Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

Six people hold recovering the Sword of Valor, if they can retake the fortress city of Drezen and strike into the Worldwound itself.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress

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Since this adventure path was published (2013) dozens of PBP games have recruited characters. Most of those shut down before reaching the end of the first book. Of the handful that remain, none (that I have found) has gotten beyond the 2nd book yet. So an important part of the decision I make about whom to invite will be based on evidence that the player is experienced and a reliable, long-term player of PBP games. Please read all the requirements and preferences before spending time to create a character to submit.
For an overview of the adventure path, see this link: Wrath of the Righteous

About the GM:
I started role playing in the original Dungeons and Dragons system and have played the game through all its editions, including Pathfinder. I have been both a player and a GM of FTF games as well as games over the Internet using D20Pro software. I’ve been playing PBP games for the past year and feel comfortable attempting this adventure path as the GM. My life situation is stable and not likely to interrupt my ability to GM this game. I have already created characters for several PBP games where the GM simply stopped posting and never explained his/her absence. I promise to carry this game through as long as the players are able; if some unusual situation should force me to stop, I promise I will let the players know as soon as possible.

I am concerned about the length of time it may take to get through six books of this AP. Of the still active PBP WOTR games, most are taking about a year per book, which strikes me as too slow if the goal is to get through all six books. If I find a group that has the stamina and the interest in playing through the path as written, so much the better, but I will be looking for ways of moving quickly through portions that are not directly concerned with the tasks that drive the adventure onward (such as wandering monster encounters and other encounters which are mostly about combat and experience). I will also make the dice-bot make rolls for the players for things like perception checks, knowledge checks, sense motive checks, and so on, to eliminate the delay that occurs when the GM asks each player to make such a roll. Characters who have an ability that allows a re-roll of any of these rolls will be notified when the roll is made but before the result is revealed.

Player Requirements:
•To be considered, the player must have at least 1 year experience at PBP gaming. If you have played PBP games in other forums than Paizo, please provide links so I can look over your posting history. See further below for player preferences.
•Certain important NPCs in this AP are gay or transgender. This aspect of their characters is not the focus of their role, but if such things will prevent your enjoyment of the role playing or if you can’t role play a character who is tolerant of such lifestyles, please do not submit a character.

Character Requirements: Failure to follow these instructions will result in the character not being considered.
•Attributes are to be generated using either a 15 point build with no attribute over 18 before racial mods or roll attributes using the following steps: roll 4d6/drop lowest six times, if the results would cost equal to or more than a 15 point buy, those are your attributes to distribute to Strength, Dexterity, etc. If less than 15 point buy, roll one more time and replace the lowest roll with the new roll. Repeat as needed, dropping the lowest result until the six attributes would cost 15 points or more. Rolls must be made in the recruitment board. Preview results and add new rolls as needed, using strike through tags to show results replaced by higher results below. If you start a set of attribute rolls and decide you don’t like the results, you can abandon the attempt and use a 15 point buy.

If 15 points seems low:
Remember that the characters in this AP will become mythic at the end of part 1. By the end of the AP, characters will be 20th level and have 10 tiers of mythic advantages, which includes a total of 5 ability score increases of 2 each, in addition to the 5 increases that come with normal character advancement. So characters will add 20 points to the starting abilities.

•Use only Paizo Pathfinder sources for character creation. Classes can include core, base, alternate, or hybrid classes. If an unchained class option exists, use the unchained version. No 3PP materials.
•Alignment must be LG, NG, or CG.
•Download and study the Wrath of the Righteous Player's Guide. It gives good advice on ways to insure your character is right for the campaign. It also gives you information to use in your background about the location where the AP begins. Players are expected to integrate some of this information into the background (see below).
•Select 2 traits, one of which must be one of the traits from the Wrath of the Righteous Player's Guide. Work this information into the character background. You may take a flaw to get an additional trait. No campaign traits allowed (other than the WOTR campaign traits). Each trait must be a different type (combat, social, magic, etc.)

To submit a character, write a post introducing the character, providing the following:
•Character Race + any alternate racial traits.
•Character class + any archetypes. If you have plans to multi-class or to work toward a particular prestige class, indicate that here.
•If the class has any choices to make from a list of options, such as sorcerer bloodline, oracle mystery and revelations, witch patrons and hexes, etc., list the choices the character will be taking (no need to list spells at this stage).
•Feats and traits selected.
•Physical appearance (height, weight, hair, eyes, etc., including typical armor, weapons, and clothing).
•Personality traits: list whatever aspects are most likely to influence how you will role play the character.
•Short biography, with emphasis on events that had a strong influence on the character’s chosen class, religion, and alignment. Include the campaign trait you have chosen. The more you integrate your character’s background to the character abilities and to the campaign world, the better. (Once characters are chosen for the campaign, players may adjust backgrounds to provide connections to other characters, if desired.)
•Alignment: must be LG, NG, or CG. Provide the religious or philosophical basis for this alignment. This AP is focused on the mythic struggle of good versus evil. While this struggle is objectively represented as fights against evil outsiders such as demons, when dealing with humans who have been corrupted by demonic influence, opportunities exist to help such humans redeem themselves. Characters should be willing to show mercy to such individuals. So have something in mind that your character can draw on to encourage him/her to do this when appropriate.
•Mythic Path: read over the basic mythic paths and indicate which path your character is likely to choose. You can get an overview here: [url=][/url. Note that each campaign trait is linked to a particular path. I will likely select one character of each trait/path.

Character Design Preferences:
These are things that I will tend to favor but you’re free to try other ideas if you like. It won’t disqualify your character, but it may reduce his/her chances of being selected.
•Races: I tend to prefer core races: Humans, elves, dwarves, halflings, gnomes, half-elves, and half-orcs. Humans are slightly favored over all others, since they are the most common race and therefore most likely to predominate. Ultimately play a race you really want to role play, rather than trying to find an exotic race that gives some kind of advantage over standard humans. The population of the city of Kenabres, where things begin, is 95% human, 3% halflings, 1% half-elves, and 1% all others. As the players’ guide states, there is little prejudice against non-humans, but the crusades are predominantly a human enterprise.
•Classes: Likewise, I tend to favor the core and base classes, mostly because I’m most familiar with them. The party will almost certainly have a paladin and a cleric, and there will have to be a rogue-type and a couple of spell casters. Other classes could serve in place of these, but having a strong healer will be important, as will advantages in fighting evil outsiders. Someone must be able to disarm traps and unlock doors. I’m open to a variety of ways to achieve good balance.
•Religion: Characters who are religious will have a slight edge. All characters do not need to be a pious member of a religion, but most crusaders do have a religious motivation to be there. See page 4 of the Player’s Guide for suggestions of the most common religions. Whatever the faith, the character must be of the good alignment and the deity must be within one step of the player’s alignment. If a character does not worship a deity, have some other motivation for a good alignment described in your background.
•Fluff matters more than crunch: If you don’t want to put in a lot of time creating a character that you may never run, focus on the character concept and on coming up with a good background story and personality. For crunch, you can get by just describing the race/class/archetype, plus the starting feats, traits, such. The more of these choices you can link to the character’s background and the more the background is integrated into the source material on the Worldwound and the Crusades, the better.
•I will look less favorably on characters who seem to be created to maximize combat effectiveness (or some other particular ability) at the expense of all else. Versatility will be valued over specialization.

