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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Hmm. 15 point buy? Brutal, but I hear the AP can be a little on the easy side, so that should balance out.

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

19 point buy, I'll take it.


OK - here is the detailed submission for Lanarial! Let me know if you require anything else.
Character Race: Half-elf, with the Drow-Blooded alternate racial trait due to the effects of the ritual he somehow survived. (Darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.)
Character class: Oracle - contemplating multi-class Monk (half-elves get two favored classes =)
Class options: Bones mystery; Wasting oracle curse; Death’s Touch revelation (or Bone Armor)
Feats and traits: Alertness; Courageous and Stolen Fury (campaign trait) – alternate campaign trait could be Touched by Divinity
Physical appearance: 5’11”; 160 lbs; long silver hair; piercing green eyes; wears travelling clothes under studded leather armor and carries a Morningstar and a light crossbow
Personality traits: He is trying to figure out the changes the ritual had on him. And having Death communicate with him is a bit unsettling. He is a good man trying to make sense of it all! But he knows, beyond any doubt, the demon horde must be stopped.
Short biography: After Lanarial escaped from the demonic ritual (see the Stolen Fury campaign trait) 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 standing there beside him. 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 the Left Hand of Death in this world...
Alignment: NG
Mythic Path: As an Oracle, Hierophant makes the most sense, but if I dual-class with Monk then Champion could work. I like the Stolen Fury campaign trait most because it fits best with my vision of the character's backstory, and that trait is aligned with the Champion Mythic Path.


DM, here is a Herald Caller Cleric of Iomedae for your consideration.

DM:

Spoiler:
This is Gerald's alternate submission, assuming Ellena the paladin is t accepted. I like the look of the Herald Caller and think it reads to a really nice background, as a special gift from her God. I put all my information as to pairing and the like in my Ellena submission. I won't copy it again unless you request it. I post a lot...most of them are pretty good...I've been on the boards for a long time and I'd love to get it. Thanks for considering me (twice).


SCKnightHero1 wrote:

4d6. 14

4d6. 17
4d6. 15
4d6. 10
4d6. 16
4d6. 13

Does this look okay? Just wanted to make sure.

These are your first set of rolls and as I stated, the point cost of these attributes is above 25, so you need to lower the attributes until the point cost build is down to 25. Then you assign the attribute numbers to the attributes. If you want to have an intelligence of 14, you just assign 14 to intelligence.

You may not understand how the point buy system works. See the following link: Character Creation Outline

See the section Determine Ability Scores and read where it says point buy.

Each ability score from 7 to 18 has a cost associated with it. It costs nothing to have an attribute of 10. It costs 1 point to have an attribute of 11. On up to a cost of 17 for an attribute score of 18.

The cost of the six attribute values determined by dice roll was

Attribute Cost
14 5
17 13
15 7
10 0
16 10
13 3

The right column is the cost and it totals 38.

So lower the attributes until the cost is 25 or lower. For example, you could lower the attributes to something like this (just an example):

Attribute Cost
14 5
16 10
12 2
10 0
14 5
13 3
Which now has a cost of 25.

Now you assign the attribute scores to the attributes. You don't have to assign them in the order they rolled. You could assign your intelligence of 14 (allowing you to get the 2 languages you want).

If you get racial modifiers, they are added last and don't affect the cost.

If you still are not clear on the concept, let me know.


Velkaria wrote:

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

** spoiler omitted **

** spoiler omitted **

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

Everything is not in order. See my previous post about the attribute points. The point cost of your attributes for Velkaria is 33 after removing the adjustments for a Tiefling. I said you need to adjust the results of the point buy down until the cost is 25 or less.


Hrothdane wrote:

@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.

I may invite the best candidates to do some audition-like role play responses in the discussion thread, but don't worry about that just yet. Your enthusiasm is welcome.


I know how it works. I've done point buy systems many times before. I was just unsure of how your rules for the character creation worked.

I'm guessing it's one point per increase in each score correct? If so then that's where the problem was. I was under the impression and assumption we doing it like normal where to get from 13 to 14 it costs you two points and to get from 15 to 16 it costs you three points.

Just a miscommunication on my part that's all.


Hmmmmm,.... lets see.

4d6 - 3 ⇒ (3, 4, 6, 6) - 3 = 16 costs 10
4d6 - 1 ⇒ (6, 5, 1, 5) - 1 = 16 costs 10
4d6 - 1 ⇒ (5, 1, 4, 3) - 1 = 12 costs 2
4d6 - 1 ⇒ (5, 1, 5, 3) - 1 = 13 costs 3
4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13 costs 3
4d6 - 1 ⇒ (1, 4, 2, 5) - 1 = 11 costs 1

Total points buy: 29!..... will reduce to

16 (10)
16 (10)
12 (2)
12 (2)
12 (2)
9 (-1)

which is a 25 point buy... now to have a think.


SCKnightHero1 wrote:

I know how it works. I've done point buy systems many times before. I was just unsure of how your rules for the character creation worked.

I'm guessing it's one point per increase in each score correct? If so then that's where the problem was. I was under the impression and assumption we doing it like normal where to get from 13 to 14 it costs you two points and to get from 15 to 16 it costs you three points.

Just a miscommunication on my part that's all.

The standard point buy rules are HERE.


@SCKnightHero1: I'm still not sure what you are not understanding. If the random 4d6-drop-lowest produced a point buy cost of less than 15 you roll an additional time and replace the lowest result from before with this new result and see if the point buy increased to be equal to or greater than 15. In your first roll, however, you were way over 25. I made a later post explaining that in this case, you must lower the attributes until the cost is less than or equal to 25.

Why were you making all the new rolls when the initial set was already too high? Why did you think you could not have a high enough intelligence to get the extra language you want or to think that you couldn't get linguistics skill if your intelligence was not high enough? You can always take a rank in a skill. Each rank you take in linguistics allows you to add another language.

In any case, you want to take the reverse what your last post said and reduce an attribute to get the cost down.

Rather than dither on about this, just use a 25 point buy. Then adjust the attributes for the Tiefling racial mods. Make sure your intelligence gets a score of 12 or more if you don't want to put a rank into linguistics.


I am. And I did. And that's the exact same thing saying when I checked my settings on PCGen.

Ah! Here's the problem! I got a virus on the blasted thing and it was screwing things up!

Silly me!


@Lanarial: Thanks. That looks great.

@everybody: When you're ready to post your character, please format the summary like Lanarial, Allaric Aljinn (above). This will make it easiest for me to compare different submissions and quickly find what I need.

If you set up character sheet information in the profile, please use the standard Paizo stat-block formatting, to make it easy for me to find particulars. But it will still help if you post the other things I asked for either in the post or in the profile. Thanks.


4d6: 4d6 - 1 ⇒ (2, 1, 2, 4) - 1 = 8
4d6: 4d6 - 2 ⇒ (6, 2, 3, 6) - 2 = 15
4d6: 4d6 - 1 ⇒ (2, 1, 5, 1) - 1 = 8
4d6: 4d6 - 2 ⇒ (2, 6, 6, 3) - 2 = 15
4d6: 4d6 - 1 ⇒ (3, 2, 3, 1) - 1 = 8
4d6: 4d6 - 1 ⇒ (3, 5, 1, 2) - 1 = 10
4d6: 4d6 - 3 ⇒ (3, 6, 5, 3) - 3 = 14

Fifteen points rolled out perfect, might as well see what I can do with them. Good of a dot as any. Will be posting through an alias in the near future.


