DM Achak's Wrath of the Righteous

Game Master Acidios

PbP for Wrath of the Righteous.


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Hey everyone! I'm looking for a group of players interested in playing in a Wrath of the Righteous Play-by-Post. It is a great Adventure Path focused around the Mythic system. If you are interested in playing, please post an application in this thread with your character you would like to play.

Character Guidelines:
-20 point build
-All Core and Base Classes allowed (Excluding Gunslinger)
-Core Races, Tiefling, and Aasimar are allowed.
-Pick 1 Campaign Trait (Located in Players Guide) and 1 other Trait. I'll also allow 1 extra Trait if you take a Drawback.
-Average starting Gold
-Max HP
-1st Level (Mythic Tiers come later)

If you drop an Ability Score to 7 or lower, I would like you to have an explanation of how it fits your character to be that low. I will be posting quite frequently, I would like players who can post at least a little bit every day. Let the applications begin!


I can probably dig something up. Need to run now, dog needs some medicine from the vet. Will probably get something posted tomorrow.


I will be adjusting Tiberius Badaxe (human fighter) for this one. Alias should be updated by tonight. I'm available to post regularly.

I'd like to make my backstory coincide with Derosian's character. We're IRL friends looking to get in on a PbP together, if possible.


Hey me and my friend, Tiberius are interested, will do some research before editing to show character concept.

Liberty's Edge

I think I'll see about getting a druid on the boards finally. Been wanting to play one forever.


Here is Ratimir Ganic, dwarf druid, for your consideration.


Here's an elf abjurer. He was built for a WotR game where the GM disappeared before the game even started. He's 15 points and max gold at 1st level, but can be updated easily enough if chosen. Let me know if you have any questions. I have his background behind a spoiler tag on his profile.


Built this character for Wrath of the Righteous. His first game fizzled out before the first combat ended, and the second one died before the gameplay went up. Been itching to play him. (Also, hello again, Melchesiarch!)

He's currently at maximum gold, but changing that will just be a matter of changing the armour on him and his horse, which I can do when I get back from my appointment. In the meantime, what do you think, GM?


Will be applying with a cleric soon. How do you feel about the Arcane savant PrC?


Arcane Savant is great :)


I was thinking of doing Cleric (Crusader)/Monk/Paladin to qualify for the Champion of Irori prestige class. Would that be ok?


Doting.


Yes Ixos that would be fine


Achak, is there a deadline for submissions?

And what's the posting frequency?


Is there a deadline or is this first come, first serve?I type too slow.
I'm currently applying for another game where recruitment is about to close. And much as I'd love to play in several games, that doesn't seem fair compared to the amount of people trying to get into one.
So if I get into that one, I'll bow out of this one.
If I don't though, I'd very much like to apply for a position here with an Elf or Aasimar Wizard/Cleric (and hopefully, one day, Mystic Theurge).

Liberty's Edge

I'm starting to find inspiration, and I wonder: how appropriate would a lion shaman be in this campaign, specifically in terms of the question: would anyone be the least bit familiar with lions in the suggested geographical area? I'm kinda feeling like a melee druid on the champion mythic path (when it arises later.)

Or would lions be too far out of place in this setting?


I built this out for submission and was dying to play it but wasn't chosen.

He's my warrior poet. I love the idea of a charecter where killing is the last resort.


Sorcerer heading to archmage.


For your consideration, the summoner Caelus Oklir:

Background:
There were always those in Sarkoris – deviant tribes, plane-touched summoners, lone mad witches – that tempted fate by courting the Demonic. But there were others – perhaps many more – that opposed the darkness and those that would bring it into the world.

Those other lost.

Some – the lucky, the forewarned, the visionary – escaped the cataclysm of the Worldwound’s opening, and they and their descendants labor even today to undo the damage their countrymen may have helped to wreak. Caelus’s ancestors were among these, Kellids of northern Sarkoris. Among them was the great summoner Olkain, who, with his golden winged Eidolon Skara, sacrificed himself to permit the escape of dozens of his kin, including his young daughter.

Olkain’s descendants sought whatever help they could in their unending war against the demons. Eventually, they made contact with the mysterious Riftwardens. Caelus’s sorcerer father and witch mother joined the ranks of this organization. Like so many before them, they perished in the Crusades, betrayed and murdered by an ally – but their murderer was never identified, even in the wild burning purges of the recent Crusades. Caelus was raised by distant relatives, never allowed to forget his heritage. Crusaders themselves, his foster parents – Molkar and Vara – raised him to become a leader of the children of Old Sarkoris, to take up the cause: Seal the Worldwound, reclaim the lands of Sarkoris for her children, atone for the sins of their people, and avenge the lost. When his dreams led him to the Eidolon Oynar – a sleek, houndlike creature of the outer realms – he knew his role in the struggles to come.

Description:
Caelus stands just under six feet tall, with the bronzed skin, long dark hair, and dark eyes typical of the Kellids. He is clean shaven, with a serious expression and intense gaze. He typically dresses in a long, simple riding coat over a thick leather tunic. When his Eidolon is present, a spindle-shaped spiral glows on their foreheads.

Oynar is built roughly along the lines of a hound or wolf – perhaps a little more catlike in body shape than the shaggy wolves of Mendev. His rows of teeth are perfectly triangular, glinting with a nearly metallic sheen, and his eyes – long affairs that nearly meet above his short snout and wrap far around the sides of his head, under batwing-like ears – are a solid, faintly glowing yellow. His furless flanks are a smoke grey, and long, almost fingerlike claws decorate his front paws.

Caelus's Crunch:

Caelus Oklir
Male Human (Kellid) Summoner 1
NG Medium humanoid (human)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 9 (1d8+1)
Fort +1, Ref +0, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d4/19-20) and
longspear +0 (1d8/x3) and
sickle +0 (1d6)
Spell-Like Abilities
7/day—summon monster
Summoner Spells Known (CL 1st; concentration +7):
1st (2/day)—lesser rejuvenate eidolon, protection from evil
0 (at will)—acid splash, detect magic, mending, light
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Augment Summoning, Spell Focus (conjuration)
Traits riftwarden orphan, world traveler
Skills Acrobatics -6 (-10 jump), Climb -6, Diplomacy +9, Escape Artist -6, Fly -6, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (planes) +6, Linguistics +6, Ride -6, Spellcraft +6, Stealth -6, Swim -6
Languages Abyssal, Celestial, Common, Hallit, Varisian
SQ eidolon link, life link, share spells with eidolon
Combat Gear Acid, Oil (2); Other Gear Leather armor, Dagger, Longspear, Sickle, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, winter, Flint and steel, Ink, black, Inkpen, Journal, Mug/tankard, Rope, Scholar's outfit, