bed. One night, she left, stumbling in a feverish haze out into the Worldwound. Two days later, she collapsed from exhaustion and dehydration. It seemed that fate had doomed her to die, alone, in that gods-forsaken waste. Tears she had held back for years poured forth as she wondered if anyone even cared that she was gone. Wounds that had been made, but never seen, made themselves felt as they reopened where no healer could reach them. Finally, Tera lashed out, using the last of her strength to pound furiously, and vainly, at the ground as she screamed in a terrible rage, before collapsing back into the dust. Her strength was spent, and it wouldn't be long now before she was sent to face her punishment. Blackness took her as the last of her tears cut their trails through the dust on her face.

---

The world swayed as the painfully ache in her body dragged her from the blissful unfeeling sleep of unconsciousness. She felt arms, warm as a thick blanket, holding her. A soft, sweet voice muttered prayers in her ears. Her eyes were slow to open and slow to focus, but when they did, she found herself looking up into the face of a beautiful, and sad, woman. She gripped a silver butterfly pendant so tightly that her knuckles were white and her hand trembled. Tera could never figure out how long the woman carried her, or how she stayed alive, but through the fever and the long bouts of fatigue-induced sleep, she remembered the woman tricking a group of cultists and minor demons. She remembered her skill with a bow. She remembered her guile, and her courage. She remembered all of that, even if only in bits and pieces. It seemed like a dream, but it seemed too real as well.

---

Tera awoke with a start in a small room in St. Clydwell's Cathedral. Her fever was gone, as was the dust that had clung to her skin. Asking the healers about what happened reveled that she was found unconscious by a patrol that brought her straight to the church for help. The men and women of the patrol never saw anyone else, much less a beautiful woman with a silver pendant in the shape of a butterfly. The young girl's curiosity burned so brightly within her she could hardly stand it. It seemed her anxiousness would get the best of her when she meet an elderly Desnan priest.

She recognized the pendant that hung from his neck and as the questions spilled forth, answers returned. The man treated her as a young girl, and soon she found that he'd become a friend. Instructing her in the teachings of the Starsong and even taking the time and effort to have her tutored by a Shelyn priestess in the art of singing when she showed she had a knack and an interest for it. The next three years were happy ones for Tera. The priest treated her like his own daughter and she was sad when his time on Golarion was up, but she had learned to take joy in life, instead of focusing on the misery.

Taking the lessons she had learned to heart, Tera set out to help those in need. She found she had a knack for trickery. She wasn't very good bluffing, but her skills in tumbling and moving quietly let her help in ways most never considered. She developed the skills needed to diffuse situations and could be found helping stop fights before they got started.

By far, however, she used that knack to keep her heritage secret. She disguised herself as human, taking care to keep the fangs and the markings that gave her away hidden. For the past four years she has done her best to help her fellows in Kenabres, and with Armasse nearing, she looks forward to seeing the town's spirits lift.


Appearance and Personality:
Tera has changed since her encounter with the strange, beautiful woman in the Worldwound. She still is shy in some ways, but she's learned to enjoy life, even at its worst. She makes her living by singing, and can be found at one tavern or inn or another on any given night singing and lifting the spirits of those she comes in contact with. She's friendly, but she does have some difficulty forming the deep connections needed for a lasting friendship.

As for her appearance, She is a slender, elegantly shaped woman. Black markings appear on her left cheek, arm and thigh. She wears her midnight blue hair in a loose ponytail under the hood of her cloak. Her eyes are the hardest feature to disguise, since they glow ice blue in dim light, so she rarely makes eye-contact with anyone. Her teeth are the second hardest, since where humans have their canine teeth, she has long, sharp fangs. as a result, she rarely talks above a whisper even when her mouth is covered.

She wears plain, loose clothing that does an admirable job of disguising her figure. Around her face and neck she wears a long, black scarf made of a thin material that doesn't muffle her voice much. Over this she wears a long, tattered cloak that helps cover the rest of her face and helps hide the knives she carries on her belt.


RP Sample:

Tera laughed as two men drunkenly danced on the table to the tun of a fiddle and the beat of a drum. Armasse was tomorrow, but the town's spirits had slowly been rising over the past month and now the gaiety of a festival in full swing had infested even the weariest of souls. The money that flowed this time of year didn't hurt either.