Btw and I apologize for clogging up the recruitment thread here but just wanted to show a picture of my character Velkaria

The artist is still working on her (has to do the lineart and coloring) but overall here she is. Wanted to give the GM a glimpse of what she looks like. Again sorry for taking up space.


Alright... and here's thunderbeard, checking in with an intelligence-focused elven fighter with a lengthy backstory.

Role:
Mythic role
Cyril is clearly a Guardian, in both personality and combat role (though I may dual-path into champion depending on who else winds up in the party). He shuns unnecessary killing, fights in a style that protects those nearby, and prefers to study his enemies and let them come to him; his interest in the Worldwound stems not from the glory of the crusades but from a desire to protect the world from demonic invasion.

Party role
-Reach-focused party defender, whose general combat job is to cripple, grapple, disarm and blind enemies before they can attack/bespell him or his allies (mythic will make this a lot more fun and dynamic)
-Secondary role as a pseudo-investigator: lots of knowledge skills, with Unchained Kirin Style at higher levels functioning like Studied Combat but with a huge mobility boost
-May multiclass into monk for maneuvers and style feats
-Will likely be keenly interested in strategy and tactics, with his decent intelligence and whatnot

Description, Personality, Motivations:
Cyril Erenwaer is a short, slender Elf, with unpronounced features, light eyes and dark hair. Burn scars cover his arms, though he usually keeps them covered, along with the strange mark on his right shoulder in the shape of Iomedae's holy symbol. He wears plain travelers' robes and little armor, though this is mostly out of necessity, and he freely admits having an eye on some proper mithral armor or Elven finery once he's made enough of a name for himself to afford it. He carries an unadorned set of Elven finesse weapons—branched spear, short sword, and longbow—given to him by a mentor at the Grand Lodge as befitting his agile, traditional fighting style. He stands properly but often walks slowly, using his spear for support, as though limping slightly or just plain tired.

Once, decades ago, he was an avid crusader of Iomedae, clamoring for a battle to prove his resolve as a destiny-marked champion. Now, on his return to Mendev, he knows cynicism and restraint. Having seen how the most inspired faith and laws were twisted to disastrous ends during the Third Crusade, he has lost much of his respect for either, doing what he can without dogma or self-righteousness and paying respects to the various good-aligned gods but worshiping none. He's not quite sure whether he was blessed or cursed by the crusader goddess whose mark he bears, but he has little thanks or praise for whatever was responsible for the path his life has taken. He is still young for an Elf, though older than most men, finally grown enough to fill out a suit of armor and swing a sword, albeit small ones—and he's cynical enough that while he once followed the Paladin Code of Iomedae, and now pays more attention to that of Sarenrae, he considers such vows to be better replaced by general guidelines saying the same things. Though trained as a Lore Warden by the Pathfinder Society, he knows somewhere deep down that his first allegiance must be to demon-slaying, and not to his oft-preferred maps and books.

Cyril is patient, calm-tempered, and frequently disappointed. He does his best to work with others, but trusts only those he has good reason to. Unlike many of Kenabres's new recruits, he has lived long enough to get over a youthful interest in violence, and would prefer to wield arms only against true, dangerous fiends and their most forsaken servants. Even then, he's not sure if he wants to fight demons, but still feels strongly that this beats the alternative of Mendev falling, and can't think of anything more important to spend his life doing. He still has trouble sleeping, and flinches at the sight of an open flame—but he has, at least, learned to face down his fears and disappointments without fleeing.

Background/Life Story:
Cyril was born the day the Worldwound opened—or so he tells it, though neither the Elves of Kyonin nor the Kellid tribes are known for keeping precise calendars. Raised by the banks of the West Sellen river, he was sixteen when the first Crusaders rode through Kyonin—by Elven standards, barely out of the cradle.

As a young boy, Cyril did what he could to get a good look at each wave of new foreigners as they rode or sailed by, marveling at the strange heroes in their shiny armor. And one day, a visored paladin stopped in mid-ride to dismount, walking up the hill to where a group of Elven children watched, hoisting the laughing Cyril aloft as she whispered blessings in a strange tongue.

The next day, Cyril woke up with a splitting headache and a strange mark on his shoulder in the shape of a sun. And, soon after, the dreams began. At first, they were nothing but night terrors, as the child woke up once a fortnight with his own screams ringing in his ears but no memory of what he had seen. Eventually, the nightmares became more substantial, and he found himself plagued with dreams of pain and torture, visions of the Worldwound and the twisted demons that inhabited it. Once his parents sent for the best healers, Cyril was deemed incurably cursed by the cruel magic of some foreign trickster, though he carried his own secret theories about the source of his dreams.

And, after decades surrounded by minstrel songs and books about the greatest Elven heroes, Cyril snuck away from home with his family arms and set out North, though still a child by his family’s standards. His heroic destiny, he had decided, must be to save the world from the monsters of his dreams. Those were the days of the Third Crusade, and though the young Elf was brave, optimistic, and eager to learn, he had little strength, wisdom, or skill at arms. Despite several years squiring to a proper knightly order, Cyril had still never seen combat when the witch-hunts came to Kenabres. With his heavy Elven accent, pointy ears, and knowledge of few Abyssal phrases he had picked up from dreams, the naive youngster was an easy target for a Baphomet-corrupted inquisitor.

At the age of sixty-two, Cyril was burned at the stake alongside all of his worldly possessions; and it was only through timely subterfuge and distraction from a group of Pathfinder agents that he was rescued from the midst of the burning scaffold. After a few months spent recovering from his injuries, he found himself at a loss for direction—he had stolen his family’s ancestral sword jewelry when he first set out, sold the jewels for provisions and lost the sword to inquisitors, and in his mind this made returning home an impossible option. Cyril spent the next few years in the Starrise Spire, working as a custodian and book-keeper for the hidden Pathfinder Lodge, before an aging Venture-Captain suggested that he might be ready to travel to Absalom for training as a full-fledged Pathfinder.

And while he was not the most promising Society recruit, Cyril was decent enough at everything he set his mind to, and a quick learner. During these years of training, Dean Shaine took a liking to his fellow Elf, and brought him handbooks on dueling and traditional Elven weaponry, teaching him to fight defensively and take advantage of the extreme finesse that was his one strength. After his Confirmation, the Master of Scrolls allowed Cyril to stay on in the Grand Lodge for a time as a Society scribe, compiling maps and copy-editing Chronicles. Most of the field missions he took involved double-checking existing reports, shoring up details of maps, and fighting only occasionally, in self-defense.

But the dreams continued, every few nights, and in his mind Cyril felt the Kenabres wardstone crack, heard the screams and clashes of the Fourth Crusade as the Storm King laid siege to a city he had once fled. And as the Nerosyan lodge sent reports of the Order of Heralds and Mendev’s increasing reformation, he decided to request a posting that would once again bring him to the Crusader Kingdom, knowing that there was some part of himself that he’d never be able to outrun. This time, though, he’s armed with a great bit more fighting skill, demonic lore, and cynicism about the world.

Stats in profile.

Silver Crusade

Clebsch GM wrote:
Hrothdane wrote:

@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.

I may invite the best candidates to do some audition-like role play responses in the discussion thread, but don't worry about that just yet. Your enthusiasm is welcome.

Okee-dokee!

Silver Crusade

4d6 ⇒ (5, 3, 1, 1) = 10 = 8
4d6 ⇒ (2, 2, 6, 3) = 13 = 11
4d6 ⇒ (4, 2, 1, 3) = 10 = 9
4d6 ⇒ (5, 2, 6, 3) = 16 = 14
4d6 ⇒ (6, 6, 6, 4) = 22 = 18
4d6 ⇒ (1, 6, 2, 2) = 11 = 10

Hmm.. thinking time.


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I would like to put Shirraj up for consideration. I will post the detailed form later when I have some time, and will also have to heavily modify her to conform with the rules here.

Liberty's Edge

Very interested... let me see.
4d6 ⇒ (2, 5, 1, 1) = 9 => 8 (-2 PB)
4d6 ⇒ (5, 4, 3, 4) = 16 => 13 (+3 PB)
4d6 ⇒ (3, 4, 3, 4) = 14 => 11 (+1 PB)
4d6 ⇒ (3, 4, 3, 5) = 15 => 12 (+2 PB)
4d6 ⇒ (4, 6, 3, 2) = 15 => 13 (+3 PB)
4d6 ⇒ (1, 1, 4, 5) = 11 => 10 (0 PB)
So a 7 point buy.
4d6 ⇒ (2, 2, 6, 6) = 16 => 14 (+5 PB)
Getting closer at 14...
4d6 ⇒ (4, 1, 5, 1) = 11 => 10 (0 PB)
Nothing there...
4d6 ⇒ (4, 5, 2, 2) = 13 => 11 (+1 PB)
A clear 15 point buy.
So the scores would be:
14, 13, 13, 12, 11, 11
Let me try an unchained rogue with them...


Dreaming Warforged here.

Here is my application. In a nutshell, Tania is a human female slayer (bounty hunter). She is a good melee support and focuses on debuffing before regular attacks. She will likely combine trip, dirty tricks, and intimidate in intriguing ways.

The bounty hunter archetype uses the 2nd level talent, which prevents me from taking trapfinding early. Instead, I took it using the campaign trait. It fits the character well, and I've explained how Tania learned it in her background. I have a plan B if another player wishes to focus on trapfinding.

All the information required should be in the profile. Please let me know if you have any question or comment.


Stat rolls.

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

20 point buy. Good stuff. Let me look over the other posts and see what's been submitted. I won't be going paladin since I'm sure there will be a million paladin submissions.

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

Clebsch GM wrote:
If you set up character sheet information in the profile, please use the standard Paizo stat-block formatting, to make it easy for me to find particulars.

You wouldn't happen to have a text template I could copy/paste and then fill in, would you?

EDIT: Oh, also, the Player's Guide mentions periods of downtime. How do you feel about item crafting? I've never tried it before, so I thought it might be a novel (for me, at least) way to be a team player. :)


Excellent looking character there Shirraj.

Silver Crusade

If this still open to recruitment, I would gladly join.

Dark Archive

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

Jesus that's 36. Let's fix that.

STR: 10 (+0)
CON: 14 (+2)
DEX: 14 (+2)
INT: 9 (-1)
WIS: 14 (+2)
CHA: 11 (+0)

Now that is 15. :D. I'll think of a character to create from this.


Clebsch GM, I like the way you're thinking about how to build a long-running game.

A couple questions:
- Is it possible/problematic to choose a campaign trait other than the one associated with your mythic path? e.g. Touched by Divinity seems to *really* push one toward being a Cleric (and makes little thematic sense for a Shaman or Druid focused on the spirits of the natural world). Could one take a different campaign trait and still follow the Hierophant path?

- I saw you're using Unchained classes. Are you using anything else from Unchained, e.g. Background Skills? Automatic Bonus Progression?

Thanks!


Here is Vitus Thorgrimson

Submission:

-Race: Human: Focused Study, Heart of the Fields
-Class: Steelblood, Crossblooded Bloodrager No multi-classing straight bloodrager.
-Bloodline Choices: Destined, Celestial
-Feats: Skill Focus Survival, Power Attack
-Traits: Exposed to Awfulness, Reactionary, Fates Favored
-Drawback: Foul Brand

-Physical Appearance: 6'6" 275lbs at only Age 16, Grey hair and beard, blue eyes, scars on face and arm with the brand of Deskari on his cheek. Typically wearing his pieced together animal hides with the symbol of Gorrum branded into it. and carrying his massive blade, He towers over most with his ulfen heritage. His muscles are well defined from a life of farming and swinging a hammer in his dads shop.

-Personality: Vitus is full of youthful vigor. He is a bit cocky. He was bullied verbally and kept an outsider due to his brush with a demon and the mark upon his face. Because of this he is a bit standoffish and a loner, but only wants acceptance. He is proud and believes greatness lay before him. He feels the crusade can not be one without follower of the God of Battle and Strength.

-Biography:
Vitus was born in Kenebras. His father Thorgrim had come to help make weapons for the crusade. His mother Helga was a capable farmer and livestock keeper. His family lived modestly and did very well for a time of war. As a boy he helped his mother in the fields. He learned of the land and how to track. This helped on the occasional escaped cow or sheep. His mothers saw in him the blood of their people and knew he would grow to be a strong man. A few years passed, now a boy of age 10. Thorgrim demand grew and it was time for Vitus to learn his fathers trade. Thorgrim was surprised at how strong Vitus had become. He was a good bit of help in the shop making weapons, well after he learned not to break the steel from hitting it too hard.

It was a day like any other. Vitus was working with his father in the shop when cries were heard even over the bellowing flame of the forge and pounding of steel. His father took up a blade and looked to Vitus. "Mind the Shop, Stay here." His father took off at a run. Curiosity got the best of Vitus. He grabbed a small blade himself and followed after. There was much commotion and panic so his father did not notice. Less then fifty feet from the shop in a open area they came upon a gruesome scene. A lesser demon had teleported into the city and already killed two people. It was later identified as a Babau, but Vitus knew nothing of these things besides that they existed. The demon had blood and viscera dripping from it's claws. A mother and father lay dead and torn apart. A small girl no more than five was on the ground trying to back away screaming in both pain and terror seeing her family before here. The sound of armored knights could be heard coming down the street. A patrol was responding but still too far away the girl was going to die. He looked to his father but he seemed frozen in fear the blade shaking in his hand. Vitus knew not what happened next. Something overtook him. A rumble from in his belly a fire, a rage burned. He though of what happened to these people and what was going to happen to the girl. He screamed out and darted out toward the beast. His father blinked and realized it was his son. He dropped the blade and wretch out for Vitus trying to stop him. The tunic tore from him and Vitus continued forward. Taking the sword in both hands he plunged it deep into the demons hamstring. The blade drove deep enough to break out the other side of the leg. The demon let out a cry of pain. He looked to the boy with a look of shock. Many things must have passed through its mind. How could this little thing hurt me so? It turned. No longer focused on the girl. Vitus was breathing heavy. It seemed the blade was ripped from his grasp. Though he stood his ground. The demon tore at him. One of the claws gashed open Vitus's face, and he fell at the demons feet. The demon next took blood from his wound. It had mixed with the natural acid on its skin. He dripped it from its finger tip down to the open wound and onto the boy's cheek. The demon spoke. "I mark you for my master, so that he may know to take your soul and torture and infest it. Now die." The demon claw lifted high was about to strike, but Vitus had done it. The knights had arrived. A small group of scout paladin dedicated to Desna arrived. WIth bows in hand they lit the demon up with their godly ability to smite and loosed a volley into it. It staggered back and fell to its knees and then to the ground beside Vitus.

