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

D-Kal wrote:
I just finished Dragon's Demand with Jiggy as well, for whatever that may be worth. It was an excellent game and I'd encourage you to read through some of the pages to see how we play

I'd like to point out that the tone of the entire thing was not quite standard for me either, largely because it was a family-only game.

You could probably get a better idea of my roleplaying style from THIS or THIS, since those are the games I'm currently active in. (If I knew how to show you my orphaned WotR game, I'd show you that too.)


4d6 ⇒ (4, 6, 2, 6) = 18, 16
4d6 ⇒ (4, 2, 6, 6) = 18, 16
4d6 ⇒ (4, 2, 1, 5) = 12, 11
4d6 ⇒ (4, 6, 5, 5) = 20, 16
4d6 ⇒ (2, 4, 6, 1) = 13, 12
4d6 ⇒ (1, 6, 6, 1) = 14, 13

Wow. best 4d6 set of rolls I think I've ever had. That would be a 36 point buy, so I'll look at the previous posts on how to reduce that for this game. I would love to get a wizard or sorcerer to 20/10, so I'll start to look at background ideas.


Lanarial can switch from Champion to Hierophant. His background would change to this:

Lanarial was stillborn. Despite the midwife's best efforts, the baby was cold and dead. Yet, when she placed him in his elven mother's arms, he drew a breath and opened his eyes. The midwife fainted...

Years later, the young half-elf has grown accustomed to Death. He knows when people are walking with Death, and can even sometimes convince the spirit to leave them on earth for a while longer. Lanarial even dreams of conversations and visits from Death, and has increasingly come to believe they are real due to the recurring meetings he has with people they talked about. Yes, Lanarial was coming to think of himself as the left hand of Death - here in this world to help the spirit maintain balance.

Now, on the morning of this holy day, he knewthat Death had told him to join the crusade to prevent a shift in power. Death only wants those whose time had come as appointed, and a new force from outside was attempting to change destiny. It was time to live up to his self-appointed nickname...


Karas could change to Archmage though I'm unsure how well a bloodrager would do in that role. I would be able to edit the circumstances to reflect it but he would still end up in the same current situation.


I'm going to pull out of contention. The character ideas I had I really like, and changing them really quenched my fire for this particular go. I wish you all good fun, and I'm sure you'll find yourself a good assortment of committed and fun gamers from what I've seen.

Silver Crusade

Brittany Night

Human

Female

Iroran Paladin - lv 1

Stats:

Rac Mod
Str 14 = 14
Dex 16 + 2 = 18
Con 12 = 12
Int 9 + 2 = 11
Wis 13 = 13
Cha 15 = 15

--------------------
Racial Abilities
----------------

Ability Score: +2 Dex +2 Int
Size: Medium
Base Speed: 30 ft.

--------------------
Alternate Racial Trait
----------------

Dual Talent:

--------------------
Class Abilities
----------------

Bonus Feat: Dodge
Confident Defense: +1
Unarmed Strike:
Aura of Law:
Sense Perfection:
Personal Trial:

-------
Traits
-------

Armor Expert
Orphan
Steady Strength

------
Feats
------

Two Weapons Feat
Dodge

----------
Languages
----------

Common

Skills:

Acrobatics: 1 + 4 + 3 = 8
Appraise:
Bluff: 2
Climb: 2
Craft:
Diplomacy: 2
Disable Device:
Disguise: 2
Escape Artist: 4
Fly: 4
Handle Animal: 2 + 1 + 3 = 6
Heal: 1
Intimidate: 2
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics:
Perception: 1 + 1 + 3 = 5
Perform: 2
Profession:
Ride: 4
Sense Motive: 1
Sleight of Hand:
Spellcraft:
Stealth: 4
Survival: 1
Swim: 2
Use Magic Device:

Combat Stats:

Initiative: +4

--------
Offense
--------

BAB: 1
CMB: 3
_____________Attack______Damage
Quarterstaff 1d20 + 3 1d6 + 2
Unarmed 1d20 + 3 1d6 + 2

--------
Defense
--------

Studded Leather +3 Armor -1 Check

HP: 10 + 1 + 1 = 12
AC: 10 + 4 + 3 + 1 + 1 = 19
Touch AC: 10 + 4 + 1 + 1 = 16
Flat-Footed: 10 + 3 = 13
CMD: 10 + 1 + 2 + 4 = 17
Fortitude: 2 + 2 = 4
Reflex: 4
Will: 2 + 2 = 4

Equipment:

Quarterstaff
Studded Leather Armor
Monks Outfit
Paladins Kit
Training Kit
Training Sleeve(If gp is exceeded drop this)
Masterwork Backpack
Military Trained Panther

Personality and Appearance:

Sleek like a cat Brittany's cuts and curves seem to project a strength and fluidity possessed by a round stone in a flowing river. Her dark skin gives the exotic and deadly allure of Calstria herself. While capable of feeling emotions herself discipline rare lets her express more than she intends. While her monks clothing reveals very little of what lies beneath her movements in them say it all, they say dedicated, deadly, efficient. She wears her long hair in tight corn rows upon her head, rarely ever letting them out. She radiates an intensity that the is almost oppressive yet some how inspiring. Often the first to action she does not lack in initiative nor is she the type to act too impulsively.

Character Backstory:

Brittany's parent were supporters of the crusade against the Worldwound. When she was 5 years old she was kidnapped by cultists, in order to blackmail her parents. As her parents tried to rescue her they were murdered by the demons the cultists worshiped. With her parents dead the cultist thought to put the girl to use for some other purpose. They decided to make her the guinea pig for their demonic experiments. She was only rescued when a Paladin of Iomedae found executed the cultists. Her parents being faith worshipers of Irori she was sent to be raised at an all female Temple.

There she was taught to train her body and mind to self perfection. She was able to take this much of this training and excelled beyond all of her counter parts except in one area. She deeply internalized the idea of perfection and was relentless in her pursuits. However she was never quite able to stretch the concept to its fullest. By this it is meant that she never able to let go. Never able to quell the driving fury within herself, this led her away from a more than basic understanding of the spiritual aspects. She instead became more dogmatic and intent on making physical changes to push herself and others toward perfection. At the age of 15 she became one of the temples best teachers of the physical aspects of the martial arts.

However, the fury building in her was never quite satisfied and she longed to have vengeance against the demons. So she requested permission to go to the Worldwound and help fight the demons, but the abbot refused saying "this will neither sooth your soul nor bring you closer to perfection" suggesting instead that she help bring the teachings of Irori to the outside world. So she requested permission to preach in the street about the ways of Irori, his truth and light. So 5 days a week she would go out into the street and perform feats of strength and stamina, and how Irori's teaching had allowed her to develop the ability to achieved such things. One day while explaining the search for self perfection to a Knight on the street, she was called out. The knight said sarcastically "If you want to go spread the good word why don't you go to Kenabres. There are none of your kind there." After investigating this comment and finding it to be true, Brittany asked the abbet of her temple to allow her to under take the journey.


markofbane wrote:

4d6, 16

4d6, 16
4d6, 11
4d6, 16
4d6, 12
4d6, 13

Wow. best 4d6 set of rolls I think I've ever had. That would be a 36 point buy, so I'll look at the previous posts on how to reduce that for this game. I would love to get a wizard or sorcerer to 20/10, so I'll start to look at background ideas.

Hi MofB! Good to see you here as well. In case you missed those posts. Max is 25 points. So you'll need to reduce your numbers accordingly.


Sorry I got a little behind on recent posts. I've got a lot of time the next three days to work on this campaign. I'll be evaluating submissions that are already complete, making preliminary decisions of whom to invite. I'll try to get to questions as I encounter them and reply to PMs. Hope everyone has a good weekend.

For those who are just discovering the thread and planning to submit a character, the recruitment closes next Tuesday (9/29/2015 at 12:00 Noon Eastern Standard Time U.S.). If you follow the character creation rules in the first post, add the following rule: if the results of the dice rolls would represent a point buy cost of over 25, lower attributes until the point buy is 25 points. Then make adjustments for racial modifiers, if any.

After characters are selected for the game, some adjustments of attribute point levels may occur if people want everyone to start at the same level. Focus on character over crunch details. Good luck.

Silver Crusade RPG Superstar 2014 Top 16

@Clebsch, thanks for the update!

I found a small error in my character posting. Alhet's Dex is actually 18 (this is already correctly calculated into all her attacks and skills, I just typed it wrong).


4d6 ⇒ (4, 6, 6, 5) = 21 17
4d6 ⇒ (5, 1, 6, 1) = 13 12
4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (2, 3, 4, 5) = 14 12
4d6 ⇒ (1, 6, 3, 6) = 16 15
4d6 ⇒ (5, 6, 3, 1) = 15 14

I'll gladly take it. 27 Pb


Dreaming Warforged wrote:
Hi MofB! Good to see you here as well. In case you missed those posts. Max is 25 points. So you'll need to reduce your numbers accordingly.