Player preferences:

•I will be looking over your posting history and will favor players who post regularly with relatively few gaps where you don’t post for more than a day due to work schedule or other RL priorities. Where you have gaps, I expect to see posts warning the other players in the discussion thread of the impending inability to post, so the GM and players know to expect it.
•I will favor players who are in relatively stable work and family situations. In my experience, most of the players and GMs who have flaked out of games have done so due to their work situation changing, their college classes, or changes in family situations like marriage, children, or moving to another place. If you wish, please PM me with a general description of your age, work and family situation, and an indication of how stable your situation will likely be over the next few years. I will likely prefer older players to younger, just because life tends to be more stable the older we get. Since this is a long AP, we are going to be playing for years, so stability is important.
•Players who can post multiple times per day will be preferred to people who make just one post a day. Games move much faster when people can post more than once per day.
•I will also be looking at the creativity and depth of role playing in your posts. Do you just say, “Arthur swings his longsword at the orc,” and then post the rolls and damage or do you say, “Arthur says, ‘Today you die!’ and raises his longsword high for an overhead smash, trying to cleave the vile orc in twain”? Do you provide insights into what the character is thinking and feeling? Do you convey feelings with descriptions that imply the feelings,--“Arthur scowls and jams his longsword back in his scabbard and mutters under his breath” instead of “Arthur is mad.” More creativity in posts makes everyone enjoy the game better.
•Players who have never played or read the Wrath of the Righteous will be preferred over those who have. This is not a problem if you only got a little ways into the first book before the game dissolved.
•Players who proofread their posts and rarely have typos and grammatical errors will be preferred over those who apparently post without reviewing the post for errors.

Deadline: Recruitment will last until I feel there is a sufficient pool of potential characters to choose from. At that point, I will announce the final recruitment deadline, allowing at least one full week before it closes. Chosen players will be announced here and players will also be alerted by PM. Happy character creation!

PM'd you, good luck

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Dang. If you were converting it to 5E, I would be all over this. I'm tempted (partly because I've already been a player in an orphaned-at-first-level WOTR game), but I just don't think I can bring myself to do it. Best of luck to you.

EDIT: But I mean, it couldn't hurt to roll some stats, just to see...

4d6 ⇒ (5, 2, 3, 1) = 11 10
4d6 ⇒ (3, 6, 4, 4) = 17 14
4d6 ⇒ (6, 5, 3, 1) = 15 14
4d6 ⇒ (3, 3, 6, 5) = 17 14
4d6 ⇒ (4, 4, 1, 2) = 11 10
4d6 ⇒ (6, 4, 3, 5) = 18 15

Oooh, that could be... I mean...

Okay, I might be back...

As someone who's been incredibly frustrated with the tendency of PbP games to fizzle out, I'd love to get in on this! I'll be working up a character within the next couple of days.

4d6 ⇒ (2, 4, 2, 2) = 108
4d6 ⇒ (1, 4, 6, 5) = 1615
4d6 ⇒ (1, 1, 2, 3) = 76
4d6 ⇒ (6, 1, 1, 5) = 1312
4d6 ⇒ (4, 6, 2, 4) = 1614
4d6 ⇒ (5, 2, 4, 1) = 1211
Oof, that's a 13 point buy, so let me do another one to replace that 6.
4d6 ⇒ (2, 1, 3, 6) = 1211

Striking through is (s)(/s) tags.

This sounds interesting!

4d6 ⇒ (5, 4, 3, 6) = 18 = 15
4d6 ⇒ (2, 5, 5, 5) = 17 = 15
4d6 ⇒ (6, 5, 6, 5) = 22 = 17
4d6 ⇒ (6, 4, 1, 4) = 15 = 14
4d6 ⇒ (1, 4, 4, 5) = 14 = 13
4d6 ⇒ (3, 3, 2, 2) = 10 = 8

Will work on a concept over the coming days...

Shadow Lodge

4d6 ⇒ (4, 1, 6, 5) = 16 15
4d6 ⇒ (2, 1, 1, 4) = 8 7
4d6 ⇒ (3, 1, 4, 1) = 9 8
4d6 ⇒ (4, 4, 4, 4) = 16 12
4d6 ⇒ (1, 3, 3, 1) = 8 7
4d6 ⇒ (6, 5, 2, 5) = 18 16
...that's a 9 point buy...
4d6 ⇒ (2, 4, 1, 5) = 12 11
...Closer, 14 point buy...
4d6 ⇒ (4, 2, 6, 5) = 17 15
And boom 25 point buy.

16, 15, 15, 12, 11, 8

A good set of stats for sure.

A mess:
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 1 ⇒ (4, 3, 1, 3) - 1 = 10
4d6 - 1 ⇒ (4, 1, 3, 3) - 1 = 10
4d6 - 1 ⇒ (5, 1, 2, 2) - 1 = 9
4d6 - 1 ⇒ (3, 6, 1, 4) - 1 = 13
4d6 - 1 ⇒ (1, 4, 4, 3) - 1 = 11


4d6 - 1 ⇒ (1, 4, 6, 6) - 1 = 16


4d6 ⇒ (3, 3, 2, 5) = 13


16, 13, 12, 11, 10, 10

16pts. Not fantastic or anything, but it will serve...

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i have to roll to see how things turn out as I too am a victim of a flamed out WotR game!

4d6 ⇒ (5, 1, 6, 6) = 18=17
4d6 ⇒ (5, 1, 1, 5) = 12=11
4d6 ⇒ (3, 6, 3, 2) = 14=12
4d6 ⇒ (3, 1, 4, 1) = 9=8
4d6 ⇒ (3, 2, 2, 3) = 10=8
4d6 ⇒ (5, 6, 2, 2) = 15=13

Even though I know everyone will submit a Paladin, I have to do the same. This is a revised paladin that made it to second level, and just retrieved Radiance before the game ended. I would love to play her again.

I have everything done except the equipment, and I'll get that squared away ASAP, if chosen.

She's lawful good but not perfect. She has a strong dislike and/or prejudice against tieflings and demonspawn. I plan for her to evolve if she has more experience to those particular races, and learns that all of them aren't evil.

I expect to take the Guardian mythic path. Also, I might consider taking Ellena to dragon disciple prestige class, depending on how she develops through in game actions. I have hinted at that in my profile, but will decide based on how the role playing leads me.

Posting habits:

Im in the eastern time zone in the U.S. I've got somewhere near 24000 posts here on the board, most of them in the PBP arena. I typically make longer, better role playing posts until we enter combat, then I clam up to make things easier for the DM's perusal. I'm in several long standing games that have lasted for years. I love the idea of cutting out some of the nonessential parts of an AP. I am now in a final volume of a CotCT game that has been run the same way and it's been a blast! Truthfully, myself and one other poster has kept that game running on a regular schedule. I hope we don't get TPK'd right here at the end.

I believe all the information you requested is contained in my profile. Thanks for the consideration. If you have any questions, drop me a PM. I'm always open to suggestions. Good luck with the game.

Hey GM,

It looks like you are going to run the type of game I like to run and play in, a game with engaged players who like to write to tell a decent story.

Please consider Ali Asaidi for inclusion in your game. Be warned that Ali was made and played in a WotR campaign.

Ali pic

Appearance, Background, Personality, and NPCs/Hooks:


A native from the southern deserts, it’s clear that Ali is a foreigner in the Worldwound. He is an imposing figure, standing almost 6 feet tall, with thick, corded forearms. His tanned skin makes him stand out and his attire does nothing to blend him in the crowd. Ali likes to wear bright yellows and oranges in his armor and clothing. His short, dark hair is hidden underneath a turban and metal cap. The inquisitor wears scale mail and his round shield and scimitar are close by and ready for use. Ali’s attire rarely changes, even in the northern winters. The man seems comfortable no matter what the temperature, something he attributes to his Goddess.