It had been weeks, but Vitus finally awoke. His mother sitting and praying beside him. She quickly sent someone to fetch his father and give him the news. It spread from there and that evening when they were enjoying a meal for the first time in weeks with there son, there was a knock at the door. Helga answered the door and before them stood a knight. The holy symbol of Iomedae emblazoned upon his breast plate. "Hello, I a Sir Lionel, paladin of Iomedae. We heard of what your boy did and that he had recovered. I would like to train him. I am in need of a squire. I know little of your people and heritage. I can't promise he will become a knight, but he has abilities and holy ones at that to do such damage to a creature. It would be my honor to show him how to fight. Please think it over. Thank you. Sir Lionel left. Vitus and his father could hear everything fine. Vitus grew with excitement as his father pondered what this meant. The next week went on as normal. Vitus seemed even healthier and stronger then before, though now with an infernal mark upon him. He was shunned and people seemed scared of him. The other kids would laugh and call him names, but quickly run as he was their physical superior. Vitus was sad and his father could see what was happening. He spoke to the boy. "Son. I fear your mother and I have lost you. You will have a tough time working among these people now. I feel it best for you to squire under Sir Lionel. He will train you to be strong. Use your gifts, I feel you are destined to be a great warrior. Follow the teachings of Gorrum. I have done what I can with your mothers help. Gorrum will protect you as you become his weapon. Iomedae is great and righteous, but this crusade needs weapons not saviors. Remember this and you will do well my son. The common people will fear you still not knowing what you sacrifice for them. I am proud of you." With that the two went home. His father told his mother of the decision and why. A message was sent to Sir Lionel. It has been six years now. Vitus has grown to be a massive and strong young man. Lionel taught him the ways of the sword and how to be good, but Vitus remains his own man. Like a weapon the words and comments of others helped to shape him. There fear gave him strength. He is now a finished blade. Armasse approaches. Vitus is of age this year. He will swear his oath. Sir Lionel has done his part, but now Vitus is to become a crusader. So he now finds himself in the plaza awaiting the ceremonies to begin.

Alignment: CG: Lionel taught Vitus of the virtues of knighthood and how to use a sword. He still holds on to the heritage of his people and it's spirit of freedom. He knows he must do what is right and what is needed. He is a student of war and a bit unpredictable in battle, but he is a good weapon to have on your side.

Mythic Path: Guardian, as he chose to defend the girls life that day over his own.

Thanks again for GM'ing
On Me: I'm married, work for the state and have a home, no kids. Evening and weekend are wife time, but I do hop on to check if things are needed especially if we are in combat. I am on my computer from 7:30am to 4:30pm Monday - Friday. I work in IT, so I post between 10-30 times a day in all my games. The longest running game I'm in is 3 years now on here. Beside for a couple new ones the others are a year or two old. One is only 5 months and we are almost at 3000 post the GM is very active in it so it is pretty sweet. Thanks for the consideration hope to join your game. I'm always around and tend to try and drive games forward. I will turn Vitus into an alias if chosen. I like google docs.


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A mythic game is on my gaming bucket list.

I think I'll roll up some stats and see what I can build.

4d6 - 3 ⇒ (5, 3, 4, 3) - 3 = 12
4d6 - 1 ⇒ (2, 1, 4, 4) - 1 = 10
4d6 - 1 ⇒ (1, 2, 2, 4) - 1 = 8
4d6 - 1 ⇒ (3, 2, 3, 1) - 1 = 8
4d6 - 1 ⇒ (1, 2, 3, 4) - 1 = 9
4d6 - 1 ⇒ (1, 6, 4, 4) - 1 = 14

ouch... I think that's a 2 point buy, drop and 8 and replace with:

4d6 - 2 ⇒ (6, 4, 4, 2) - 2 = 14

Up to a 9 point buy, drop another 8 and replace with:

4d6 - 2 ⇒ (5, 2, 3, 3) - 2 = 11

That's a 12 point buy, drop the 9 and replace with:

4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15

That looks like a 20 point buy.

15,14,14,12,11,10


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karlprosek wrote:

Stat rolls.

4d6 =13
4d6 =10
4d6 =14
4d6 =12
4d6 =14
4d6 =14

20 point buy. Good stuff. Let me look over the other posts and see what's been submitted. I won't be going paladin since I'm sure there will be a million paladin submissions.

Submission for Doga the Lion. Really torn between a druid and an Order of the Dragon Huntmaster cavalier but decided to go with the local guy instead of the carpetbagger.

Human Male
Druid (Lion Shaman)
Animal companion (lion)
(Tr) Stolen Fury, (Tr) Beast of the Society, (Human) Spell Focus (Conjuration), (1) Augment Summoning (level 3 feat will be Superior Summoning, then maybe Craft Wondrous Items at 5 and then feats will focus on improving his combat abilities)

Physical appearance:
Tall and thin, with muscles like whipcords under skin burned brown by years spent out under the sun. His long black hair has never been cut and reaches the middle of his back in a fall of wild locks. His wary brown eyes are so dark they're nearly black.

His body is covered with a web of wicked, long healed scars, evidence of now, mercifully, mostly forgotten torture at the hands of demonic cultists. He dresses in leather, hides, and furs with claws, fangs, and beads for ornamentation, and covers many of his scars with paint when readying himself for battle.

Personality traits:
Like Lion, his totem, Doga is power and leashed violence hidden underneath a veneer of lazy confidence. He conserves his energy until it is needed, often observing potential threats or prey with through lidded eyes above a yawn before beginning his stalk. He loves big cats of all stripes, but most of all the lion. Like most Kellids, Doga is never one to shrink from battle and loves nothing more than jumping into battle alongside the magnificent hunters.

Like most of his people, he is stoic about injury and hardship but quite willing to spin elaborate stories about past adventures or his tribe's legendary heroes.

He believes that he is called to reclaim Sarkoris from the demons, but while he hates demons with a passion he hates their human collaborators more than anything in the world.

Short biography:
Doga is one of the few Kellids who claim ancestry from the lost tribes of Sarkoris. He can trace his ancestry back through hundreds of years of tribal shamans and heroes (most apocryphal, no doubt, but no less real to him). His people, nomads who followed the herds, range near Gundrun, and his father- also a shaman, though of Bear- participated in the campaign to retake the town from the demons alongside crusaders and adventurers.

While he was born after the retaking of Gundrun, his father's efforts weren't forgotten by demonic cultists, and Doga was kidnapped as a young boy. He endured unspeakable tortures at their hands before being rescued by his father, again alongside crusaders and adventurers taking the fight to demonic forces.

He came into his power and found Lion a few years ago and pledged to take the fight to the demonic forces infesting his people's ancestral homeland. It was during his vision quest to discover his totem that he experienced the vision of himself reclaiming Sarkoris from the Worldwound. Once his father declared him fully trained in the way of the shaman, Doga headed to Kenabres to join the fight against demonkind.

•Alignment: CG.

Doga takes the teachings of Lion to heart:
Lion teaches that a man's place is with his pack. Caring for one's companions and fighting by their side is the right place for any person. While merciless in battle, willing to use any advantage to take down his enemies, outside combat Lion is a benevolent king. Lion acts as his conscience directs him with little regard for what others expect of him. He is a strong individualist who does not care for others telling him what to do and intimidate him into getting in line. He hates the very idea of slavery and will work to liberate the oppressed.

•Mythic Path: Champion Could also be Guardian/Exposed to Awfulness in a pinch, with the same build and pretty much the same background.

Re: my posting, I've been posting to the boards here since 2013, have been playing PbEM and PBP for something like 15 years, and also play in GM BPC's Scions Trilogy as Zadim/Aspex.


@Ashe: Will saves might be a serious issue as a melee character dealing with demons, since pretty much everything has fear auras, and Crossblooded gives you a massive -4 penalty to what is already a bad save. I'd recommend a trait (Principled is great vs fear) or feat (steadfast personality helping more than iron will) to deal with this at the very least.