Likewise! I will be reducing those to: 16, 14, 11, 14, 12, 12.

That will bring it down to a 25 buy equivalent. Thanks!


Shirraj Silverclaw

• Catfolk
• Bard (no multiclass planned)
• Feats: Weapon finesse
• Traits: Touched by Divinity (Desna), Signature Moves (Violin)
• Physical appearance: Height 4' 7"; Weight 95 lbs.; Silver Hair, Golden yellow eyes, Blue-grey striped fur, has a long and thick tail, she is small and lean, wears a simple, light leather jerkin over a long sleeved short purple tunic dress, the skirt of which partially covers a longer, flaring and wild pixie-style skirt held in various shades of purple, orange, yellow and green. Black tights and simple light leather boots cover what is visible of her legs.
• Personality traits: Inquisitive, Outgoing, Carefree, social, humorous, likes hearing and telling stories, entertaining and making other people happy, lacks a sense of self-worth and sees her value in Desna's glory
• Short biography: Shirraj grew up in an isolated tribe deep in the continent of Garund. Hearing many stories of great peril and adventure she formed a fascination with the world north of her home. She eventually set out to find these places driven by Desna's hand and a need to make a positive change in the world. On her travels Shirraj picked up many skills and talents the most important to her being her music, which she feels is one of the best ways to worhsip. She eventually heard the terrible stories of the Worldwound concluded that this was the place the hand of Desna was guiding her to.
• Alignment: Chaotic Good; Shirraj's alignment stems in no small part from her lack of self-confidence. Feeling her life amounting to nothing in her isolated home she had a need to make a positive influence in a world she had heard much about but never really seen. She turned to Desna to whom she always had a connection and from whom she draws her purpose in life. Her good alignment deviates from her tribe which was mainly neutral, only concerned with its own survival. She attributes it to Desna's positive influence but doesn't understand that she can be and always was moral even without the Godess's guiding hand.
• Mythic Path: Marshal (I realize this does not correspond with my campaign trait, but the character I envision wouldn't make sense with the either the Marshal's trait or the Hierophant Path)


Ability: 4d6 - 1 ⇒ (6, 3, 1, 5) - 1 = 14
Ability: 4d6 - 2 ⇒ (2, 3, 5, 3) - 2 = 11
Ability: 4d6 - 2 ⇒ (2, 5, 3, 4) - 2 = 12
Ability: 4d6 - 1 ⇒ (3, 2, 1, 4) - 1 = 9
Ability: 4d6 - 3 ⇒ (3, 6, 3, 5) - 3 = 14
Ability: 4d6 - 5 ⇒ (5, 5, 6, 5) - 5 = 16

Rolls for alternate character. Planning a CG rogue for trickster.


Clebsch GM wrote:
For those who are just discovering the thread and planning to submit a character, the recruitment closes next Tuesday (9/29/2015 at 12:00 Noon Eastern Standard Time U.S.)

Like me.

Me as a player:
I read through everything, going to take some time to tweak some here or there. I have tried to get into this AP multiple times, so I am wary of yet another application. Yet you seem to be looking for the player that I am. My core group and I just finished book 1 of RoW, while still managing to play most of season 6 and a smattering of other scenarios, plus playing some other characters in other PFS scenarios with people that are not my core.

Been playing just over a year, averaging 9 posts a day.

I suck and spelling and grammar, while I try to edit, not my forte.

Some highlights, IMHO

Row I Post Leveling up

Getting up

Sample attack

Random dice rolls

4d6 ⇒ (5, 2, 1, 3) = 111
4d6 ⇒ (4, 5, 3, 5) = 17
4d6 ⇒ (6, 4, 2, 1) = 133
4d6 ⇒ (6, 2, 6, 6) = 20
4d6 ⇒ (4, 3, 2, 3) = 122
4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (5, 1, 4, 5) = 157
4d6 ⇒ (3, 1, 4, 1) = 9
4d6 ⇒ (6, 4, 1, 2) = 133
4d6 ⇒ (4, 3, 1, 3) = 111

11, 11, 12, 13, 13, 15 (17 pt buy)


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@Jiggy: Regarding orphaned WOTR campaign: Look in Previous Campaigns, inactive campaigns are listed there (at the bottom of your campaigns tab).

@Oterisk: I did not mean to imply anybody had to make any changes, just provided an option for those who are flexible.

@Brittany Night: When you posted your 4d6-drop-lowest rolls, I pointed out that your point cost total was under 15 entitling you to another roll to replace a low value and bring the total up. You haven't posted any more rolls. In your latest post, you list your stats before racial mods as 14, 16, 12, 9, 13, 15: That would cost 28. So your attributes are not yet according to the character requirements. Please post an additional 4d6-drop-lowest roll to set your starting stats, or you are welcome to simply take a 15 point buy if you are not happy with the distribution of the rolls. Also, if your new rolls bring your point buy total above 25, drop attribute values until the cost would be at or below 25.

Also you haven't listed a WOTR Campaign trait. You've listed Orphan so perhaps you meant to imply the Riftwarden Orphan, but your backstory doesn't jibe with that. Your backstory suggests Stolen Fury. So either replace one of the listed traits with one of the Campaign Traits, or take a Drawback and add the Campaign Trait.

@Everyone: I'm starting to do a detailed read of each character who has met the posting requirements. My first decision will be just based on the characters, how well I like the concept, how well the character would fit with others that I like. Assuming I get more than six that I like in this way, I'll then look at posting histories of those at the top of the list to see if anything stands out that helps me decide.

There are 15 players who posted interest but have not yet submitted a character. You have until Tuesday noon (EST US) to submit a qualified character. If I find a set I like before then, I may only give the last submitted characters a quick glance to see if anything catches my eye, so the sooner you get your characters posted, the better. Be sure to read through all my posts for updates to the original character requirements.

I hope I can announce the characters to start the campaign soon after recruitment closes.


First off, thank you Clebsch GM for running an AP, and good luck to everyone.

I humbly submit, Cadfael.

Class Crunch Human
•Warpriest (but I would gladly change that to anything that would get me in this campaign. I have wasted too much time in the past coming up with Uber McMunchkin, filled with obscure traits from long forgotten 3.5 sources, to care that much. Warpriest seems cool, one of my regular gaming group plays one with great effect. I bandied between this and straight cleric. Again, pretty flexible here.
I’d love to have a clear prestige path, or something cool, but not really. Will probably reserve that for later once we start playing and I get a better feel for the party make-up, strengths and weaknesses.
•Blessings - Good, Luck
•Feats Weapon Focus (Glaive) Class feature; Defiant Luck
Traits Touched by divinity (Campaign) (Sanctuary spell like ability), Reactionary (combat) (Boring but useful)

Description Cadfael is of average human dimensions. When looking at him, you do notice that he has a delicate facial structure, excellent facial symmetry, and appears to and be quite handsome to both genders.
•Physical appearance Cadfael stands 5ft 9, and weighs around 150 lbs. He has dark curly, brown hair, and brown eyes. His hair is longer in the back, and is wearing finely made clothes. He is equipped with glaive, and chainmail armor.

Personality
•Personality traits: Though young, Cadfael wants to experience all that life holds, beauty love, and passion. Going to the Worldwound is his chance to right wrongs, and turn ugly into beauty. He is quick to see humor, slow to anger, and open to new worldly experiences. In life, things seem to go his way. People seem to like him, and he makes friends quickly and easily.

Short biography, ummm, not quite. TL;DR, I tried to make it short:

The fires in the hearths around the dining hall burned bright and radiated searing heat. The POP CRACK of the woods was drowned out by the boisterous laughter and glass clinking coming from the head of the table. Things were different at the foot of the table. Much different.

Cadfael looked to his right, Uncle Markos, nodding off, smelling of urine, wispy white hair barely covering the pink flesh of his scalp. To his left, Madam Selenger, recently elevated merchant extraordinaire. Her plump fingers popped the last of the roast fowl into her mouth before running a finger on her plate to scoop up the small pool of greasy remnants.

Minutes were hours. Try as he might, Cadfeal could not keep the dour expression from his face.

The auburn beauty Carynia across the table from him shouted, ”Cadfael, come, dance with me.”

”Not tonight Carynia. I have business to attend to on the morrow. Once father passes out or leaves to find some whore, I will be long gone from this hall. Try one of my brothers.” He casts an evil glance towards the head of the table where larger, older versions of himself join in on the frivolity.

”You know how I feel about them. It is you I want to dace with.”

Sighing in resignation, Cadfael looks at her. She really is beautiful. But she won’t come. I couldn’t ask. She has done so much for me. Yet I must leave her behind. The one thing that can keep me here. In a sorrowful tone, ”I cannot. I am … sorry. Tomorrow I leave. Tomorrow I go. You are, and always will be, special. And I will think of you ... always.”

She gets up from the table and walks over to him. The noise begins to quiet down at the head of the table and for the first time they notice that there is a foot of the table.