Lazy summers in the Oasis Estate. Tutors and servants for every whim. Young ladies eager to please him. Young men trying hard to be his friend. That was growing up for young Ali, the only son and heir of the Asaidi Merchant House in Katheer, Jewel City of Qadira.
His father, too busy trying to forge a lasting Merchant Empire, failed to see the vices in young Ali, failed to see his dependency on hard drink and opiates and failed to see his disdain for those ‘beneath’ him. And so it was that Ali’s father could only stare with an open mouth when a drunk Ali gave mortal offense to the visiting Satrap, Xerbystes II. It took all his father’s influence and good part of his fortune to spare young Ali’s head from being served on a platter to the Satrap right there and then.
Instead, he was exiled to the deep desert and told not to return on pain of death. His first couple of days in the desert are still a blur to him and even today, Ali is not quite sure how he survived. He was soon caught up by a band of slavers. Not knowing what else to do, Ali pleaded for his freedom, renounced his past sins, and begged for a second chance. The slavers laughed and told him that only the Dawnflower redeemed people; they were in the business of selling people. As the whip came up and Ali screamed, a flash of white light engulfed the scene. The slavers fell to their knees and clutched their eyes. At Ali’s questions, all they did was point west towards the open desert.
Ali, now bathed in a nourishing light, headed deeper into the desert. Guided by the sun, a couple of days later Ali was before a white-washed monastery dedicated to the Dawnflower. He was quickly ushered inside and spent the next couple of years learning about the passion that had woken in his heart. It was there that it was explained to him how he was redeemed. It was there that the love for the Dawnflower flourished. It was there that he would find a way to pay her back. Ali spent the next couple of year deep in the desert of Qadira; he came out a much different man than the foolish youth that shamed his family.
His training was not easy. Ali always admired the dervishes, their subtle moves and deadly fighting skills. He trained hard, practiced every day but his thick body just lacked the subtlety needed to twirl and jump with any sort of grace. After a couple of months, it was clear that he would grow up to be a thick, muscled brute.
His lack of finesse also showed in his healing touch. Where most in his order would provide healing that soothed, Ali’s hands left scars after an intense but thankfully brief pain. The scars resembled burn marks and Ali was certain that it was a sign of his Goddess.
The lack dancing skills and healing touch didn’t deter Ali who continued to practice and pray, asking for a way to serve his Goddess.
Then one day at dawn a vision came to him. It told him to head north and bring the searing light of Sarenrae to the darkness that threatened to engulf the entire world. It was then that the young man headed north and soon found himself in Kenabres.

NOTE: I’m not sure how long we can assume that the PCs have been in Kenabres. If long, then I’ll write something about Ali’s time so far and the contacts (NPCs) he’s already met.


Ali is a serious man and speaks with a heavy accent. He speaks slowly and often pauses between sentences as if he took his time to think before he spoke. The inquisitor has a piercing gaze and he looks like he’s trying to see inside your soul. Most people tend to look away or become visibly nervous when under his scrutiny.
All his serious demeanor seems to get to him every once in a while as he bursts out laughing for no apparent reason. He is a man that had all the riches but did not appreciate them. He now notices and cherishes beauty and goodness in small things, whenever he finds them.
Like all of his order, he carries the Dawnflower’s holy book “The Birth of Light and Truth”, with a few extra blank pages which he hopes to fill in with the time he spends in the Worlwound.
He still remembers the shame he brought upon his family by losing himself in vice so he has sworn never to lose control again and is very wary around those that still partake in vices and haven’t learned this costly lesson.
He strongly believes in second chances given his own experience and the Dawnflower’s teaching so he is much more interested in bringing light to misguided and/or ignorant people than to just kill them. However, his travels have also taught him to be careful so he remains vigilant, albeit with hope in his heart for redemption.
Ali’s happiest when under an open sky and a shining sun. He often stares at the sun far longer than recommended and swears to see words when he finally closes his eyes. He swears this is the Dawnflower’s way of talking to him.
He has never given up on dancing and can be seen practicing at dawn and when no one seems to be looking at him.


a) Ali has never gone back to his family, who assume that he died in the desert. Perhaps Ali’s sister Seraphine, a dancing dervish, has gone to the Worldwound to give her sword to the cause.
b) Some in Xerbystes II entourage were not happy with the ‘banishment’ and wanted Ali’s head. The satrap’s headstrong ministry.
c) Ali made the last part of his trip escorting a small trader family. He became fond of the man’s children, whom he regaled with tales of the desert.
d) Someone saw Ali dancing in the cold mornings with little more than robes and suspect possession. His foreign looks/manners/speech don’t help him either.
e) I’ll add other NPCs/hooks if Ali has been in Kenabres for any length of time (see last part of Background above).

His current profile has him as 2nd level inquisitor with different attribute scores. I realize that I will have to make him back in to a 1st level PC. His new rolled scores are as follows:
4d6 ⇒ (5, 4, 3, 6) = 18, 15
4d6 ⇒ (2, 6, 6, 5) = 19, 17
4d6 ⇒ (6, 6, 4, 4) = 20, 16
4d6 ⇒ (5, 4, 5, 4) = 18, 14
4d6 ⇒ (1, 4, 2, 5) = 12, 11
4d6 ⇒ (5, 6, 1, 2) = 14, 13

Wow, the Dawnflower has smiled on Ali! :) I realize that these are very good rolls so I would be fine reducing some or all of them. Not here for power-gaming, only to participate in an awesome story.

Please let me know if you have any questions or need further information at this time.

Happy gaming!

Silver Crusade

4d6 ⇒ (3, 6, 3, 5) = 17=14
4d6 ⇒ (2, 3, 3, 2) = 10=8
4d6 ⇒ (1, 6, 3, 3) = 13=12
4d6 ⇒ (2, 5, 4, 5) = 16=14
4d6 ⇒ (3, 5, 3, 2) = 13=10
4d6 ⇒ (5, 2, 4, 3) = 14=12

13 point buy

4d6 ⇒ (5, 1, 3, 4) = 13=12

Eh, don't like those for what I'm going to go for.

I actually would like to recreate the character in this link from my PFS roster to play in this AP, with a few tweaks of course. I have quite a detailed backstory, description, etc... for her there already, and you can get an idea of what she would be like at high level. I have also done several PFS play-by-posts with her that you can look through, not to mention some silly just-for-fun RP on the Silver Crusade boards.

I'm thinking this for her point-buy.

4d6 ⇒ (3, 2, 5, 5) = 15=13
4d6 ⇒ (4, 4, 3, 5) = 16=13
4d6 ⇒ (2, 3, 6, 3) = 14=12
4d6 ⇒ (4, 1, 2, 5) = 12=11
4d6 ⇒ (4, 4, 5, 2) = 15=13
4d6 ⇒ (2, 6, 5, 5) = 18=16

That's not bad. I think I'll sleep on this one, and see what I can dream up.

It's unfortunate that you would prefer not to have younger gamers in university, but I understand.

So far some of the random rolls have produced unusually high point buy attribute sets. I don't want things to start off with too wide a differential of attributes, so I'm going to add a requirement that if you roll random and get results that exceed a 25 point buy, you must reduce the results until the point buy cost would be 25 or below.

Ali Asaidi and Dreaming Warforged, take note.

@ Hrothdane: please post the character as she would be at 1st level and adjust any background to fit the WOTR AP. Being able to see how you've played the PFS society character will give me some good insights into your playing style.

@ Dragonflyer1243: Your attributes are only a 14 point buy, so if you want to make more rolls to bring it up to 15, go ahead.

@ The Pale King: I'm not so much opposed to younger players as more comfortable with older players for a game that might take years to complete. Feel free to submit something and I'll look at your posting history and style. I'm ready to be impressed and I'm sure there are younger players who might do very well. Just all things being equal, I might go with older players.