Alright, I fixed the mistakes and hopefully everything is in order. Just let me know if I still need to fix anything please.

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 four 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.

Mythic Path and Other Plans:

I plan on going the Holy Warrior build for the Hierophant mythic path, to a certain extent. I do plan on taking several abilities to allow me to grant spells to my followers and with the GM's permission, I hope to pick up the Squire feat, since that fits into my character's background and lore.


Lots of submissions. I will update my list of submissions, notify anyone whose submissions are lacking anything, and publish a list of what's in the mix so far. I also have some PMs to read. This week most of my posting will be in the evening (Eastern U.S. Time).

The Exchange

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

24 pt build?
I'll meditate on it...lots of folks in this thread who I need to join up with.


Character Race: Human, with the Dual-Talented alternate racial trait (give up the bonus feat and skill rank, gain +2 to a second stat).
Character class: Magus (but not the carbon-copy shocking-scimitar build)
Class options: There's not a lot of decisions to make for a magus at 1st level. For the future, I hope to make decisions organically based on character development.
Feats and traits: I haven't quite picked a feat yet. Traits are World Traveler (a core aspect of his backstory) and Touched by Divinity (specifically Nethys). The latter is negotiable, as long as I don't need to have spent most of my life in one spot (see below).
Physical appearance: Korgan is sturdily built; enough that he might be intimidating if not for the ready smile on his tanned face. His garb is eclectic and travel-oriented: a blue Taldan shirt is worn under the armor he bought in Tian Xia; his pants are made of Qadiran cotton; his shoes are of a Vudran style; tied around his neck is a fancy scarf he bought in Varisia; and on his hip is a longsword he commissioned in Ustalav. His chest is criss-crossed with a pair of bandoliers, which give him ready access to his compass, his holy symbol of Nethys, and anything else he might not want to take the time to dig out from among the journaling and traveling supplies in the backpack that he seems to always have with him (and if your backpack had a bottle of genuine Osiriani tepache in it, you'd keep it with you too).
Personality traits: He's seen a lot of peoples and cultures, and loves them all. He's always ready to make a new friend or to see a new thing. Being exceptionally intelligent, he in fact craves all the different things he can learn from the world, which fuels his wanderlust. This has, however, kept him from putting down roots or forming many long-term relationships (romantic or otherwise). I see that a lot of the characters are long-time residents of the area with some sort of direct tie to the AP's opening events; I thought it'd be fun to play the guy who could've been anywhere but just happened to be in the wrong place at the wrong time, then have him rise to the occasion. :)
Short biography: Korgan has been traveling almost as long as he can remember. His parents frequently relocated for work, so he's not even entirely sure where he started or whether his first and last name are from the same ethnicity. Even so, he always loved learning new things; couldn't get enough of it. His parents wanted him to have a good education, but he could never seem to finish a curriculum in either the martial disciplines or the arcane before having to move again; this left him somewhat knowledgeable in both fields, which he's grown to like a great deal. Once he was old enough to strike out on his own, he began traveling even more constantly than he had as a child, living on the move, never staying anywhere more than a few weeks, and journaling constantly. He's seen so much in the past decade and a half, and still wants to see more. He's now traveled to Mendev to attend a festival he hasn't seen yet. Should be fascinating, right? Dun dun duuunnnn!
Alignment: NG
Mythic Path: My campaign trait is linked to Hierophant, which is awkward but very doable; I'd be okay with that. If it doesn't have to match the suggestion, then archmage or champion would work too. I'm pretty flexible there.


I'm going to be modifying Karas for this but as his other game died and I'd still love to continue his story. The generation parameters were fairly silly for the game he was created for but I love the theme and story and fully believe I can scale it back within your parameters.

I work with access to the forums from 4:30pm-1am sun-thurs. So long as momentum holds up I post multiple times a day. I run 2 play by post games on RPOL.net I will link to you via PM. I have been in a few PbPs that have kind of failed to launch on the paizo boards unfortunately.

My only definite time I can't post is 1 weekend a month that I give plenty of warning for.

Karas is connected to Terendelev and plays more a ward of the state feeling due to his background which is fleshed out in the Alias.

Mythic path aimed for is Champion.

His Class is bloodrager and I aim to have his go Dragon disciple as part of background.

That said lets try the dice!

4d6 drop lowest: 4d6 ⇒ (2, 5, 1, 4) = 12 11
4d6 drop lowest: 4d6 ⇒ (1, 3, 5, 2) = 11 10
4d6 drop lowest: 4d6 ⇒ (5, 5, 3, 1) = 14 13
4d6 drop lowest: 4d6 ⇒ (5, 3, 5, 2) = 15 13
4d6 drop lowest: 4d6 ⇒ (1, 5, 3, 1) = 10 9
4d6 drop lowest: 4d6 ⇒ (1, 2, 3, 2) = 8 7

A 7 point build not counting the negative stats lol. Ok let's try so get it up into 15.
4d6 drop lowest: 4d6 ⇒ (1, 6, 2, 2) = 11 10 Replaces 7 so no change
4d6 drop lowest: 4d6 ⇒ (1, 6, 1, 3) = 11 10 Replaces 9 so no change
4d6 drop lowest: 4d6 ⇒ (4, 3, 4, 2) = 13 11 Replaces 10 puts it up to 8 points
4d6 drop lowest: 4d6 ⇒ (1, 5, 2, 6) = 14 13 Replaces 10 puts it up to 12 points
4d6 drop lowest: 4d6 ⇒ (2, 6, 4, 1) = 13 12 Replaces 10 puts it up to 14 points
4d6 drop lowest: 4d6 ⇒ (6, 1, 2, 5) = 14 13 Replaces 11 puts the total at 16.

So we end up with 13, 13, 13, 13, 12, 11. Interesting but still ok in the long run.

EDIT: I used the Fiendish heritage feat for free in the other game so I replaced his first level feat with it for this application. I also used the roller for an alternate ability to replace darkness and got strange anatomy as noted in the alias.

I'll get the math put together and changed in the alias shortly.

Please let me know if anything is confusing or missing!


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Goldstool here. If you want a good idea about who Haidar is, just read the "War Stories" tale at the bottom. Still a fresh character in my mind, so personality might change slightly. Mostly statted up, let me roll for gold while I am here.
Gold: 5d6 ⇒ (6, 3, 2, 2, 5) = 18*10

Race: Human

Class: Fighter(Lore Warden). No planned retraining or Multiclass. Could rework into Cavalier or Slayer (Vanguard) rather easily.

Feats: Combat Reflexes, Power Attack, Weapon Focus (Guisarme). Possibly will go into a trip based Reach Build with an emphasis on Knowledge Checks.

Traits: Tactician (combat), Forbidden Knowledge (Regional), Child of the Crusades (Campaign), Meticulous (Drawback). Haidar is the son a 2nd generation Sarenrae Paladin. His knowledge on war history, military tactics, engineering and formations are ever-growing. His reliance on his knowledge can at times leave him unprepared for new encounters.

Physical appearance: 5’10’’, 155lbs. Thin but fit, with coiled muscle. Dark skin and short, tame black hair. He has a stern face and wears a cautionary grimace. Soft green eyes betray an otherwise rugged appearance. Haidar is adorned in a suit of studded leather. Makeshift snips of metal plates and scraps of chain mail seem to be largely decorative atop his armor. He holds his hooked spear close to his person. Appears as late twenties.