”What is this?” Cadfael’s father bellows. ”Carynia, we are still at table. There is much and more to be discussed. Come lass, sit back down.”

Seeing the confrontation begin, Cadfeal knows that this is the time. This is his chance. If it was ever going to happen, now was the time. Cadfael pushes back from the table. Looking at his father, ”Father, tomorrow is Crystalhue. I walk to Kenabres. There I will join the Crusades. This life holds no beauty for me. These last years, while you drink and dine here, hunt and whore, I have lived another life. One filled with beauty and love. I have read Melodies of Inner Beauty, painted, sang, and fallen in love.” he quicly glances at Carynia, ” But you don’t see that. You don’t see anything. Father, brothers, I wish you all well. Remember that love is never born of evil.”

Taking Carynia’s hand, they exit the hall to everyone’s stunned silence.

In the morning, Cadfael is throwing the last of his things into his pack as Carynia lounges in bed. ”I wish I could stop you. I wish I could make you stay. But I know that you are leaving. I have know it for so long. I have had this for quite some time. I just didn’t know that today was the day, but I should have guessed.” Rising from the bed, she comes over and hands him a note, and kisses his cheek. Cadfael can feel that there is something inside the note. Removing the twine, he tips the note and out comes a small silver bird, with rainbow colored gemstones that make up its long, curved tail. Silent tears creep into his eyes, and he embraces her once more.

”It is to difficult to say goodbye. I will always love you.” he tells her before opening the door. There his father stands, holding a polearm.

”Father!? What is this?”

”Cadfael, I have watched you grow. You are the equal of any of your brothers on the training ground, though they have inches and tens of pounds on you. Yet, I know that you have had, interests, which will take you in other directions. I know you have read all of your mother’s books. I have even seen you call upon Shelyn’s blessing to shelter an unwitting soul. I know not how you have achieved these things, but I know that you crave the life outside of Holdfast Manor. I know you must go.

Before you do though, this is my weapon that I used in my youth, in Taldor. Before I met your mother. Before she died. Before things were the way they are now. If you are going to the Worldwound, and insist on fighting in the Crusades, you need to be prepared. If this can aid you in some way, well I may have failed as father, but I might succeed in saving your life.”

On the road to Kenabres, Cadfael walks with one hand on his glaive, and one hand in his pocket clutching Caryina’s note wrapped around Shelyn’s holy symbol. For the first time in a long time, a smile spreading on his dusty face.

Goodness•Alignment: NG As a follower of Shelyn, Cadfael is about beauty and love. Evil is ugly, and he will fight to rid it, but if there is a chance that redemption came come, he will always choose that first.
•Mythic Path: Hierophant

Me as a person:
Never played nor read Wrath. Life long gamer since 6th grade and I played the Red Box with my cousins. I played all versions of D&D except 4th and 5th edition, and I have been involved in both Living Greyhawk, and now Pathfinder Society. I find some of the writing pedantic, and too much focus on smash and grab. Now as a mature gamer my life does not lend itself to RL role-playing. I have truly enjoyed PbP, and I find it much easier and more satisfying than the few times I have played in a VTT game over Roll20. Work – stable. Home life – stable. Regardless if I make it or not, I can see that you have put forth much time and effort. I appreciate and respect that. I know that with or without me your game will be great. If I don’t make it, and there is a player that needs to drop out, and you haven’t gotten too far along, PM me and I would be willing to jump in.

Class stats if you want:
Cadfael
Human (Taldan) warpriest of Shelyn 1 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron glaive +4 (1d10+4/×3)
Special Attacks blessings 3/day, sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, divine favor
. . 0 (at will)—create water, detect magic, stabilize
--------------------
Statistics
--------------------
Str 17, Dex 11, Con 13, Int 12, Wis 15, Cha 11
Base Atk +0; CMB +3; CMD 13
Feats Defiant Luck[ARG], Weapon Focus (glaive)
Traits reactionary, touched by divinity
Skills Acrobatics -5 (-9 to jump), Knowledge (religion) +5, Perception +3, Perform (sing) +1
Languages Celestial, Common
SQ blessings (good: battle companion, holy strike, luck: lucky presence, unlucky enemy)
Other Gear chainmail, cold iron glaive, 9 gp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

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Ninja'd by the GM, please hit refresh, please hit refresh, please hit refresh ....


Pronounced as “Frawn-tee.” Ever heard of an Ustalav Jester? Usually they don't last long, or give up before they become anything. Franti is a fool through-and-through, though a fool may be what the Crusaders of the Worldwound need.

Goldstool's Alt for Trickster. I love both characters, and am fine playing either of them.

Race: Human

Class: Unchained Rogue, playing TWF with an emphasis on Sneak Attacks.

Feats: Two Weapon Fighting (human), Weapon Finesse (rogue), Shortsword Weapon Focus (1st)

Traits: Chance Encounter (Campaign), Stage Magic (Equipment).

Physical appearance: 5’10’’, 135lbs. Franti paints his face colorfully, and always decorates his outfits. Under the dye and armor, he is slender and boyish. He is handsome, with short curly black hair and pale skin. His face curls into a smile quicker than most. He can't be any older than twenty.

Alignment: Chaotic Good. Franti seeks to spread happiness wherever he goes, though never at the ill of others. He is a jokester and has little experience with moral conundrums. His history in Ustalav leaves him more trusting of questionable characters, though his interactions with demons still frighten him.

Mythic Path: Trickster. Will be going for Surprise Strike, path abilities looking like Transfer Magic, Subtle Magic, Nimble Glide, Mirror Dodge, Perfect Lie, Vanishing Move, Perfect Mimic. Things that allow for Franti to be a clever li’l devil. If Mythic Flaws are allowed, I’d like a Dependency on Laughter rather than food or drink. I feel that best fits Franti, and there are no real benefits to a Mythic Drawback besides RP.

Personality: Quick to make a joke. Kind and unusually trusting of others. Still with little combat experience, Franti begins weeping and laughing as a battle begins to fear him with fear and dread. The weeping part may be resolved after combat happens more often, though the fool cannot help from constantly laughing.

Franti loves: Jokes, tricks, pranks, stories, heroics, exotic foods, exotic people, his love Opaline.
Franti hates: Bugs of all varieties, Yes-Men, rules, joke thieves, witch-hunters.
Franti fears: Bugs of all varieties, being alone, being forgotten.

Background:
The city of Ardis: former capital of the once great nation of Ustalav It is a city of sorrow, of memories of better times and thoughts of what could have been. Great mansions have become haunted, decrepit ruins for vagrants or worse. If the fields of Ardeal manage to be harvested, they reap flavorless, soiled goods. It is a place of soul crushing misery. A place where the announcement of a child brings not cries of joy, but blank faced terror for the child and family in question. And it is in this bleak, downcast city that Ustalav’s happiest, most cheerful jester was born.

Franti’s life began with a joke, though a cruel one. He arrived a month early, his mother was caught unprepared and died in childbirth. The lively fool who brings a smile to even the most cynical of Ustalav learned the most important part of comedy before he could speak: timing. With a bright demeanor unfitting to any in Ustalav, Franti was a frequent target of bullies. He laughed it off in a literal manner, takings fists with a chuckle, spitting out blood with a snicker. ‘It was a good joke’ he would tell himself, bruised and bloodied, unable to rise.

Franti sought to bring a smile to every face in Ustalav as a Wandering Jester, and the role was fitting as everyone had already called him “Franti the Fool.” He quickly learned that Ustalav had lost any books or relics relating to jestery, perhaps never having any at all. He joined a travelling pilgrimage of Desna to seek these talents elsewhere. For six years, he travelled with them. He practiced his jokes to the villages they passed, and found that those outside Ustalav had a better sense of humor. He remained determined to rekindle the humor of Ardis.

The Worldwound brought stories of lost relics of kingdoms and great men. In particular, he heard of a legendary fool from Drezen whose antics and jokes were so funny and clever, men and women would come from all corners of the world to hear her if not for a moment. Breaking from his pilgrimage party, Franti crossed into the Worldwound seeking what he believed would bring happiness to Ustalav. Discovered by demons, he made a desperate chase back to Kenabres.

Though the clown’s strange antics had the demon’s lose his trail several times, they reached him before he could make it to safe ground. He drew a daggers, sniffling between loud laughter, wiping tears away while his mouth was fixed into a large smile. He was terrified. As the first demon drew close, Franti slashed as quickly and wildly as he could. And to his surprise the demon fell. It fell with an arrow between its eyes. The others curled overl one after the other, as Franti looked for his savior. She emerged, beautiful and solemn. Franti caught a glimpse at her symbol of Desna. ‘Is she to join our pilgrimage?’ Franti thought.

Franti lived, and his cheers were endless as crusaders arrived to save him. Their faces were riddled with confusion upon finding the thirteen year old jester dancing, coated in blood of demons on their arrival. The woman disappeared, but still visits Franti’s dreams. He told his pilgrimage the story and he was met with disbelief. Upon asking for her name, Franti had naught an answer. ‘Your jokes are usually better than this, Franti,’ they told him. He returned back to Ustalav after a few more years of travel.