"Now, that's 'ow ye dance a jig!" one of the patrons of the tavern called out. Soon, though the song was over and the murmur of voices filled the room again.

"So lass, where will ye be performin' t'morrow," the barkeeper asked as things drifted back to normal.

"I don't know yet. I figured I'd just see where things went," Tera answered.

"Well, if ye don't mind, I'd like fer ye t'do yer singin' here. Yer sweet voice should keep this lot from gettin' too rowdy."

"Oh," she chuckled her eyes dipped to her hands nursing a tankard on the bar, "I don't think I'm that good."

"Don't sell yerself short lass. Yer makin' a name fer yerself. I 'eard ye managed t'keep Johann and Hansel from comin' t'blows o'er at the Gilded Stones last week. No mean feat, that."

"You heard about that," Tera's voice was barely loud enough to be heard as what little of her face could be seen turned red.

"Hells lass, half o' Kenabres's 'eard about it! Ye gotta gift. I'd love fer ye t'help me keep the place in one piece this year," the barkeeper's laugh rumbled as her saw her face turn even darker.

"Point is, lass, I could use yer help, an' I'd be payin' ye too."

"Thank you."

"Oh, don't be thankin' me yet, lass. Some o' the more, um, earthy fellows can get a little 'andsy with the lasses, e'en one who keeps the world wonderin' when she keeps 'er mouth shut. Ye may be 'avin' t'cause a dustup yerself."

Tera just shook her head. She could still back out, but he'd asked, and she'd accepted.

"As long as they keep their hands off after I tell them to, we should be fine," A positively wicked gleam appeared in her eyes as their corners crinkled in a smile, "And if they don't, well, I'm tougher than I look," she said with an evil chuckle.


Plans and Mythic Paths:

I plan on going with the Trickster path as the primary, but I'll need to see what the other paths hold before I decide on a secondary.

As for party role and plans for Tera's future, I'm imagining her as the party face/scout. In combat, she'll be trying to setup flanks to take tough foes down quickly. Toughness, Dodge, and lots of ranks into Acrobatics are definitely in the cards. In short, she's going to be a secondary melee combatant meant to assist the main frontliner.

On the character front, I'd like to have her become more comfortable with who she is. She's not, and she's not consciously aware of it, using excuses like she makes others uncomfortable when she's not in disguise to justify using a disguise. If anyone asks her about it, she claims that she's disfigured, and would rather not show that to anyone. the fact is, in her eyes, she is disfigured. I think it'd be interesting to see how she grows throughout this AP.


Given the servers just shat the bed, I'll give it another hour for people to their stuff in, sorry everyone who's done and waiting patiently.


Too much suspense!

Dark Archive

like you said, been rough trying to get a post... due to servers. I would like to reserve a spot in the lineup of recruits. thank you

Silver Crusade

I know, I was like. 'nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu' Its the devil's I tell you!


The demons must be behind this!


Damn demons! Begone with you!


Wait! Who said anything about demons? I'm not a demon! Nope. Nosiree, no demons here!

*Glances around nervously while making sure the scarf is still in place.*

Shadow Lodge

I have pins and needles I am sitting on!


Couldn't get myself organized enough this weekend to put together a solid application, and I didn't want to just throw something half assed together. Spent the weekend hanging out with my little ones while my wife was putting in overtime. Enjoyed myself, but didn't get much of any free time. Oh well. Hope everyone has a great game; looks like a great setup.


o_O Are the demons still here?


Okay, looks like it's done. This was not an easy selection to make, especially since I decided that five or six gestalt players was not a balancing exercise I had any intention of delving into, so I kept it to a bare four. That meant turning away quite a few applications I would have definitely liked to see progress and watch their stories unfold, but I have my own hide to consider in the already intense goal ahead of me of making this challenging. Hopefully I'll succeed.

Teofil Wintrish, Human Arcanist/Oracle
Tera Flinders, Tiefling Fighter/Rogue
Xantrius Aflin, Tiefling Paladin/Bard
Zyranus Fairculg, Human Brawler/Druid

Good luck in the future to everyone else. Chosen, please report to the discussion thread.