I'm posting some things on the campaign tab, so check it out as you get time. It has info on the initial scene, as well as house rules, and some ideas on how to keep the game moving along.

Silver Crusade

@GM Cool. I'll get on that tomorrow!

Whoops, thanks for pointing that out!
4d6 ⇒ (5, 6, 3, 2) = 16I'll drop the 8 for a 14, giving me an array of 14, 15, 12, 14, 11, 11. Overall pretty solid.

Silver Crusade

Two questions:

1. What do we do for starting money?
2. If I take the Lovesick drawback, can I pick Iomedae herself? One of the major aspects of the character is that she has a huge crush on Iomedae, and that drawback is kinda perfect. I realize it would be essentially a permanent -2 to initiative and perception, but I would be fine with that :D

Dragonflyer1243 wrote:
As someone who's been incredibly frustrated with the tendency of PbP games to fizzle out...

If you ever have an opportunity to play under Story Master, take it! A Shadowlands game that was started in July of 2013 to playtest a new module is still going strong (now well over 4,500 posts) and is as enjoyable as ever.

Sadly, there's no way to know if a game's going to persist and thrive in the beginning. But a few of them do, and it's a wonderful thing when it happens. Here's hoping this game becomes one of them, and my best wishes for that to everyone who gets involved!

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@ Hrothdane: 1) Average starting gold for your character class. 2) Could be interesting. With the mythic ascension that occurs throughout the adventure, it could be the one campaign where there is a small chance that such love might eventually be acknowledged and rewarded by the goddess.

@Don Jon Dux: Thanks for the info. I will take a look at that thread to see if I can spot some features that might account for its longevity and try to imitate or duplicate them.

I wish I knew what makes some games last and others fizzle! If you spot something please share.

We've lost a few players over the years (I came in as a sub for one of them because the cleric role was critical for that scenario), and occasionally a PC will just drift off never to be seen again. But for the most part it's very "Energizer Bunny."

I know you mentioned you prefer core races but would be okay if I submit a tiefling paladin of Shelyn? I'm okay with redoing her ability scores as I made her a while back. Just wanted to ask in case I had to do an entirely new character.

Also are you okay with us taking a drawback?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Couple of questions:

1) How important will maps be? I have the most posting availability while I'm at work, but there's a filter that has foiled every mapping solution I've seen tried. In my own games, I go by description rather than maps. How will yours work?

2) The stats I rolled are making me consider a magical swordsman of some type, likely either a magus or an archaeologist bard. The magus might add a bit more of the traditionally arcane to a party likely to be lopsided toward the divine, but the archaeologist would offer the roguish anti-trap abilities that you specified would be important. Do you have a preference between the two? I'm currently leaning toward the magus, but that could change as I develop the concept.

@SCknightHero1: You are welcome to submit a tiefling paladin. I just want players to be aware that some characters will face an uphill battle to win a spot due to the nature of the campaign. There will be a lot of paladin submissions, I suspect, so you'll have to really shine to win the spot. The one I choose will have the best background story as well as a posting history that suggests a reliable long term player. If you think you can meet that challenge, go for it. I'm also likely to only have 2 or at most 3 non-human characters, just to be consistent with the fact that 19 out of 20 crusaders are human.

Consider the following from the player's guide:

"At one time tieflings were distrusted and shunned, but now some of the fiend-blooded fight alongside aasimars while defending Mendev or striking against the horrors of the Worldwound. Many tiefling crusaders claim that their blood makes them the best suited to fighting demons, and they also have defenses that help them shrug off some of the demons’ deadliest attacks." But for all that, probably only 1 out of every 1000 crusaders are tielfings.

Even though tiefling crusaders exist, they still will face a lot of prejudice and so will have to have an especially strong motivation and a strong will to persevere in the face of this. I'll be looking for evidence that you understand the complex dynamic that such an odd choice of race and class represents.

@ Jiggy
1) The method that seems to work the best for people in that situation is a Google Drawing document. Try this one from work: Test Map Link

If that doesn't work for you, it might be a problem. With the PF system, melees require precise knowledge of every PC's and NPC's position, as well as the locations of obstacles, etc. It might not be a deal-breaker, but it would probably mean you would not be able to post as often, which might put you at a disadvantage compared to other players, in that aspect.

2) Go with the concept you think you would most like to play. Anything is possible and I don't have any strong opinions on either option you mention. Focus on the character and make him/her come alive as a candidate to become a mythic hero who saves the world from demonic over-run. Convince me he/she has a strong contribution to make.

Little Dottie

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Clebsch GM wrote:

@ Jiggy

1) The method that seems to work the best for people in that situation is a Google Drawing document. Try this one from work: Test Map Link

If that doesn't work for you, it might be a problem. With the PF system, melees require precise knowledge of every PC's and NPC's position, as well as the locations of obstacles, etc. It might not be a deal-breaker, but it would probably mean you would not be able to post as often, which might put you at a disadvantage compared to other players, in that aspect.

Yeah, that's blocked at work. The Dragon's Demand game I was in tried the same thing. On the other hand, that same game worked out alright just using description as a baseline then viewing the map from home when necessary.

2) Go with the concept you think you would most like to play. Anything is possible and I don't have any strong opinions on either option you mention. Focus on the character and make him/her come alive as a candidate to become a mythic hero who saves the world from demonic over-run. Convince me he/she has a strong contribution to make.

Alright, probably a human magus who worships Nethys, but we'll see. :)

Silver Crusade

@GM Awesome! Thanks.

I think I have everything done I think except for most purchases. Please let me know if I forgot anything.

Say hello to Avelina. She will be taking levels of the Evangelist prestige class from 6-15, following Iomedae of course (which is particularly suited for demon fighting btw). As a sorcerer, I'm pretty sure she will have to go with the Archmage mythic path. All the other data should be below.

Stat Block:

Human (Chelaxian) Sorcerer/1
LG Medium humanoid (human)
Init +4 Senses: Perception -2
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 9 (1d6+3) Current HP: 9
Fort +2, Ref +1, Will +0 (+6 vs. charm or compulsion, +1 vs. spells/spell-like abilities of outsiders with (evil) subtype)
Speed 30 ft
Melee Longsword -4 (1d8/19-20)
Ranged Touch Attack +1 (x2)
Sorcerer Spells Known (CL 1st; concentration +5):
1st (4/day)—Ear-Piercing Scream, Mage Armor
0 (at will)--Read Magic, Ray of Frost, Prestidigitation, Light
Bloodline Imperious
Str 10, Dex 12, Con 14, Int 12, Wis 7, Cha 18
Base Atk +0; CMB +0; CMD 11
Noble Scion (war), Spell Focus (evocation), Eschew Materials
Irrepressible, Child of the Crusades
Acrobatics +1
Appraise +1
Bluff +4
Climb +0
Diplomacy +8
Disguise +4
Escape Artist +1
Heal -2
Intimidate +4
Knowledge (Local) +5 (+9 concerning humans)
Knowledge (Religion) +2
Perception -2
Perform +4
Sense Motive -2
Use Magic Device +8
Languages Taldane, Abyssal
Combat Gear
Spell Component Pouch, Holy Symbol (silver)

Other Gear

Special Abilities:

Imperious Bloodline Abilities:
Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Avelina Theodosia Iomedae Rydell Cecilia Galfrey always just knew that she was special. Born into a branch of the Galfrey family based in the city of Kenabres. Avelina remembers little of the city of her birth, however. When she was only four, her great-great aunt, Queen Galfrey, rode up to her manor--still arrayed in bloodied battle regalia—to bear the news of her parents' passing in a great battle against the demons of the Worldwound. From thence forth, Avelina lived with her beloved “Auntie” in the capital, Nerosyan. The Queen, leading a perpetually losing campaign against demonkind while also trying to maintain order in the most dangerous and chaotic land in Golarion, had neither the desire, inclination, nor time to raise a child, and the care of Avelina passed to family retainers. As a willful child that desired nothing more than to rise to the legacy of her parents, Avelina took upon herself such audacious acts as policing the barracks's for contraband, sneaking off to give money away to the poor by herself, and demanding fairer prices for her country's soldiers from extortionist merchants at sword-point.