And for a couple years, Franti did spread joy across Ustalav. He would bring genuine smiles to the faces of peasants. He would entertain the noble houses with tales of adventure and jokes from places far away. He would laugh, he would sing, he would dance, and for a short while, Ustalav would laugh and dance and sing with him.

Tales of Franti - Opaline’s Fool:
Franti the Fool, as he was proudly known, would make his travel back to Ardis. And waiting for him on his return was the Countess of Ardeal, Solismina Venacdahlia. She had heard tales of him, and remarked proudly on what Ardis men can accomplish. She told the fool of her daughter Opaline, how she was under a spell of depression, and refused to leave her room. The countess offered Franti her daughter’s hand in marriage if he could bright but a smile to her face. And so he went determined to Opaline, and upon seeing her in her quarters, he instantly fell in love. Even with a look of apathy on her face, she appeared divine. Franti told his first joke, his favorite joke, though it fell on deaf ears.

Perplexed, he told a second. She was hearing him, but did not laugh, did not smile, did not even shake her head. Franti was not used to such a response, though it made him more determined. A third joke about three paladins in a bar. A fourth on his experiences across Ustalav. A fifth on the behest of a Kelish noble. No response. For an entire month, Franti would wake, walk to the castle and visit Opaline. He would spend hours trying to make her smile, retire, and write new jokes for the morrow. He turned to other forms of humor, he crafted songs and dances and prop based acts. But he could not make her lose her look of apathy..

One day he had given up. He came to Opaline and said not a word. For eight hours he looked into her eyes, still madly in love, looking for something. But Opaline did not respond, and while she looked back to him, her gaze was empty. He rose, but his foot caught on his bag of materials. He lunged forward, hitting his head on her bedpost, falling to the floor in pain while blood pooled around him. And Opaline cracked a smile. And upon seeing her smile, Franti beamed a grin unlike any other. He was inspired, and told the tale of his time beyond the Worldwound. He told her of each of his fears, of every near death experience, of each pain he felt. When he spoke of when he faced a pack of demons, crying and chuckling, Opaline’s laughter roared endless, heard across the streets of Ardis.

It took an entire day for Opaline to catch her breathe from her laughter. ‘Oh Franti you fool,’ she would say, ‘you love me, do you not?’ And Franti nodded his head viciously. ‘And you love seeing me as this, happy and in laughter?’ Again Franti nods with passion. ‘There is no one as funny as you, my fool. Will you do anything to make me laugh?’ Franti smiles, sitting on her bed now. ‘Anything, Opaline.’ She grins wickedly, though blinded by love Franti only sees a heavenly smile. ‘Then return to the Worldwound. Fight for Ustalav and become the feared fool of the battlefield. Write me each day in every detail. Of every fear you have. Of each pain you experience. Of every moment that a man like you manages to survive in a place like that. When I have a thousand letters, I will return your love.’

And Franti wasn’t played for a fool so much as he was one. When the call came for soldier for the Worldwound, everyone in Ardis was surprised when Franti joined the mercenaries in their caravans. They asked the clown why he was heading to the Worldwound, and he told them his life’s story. He spoke on his earlier encounters, his mission to spread happiness, of joining the Crusades for Opaline. Never before has a story by Franti been met with such laughter as when he told this tale to the mercenaries. But Franti, poor Franti, was left confused, for he didn’t tell a joke, but his reasons to live.


I would like to submit Tauni “Rabbit” Desba for your consideration. She will be human with no alternative racial traits. As far as classes go, Tauni will be a wizard (without archetypes) with the divination school and foresight subschool. I am planning on going straight wizard all the way up to 20th level. For her arcane bond she will have an arctic hare. She will have the Riftward Orphan and Eyes and Ears of the City traits, and Scribe Scroll (class bonus feature), Improved Initiative and Combat Casting for her feats. By 3rd level, she should have all of the knowledge skills at least at +8. When the campaign hits mythical elements, she will take the Archmage path.

For a look at the build of the character, I’ve put it in this profile. If selected for the game, I’ll finish flushing it out and update the formatting to match your preference.

About Tauni:
Tauni is an attractive woman with long brown hair and warm brown eyes. She is not physically imposing, being merely 5’ 4” and 105 pounds. She wears a simple, practical outfit of brown cotton and a wool apron, both stained in spots with ink. She also wears a satchel with a strap across her body and a crossbow slung over a shoulder. She is very open about her devotion to Abadar, and always wears her holy symbol around her neck and above her blouse. When out and about in Kenabres, she keeps her hare in her satchel, with the seam left open so it can poke its head out; she wouldn’t want an urchin to mistake it for an unattended meal.

For all of her life, Tauni has been surrounded by brave role models. She strives to live up to the example they set. She is not so arrogant as to think she can singlehandedly make a significant difference in the war at the Worldwound, but she feels obligated to try. And in doing so, she hopes to unravel the mystery of her parents. Years of absorbing the stories of her foster parents and guardsmen and how they came to follow Adabar. The personal impacts on the lives of so many people she cares about cemented her faith far more than all of the sermons over all of her life. If she could do something, anything that would end all of this destruction and death.

Tauni’s Background:
For having been raised in Kenabres, a city literally on the edge of a perpetual demonic war, Tauni had actually had a reasonably pleasant upbringing. When she asked her father how they came to be at the brink of the Worldwound, this is what he told her.

”Your mother and I (though they were her foster parents, neither Tauni nor her foster parents ever noted the distinction, for their bond was so strong, they may as well have been true parents) ”came from Varisia. We were part of a trade caravan, bringing goods to the Crusaders here. As we approached, our caravan was assaulted by bandits. Before they could get past the caravan guards, a troop from the Church of Abadar intervened, saving us all. In gratitude, we asked the Abadaran priest leading the troop what we could do to help. I think he could see that your mother and I were in no state to be warriors, so he asked if we’d be willing to take on a foster child. Saying ‘yes’ was the best thing we have ever done.”

Tauni’s foster parents settled into Kenabres and took on Tauni as their own daughter. Her father opened up a small dry good shop and his mother set up as a scribe. Growing up, Tauni spent some time helping her father in the shop, but spend even more time helping her mother. She learned to read and write very young, and had nimble fingers that made for excellent scribing. Over the years she learned a great deal from what she scribed, absorbing lore from countless books and scrolls she copied for clients.

As much as she enjoyed working with her parents, Tauni’s fondest memories are the time she spent with a detachment of Abadaran guards. The guards patrolled parts of Kenabres and took shifts watching for assaults from the Worldwound. Even as a little girl, Tauni would stand with them, keeping a sharp vigil. The soldiers adopted her like a mascot. Eventually they noticed that they never lost a man when Tauni was with them, so they considered her a lucky charm; they called her their rabbit’s foot, and eventually it shortened to the nickname “Rabbit”. One of the guardsmen even went so far as to buy here a rare, imported arctic hare as a pet.

Tauni loved it when they called her by her nickname and took tremendous pride when she noticed something before the soldiers. She carried her pet hare everywhere, and before long more people than just the guardsmen started calling her Rabbit.

One night when she was with a patrol, a wizard with them noticed a strange birthmark on Tauni’s forearm. After he noticed it, he offered to teach her some of the basics of wizardry, to see if she had any aptitude. It was mere days before she showed incredible talent, quickly mastering basic cantrips and eagerly taking on greater challenges. When she asked why he thought she may have a gift for wizardry, he asked if she knew her true parents. She admitted she knew nothing of them. He then took her hand and turned it, exposing the birthmark again. ”This symbol, I believe to be the Sign of the Seeker’s Spiral, a symbol associated with the secretive Riftwardens. I have heard it said that it has shown on children of some of that sect, after they have been exposed to strange energies. That is what led me to think that if your parents were Riftwardens, you may share some of their talent.”

Tauni dwelled on this revelation for days. Being so content with her foster family, she hadn’t given much thought to her true parents. After all, the region around the Worldwound is thick with orphans of slain Crusaders. She didn’t feel she could ask her parents, so instead she asked the cleric that placed her with them. He confirmed for her that her parents were Riftwardens and went on a secret mission only a month after she was born. They left Tauni with the cleric for safekeeping. He tried to convince her parents that it was too soon after her birth for her mother to go on a mission, but they were convinced of its importance. They never returned.

Tauni continued her life as normal, but certainty burned within her. She did not know why, but she felt she knew her parents were certainly slain, and the person or creature responsible still prowled the Worldwound. She started to obsess on the ideal and resolved one day to find out what happened.

Several years passed, and her foster father fell ill. It wasn’t long before he passed away. Tauni kept his shop going for several months, but her foster mother, heartbroken at the death of the love of her life, soon started to have health concerns and followed her husband to the Great Vault.

Tauni took their passing so close together as a sign from Abadar. She sold her parents’ businesses and donated the proceeds to the church of Abadar to help ease their passage to the Great Vault. She then collected her meager belongings and plunged into the heart of Kenabres. She had in mind finding a way to contribute to the Crusades in a more meaningful way than just serving on a watch, and finding a way to learn about her parents. Little did she know that the day she chose to start this quest would be the day life changed for everyone in Kenabres.

The Exchange

I'll officially withdraw my interest at this time. Have fun everyone.

Silver Crusade

My bad this is whats happened so far

Quote:


4d6 ⇒ (4, 2, 5, 2) = 13-2=11
4d6 ⇒ (2, 1, 3, 1) = 7-1=6
4d6 ⇒ (1, 5, 4, 5) = 15-1=14
4d6 ⇒ (2, 5, 4, 1) = 12-1=11
4d6 ⇒ (3, 4, 6, 1) = 14-1=13
4d6 ⇒ (3, 1, 2, 3) = 9-1=8

1-4+5+1+3-2=4

Quote:


Reroll(17-5=12)
4d6 ⇒ (4, 6, 2, 4) = 16-2=14

replace 6 roll

1+5+5+1+3-2=13

Reroll(13<15)
4d6 ⇒ (4, 4, 6, 3) = 17

Silver Crusade

Quote:


My bad this is whats happened so far

Quote:

4d6 ⇒ (4, 2, 5, 2) = 13-2=11
4d6 ⇒ (2, 1, 3, 1) = 7-1=6
4d6 ⇒ (1, 5, 4, 5) = 15-1=14
4d6 ⇒ (2, 5, 4, 1) = 12-1=11
4d6 ⇒ (3, 4, 6, 1) = 14-1=13
4d6 ⇒ (3, 1, 2, 3) = 9-1=8
1-4+5+1+3-2=4
Quote:

Reroll(17-5=12)
4d6 ⇒ (4, 6, 2, 4) = 16-2=14
replace 6 roll

1+5+5+1+3-2=13

Reroll(13<15)
4d6 ⇒ (4, 4, 6, 3) = 17-3=14

Replace the 8 with 14

11
14
14
11
13
14

1+5+5+1+3+5=20

20<25


2 people marked this as a favorite.

I've gone through all the submissions, with focus on the characters and have winnowed the list down to about 12. I'll consider adjusting this list if any more entries come in between now and the recruitment deadline, which is Tuesday, 9/29/2015 at noon (EST US). I'll announce the list of finalists then (probably about 12), and then spend some time considering the qualifications of the players before making my final choice (6). It is an excellent set of characters from an excellent collection of players, so it will be a difficult choice, but I don't think I can make any bad choices, so I look forward to the process.

The role of the Game Master or Dungeon Master has been compared to God ever since 1st Edition D&D. While this is easy to see, given the traditional notion of God having the power to make anything happen, I've never much believed in a God who created a world where physical cause and effect is so thoroughly in evidence and where free will is so important to the many dramas of life, who would then meddle in things with miracles and divine interventions. But now I see the GM's similarity to God in a different way. It has inspired me to write the following story:

Conclave of the Gods:

Prior to the death of Aroden, the gods sometimes intervened in the affairs of Golarion, particularly Aroden himself, leading warriors into the Abyss to slay the demon-lord Ibdurengian, against the Whispering Tyrant, and most recently against the demon lord of infestation and locusts, Deskari, in Sakoris. But then Aroden was killed and the Worldwound opened and for over 100 years, the rift offered a way for demons to enter Golarion. Crusade after crusade arose to staunch this vile flow but now on the eve of the 4th crusade, the prospects of holding back the hordes seemed bleak. All along the Worldwound border, wherever the Wardstones protected the defenders of Golarion, the faithful prayed for the gods to once again intervene, to lead their armies of angels and heralds against the evil armies poised to strike again. Little did they know that the Gods were as worried as their followers.

Ever since Aroden's death, the gods and goddesses of Golarion found it increasingly difficult to provide direct aid to their worshipers across the Inner Sea and beyond. They knew that if something were not done to turn the tide, the demons would succeed and the faithful would face an increasingly grim existence, with Golarion becoming little more than a colony of the Abyss.

Fearing there was little time left, Iomedae convened a conclave of all gods and goddesses with whom she had good relations, asking them to seek out and nominate their greatest followers. She said that if they could not intervene directly, their best option would be to draw together a group with the potential to rise above their humble mortal limits and with the help of the deities to strike the blow against Deskari that would close the Worldwound and preserve the integrity of Golarion.

Many gods and goddesses answered the call. In addition to Iomedae, the good-aligned gods and goddesses all showed up: Erastil, Desna, Saranrae, and Shelyn were the most active. Lesser gods appeared as well, such as Milani (who represented those still worshiping Aroden as well as her own followers) and some Empyreal Lords, such as Korada, Ragathiel, and Reymenda. Even Apsu showed up, to represent those who revered dragons as deities. Many neutral gods and goddesses arrived unbidden, concerned that the forces of evil and chaos would forever tip the balance of Golarion such that all would slide into the Abyss. Nethys, Abadar, Gorum, Irori, and Pharasma, all submitted nominations from their followers who might serve. Finally Cayden Cailean represented both his own followers but also those who worshiped no god or goddess yet who might still possess the fire and strength to serve the cause of humans and of their ilk.

Many nominations were bandied forth. Some were too far from the Worldwound to arrive in time to deal with the storm about to break. Others were found wanting in either strength or motivation. Long the assembled deities argued and lobbied for their preferred champions. To better understand each candidate, a magical likeness of each was set onto a chessboard, where they moved about as their fates were discussed.

The debate raged at times, so passionate were many of the deities that they began to lose their tempers and more than a few thunderstorms and tremblers occurred in places where they should not have. Suddenly, the chamber was interrupted by two figures who entered and said nothing and yet as they looked down on the chessboard and the dozen or so figures scattered across it, all conversation stopped. One was Magdh, the three-faced prophetess, one of the Eldest of the First World. The other was Sivanah, the Seventh Veil. As Magdh studied the board, Sivanah began to dance and as she danced, she removed one veil after another, allowing each to drift toward the board to fall over one figure. She dropped six veils in all, leaving her last one to cover her own ever-mysterious countenance.

The assembled deities bowed their heads in respect and thanked the two for guiding them to the six who would be chosen to carry the hope of Golarion into the Worldwound. Many of the assembled wondered at the choice, for not every one was a mighty paladin or warrior. But each sensed that the decision was made, for better or for worse. All vowed they would send what aid they could and guide the six to the path of their destiny.


@GM Very interesting story for the campaign. I like it! Very we'll written and suspenseful too!

Also even if I'm not picked I had fun designing my character and I have enjoyed meeting all of you. And to the GM thank you for this opportunity!


Good luck, everyone!

Silver Crusade

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Nice story! It adds a very mythic feel to the "chosen six." It's an interesting take to have each character corresponding to a different god or goddess.

Since it sounds like it might become relevant, I think I might do well to reveal another tidbit from Anarya's story. While she was raised by Iomedean priests and worships the Inheritor, the deity to whom she is most closely connected is actually Aroden. I suspect you can surmise the nature of this connection from her backstory (while I haven't read the adventure path, I do know what the "twist" is for Touched by Divinity later on).

I've always envisioned her as a possible candidate for fulfilling the prophecies believed in by the Knights of the Eastern Star, who scour the world for one whom they believe will inherit the prophecies left unfulfilled by the Last Azlanti. While these prophecies might well be null and void in the wake of Aroden's death, what intrigues me is the possibility that the Knights (or a faction within their ranks) could believe she will fulfill them. Imagine the complications which might arise when a whole army of knights arrives in Mendev, pledging to aid their "chosen one" in her crusade, so long as she starts supporting their political agendas (which might not necessarily always be the "righteous" thing to do, given how human-centric their priorities tend to be). If you're interested in adding in such twists, I have a lot of ideas on the subject and I'd be thrilled to work on them in a real campaign instead of just in my head.

I really am getting my hopes up about this campaign. You seem like a fantastic choice to run this thing, and I would just about die for a long-running play-by-post of WotR in the style you're aiming for.

I've gone back and forth on some of the details of her backstory, including whether or not she was born deaf or became that way later in life. I think I'm going to go with the version mentioned below, where it is the aftereffect of a plague she caught while helping to cure it.

Excerpts from The History and Future of Humanity:

"And it was said that in those days, Aroden the Living God walked the streets and trails of Golarion; And at his side walked many companions, but the first and most beloved of these was Anarya..."
It was a name from a forgotten age - one of the companions of Aroden, the living god, from the days when he walked the lands of Golarion as a mere mortal. The Sisters at the Chapel of the Inheritor gave it to the fair-haired infant when she was found on the temple steps one morning. She was an unusual child, even for a ward of the church. She was a quiet child, except for when it became time to sing, which she did beautifully. She loved music, joining the church choir and adding her young voice to the chorus and hymns. When danger threatened the nearby villages, as happens all too frequently in demon-tainted Mendev, she assisted in healing the wounds of the sisters who marched forth to protect the innocent in Iomedae's name. She could heal injuries with but a touch even as a child, her gifts coming unbidden by prayer or words of power.