Baru: I meant for people who had already done most of their stuff and just needed a little longer to get it all in. The thread has already been up for over a week, so I wasn't really looking to wait around for any newcomers.


Congrats to everyone and good hunting!

Silver Crusade

sad day. no oily wrestle matches with demons then :/

Shadow Lodge

*carefully hides tail* "uh no no demons here"


Congratulations to those selected, unfortunately for myself I didn't finish in time, but that will not stop me from developing my character.

Shadow Lodge

Pooh, I really wanted in on this one, put quite a bit of effort into it, ah well
Have fun everybody.


Have fun.


well then a guess Aspu chosen will not be saving you this time..{sad hulk music as he walks away...}

well have fun all ..one day

Dark Archive

OK. sorry. since I already had it done, here was my submission. Congrats to those selected. If you find room for another or have need of a replacement, feel free to PM me.

crunch:
Baru Brimmstone
Male Tiefling (Grimspawn) Arcanist (School Savant)/Rogue

Ability Scores
Str = 10 (0)
Dex = 18 (4)
Con = 14 (2)
Int = 16 (3)
Wis = 10 (0)
Cha = 13 (1)

Offense
Initiative = +6

Melee
Claws = +4 (1d4/20x2)

Ranged
sling = +4 (1d4/x2)

Defense
HP = 10

AC(Touch) = 14(10)

Fortitude = 2
Reflex = 6
Will = 2

CMD = 14

Arcanist Features
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. 4/day

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Spellbook
1st Level 3/day

Color Spray
Longarm
Mage Armor
Peacebond
Thunderstomp
Vanish

Standard Prep

0-Level

Arcane Mark
Detect Magic
Open/Close
Read Magic

1-Level

Color Spray
Vanish

Rogue Features
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Skills
Acrobatics = 8 (4+1+3)
Appraise = (3+0+3)
Climb = (0+0+3)
Bluff = 9 (3+1+3+2)
Craft = (3+0+3)
Diplomacy = 7 (3+1+3)
Disable Device = 10 (4+1+3+2) (Grimspawn)
Disguise = (1+0+3)
Escape Artist = (4+0+3)
Fly = (3+0+3)
Intimidate = (1+0+3)
Knowledge (Arcana) = 7 (3+1+3)
Knowledge (Dungeoneering) = (3+0+3)
Knowledge (Engineering) = (3+0+3)
Knowledge (geography) = (3+0+3)
Knowledge (History) = (3+0+3)
Knowledge (Local) = 7 (3+1+3)
Knowledge (Nature) = (3+0+3)
Knowledge (Nobility) = (3+0+3)
Knowledge (Planes) = (3+0+3)
Knowledge (Religion) = (3+0+3)
Linguistics = 7 (3+1+3)
Perception = 4 (0+1+3)
Profession = (0+0+3)
Sense Motive = (0+0+3)
Sleight of Hand = 10 (4+1+3+2) (Grimspawn)
Spellcraft = 7 (3+1+3)
Stealth = 8 (4+1+3)
Swim = (0+0+3)
Use Magic Device = (1+0+3)

Feats
Weapon Finesse(1st lvl): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Equipment
Armor = none
Weapon = dagger
Weapon = sling

Magic Item

Backpack
--Bedroll
--Case (map/scroll)
--Chalk
--Ink Pen & Ink
--Paper
--Pouch, Belt
--Rations, Trail
--Rope, 50'
--Water skin

Traits
Alternate Racial

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Claws

Traits

Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Reactionary (Combat): 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. You gain a +2 trait bonus on Initiative checks.

Chance Encounter (Campaign): You always tended to get in over your
head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you
remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side
a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check
as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

backstory:
Born and maturing on a different plane. Baru's life shared a lot of similarities to any other society. Somewhat of a nerd when it came to science, or what this plane calls "magic", showered him with a higher intelligence. Of course, being a "good kid" and intellectual, he was garnished with his share of bullying.