Then, in her thirteenth year, her magic manifested. Heartened that surely her prayers to Iomedae had finally been answered, Avelina turned towards the development of her magic, temporarily “withdrawing herself from public life,” as she would tell her retainers. No one in her household had the heart to tell her the truth: that her powers were arcane in nature, arising from the bloodline of forgotten kings of old. As she trained her abilities on her own, she crafted intricate—and often contradictory—excuses for how her powers differed from others and giving grand—and often pretentious—names to her spells. She knew no better, as she to this day refuses to give any time to studying arcana or spellcraft, seeing them as wastes of time; Faith is all she needs, of course.

Her temporary withdrawal lasted five years. Having turned eighteen, Avelina believes it is finally time to make her debut. The festival of Armasse in her once-home city of Kenabres should be a suitably spectacular event for such an occasion.

Growing up so close to Nerosyan, her family dying-off every year, Avelina did what any child would do and developed defense mechanisms:

The first is her idealized view of the world. If anyone could be called “militantly romantic,” it would be Avelina. She imposes narratives of knightly triumphs and fairy tale romance upon those around her at every opportunity, even in defiance of logic and reason.

The second is her absolute faith in Iomedae. Avelina's fanatical devotion has lead her to many beliefs outside of the Church's orthodoxy, practically assigning omnipotence to her. Aroden was the one true god, and she inherited his power, so that makes her the one true god, right? Avelina even goes so far as to claim that everything that happens is part of the providential plan of the Inheritor, invoking this “Providence” to justify herself. In fact, Avelina sees Iomedae not only as the patron and savior of Mendev—and thus the world—but also as her personal knight-in-shining-armor. Avelina dreams wistfully of her Beloved Inheritor sweeping her off her feet.

The third is her belief that she has been chosen as a “Favored Soul” of the Inheritor, one specially marked to do great deeds in her service. She uses this excuse to handwave away any accusations that her magic is not divine in nature, believing that she must be excused from the normal rules.

Despite all her self-delusions and her facade of self-satisfaction and supreme self-confidence, Avelina is still the frightened, lonely girl she was when she found out that her Lord Father and Mother would never return from their last expedition into the Worldwound. She still carries the same earnest desire to defend the world against evil and protect and heal its people. Truth-be-told, she does has not one ounce of malice in her body. She wishes for nothing more than to be a “Beacon of Righteousness,” as she has convinced herself unquestioningly that her parents have been lionized into in her memory. If someone were to ever dispel her of her illusions, she could very well become that Hero of Justice she believes herself to already be.

Plans for Character Arc:
My goal for Avelina is for her to grow from the self-righteous, prideful person she is into a full-on hero. I hope that the difficulties of the campaign in the Worldwound, as well as being confronted with people that are actual paragons of virtue, will force her to confront hard truths about herself and become a much more humble person that has actual friends, not just retainers. I would also like for her to grow past her childish, obsessive crush on Iomedae and find someone to settle down with, an honorable, chivalrous lady knight that would treat her well.

Now this is a recruitment I can get behind. I am in 11 games here. Though it looks like 3 maybe 4 are dying. No GM activity in a while. I post 10-20 times a day as the games allow. I have started Wrath 3 times on here and all games died at the first or second encounter. Now I just have to figure out what to play.

4d6 ⇒ (6, 3, 6, 5) = 20
4d6 ⇒ (4, 3, 4, 6) = 17
4d6 ⇒ (5, 2, 2, 6) = 15
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (3, 5, 4, 6) = 18

So 17,14,13,9,8,15 25pt buy, not bad. I will have something up probably monday.

Cool and thank you for answering my questions. I wanted to do a tiefling paladin as the idea of a paladin fighting against its dark heritage appealed to me and not to mention there will probably be evil tieflings and thus a paladin of Shelyn usually tries to redeem others so the idea of redemption through her faith and charisma will often be shown. And I read that part actually as I tend to read the player's guide many times to get a good grasp of the AP.

I also wanted to do a tiefling since a tiefling paladin would be viewed with suspicion and discrimination so she'll be doing her hardest to prove her critics and the bigots wrong. And I really good at keeping up with roleplaying and posting. And I usually let people know if I'm going to be slow or if something comes up.

@GM, What's your feelings on Variant Multiclassing? I've had an idea that I think will be fun, but it sort of requires this. I figured I would ask before I finished polishing up the character.

@SCKnightHero1: The theme of redemption is an important part of the adventure path, so that's not a bad idea to work with.

@Oterisk: I don't want to include the variant. It seems to me there are plenty of classes already, including all the Hybrid classes which are specifically designed to incorporate aspects of two different base and/or core classes. I'm not saying the variant might not be playable, but I don't want to allow it without having some experience with it myself as a player. Remember that with the Mythic status will come additional abilities layered of the regular class features.

That's cool. I'll come up with something else then.

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4d6 ⇒ (4, 4, 1, 6) = 15. 14
4d6 ⇒ (3, 6, 6, 5) = 20. 17
4d6 ⇒ (1, 5, 5, 5) = 16. 15
4d6 ⇒ (3, 1, 1, 6) = 11. 10
4d6 ⇒ (4, 5, 6, 5) = 20. 16
4d6 ⇒ (3, 6, 3, 4) = 16. 13

Does this look okay? Just wanted to make sure.

4d6 ⇒ (1, 4, 4, 1) = 10 - 1 = 9
4d6 ⇒ (1, 5, 1, 1) = 8 - 1 = 9
4d6 ⇒ (5, 6, 5, 3) = 19 - 3 = 16
4d6 ⇒ (4, 1, 1, 4) = 10 - 1 = 9
4d6 ⇒ (1, 3, 1, 5) = 10 - 1 = 9
4d6 ⇒ (3, 6, 1, 1) = 11 - 1 = 10


4d6 ⇒ (1, 2, 6, 1) = 10 - 1 = 9


4d6 ⇒ (1, 3, 5, 6) = 15 - 1 = 14


4d6 ⇒ (5, 6, 5, 1) = 17 - 1 = 16

23-point-buy... Ok, finally above 15. So 16, 16, 14, 10, 9, 9. Balanced... I like it.

4d6 ⇒ (4, 4, 3, 3) = 14=11
4d6 ⇒ (5, 6, 3, 4) = 18=15
4d6 ⇒ (4, 6, 5, 2) = 17=15
4d6 ⇒ (2, 3, 1, 2) = 8=7
4d6 ⇒ (5, 3, 5, 4) = 17=14
4d6 ⇒ (4, 2, 1, 6) = 13=12

Hmm, I'll see what comes up.

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Hi! Archlich here. Here's my application: Allaric Aljinn, a Bard of the sun goddess Sarenrae :)

He's designed to be our trapfinder and buffer, and still has some capabilities of dealing with social situations. He's somewhat efficient in melee combat, although not as good as some other builds can be. He's going for the Marshal path.


•Character Race + any alternate racial traits. Allaric is Human (Keleshite), no alternate traits. Faction: The Kitharodian Academy.