"At this, Aroden cried out, 'Let the noise of the world cease, this day! I have heard enough.' And at his cry, all was silent."
In her early adolescence, she left the church for some time to tend the sick when a virulent fever passed through the nearest settlement. Her work saved many lives, but she eventually fell victim to the plague she battled against and slipped into a near coma for days. She gradually recovered, but the plague had taken her hearing - even the prayers of the sisters who had raised her could do nothing to recover it. She returned to the church, gradually adjusting to her deafness and learning to read the sisters' lips to communicate.

"In the time of winter, the Living God walked in the guise of the Shepherd, and all of humanity was his flock; And he tended to them with the love and care of a parent."
Anarya grew into a caring healer and fierce opponent of cruelty, and now visits Kenabres to assist in the efforts of the Fifth Crusade as a healer. A flickering halo surrounds her head, growing in brightness and intensity when she channels her magic. Her power seems to stem from its light - her healing touch manifests as a pale glow, and her channeled energy is a moment of blinding radiance that scorches the flesh of the dead and the corrupt. When she speaks, her words have power enough to command the weak of will, and soften even the hardest of hearts to her cause. As a child, she learned that she becomes wracked with pain when her word is broken, and she believes that her goddess has bound her to this ailment to teach her the importance of truth and fairness.

"The Last Azlanti spoke to all in attendance. 'Go forth, and spread the lessons I have taught across this world. Carry humanity's strength to every corner, and start strong families wherever you settle.'"
To those who look, the young girl shows hints of Azlanti heritage, the violet eyes and receding hairline so popular among the nobility of Cheliax and Taldor, hinting at a likely noble birth in one of the two nations. Anarya puts no stock in these rumors, knowing how unlikely it would be for a noble scion to be left on the steps of a Mendevian temple. She seldom wonders about her parentage, considering herself lucky to have had the guidance of the sisterhood at the temple which became her home. Though they had often pressured her to join the clergy, she never officially became a priestess, using her innate magic to serve Iomedae in her own way.

"And it is known that the pure of heart and strong of soul are never truly abandoned or lost."
Anarya has always felt blessed, as though someone watches over her and protects her. She cannot know, yet, the truth of her destiny and the truth of her heritage - the goddess Iomedae, former worshipper of the fallen god Aroden, watches over the girl with great care, fulfilling one last duty to her former patron. For Anarya, abandoned and parentless, is not a child of mortals, or even of any of the gods who remain to watch over the world. Through Anarya's veins flows the blood of the Last Azlanti - Aroden himself.

"Aroden held the child in his hands, and spoke to her mother; And his words were taken down and recorded by those in attendance. 'Stronger even than fate is a parent's love. Your daughter is loved, and by that power, not mine, evil cannot touch her.'"
Even before his death, Aroden foresaw that the time was not right for his child to enter the world, and that a powerful destiny lay ahead for her at a time of great crisis. He put the newborn child into an enchanted sleep, during which she would not age, but dream of things to come. When Aroden's disappearance shook the world to its core and the horror of the Worldwound tore itself open in the depths of Sarkoris, Iomedae knew that the time would soon come for Aroden's only heir to enter the world. Leaving the child on the steps of one of her churches, she watched over the growing young woman throughout her youth, watching her mature into a caring healer and friend to all innocents.

"The last words spoken, by the last Azlanti, before his ascension to the realms Beyond, echoed in the stillness of the chamber. 'It is not a bright path humanity walks now, but a dark one. There will be pain, and sickness, and war. Hardships unimagined will arise. But it is humanity which will ride triumphant over them. The human spirit is the hope of the world, and that spirit will keep it until the day of my return."
Dark days lie ahead for Anarya. She will be forced to do battle with the worst that the Abyss has to offer, and is destined to make terrible sacrifices to do what must be done to save the world. In time, the truth of her legacy too will be exposed, and the revelation that the Last Azlanti produced an heir will shake the ravaged world to its core.

"By the act of selflessness, one opens every door. It is by giving of oneself, and sharing one's heart with the community, that all are uplifted."
Aroden's knights, the Order of the Ioun Star, scattered and divided in the years since their patron's death, rally once more around the rumor of one who could re-fulfill the prophecies Aroden broke. Minions of the Abyss whisper of what her presence could do to the incursion of the Worldwound, and crusaders of Mendev and the free kingdoms of the world rally with hope at the salvation she represents.

"We still await his return."
The Worldwound is open. The demons are here. Only one band of heroes is going to stand in their way - and heroes? Well... heroes need a healer.

Silver Crusade

This is Hrothdane. I went ahead and made a profile for my WotR version of Avelina.

Good luck to everyone! Fingers crossed (in an Iomedaean sword-cross, of course!)


Clebsch GM wrote:
Conclave of the Gods

Nice, it does add to the 'destined, mythical' feel.

Good luck everyone.


Nice way to describe the rationality and randomness tied to choosing a group, both from your perspective, and from the gods'. Thanks for sharing! It will help my character find her voice if selected.

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

Neat, I always liked Sivanah. :)


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Thanks for the feedback. As someone who has studied many different religions and who has read the great scholars who have done the same, such as Joseph Campbell, I'm always annoyed when people use the worth myth as a synonym for false. Myths have never been meant to convey literal truth about the events that they describe. The point of myths is to convey deeper truth about our relationship with the divine or of the divine with the natural world or other issues of our existence.

So keep in mind that your characters in this campaign, while obviously fictional, may yet convey interesting and important truths about the qualities of human nature that are required to deal with great threats to our safety. You'll also be creating a myth that deals with the relative values of revenge and redemption, judgment and forgiveness.

I assure you that I look forward to running this campaign as much as you are to playing it. Thanks for all the effort you've put into your characters, even knowing you may not get to run the character in this campaign. Hopefully others will run the campaign, or maybe those who don't enter this campaign can band together and find a GM to run a second campaign so you can play our the adventure with your chosen characters.


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Excellent introduction, Clebsch! Very fun to read. Thanks for that, even if I don't make the cut :) Who knows, maybe even a vagabond Keleshite child from the streets might be a chosen one for the gods!


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@Anarya: Thanks for pointing out that link to the Knights of the Eastern Star. I don't have that book, but I may get it. I have noted the changes you've made to your backstory.

@Everyone: once the characters have been chosen, you will be able to adjust things as you ready the character for the game. No need to feel locked into to anything, particularly with regard to backstories. I'd prefer no wholesale changes to make a completely different character, since part of my choice will be how the characters complement each other.


Aww darn I wish I had seen this thread earlier. I'm assuming no new submissions, hahaha


You're welcome! Reading it i can see you are a great writer as I greatly enjoyed reading the Conclave of the Gods GM and agree with you on how mythology can tell us much about our own world and culture. Of course mythology can be anything from ancient legends to the latest pop culture movies and comic books, our mythology exhibits a window of our own cultural ideals, norms, and memes, as well as our own criticisms of our very culture, society, and world.

Roleplaying allows both gms and players to interact with each other and a world that gives them a chance to create a whole new mythology through their characters. A famous person once said, "The world is a stage."

In this regard, campaigns and adventures create a stage for our heroes (and villains) to act out and create new stories, for isn't that who we are as roleplayers? We are creating a new story each time we embark on a new campaign or adventure.


Clebsch GM wrote:

Thanks for the feedback. As someone who has studied many different religions and who has read the great scholars who have done the same, such as Joseph Campbell, I'm always annoyed when people use the worth myth as a synonym for false. Myths have never been meant to convey literal truth about the events that they describe. The point of myths is to convey deeper truth about our relationship with the divine or of the divine with the natural world or other issues of our existence.

Excellent point. In my Viking history class in college, our professor sat down with us to make sure we clearly understood that this was their religion at the time, and it was a real to them as Christianity, Judaism, Islam, etc. are to people today. Loved the prelude style story!


Just noticed you said you might look at another if its before Tuesday at noon. I already have a lot of the character written up, so I will gather all the stuff, and hopefully post before then! Be back soon.

Rolls:

4d6 ⇒ (3, 3, 3, 1) = 10 -> 9
4d6 ⇒ (4, 5, 6, 1) = 16 -> 15
4d6 ⇒ (2, 6, 4, 2) = 14 -> 12
4d6 ⇒ (1, 5, 2, 5) = 13 -> 12
4d6 ⇒ (4, 5, 3, 4) = 16 -> 12
4d6 ⇒ (1, 6, 1, 4) = 12 -> 11

Total: 13p

4d6 ⇒ (6, 4, 6, 3) = 19 -> 16, replaces 9

16, 15, 12, 12, 12, 11

Silver Crusade

I updated Avelina's profile by adding in some Iomedaean theology that I made up for RP purposes


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

Will be back with a Tiefling Paladin


This is Fighting Chicken's submission, Tatienne Talbot, burgeoning celestial, and her otherworldly companion, Hermes.