One day, while running down the street in his enclaves town, trying to get away from another "alpha male" display from a couple bigger kids, he ducked into a shop to hide. It was a science shop he soon found out. He took a look around and found a muffled glow coming from the back room. While heading to investigate, he was enamored with the various items. Grabbing a different one and looking it over with each step towards the mezmorizing glow. A large elliptical shape like a full length mirror without anything holding it up. As he came closer, his concentration was focused on the 2 dimensional hole standing upright in the middle of the room. He didn't even notice a stool lying on it's side. Baru tripped over one of the 3 legs and stumbled uncontrollably forward. Struggling prevent himself from falling and not to break the items in his arms, he finally lost his footing and plungled forward... through the "portal"!

In a split second he dropped to the floor. "I can be suck a clutz sometimes." He thought to himself as he went to stand up. Upon getting to his feet, he noticed the entire room had changed. He also noticed all the items he had in his arms were gone as well. Looking around he found a flyer on a table marked, The Kenabres Herald. Obviously an indication of his new location.

Upon cautiously stepping out of the shop, he was bombarded with an influx of new shapes, writing, strange looking people, and smells. Whatever this place was, was definitely not from a world Baru knew of.

Baru has been in Kenabres for quite some time now. Ever since his "trip" through the portal he has manifested some interesting new skills and abilities. He has an affinity to produce small portals similar to the one he travelled through and now creates magical effects himself. While useful, these abilities haven't been able to bridge the cultural gap and lack of understanding of the nature of this plane and this has driven him to seek out creative ways to "make a living", resulting in a rogueish lifestyle. Surprisingly his appearance is somewhat accepted among the civilization under the tense of what the people here call a "tiefling". He spends what time he can seeking answers to what happened the night he arrived here, originally to find a way back to his home. Each day seems to strengthen his ties to this world though and he's not sure if given the opportunity, whether he actually would leave this world behind. Of course having the choice to do so would be preferable.

appearance&personality:
Baru has a dark purple hue in his skin. A prehensile tail. White hair, usually held back in a ponytail. Light blue eyes. Growing up with a typical human type upbringing. He is good hearted and social.

Baru brings an increasing understanding of magic, social interaction, and lots of skills (including trapfinding and disarming). He can stand his own in a fight, but prefers teamwork (rogue SA).

He will be more likely to pick up utility spells and buffs/debuffs, rather than focusing on damaging. He will be more of a stealthy scout, and make full us of teleportation style magic.

Sample RP:
Sitting on a stool at a shady bar in the "questionable" section of the city, a tiefling arcanist nurses his ale. He make light, friendly chatter with the bartending owner. As the night progresses a table of burly half-orcs proceeds to drink MORE than their share of alcohol.

Half-orc 1: "Hey devil! What are YOU doing here?"

Half-orc 2: "The people here come to drink and enjoy themselves. Not to socialize with evil abominations!"

Bar owner: "Gentlemen, please. Enjoy your drinks and have a good time, but please, don't antagonize my other patrons."

The Bar owner glances back at the tiefling and mutters quietly, "I'm sorry sir Brimmstone. Please don't let them get under your skin. Would you like another drink... on the house?"

"No need to apologize Draylan. I'm used to this sort of thing. My profession takes me all over the country and not everyone is accustomed to the sight of... my kind. Thank you for your indifference. I was just about to call it a night anyway. I have the opportunity for a new adventure beginning tomorrow. A very unique group has asked me to accompany them. I am very excited to take my research to a new place and..."

"Look out!" Exclaims the Bar owner.

A huge set of orc arms wraps around Baru's shoulders and constricts their grip. Forcably being whipped around in a bear hug Baru sees a fist headed for his face.

Baru uses 1 arcane reservoir point to activate Dimensional Slide and teleport to the opposite side of the attacking orc

With a purple mist of fog, Baru disappear and immediately reforms behind the attacking orc. The orc's fist connects squarely on the jaw of the orc that had him grappled, and the orc drops unconscious to the floor. Baru takes advantage of the attacking orcs confusion and utters a phrase in draconic followed by a stomp of his foot.

Baru casts Thunderstomp on the remaining orc

The remaining orc drops to the ground prone. Baru smiles at the bar owner and bows. "Terribly sorry for the disturbance, good day to you." As soon as he ends his salutation, another puff of purple fog engulfs his body and as soon as it dissipates, Baru is gone.


Congrats to those who made it. I'll keep my Gestalt for next time.

151 to 188 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Gestalt Wrath of the Righteous Recruitment All Messageboards

Want to post a reply? Sign in.