•Character class + any archetypes. Bard (Dawnflower Dervish, Archivist). No plans to multi-class or go for prestige classes.

•If the class has any choices to make from a list of options Just spells. I could take masterpieces, but not thinking about any at the moment or planning for the future.

•Feats and traits selected. Feats: Extra performance and Harmonic Spell. I get "Dervish Dance" for free with my archetype. The traits I selected were Child of the Crusades (from the AP) and Vagabond Child (Disable Device) - I'll get access to trapfinding by level 2, and I'd like to do it for our group.

•Physical appearance (height, weight, hair, eyes, etc., including typical armor, weapons, and clothing). The character is the typical Keleshite from the Desert, and uses this type of clothes, with light armor and a scimitar for weapon. He's probably not too tall (5'7) and thin, with a slightly darker complexion and brown eyes.

•Personality traits: list whatever aspects are most likely to influence how you will role play the character. The character has the characteristic well spirited attitude from bards, but he's more quiet than the usual; he's a strong worshipper of Sarenrae, as most from his region of the world, and uses her symbol and has the same drawn in his scimitar and tattoos - plus, he shares her alignment, neutral good.

•Short biography Allaric Aljinn's parents were crusaders, as his grandparents before them. He was born while they were back in the Keleshite desert, visiting family, but it didn't take long for them to be called back and travel North to fight demons, so the baby stayed with his uncle and aunt in a poor house. As the years passed, the family struggled even more and ended up evicted, and little Allaric become no more than a vagabond like his family, breaking and stealing food from local shops at night. Finally, with the news that both his parents were dead, the young teenager was sold as a slave to a rich academian house. There, he learned good manners and became an archivist and "trained house dancer" - and there, he was exposed to different costumes and religions from multiple rich visiting guests. One of such guests, a rich old woman called Tamara, took compassion of the slave and recognized his talent, buying his freedom and taking him with her to the Kitharodian Academy, where he trained his dance. Lady Tamara continued taking some good care of the talented young man, introducing him to her faith in the sun goddess, Sarenrae - and much like his benefector, he became a genuinely good person, interested and compassionate redeemer. When he became of age, some years later, he decided to travel to learn more or even join the crusades, like his parents. Lady Tamara gave her blessing and he took the road.

•Alignment He is Neutral Good, as his deity, Sarenrae. His love for the good sun goddess is clearly seen in his actions, style and clothing. His path, more than just vanquishing evil, is that of redemption (as the goddess proposes), and I plan on getting the "Blessed" feat if I have such opportunity.

•Mythic Path Marshal, probably Dual Path with Trickster later on. He is all about the companions and helping them in and out of the battlefield.

Other details My stat rolls ended up in 16, 16, 14, 10, 9, 9. He will probably focus in Dexterity and Charisma. I'd like him to advance his "fame" with the Kitharodian Academy for the feats "Master Performer" and "Grand Master Performer", later on. :)

Desired campaign trait: Stolen Fury
Half-elven Oracle (Bones mystery) - contemplating multi-class Monk
After Lanarial escaped from the demonic ritual [ooc](see the campaign trait)[/c] he thought he had lived through his worst nightmares. He was wrong.

The power he seemingly absorbed started to change him, awaking a power deep within him and giving him a strange affinity to death. He seemed to know when people around him would be holding Death's hand, even if they didn't realize it themselves. At first he tried to change things - to save people he knew from passing over. Most of the time he failed, or unwittingly aided Death in his work. Lately Lanarial had been able to save a few people; but he felt Death touch him instead. Now, on the morning of this holy day, he actually dreamed that Death told him to join the crusade to prevent a shift in power. Death only wanted those whose time had come as appointed, and a new force from outside was attempting to change destiny. Lanarial was to be Death's Left Hand in this world...
4d6 ⇒ (6, 4, 2, 2) = 14 - 12
4d6 ⇒ (4, 5, 6, 1) = 16 - 15
4d6 ⇒ (1, 1, 2, 2) = 6
4d6 ⇒ (6, 1, 6, 2) = 15 - 14
4d6 ⇒ (4, 5, 2, 6) = 17 - 15
4d6 ⇒ (2, 4, 2, 5) = 13 - 11
4d6 ⇒ (4, 2, 3, 5) = 14 - 12
24 of 25 points =) I intend for this character to have both cure and cause wounds - his deity is Death himself!

About me:
I also began playing AD&D back in the late 70's/early 80's in middle school. I've been playing FtF since, and have played almost exclusively PbP for the past two years or so. I like to think I'm the type of player you're looking for, although I may not be able to post twice a'll see my posting, and that I'm a solid player. I'm in with a group who played every PFS game in season 6 and we're starting season 7 now! Thanks for the consideration!

I also have another question: my character is originally from Jalmeray but she speaks both common and Vudrani since she grew up learning both languages. Is it okay if she starts knowing Common, Vudrani, and Abyssal as her starting languages please?

All right, here's my submission. Takim is a human bladebound magus, who despite his involvement in the crusades, is actually not religious. His motivation for the crusades is that if there are demons here, then there will be war, and it may as well be ended as quickly and effectively as possible. He's a bit of an unusual character for this AP, but I think he'd fit in pretty well, or at least I hope so.

Takim walked into the building, his cutlass at his side, swaying with every step. His dark eyes were focused intently upon something that only he could see, and something about his demeanor made all in his path move aside for the tall man. Perhaps it was the tattoos swirling up and down his arms, or the way he casually cleans his nails with the war razor attached to his belt alongside the spell component pouch, but he’s yet to be challenged as to why exactly he’s here.
The swarthy tone of his skin and his muscular build would suggest an Ulfen heritage, but as he will proudly point out to anyone who asks, he is actually of Varisian descent. At the age of 15 he left the home of his adopted parents and traveled to Nerosyan, where he immediately entered training to become a paladin. Within just three days, his surly demeanor and disrespect for authority led to his “exit” from the clergy of Iomadae. Despite this, the next day he walked into the city guard’s headquarters and asked to be taught to defend the country of Mendev.
His unique fighting style allowed him to best nearly all he trained with, carefully placing his brutal strikes so that his broad blade would have the most effect on his opponent. In addition, the more he trained, he began to notice unique powers manifesting themselves. Upon experimenting, he went to the temple of Nethys and they informed him that he had the gift of arcane magic. The priest he spoke to asked him to recognize his gift and give thanks to Nethys, serving as a member of his clergy. The only response he received was the four words Takin tossed over his shoulder as he walked away, “Thanks, but no thanks.”
He continued to train with the city guard for months, finally attaining the skills necessary to be named a full guardsman and begin to defend the city. The day before he was to be recognized for his skill, he left the city without a trace. No word, no note, he departed in a caravan of supplies heading to Kenabres. That night, he strode into the regional crusaders headquarters, his greasy dark hair gleaming with the light of torches being lit as the sun set over the horizon. He strode down the hall and into the recruitment officer’s room. He leaned against the doorway, his eyes fixed upon the tired man who had just been interrupted by his entrance, “When is the next group of crusaders heading to battle?”

Stats Stuff:
I haven't created the full stat block, but he'll be a human blade-bound magus focused on strength and int. He uses a cutlass for primary combat, and will likely be playing a melee-focused role. To accommodate for his low hit points, I think I'll have him take toughness at 1st level to try and even the odds. His campaign trait will be Riftwarden Orphan, and his normal trait will be bruising intellect.