Alignment: Neutral Good, possibly with a transition to Chaotic Good as the party faces dilemmas that require unlawful behavior. Haidar honors the chain of command, loyalty and tradition. He does however, see the greater good as being more important than honor, and would be willing to lie, cheat and act without integrity if it meant to help the forces of good and vanquish the forces of evil.

Mythic Path: Marshal. Haidar will seek to become a great tactician, and through research of history, his foes and military tactics, he seeks to change the tide of the Crusades. Champion could also work to a lesser extent, it would require Haidar to be more involved physically in battle.

Background:
Even though the Empire of Kelesh seemed so distant from the frontlines, Haidar knew his destiny belonged to the Fourth Crusade. While he dreamed of serving as a paladin like his mother and her mother before her, Haidar was not able to adhere to the codes and tenets of the Paladin. He dedicated himself to researching the earlier crusades as he trained to become a knight. For years, Haidar spent days in the burning Kelesh sun, learning the skills of a warrior. He would spend long, sleepless nights in great libraries, reading on demons and the tales of generals and heroes of the Crusades.

Haidar would ultimately prove to be a better sage than knight. His knowledge over military history and tactics surpassed his ability with a blade. He could tell a warrior how to win a fight against a better combatant, but lacked the talent to do so himself. He could advise an officer on the most sure method to victory, but lacked the charisma to motivate men to arms. Haidar would become the whisper in the ears of greater men.

When Haidar patrolled the sands of Kelesh in search of bandits, he found what separates himself from the paladins of Sarenrae. Without honor or a code, Haidar could act as he wished for the greater good. Dishonorable tactics versus his enemies, devastating ambushes, less regard for redemption or mercy for the wicked. Haidar would look into every detail at his disposal, every piece of gear, every soldier, every terrain brought new tools of war. In battle with demons, Haidar sees few lines of honor or ethics he would not cross. In battle with men, he struggles to not to become a demon himself. When the call for Paladins came to Kelesh once more, Haidar answered. Cutting north through the Castrovin sea, Haidar travelled by river and land to Mendev with a large platoon of Sarenrae paladins.

Tales of Haidar - War Stories:

The dunes fields outside of the Ketz desert rise like pale crescents. They all reach skyward towards the waxing moon. Tucked between two hills are a troop of soldiers, curling themselves around a fire. They tell stories to each other about the battles they played a role in, the feats they’ve accomplished. An older warrior finishes a story about a daring joust he took part of with ten bandits in the sands of Osirion. One of the men remarks that it was a hell of a war story. “Ain’t a war story," Haidar mutters. A couple turn to face him. The man glows warmly, ebony skin softly illuminated a burnt orange. He pokes his hooked spear into the camp fire, moving around the embers.

The man who told the story looks offended. ‘Why ain’t it a war story’ he asks. Haidar twists the spear, propping a log up to burn better. “That’s a tale you pay ten silver to a bard to sing about. That’s the story you boast to the barmaid hoping to get a room and someone to spend it with. Good story, just ain’t a war story. Simple as that.” A couple men snicker, but the warrior seems unsatisfied with the answer. ‘Wouldn’t know a war story if you was part of one, boy’ the man said. A few laugh, but Haidar just stares into the fire. After a few seconds, the old warrior asks Haidar to tell a story of his own. He is reluctant but begins one fresh on his mind.

So theres these brigands, ‘tween here and Sedeq. Slavers. Catch up caravans, sell both the wares and the men as one package. Lead by some Ifrit calling himself Fire-Eater.” He thinks for a second, taking his spear from the fire now and placing its head into the sands. “Never figured why he chose that name. Ain’t important though. Important part is that me and some men were hired to take care of them.” The name Fire-Eater turns some attention to the story. Some of the warrior are familiar with tales of his deeds.

Well, they thought themselves smart. Hid in the middle of the desert, nowhere near water. Took us the better part of three months to find ‘em. Their trick was to disguise a few themselves as traders, take a dozen camels to some oasis, refill and bring it back to the rest of them. Hop around the desert, stay low and avoid the Healing Light. So we tracked them for two weeks, got a mind for their tactics. Outnumbered us nearly triple, we needed a plan. So I made one.

A bit more silence. The fire cackles in delight, a laughter of crackles and pops. A young mercenary breaks the silence. ‘And?’ he asked. “So we waited till they sent the water party. We waited right at that oasis. Trimmed down twenty of them like that. Didn’t wait for them to put their mouths to the water. Few days pass and Fire-Eater starts sends out search party. They find nothing. Hide in the dunes thinking the Dawnflower was on them. Men of Sarenrae wouldn’t do what we did. Five days pass. A week. Water is low now. Send out a second party to refill, here we are waiting again. Greet them with arrows before they put on the merchant act.

Haidar breathes in slowly. He recalls the smell of congealed blood, of bodies wasting away in the desert heat. He wrinkles his nose. “Fire-Eater runs out of water, paranoid as all Hells. Bit under twice our numbers now. One of ours says the men are ready for the assault. Told him we wait a few days. So we did. Kept ourselves close enough to move in but out of sight. Waited for a week at the Oasis. We had water, they didn’t. Time wasn’t a problem. Eventually they came around. Half-mad, half starved, half dead. Most of them thought the Oasis was a mirage. Those who weren’t in tears when they arrived hadn’t the water in them to cry. Never heard that many prayers outside a church. Men promised they’d change and lead a new life. Good lives. Problem was, they still had a bounty for their old ones.

Three men get up. They wanted to hear a tale of bravery, not slaughter. Haidar continues. “Didn’t fight back, rather they couldn’t. Dyed the oasis red. Tied the bodies to camels, hauled them south back to Sedeq. Learned that a dead slaver fetches the same price as a slave. Things are funny that way.” Haidar trails off. He never quite knows how to end a story. The old warrior rises to his feet, volunteering to be the lookout for the night. He doesn’t say a word after the story ends. A younger man drifts around the campfire, taking a seat by Haidar. ‘That story,’ he said, ‘Hells, that ain’t right.’ Haidar nods, looking deep into the fires. His arms cradle over his knees. “Ain’t supposed to be right. Supposed to be a war story.”

Always up for collaborating backstories. Need a person to plan an assault? Need a military mind to back a charismatic voice? Need someone to do the work that a Paladin can't? Haidar is your man.


Haidar Zaman wrote:

Goldstool here. If you want a good idea about who Haidar is, just read the "War Stories" tale at the bottom. Still a fresh character in my mind, so personality might change slightly. Mostly statted up, let me roll for gold while I am here.

[dice=Gold]5d6*10

Race: Human

Class: Fighter(Lore Warden). No planned retraining or Multiclass. Could rework into Cavalier or Slayer (Vanguard) rather easily.

Feats: Combat Reflexes, Power Attack, Weapon Focus (Guisarme). Possibly will go into a trip based Reach Build with an emphasis on Knowledge Checks.

Traits: Tactician (combat), Forbidden Knowledge (Regional), Child of the Crusades (Campaign), Meticulous (Drawback). Haidar is the son a 2nd generation Sarenrae Paladin. His knowledge on war history, military tactics, engineering and formations are ever-growing. His reliance on his knowledge can at times leave him unprepared for new encounters.

Physical appearance: 5’10’’, 155lbs. Thin but fit, with coiled muscle. Dark skin and short, tame black hair. He has a stern face and wears a cautionary grimace. Soft green eyes betray an otherwise rugged appearance. Haidar is adorned in a suit of studded leather. Makeshift snips of metal plates and scraps of chain mail seem to be largely decorative atop his armor. He holds his hooked spear close to his person. Appears as late twenties.