I went with the 15 point buy instead of my rolled stat array because I needed three positive modifiers for the concept (even though my rolled array was higher, it only had two positive modifiers).

Tatienne's mechanically a summoner with the spirit summoner archetype, but she's fluffed so that the mechanics reflect her newly awakened celestial consciousness, an aspect of wonder and some trepidation I plan on playing up if I am selected. Thank you for the consideration!

  • Character Race:

    Aasmiar with the Halo trait (Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.) and the Scion of Humanity trait (Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype).

    These traits represent the fact that Tatienne has never suspected that she is not ethnically Taldan and only recently realized that she has some sort of celestial heritage.

  • Character class + any archetypes:

    Unchained Summoner (Spirit Summoner archetype)
    The Spirit Summoner archetype represents Tatienne's newly awakened celestial heritage. Mechanically, this means that she can't summon monsters with a class ability, so if selected I won't be littering the battlefield with summons.

  • The Spirit Summoner archetype gives hexes and a Shaman spirit. The Shaman spirit will be the Heavens Spirit. The hexes chosen will be things like Guiding Star, Lure of the Heavens, Starburn, Chant, Charm, Evil Eye, Fortune, Healing, Misfortune, Secret, Tongues, and Ward.

    I especially like Guiding Star, Starburn, Fortune, and Misfortune as thematically appropriate. A hex like Evil Eye will be refluffed to make more sense with the celestial theme.

  • Feats and traits:

    Feats: Improved Initiative

    Traits: Orphan and Riftwarden Orphan (can be changed to Exposed to Awfulness or Chance Encounter with little difficulty - Tatienne's backstory has been written so that this is feasible).

  • Physical appearance:

    5'4" and slight, Tatienne does not pose an intimidating figure. Her hair is a dirty blonde - the color of a late summer wheat field, and her eyes are a dark brown. Her voice is high-pitched, but belies confidence when she speaks. Tatienne's left arm is always curled at the wrist, and she carries it stiffly, the result of the demon attack she suffered a few months back.

    When manifesting her companion Hermes, or using any of her powers (such as the halo trait or her Shaman spirit powers), a spiral rune glows on her forehead, and Tatienne’s eyes shimmer with tiny motes of starlight, in effect the brown of her irises lightening almost to a brilliant silver.

    Tatienne carries little, just a set of leather armor, her traveler's outfit, a backpack and her spell component pouch, and a couple of days' rations. Being scrawny, she finds much more and she simply can't move with much quickness.

  • Personality traits:

    A meticulous student, this mindset carries over into the rest of Tatienne’s life. She is detailed and methodical in her approach to everything, and hesitant to take risks without weighing the odds of success. A gifted speaker, Tatienne knows how to deflect conversation from herself and keep the attention of her subject. She's naturally smart, but Taty owes more of her success to tenacity and forethought rather than innate brilliance.

  • Biography:

    A Not-So-Chance Meeting:

    The slaughter was quick, the crusaders routed in a matter of minutes, their blood anointing the blasted craglands beyond the wardstones, the Worldwound’s newest martyrs. Tatienne wasn't so lucky. One arm hung limply at her side, the tendons in her arm severed. She stumbled through the brush, gasping in pain with every step, as one of the demons followed behind her, cackling with the promise of what would come at the end of its hunt.

    It was a minor demon, Tatienne knew that - a dretch - a cruel and stupid creature, but one that would have no trouble ending the wounded academic's life, if it could catch her. And with every belabored step, the dretch gained ground, until disaster struck, and a wayward rock tripped Tatienne up, sending her sprawling to the ground. Turning, panicked, she raised her arm in defense - No! No! NONONONONONO! - and then, to her great surprise, ribbons of light sprung from Tatienne's outstretched hand, covering the dretch and dropping it, twitching, to the ground. Out of the bushes came more howls and then grunts, the low, almost intelligible Abyssal dialect of other dretches pointing out Tatienne's location.

    Struggling to her feet, the cryptozoologist turned to flee, but it was too late - the shunted forms of four more dretches shambled out of the brush.

    And then, a miracle! A woman strode from the shadows, bow in hand, and let loose a flurry of arrows, killing the dretches where they stood. Clutching a stylized butterfly, one with celestial bodies displayed on its wings, the woman grabbed Tatienne's good hand and drug her into moonlit clearing, where she stared at the academic for what seemed an eternity, with a thoughtful, probing gaze. "You have friends above, and a large part to play. So the stars say." Tracing a long finger along Tatienne's forehead, the mystery woman smiled as her finger left a glowing rune in the shape of a spiral. "The symbol of the Riftwarden, also an important symbol to Desna. It connotes a journey, and is a path to walk to center oneself in her own mind. Walk the pattern to see the mind freed. Desna's friend will walk the path with you tonight, will see you back to safety."

    With that, the woman grabbed her bow and ran into the night, towards the sounds of the demons' howling and laughter...

    Friend? Tatienne thought, rubbing the rune on her head. She could feel its warmth, both on her forehead and in her mind, a comforting, calming illumination. And then in the distance, Taty could just make out another rune, the glowing spiral bobbing through the darkness, slowly approaching. Gathering her courage, the academic walked towards the rune, to find it attached to the head of a large silver-gray lion. When he got close, the lion sat on its haunches, and lifting a great, clawed rear paw to his mane, scratched mightily. Then, tilting his head to the sky, the lion yawned, his maw, filled with gleaming teeth, and turned to Tatienne, smiling. "Well then. You're my link to this world? Kind of scrawny. You are, I mean. Well, the boss says your veil is going to be lifted, whatever that means. C'mon. I smell Kenebras to the west."

    Character Concepts:

    1) Tatienne Talbot is an orphan raised in an orphanage in far-off Absalom. She never knew why, but Tatienne has always been fascinated by the Worldwound, ever since she knew what it was. Though not strong or quick, Tatienne is smart, tenacious and charismatic - as she aged out of the orphanage, she gravitated naturally into a field of academia, earning a scholarship to one of Abasolom's prestigious universities and studying the cryptozoology and environment of the Planes in general, and the Abyss in particular.

    2) Upon Graduation, Tatienne made her way to Mendev, the place on this plane where the academic could be closest (in relative safety) to her subject of study. Once there, she inserted herself into the Crusader culture and was eventually picked to accompany an expedition beyond the Wardstones, that ended disastrously (see above)

    3) Until recently, Tatienne had always thought of herself as a Taldan. Recently, her heavenly ancestry has come to light (quite literally, actually - see above). This is represented mechanically by the Aasimar Scion of Humanity racial trait and her Shaman abilities, which come from the Heavens spirit. Fluff-wise, this is because her angelic heritage is beginning to manifest.

    4) Tatienne has a new friend - the celestial lion known as Hermes. He is a guide sent by Desna to assist Tatienne on her journey - if Sivanah's veil in fact covers Taty's figurine - and to steward the young woman's celestial growth. Hermes doesn't think a whole lot of Tatienne to be honest - she is not physically imposing, and Hermes is not impressed by human culture, education or charisma. Still, Hermes takes Desna's charge very seriously. The lion is independent, honest to the point of insulting at times, prone to fits of laziness, and a fierce fighter. In other words, Hermes is a cat.

    5) Since her awakening a few months back, Taty has been in Kenebres studying in the libraries and archives there, trying to uncover more information about the glowing ruin on her forehead that she and Hermes share - the ruin of the Riftwardens. She has also taken to attending religious ceremonies for Desna. Always a worshipper of Irori before the demon attack, Tatienne is conflicted about her recent turn to Desna, though it delights Hermes to no end.

  • Alignment: NG. Tatienne sees the world that people live in as being the most important facet of their ethical being, as a nurturing, emotionally fulfilling environment with opportunity for stability and growth (financial, spiritual, and/or familial) can lead to great success in life. And the opposite holds true as well - one's personal circumstances can lead someone to take a darker path.
    Much of this outlook is due to Tatienne's own childhood. Despite being an orphan, Taty had a good childhood, filled with opportunity for self-betterment and plenty of encouragement, as the Irorians that ran the orphanage made sure to fill the home's environment with opportunity, education, and emotional support. Tatienne sees opportunity as something that must be afforded to the people of Golarion, which she hopes to have a hand in providing.

    This is probably, perhaps even more so than her own (hidden) celestial nature, why Tatienne studied the Abyss, and later made her way to the crusades. Such a horrific blot upon the world simply cannot be allowed to continue to exist, or all of humanity will suffer.

  • Mythic Path: At the first opportunity, I'll be taking the Dual Path mythic feat, meaning that Tatienne will be a dual path Guardian / Archmage. I'll select archmage abilities for her, and guardian path abilities that augment Hermes, her eidolon.