4d6 ⇒ (3, 5, 5, 5) = 18 15
4d6 ⇒ (2, 2, 4, 1) = 9 8
4d6 ⇒ (4, 3, 3, 3) = 13 10
4d6 ⇒ (3, 3, 1, 1) = 8 7
4d6 ⇒ (5, 3, 4, 1) = 13 12
4d6 ⇒ (2, 2, 1, 4) = 9 8
yuck! those rolls are absolutely abysmal, equivalent to a 1 point buy! time for some re-rolls.
4d6 ⇒ (3, 3, 3, 1) = 10 9
ooo we're up to 4 points now!
4d6 ⇒ (2, 3, 6, 1) = 12 11
7 points,
4d6 ⇒ (5, 2, 4, 4) = 15 13
4d6 ⇒ (2, 6, 3, 2) = 13 11
4d6 ⇒ (1, 1, 6, 3) = 11 10
still 14
4d6 ⇒ (6, 6, 1, 3) = 16 15
and 21

Race Human

Class(Archetype) Ranger(Demonslayer) multi-class with cleric

Traits and Feats Chance Encounter, Indomitable Faith, Point-Blank Shot, Precise Shot

Appearance Klynt is a human of Kellish descent. He stands 5'9" tall with a lean physique, weighing in at around 165 lbs. - with short black hair and dark brown eyes. His otherwise light brown skin is marred by claw marks on his left shoulder, scars left from the time he found himself on the wrong side of the wardstones as a child. He views these scars as a story told on flesh and prefers to leave his shoulder bare because of this. He wears simple clothing and armor made mostly of hides from his own kills. His simple cloak is accompanied by a wooden clasp in the shape of a bow and arrow, the holy symbol of Erastil. He typically carries a bow and an assortment of arrows with color coded fletchings over each shoulder. For melee wears a thick leather glove reinforced with metal plates lined with wicked spikes and a buckler. A flail and dagger hang on either side of his belt.

Personality As a youth Klynt had difficulty finding direction in life. Born into poverty, he blamed others for his situation and took to breaking and entering for a short time. His experience in the Worldwound however taught him self-reliance and showed him who the real evils in the world are, giving him an outlet. A pragmatic individual, he views indirect behavior as 'soft' and a waste of time. He has a dry sarcastic sense of humor, that combined with his penchant for bluntness sometimes makes it difficult for others to tell if he is joking. Given his own background Klynt is willing to give humanoid criminals a second chance, if they seem truly repentant for their actions but considers demons and other inherently evil creatures that stand with them irredeemable and best put to death.

Bio Like many Kellid Klynt's recent ancestors found themselves refugees when the Worldwound opened up. Some of the earliest refugees to Kenabres, they had the misfortune of making their new home in what would eventually become Waller Slum. Life in the city was not kind to his family and they had to keep their heads low especially during the Third Crusade when many refugees were burned at the stake as witches just for having different faiths or appearance. Though most of the the crusaders followed the more martial good and lawful deities, Klynt's family never lost their faith in Erastil.

As a youth Klynt briefly tried to rebel against his "Waller" status by breaking in to some of the businesses in the surrounding Ring District. His rebellious phase was cut short however when one owner caught him breaking in and recognized him. Afraid, the boy broke free of the owner's grasp, ran home to grab his grandfather's hunting bow, and fled the city entirely. He soon found himself on the wrong side of the wardstones' protective barrier though. Compared to the Worldwound any punishment that awaited him back in Kenabres did seemed insignificant and he surely would have perished if not for the help of a mysterious woman. Her skill with the bow was impressive and she took the time to give the young boy a few pointers on how to shoot. His time with the mysterious woman changed him, her ability to survive alone in the Worldwound left an impression on him and compared to the war going on just beyond the walls he grew up in the troubles of the city seemed not to matter. When he returned home he sought out the shopkeep and made amends.

Klynt realized the true cause of his suffering had been the demons in the Worldwound taking over his ancestral homeland. He vowed one day to join in the fight to drive the demons back and return it to human control. He began training, improving his accuracy with the bow and learning all he could about his foes in the Worldwound from the returning crusaders. His grandfather was an immense help in his training for though he was of old age now, in his youth when the Wourldwound was small, his grandfather had hunted all across Sarkoris. The pair began making regular forays into the wilderness outside Kenabres hunting and training.

Alignment NG

Mythic Path I've taken the Chance Encounter campaign trait but plan to take both the Trickster and Hierophant mythic paths through the Dual Path feat.

Player Information:
I have very little posting history on these forums. I invite you instead to view the game I DM over on myth-weavers for posting reliability and style. I am 33 years old, married, and have one daughter in school. I work from home doing tech support for a small software company. I cover our Australian market which isn't large, giving me the freedom to post multiple times while "working". This character comes from an application for another WotR game over on MW which I failed to get into but I have never read or played the AP.

Also although you didn't ask for one, since I already had a RP sample for this character for a WotR game I didn't get into might as well include it. The GM's prompt was a hypothetical situation in which our character meets their patron deity and asks one favor.

IC RP Sample:
Klynt stalked the forest near Kenabres as he had done many times since returning from the Worldwound, tracking a stag. He tried to remember the lessons his grandfather had taught him. Remember to control your breathing... stay downwind... He strained his ears, knowing in the forest he was likely to hear his prey before it could be seen. A rustling of leaves ahead caused him to change direction slightly towards the sound. The sound of running water reached him next. He knew he was approaching a small stream. If he could catch the stag there it could offer him an excellent shot. As predicted he caught a glimpse of brown fur as he approached the treeline. He continued his approach until he was close enough to see it clearly then stopped, raised his bow, and drew the arrow back to his cheek. He was just about to release when the stag walked slightly to the right causing a large tree trunk to block his line of sight. Tracking its movement with the tip of his arrow he prepared to release as soon as his prey cleared the tree but what happened next caused him to ease his bow back into resting position slowly. For it was not a stag that emerged from the other side but a man, dressed in green and brown with a stag for a head. Klynt knew immediately what this was, his hand went up absently to touch the holy symbol on his cloak. Long had his family revered Erastil but never did he think he would see a god with his own eyes!

"Come forth young hunter." The deity suddenly spoke, sounds like Liam Neeson in my head
surprising Klynt.

Even when facing death in the Worldwound as a child the young ranger had not known fear such as this. The only thing he now feared more than the deity himself was what it would do to him if he disobeyed. Slowly he walked forward into the clearing, his entire body shaking.

"It seems I've cost you the hunt this day." The god continued "I will allow you one small favor instead."

Klynt's mind was still having trouble processing what was happening. This can't be real he though. What should I ask for... what does he mean by *small favor*... best not be greedy... what kind of request *wouldn't* be insignificant to a *god*... what if my request isn't important *enough*? Finally he began to speak. "A question if I may oh great one, why do you not fight against the demons of the Worldwound? The other good deities, Iomedae, Abadar, Sarenrae, Shelyn, Torag, Desna, many of their crusaders do I see come through Kenabres on the way to the front lines but few of your followers." As soon as the words left his mouth he regretted them. Did I just questioned the motives of a god?! How stupid could I be? Surely he will smite me now.

"The Worldwound is not the only front on the war against evil." The god replied, "Some must remain with the home and the family or the crusaders would have nothing to return to and nothing worth fighting to protect. Still, since this battle is important to you...

I see within you great potential, prove yourself worthy and I will bless you with a small measure of divine power to help you carry out your crusade." With that the stag-man turned and faded away.

Klynt awoke suddenly and sat straight up in bed, his entire body covered in sweat and heart racing. Moonlight shown through the window. Only a dream! He thought as he tried to get his rapid breathing under control...

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@SKnighthero1: Since the point buy cost of that set would be above 25, lower ability scores until you have 25 cost or less. (This was not in the original instructions, but I added it later for balance.)