Alignment: Neutral Good, possibly with a transition to Chaotic Good as the party faces dilemmas that require unlawful behavior. Haidar honors the chain of command, loyalty and tradition. He does however, see the greater good as being more important than honor, and would be willing to lie, cheat and act without integrity if it meant to help the forces of good and vanquish the forces of evil.

Mythic Path: Marshal. Haidar will seek to become a great tactician, and through research of history, his foes and military tactics, he seeks to change the tide of the Crusades. Champion could also work to a lesser extent, it would...

Wow! Excellent work. I enjoyed reading this. Good luck in the recruitment.

Silver Crusade

This is an incredible thread. I really like the attention you're giving to ensuring the group stays together for the long haul. We've all been part of games cancelled too soon, and this one looks like it might just last.

I'm fortunate enough to have been a part of a long-running PbP myself, which can be found here, and passed the one-year mark a few months back.

I'll be applying with Anarya, one of my most beloved characters and another victim of early WotR-abandonment. She's a lawful good aasimar life oracle, presumably an orphan of the Worldwound and former ward of a local temple of Iomedae. Born deaf, she has lived much of her life sheltered within the relative safety of the temple's walls, but even a temple ward in Kenabres sees many victims of the demons beyond the city walls. Her innate gift for healing has helped many wounded crusaders brought to the priests for healing, and now that she has come of age, she journeys forth from her home to serve as a healer on the battlefield. Armasse is to be the date of her first field assignment.

As a scion of humanity, Anarya has no distinguishing features that would identify her as an aasimar beyond the halo of light she can manifest from her brow, and in fact, the young woman has no idea she is anything beyond a normal human. If anything, she has prominent Azlanti features, including the high hairline and violet eyes so esteemed as desirable traits of that ancient race among the far-off nobility of Cheliax and Taldor. Though she does not know it yet, events in Kenabres and beyond will soon unveil the truth of her heritage, and the mythic role destiny has chosen her to play in the battle for the soul of the world...

Quote:

Die Rolls:
4d6 ⇒ (1, 1, 6, 2) = 10 9

4d6 ⇒ (6, 2, 6, 6) = 20 18
4d6 ⇒ (4, 5, 2, 2) = 13 11
4d6 ⇒ (5, 6, 4, 2) = 17 15
4d6 ⇒ (5, 4, 1, 2) = 12 11
4d6 ⇒ (4, 5, 4, 4) = 17 13

That brings me to a 28 point-buy, so I'll be reducing some of the stats to get the following array:

STR: 8
DEX: 13
CON: 15
INT: 10
WIS: 10
CHA: 18

Her profile currently has the stats from her last attempt at Wrath of the Righteous, but I will be updating them to match her new ability scores.

Crunch and Character Options: Anarya will be going for the Heirophant mythic path, with the corresponding Touched by Divinity campaign trait. She will be taking the Aasimar racial archetype for Oracles (Purifier), which will give her some excellent tools for battling fiends and sensing their influence on innocent victims. She will be taking Purity of Faith as her second trait, and will get the Overprotective drawback (perfect for her compassionate nature) so she can get Sacred Conduit as a third trait. She has quite a few of the alternate Aasimar traits, which are as follows: Exalted Resistance, Halo, Incorruptible, Scion of Humanity, and Truespeaker.

Appearance and Personality: Used to the simple vestments of a temple healer, Anarya has recently grown accustomed to wearing a light, serviceable suit of armor when traveling outside to provide healing to those in need within the city, and carries a light mace for self defense, though she is hardly accomplished in its use. To most who might pass her on the street, she appears to be a plain and unremarkable young woman. To her patients, she is kind and compassionate, soothing body and mind with her divine gifts and her words. She stands at five feet in height, with blonde hair cut short in a style popular among Iomedae's female clergy (mirroring the iconography of the goddess). She is a fierce opponent of cruelty, and self-sacrificing to the last. While the priestesses who raised her urged her to join the clergy, she never felt drawn to that path, instead determined to pursue her own journey of faith in service to the Inheritor.

Powers and Abilities:

  • Halo: The first of her powers is a faint halo that dims and brightens with the young woman's resolve. It is from this that her healing magic seems to flow, strengthening as her healing touch seals wounds and eases pain. Her light can also reveal that which is hidden, and will eventually represent such spells as invisibility purge, detect evil, and the See Sin revelation from the Purifier archetype.
  • Voice: Anarya's other powers flow from her voice. As a Deaf oracle, her spells require no unintelligible incantations in a strange tongue, and her language-dependent spells (destined to become a specialty of hers) are accompanied only by her voice, resonant with power and divine authority.
  • Future Powers: It will not be long before Anarya gains the Life Link revelation, allowing her to take on the pain and injuries of her allies directly. This power manifests as stigmata, freshly-bleeding wounds that mirror the injuries of her companions. She readily embraces the burden of this power, determined to do anything to assist her companions in the battle against evil (she may take levels in Holy Vindicator at higher levels, further enhancing this ability).

Anarya's previous Wrath of the Righteous campaign can be found here.


Looks interesting I've got a couple of ideas if I get the rolls. GM given that the difference between 15 and 25 pt is quite large would you consider just assigning a point value once you have made your selection and ask those people to rebuild?

Dice rolls:
4d6 ⇒ (2, 1, 6, 4) = 13 12
4d6 ⇒ (6, 3, 3, 6) = 18 15
4d6 ⇒ (5, 2, 1, 2) = 10 9
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (3, 1, 2, 6) = 12 11
4d6 ⇒ (6, 2, 1, 1) = 10 9
Point total=2+5-1+7+1-1=13
4d6 ⇒ (5, 6, 6, 6) = 23 18
Point total is now well over, I'll cut this back to 25 in character creation


Pathfinder Adventure Path Subscriber

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

I couldn't resist. A WotR campaign, I get to roll dice, and a 25 point build off the bat. Well, so far it seems that luck is with me.