Crunch:

Female Aasimar (Taldan) Summoner (Spirit Shaman) 1 Age 25
NG Medium Humanoid (Human) Outsider (Native)
Init +4; Senses ; Perception +5

--------------------
DEFENSE
--------------------

AC 10, touch 10, flat-footed 10 (+0 dex, +0 armor)
HP 8 (1d8)
Fort +1, Ref +0, Will +5

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee fist -1 (1d3-1/x2)
Ranged touch +0 acid splash (1d3/x2)
Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Cantrips, Eidolon, Life Link, Spirit (add spells from shaman spell list to class spell list, gain spirit ability); Heavens Spirit [Stardust (sp), 7/day, standard action, 30' range, target sheds light as candle, cannot benefit from concealment or invisibility, takes -1 penalty to attacks and perception for rounds = 1/2 summoner level)

--------------------
STATISTICS
--------------------

Total Point Buy: 15 (-2 str, 2 int, 5 wis, 10 cha with +2 racials to Wis and Cha)

Str 8, Dex 10, Con 10, Int 12, Wis 16, Cha 18

Base Atk +0; CMB -1; CMD 9 FFCMD 9

Traits:
Orphan (+1 Fortitude Save), Riftwarden Orphan (+2 Concentration)

Feats:
Improved Initiative

Skills (4 Points - 2 class, 1 int, 1 favored class):

Diplomacy +7 (1 rank, 4 cha, 2 trait)
Knowledge (Planes) +5 (1 rank, 3 class, 1 int)
Linguistics +5 (1 rank, 3 class, 1 int)
Perception +5 (0 ranks, 3 wis, 2 trait)
Use Magic Device +8 (1 rank, 3 class, 4 cha)

Favored Class: Summoner [1 skill]

Racial Modifiers: +2 Wisdom, +2 Charisma, outsider (native) and human (humanoid) subtypes, Celestial Resistance (acid, cold and electricity resistance 5), Skilled (+2 Diplomacy and Perception checks), Spell-Like Ability (Daylight, 1/day), Halo (light centered on head at will, +2 intimidate vs. evil creatures and on saves vs. blind or dazzle)

Languages: Common, Celestial (bonus from int), Abyssal (linguistics)

--------------------
SPELLS
--------------------

Per Day: (0):∞ (1): 2/2

Spells Known:

0 (DC 14): Acid Splash, Daze, Detect Magic, Guidance
1 (DC 15): Color Spray*, Shield
* Allowable via Spirit Summoner archetype

--------------------
GEAR/POSSESSIONS
--------------------

Location: On Persons: leather armor (15#); Outfit, Traveler's (5#); backpack (2#); spell component pouch (2#); rations (2 days; 2#)

At home: 4 days' rations, 50 gp

Carrying Capacity Light: 26 lbs. Medium: 53 lbs. Heavy: 80 lbs.

Money: 50 GP SP CP

Total Weight: 26 lbs.

Hermes, Eidolon:

Male Outsider Eidolon
NG Outsider
Init +2; Senses Darkvision; Perception +4

--------------------
DEFENSE
--------------------

AC 12, touch 12, flat-footed 10 (+2 dex, +0 armor)
HP 7 (1d10+1)
Fort +3, Ref +4, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Bite +3 (1d6+2/x2)
2 Claws +3 (1d4+2)
Bite, Power Attack +2 (1d6+4/x2)
2 Claws, Power Attack +2 (1d4+2/x2)
Ranged
Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Darkvision, Link, Share Spells

--------------------
STATISTICS
--------------------

Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 FFCMD 13

Traits:

Feats:

Power Attack

Evolutions:

Claws (1 point)

Skills (6 Points - 6 class, -2 int):

Acrobatics +6 (1 rank, 3 class, 2 dex)
Perception +4 (1 rank, 3 class, 0 wis)
Stealth +6 (1 rank, 3 class, 2 dex)
Survival +4 (1 rank, 3 class, 0 wis)

Favored Class:
Racial Modifiers:
Languages: Common, Celestial, Abyssal

--------------------
SPELLS
--------------------

--------------------
GEAR/POSSESSIONS
--------------------

Location: On Persons:

At home:

Carrying Capacity Light: 58 lbs. Medium: 116 lbs. Heavy: 175 lbs.

Money: GP SP CP

Total Weight: 0 lbs.


I just checked back into the thread and that story regarding how our characters were chosen is really good! I'd love to see how it impacts our play, and I wish everyone the best of luck!


Here is my entry for this AP Kevin Hurly

•Character Race: Tiefling with-Fiendish Sprinter, Maw or Claw and Prehensile Tail.

•Character class: Paladin of Sarenrae

•Feats and traits selected: Armor of the Pit, Scholar of the Great Beyond and Child of the Crusade. I plan to make Kevin more demonic looking as he levels up through Eldritch Heritage and the Abyssal Bloodline.

•Physical appearance: Kevin stands 6 feet 6 inches tall and weighs 220 pounds. He has no hair but thick almost shiny green skin, almost insect looking and deep red eyes. He typically wears his scale mail and heavy steel shield with his scimitar easy to reach and a morningstar and dagger as backup. He uses his tail to hold a chakram or whatever he feels he might need in a hurry.

•Personality traits: Kevin is a creature of habit. His routines must be followed or he feels he may slip into the chaos that invaded his body as a baby.

•Short biography: Kevins human parents were crusaders in the 1st Crusade. His father, John, was a cleric of Sarenrae serving in the crusade when he met Martha, a paladin of Iomadae. The two fought together and fell in love and got married. They continued to fight the demons side by side until Martha became pregnant. When Kevin was born they saw the corrupting touch the Worldwound had on him as he was born with hard shiny green skin, cloven feet, a tail no hair and tiny horn bumps on his head. They knew their crusades were over at that point and moved to Martha's home of Absalom.

While Absalom is an accepting city he was still looked down upon by the local children. He spent most of his time at his parents two temples, meeting many of the crusaders from both religions. He would spend hours talking to whomever would listen, frequently the wounded from the crusades about history and the planar beings. Kevin's two younger brothers and his younger sister all served in the crusades long before him. Kevin ended up choosing his father's religion and his mother's profession. The burning light of the redemption Sarenrae offered must be shared with all and the holy abilities of the paladin would enhance his ability to remove those who would not be redeemed.

When both of Kevin's parents passed within hours of each other he knew it was time for him to confront the demons that shaped his life. He said goodbye to his brothers and sister and his nieces and nephews and started the long journey back to Kenabres where his life began. He arrived on the morning of Armasse and headed into the festivities.

•Alignment: LG

•Mythic Path: Marshall - Kevin believes that helping others to be their best helps him to be his best.

Full Disclosure: I have GM/played in the first two books of this. My RL group went on hiatus almost a year ago and we haven't regrouped.


trawets71 wrote:
KEVIN THE PALADIN

Mad bummed that both my Haidar and your Kevin are going for the Marshal position. Paladins of Sarenrae were all he knew, but he never found one outside those from the Kelish empire. The "What is Right" vs. "What Must Be Done" moral dilemmas would have hit Haidar even harder with a Sarenrae paladin saying a strategy was dishonorable or too far.

If anyone wants to collab on backstory or the days prior to the festivities, send me a PM. You can have a possible Fool or tactician who may trust you more than others from the get-go! This means one less prank (or more? It is unclear how Franti shows affection) on your side, or consultation for strategies and war tactics.

Oh the pranks will be endless, all in good fun of course. Mythic tier three would be a blast when he can freely turn invisible and act as a shenanigan scout/assassin.


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I would very much be up for tied stories if selected. Karas has been in Kenabres all his life.

Good ties or bad ties it all makes for great story. Karas isnt the most religios but his relationship with Terendelev is akin to Hero worship and a motherly figure of awesome power.


Karas Argentus wrote:

I would very much be up for tied stories if selected. Karas has been in Kenabres all his life.

Good ties or bad ties it all makes for great story. Karas isnt the most religios but his relationship with Terendelev is akin to Hero worship and a motherly figure of awesome power.

Just read your background Karas. A very interesting and well written story. Very well done. I enjoyed reading it. I wish you good luck in the recruitment!


I'm really enjoying the characters, too. Would like to find a way to play with several folks in another campaign if I'm not picked for this one! The story could be awesome!!

And if I do get selected I'm in for tying character stories!


I am definitely in for tying stories too, if selected and if the GM thinks it makes sense :)


Same here as well. It'll be an interesting, not to mention fun, experience!

By the way, Allaric, excellently written background and description of your character. I wish you good luck!

Silver Crusade

I would happily tie in characters together as well. Avelina, for obvious reasons, has spent her whole life in Mendev :D


Karas Argentus wrote:

I would very much be up for tied stories if selected. Karas has been in Kenabres all his life.

Good ties or bad ties it all makes for great story. Karas isnt the most religios but his relationship with Terendelev is akin to Hero worship and a motherly figure of awesome power.

I totally agree with this. Even if every other character knew two others then you could build up a net of the characters. The main draw back of this type of recruitment is the lack of connection between the characters, but it is fixable if give a day or two to do so after selection.

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