@SKnighthero1: Regarding languages, if you are human, you start with common, but you can know other languages per the normal character creation rules. If you want to know Common, Vudrani, and Abyssal, you can if your Intelligence is 14 or higher. If your intelligence is below 14, you can add one language for each rank you put into the linguistics skill. There is a trait called Cosmopolitan that allows you to take a couple of extra languages at character creation, plus two extra skills. By the book you'd need to be from Ketapesh, but I'd allow it for any character who comes from a location where many languages would likely be spoken due to trade.

Everyone else has ability scores that add up to between 15 and 25, so no need for changes.

So far the following characters submissions appear complete: Ellena Lovain, Ali Asaidi, Avelina, Allaric Aljinn, and Klynt.

There are a couple of partial submissions that have not yet provided all the things I requested: Dragonflyer1243 and Lanarial, so double check the top post of the thread for the things required.

Once there are a few more submissions, I'll start posting periodic lists of characters submitted with some of the details, so players who have yet to post a character can see what the pool looks like. Players who have already submitted who want to change anything, that is fine as long as you alert me to the changes. Once you've submitted one character, you'd be welcome to submit an alternate, following the same creation rules.

My apologies, I forgot to check the original post after writing up his background, so here's the rest of Takim. Since there's no room to be saved by spoilering this info, his intended mythic path is Archmage and his alignment is CG.

Takim is intimidating at a glance, built for combat with his 6'2/210lb frame. Spidery tattoos run up and down his arms, visible between the middle of his bicep where his tunic pokes out under his leather armor all the way down to his wrists, where the tattoos continue under lightly colored gloves. His face appears sallow and unfriendly, with its dark piercing eyes and broken nose, framed black hair, but every now and again it lights up as he lets out a bellow of laughter.

Takim is very headstrong and independent, doing things for his own purposes but nearly always doing the right thing. He may appear aloof, but he can be a valuable friend and is fiercely loyal to those he respects. His sense of humor is both rare and witty.

Alright, let's try this again.

4d6 ⇒ (4, 4, 2, 1) = 11 10
4d6 ⇒ (4, 5, 2, 4) = 15 13
4d6 ⇒ (4, 4, 5, 4) = 17 13
4d6 ⇒ (1, 1, 5, 5) = 12 11
4d6 ⇒ (3, 2, 5, 5) = 15 13
4d6 ⇒ (6, 6, 3, 6) = 21 18


4d6 ⇒ (1, 2, 3, 1) = 7 6
4d6 ⇒ (3, 4, 5, 3) = 15 12
4d6 ⇒ (2, 4, 2, 4) = 12 10
4d6 ⇒ (4, 1, 6, 6) = 17 16
4d6 ⇒ (3, 4, 2, 4) = 13 11
4d6 ⇒ (5, 4, 5, 6) = 20 16

Again nope.

4d6 ⇒ (5, 6, 3, 4) = 18 15
4d6 ⇒ (1, 2, 3, 5) = 11 10
4d6 ⇒ (4, 2, 5, 5) = 16 14
4d6 ⇒ (1, 5, 2, 4) = 12 11
4d6 ⇒ (2, 5, 1, 4) = 12 11
4d6 ⇒ (3, 5, 1, 3) = 12 11

Dang it!

I'm still not getting it.

I have everything else ready for her except the ability scores, but if I can't get those working right, I'm screwed. :(

4d6 ⇒ (5, 6, 6, 5) = 22
4d6 ⇒ (2, 4, 3, 1) = 10
4d6 ⇒ (1, 4, 3, 1) = 9
4d6 ⇒ (6, 5, 5, 6) = 22
4d6 ⇒ (3, 3, 1, 6) = 13
4d6 ⇒ (4, 3, 4, 4) = 15

Still not getting it!

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

Crosses fingers...

So close!

4d6 ⇒ (2, 5, 2, 2) = 11
4d6 ⇒ (5, 4, 4, 5) = 18
4d6 ⇒ (3, 1, 1, 2) = 7
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (4, 3, 4, 5) = 16
4d6 ⇒ (1, 2, 6, 4) = 13

4d6 ⇒ (3, 5, 1, 2) = 11 10
4d6 ⇒ (5, 5, 2, 4) = 16 14
4d6 ⇒ (4, 1, 4, 6) = 15 14
4d6 ⇒ (2, 2, 6, 1) = 11 10
4d6 ⇒ (1, 6, 6, 2) = 15 14
4d6 ⇒ (6, 1, 5, 5) = 17 16

YES! I think...This one works right?

And about the language thing...I don't have a high enough Intelligence to get Linguistics or any extra languages so this one might be a bad roll set as well.

4d6 ⇒ (4, 2, 5, 6) = 17 15
4d6 ⇒ (3, 5, 2, 2) = 12 10
4d6 ⇒ (5, 5, 1, 4) = 15 14
4d6 ⇒ (2, 2, 6, 4) = 14 12
4d6 ⇒ (5, 6, 2, 2) = 15 13
4d6 ⇒ (5, 2, 1, 4) = 12 11

4d6 ⇒ (3, 2, 1, 6) = 12 11
4d6 ⇒ (3, 4, 4, 6) = 17 14
4d6 ⇒ (4, 2, 4, 2) = 12 10
4d6 ⇒ (5, 6, 3, 5) = 19 16
4d6 ⇒ (5, 4, 5, 5) = 19 15
4d6 ⇒ (6, 3, 1, 3) = 13 12

Okay going with this one here. I can select Vudrani now, although I can't get anything else I'm afraid.

BTW, are these rolls before or after we factor in our racial modifiers?

Alright here we go. I'm SCKnightHero1 here and this is my character Velkaria, beastbrood paladin of Shelyn.

About Me:

I’ve been roleplaying for a long time, taking part in everything from Dungeons and Dragons to Mutants and Masterminds to storytelling based roleplaying to now Pathfinder. I’m an avid roleplayer, and I’m also an aspiring writer.

I’m very good keeping up with campaigns, and I’m already a part of several current ones. I’m usually available during the mornings, late afternoons, and late evenings EST, but I can post at anytime during my breaks at work. So, posting multiple times per day shouldn’t be any problem for me. I’m quite active on the messageboards as well.

Plans for Velkaria:

I plan on advancing her all the way up to level 20 as a paladin. I plan on making her a sword and shield paladin as that was the original plan when I first created her (I had to switch out her feats since her Dexterity is now low).

I plan on focusing mainly on the Hierophant mythic path, although I may take some abilities from the Guardian path, but I'll have to wait and see what happens first.

I hope everything is in order and thank you for this opportunity!

Silver Crusade

@GM Glad everything is in order.

Anything else that people with finished submissions can do, such as chat in-character? I know some GM's prefer that people don't do that in the recruitment thread.

As a personal note, I'm very excited about the chance to get in this AP, probably more so than any other. Paladins, knights, redemption, etc... are close to my heart.

Adventure Path Charter Subscriber
Clebsch GM wrote:
Once you've submitted one character, you'd be welcome to submit an alternate, following the same creation rules.

Bored this evening. So Im going to roll and ponder an alternate submission.

4d6 ⇒ (5, 5, 5, 4) = 19, 15
4d6 ⇒ (1, 2, 5, 1) = 9, 8
4d6 ⇒ (3, 1, 3, 6) = 13, 12
4d6 ⇒ (2, 4, 3, 2) = 11, 9
4d6 ⇒ (3, 4, 2, 2) = 11, 9
4d6 ⇒ (6, 6, 2, 2) = 16, 14

Edit: that's under a 15, so here's a sub roll for the eight.

4d6 ⇒ (5, 6, 1, 2) = 14

So the final tally is 15, 14, 14, 12, 9, and 9.

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