Submitting Deimne for consideration. The full character sheet is here

Here is the summary separately:
•Character Race + any alternate racial traits: Human, no alternate traits
•Character class + any archetypes: Ranger at first without archetype, then 5-6 levels of Wizard followed by Eldrich Knight. If its a problem having Archmage Mythic path without a caster level at first I can go Wizard, Ranger, Wizard x4 but I felt the skills of the ranger worked better for his background for 1st level.
•If the class has any choices to make from a list of options: Ranger favoured enemy is evil outsiders and Wizard levels will be diviner.
•Feats and traits: Power attack (got hit those demons hard), Riftwarden Orphan, Magical Knack (Wizard)
•Physical appearance: Deimne has tough battered look, his nose looks to have been broken a few times and his body shows scars of battles won. When combined with his blue facial tattoo give an intimidating appearance that isn't properly deserved. He wears his hair greased back out of his eyes and his facial hair cut roughly. His clothes are a mix of the Kenabres style covered in the traditional furs of Kellid clothing.
•Personality traits: Deimne is driven by duty. Duty to his clan, his twin brother and to his lost parents. This shows itself in a desire to die fighting the demons that have taken his clan's land, and his parent's lives. He doesn't have a death wish as such but has resigned himself to the fact that he will die fighting the demons and wants to make his life worth much as possible while doing so. He is generally rather pragmatic and has no problem with the concept of a small evil in the pursuit of the greater good. However when it comes to demons there is no room for compromise, you kill them before they can kill you, you kill them before they can trick you and you kill them in any way that you can.
•Short biography: "For your services I give this land to you and your children for as long as they remain true to me and perform the ritual of remembrance on the land every year on this day.
Truly I say of the Fenian clan,
In every generation there will be two.
One leading and one loyal,
One merciful and one just,
One courageous and one wise,
One of knowledge and one of awe,
One of rock and one of soil,
One shield and one sword,
One the glory and one the rune,
One to bleed and one to die."
The words spoken by the God Aroden to Fingal first of the Fenian clan, on the destruction of the cult of the demon lord Deskari in 4433 AR.
At least so say the bards of the Fenian clan. Certainly there had been twins in every generation that could be remembered and as was tradition that one of them always lead the clan. In the last generation it had been my father Cumhaill and uncle Finnegas, in this generation it is me and my brother Oisín.
Our father, and with him our mum, had been the one to die. Leaving uncle Finnegas to raise us and teach us. Many of clan Fenain have abandoned the old ways once the demons attack and drove us from our lands in the northmounds, they said that now the God Aroden was dead so was his promise. Uncle Finnegas never believed this and stayed true to our god, after all he points out that there continues to be twins born into each generation and the rest of the prophecy has held true.
Uncle Finnegas taught us much of the traditions of the clan, as he saw it his most important duty was to maintain the clan's link with the land given to us. Every year he would leave to do this and when we became men he took as with him, he showed the the way back to the Northmounds, the signs of the demons and how to avoid them and if all else fails where to strike them. Once at the Northmounds he would perform the ceremony of renewal where he bled on the land, before making the dangerous way back.
However as much as he could teach me there was so much more I wanted to know, the blue spiral birthmark on my chest and impression I got just before anything happened. When I asked him about our parents he could tell much about my father as a man but little about there death. They had been members of a group called the Riftwardens and left on important mission just after we were born, but he had no idea what they were doing. When I pressed him and it became clear I would leave to seek the answers, he gave me an old spell book of my parents and Oisin gave me his greatsword. The spell book had my birthmark embossed in its cover and sword had worn grip that felt right in my hands. With little idea of where to go I left to seek out the Riftwardens.
•Alignment and religion: NG and worships Aroden
•Mythic Path: Archmage (will probably dual path into Guardian or Champion at some point)
Stats modified down to 25 pts:
Str 17 (+2 more form race)
Dex 12
Con 14
Int 15
Wis 8
Cha 10

Silver Crusade

Hello Gm can I do this.. lose the 18 and get a more useable set of scores? If not all good.

4d6 ⇒ (5, 3, 1, 1) = 10 = 8
4d6 ⇒ (2, 2, 6, 3) = 13 = 11 (1pt)
4d6 ⇒ (4, 2, 1, 3) = 10 = 9
4d6 ⇒ (5, 2, 6, 3) = 16 = 14 (5pts)
4d6 ⇒ (6, 6, 6, 4) = 22 = 18
4d6 ⇒ (1, 6, 2, 2) = 11 = 10 (0pts)

6pts

And replace with?

4d6 ⇒ (3, 4, 2, 3) = 12 = 10 (0pts)
4d6 ⇒ (3, 5, 2, 6) = 16 = 14 (5pts)
4d6 ⇒ (6, 5, 4, 6) = 21 = 17 (13pts)

24pts


Cyril Erenwehr wrote:

Alright... and here's thunderbeard, checking in with an intelligence-focused elven fighter with a lengthy backstory.

I don't see a WOTR Campaign trait, which is required. The Exposed to Awfulness is the trait associated with the Guardian Mythic Path.


Shirraj wrote:
I would like to put Shirraj up for consideration. I will post the detailed form later when I have some time, and will also have to heavily modify her to conform with the rules here.

You'll need to adjust the attributes. I don't think you posted any 4d6 drop lowest rolls so you can either do that and see what you get or start with a 15 point build. And in case you did not see the update I added later, if the point build from the random roll is over 25, lower it to 25, before racial adjustments).

Otherwise, looks interesting. If you don't want to change the profile, just post what you're doing for attributes and any feats/traits that would be different, if any. If you're chosen, you can either start a new alias or re-work the one you've got. Thanks.


Jiggy wrote:
Clebsch GM wrote:
If you set up character sheet information in the profile, please use the standard Paizo stat-block formatting, to make it easy for me to find particulars.

You wouldn't happen to have a text template I could copy/paste and then fill in, would you?

EDIT: Oh, also, the Player's Guide mentions periods of downtime. How do you feel about item crafting? I've never tried it before, so I thought it might be a novel (for me, at least) way to be a team player. :)

I do have a template. I'll post it on the Campaign Tab as soon as I get a chance, probably later today.

Not sure on the crafting, but I won't rule it out just now. I'll need to look at the amount of downtime and the locations where the downtime will occur between books to see what might be possible. There are a lot of magic items given out in the course of the adventure, so might not be needed.


Dravil Artix wrote:
If this still open to recruitment, I would gladly join.

The recruitment is still open. I will post a deadline once I deem there are sufficient submissions; you'll have 1 week after that. That will probably be in the next day or so, as new characters are coming in faster than I can keep up with the past 24 hours. Have fun.


gyrfalcon wrote:

Clebsch GM, I like the way you're thinking about how to build a long-running game.

A couple questions:
- Is it possible/problematic to choose a campaign trait other than the one associated with your mythic path? e.g. Touched by Divinity seems to *really* push one toward being a Cleric (and makes little thematic sense for a Shaman or Druid focused on the spirits of the natural world). Could one take a different campaign trait and still follow the Hierophant path?

- I saw you're using Unchained classes. Are you using anything else from Unchained, e.g. Background Skills? Automatic Bonus Progression?

Thanks!

While the wording of the Touched by Divinity trait mentions the word deity a lot, I can see the same general experience occurring for a shaman or druid, with appropriate changes from deity to whatever stands in for the deity for the Shaman or Druid. So keep the trait's game mechanical effect, but rewrite the background to fit your character. It is possible to start with one trait and choose a different mythic path than the one associated with the trait, but you'd forfeit some boons that are written into the adventure path.

Not sure about the unchained elements you mentioned. I haven't studied the book and only know that it's generally an improvement on the classes to which the concept has been applied. I figured to require it to avoid issues with consistency. I'd say, unless it is a deal-breaker for your character concept if you don't have the unchained options, don't worry about it. If your character is one of those selected, we can see what it would entail. Sorry for being vague, but some of these new rules have not been used by me and so as GM I don't want to approve them without some study. Thanks.


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I'm out of time for this morning. I'll continue with the character review of those submitted since yesterday this afternoon. Looks like there will be a sufficiently large pool of characters soon, so the one week deadline will be imposed probably today or tomorrow.

I'll publish a list of what's been submitted so far, sorted by campaign trait, with basic character race/class.

Great creativity shown so far. I'm looking forward to more.


Clebsch GM wrote:
I don't see a WOTR Campaign trait, which is required. The Exposed to Awfulness is the trait associated with the Guardian Mythic Path.

Ah, must've missed that when picking traits. That said, I believe the associated mythic paths are described in the players' guide as only suggestions (unless you're doing it differently?), and Exposed to Awfulness is a truly useless trait for a mythic guardian, so I'll see if one of the other ones makes more thematic sense.


Alright, added Stolen Fury (not associated with Guardian, but it fits the most with his story, and mechanically it seems to help Guardian more than any other path).

@Haidar: Were you planning on going Mythic Reflexes/Bodyguard? It's the only build I can think of that makes sense of combining Fighter and Marshal, but it also mechanically differentiates our submissions quite a bit (especially with Cyril's maneuver focus), since otherwise we both just look like polearm-wielding lore wardens, when the characters could play out quite differently. (Also, if you haven't seen it, you might find Exemplar brawler interesting).

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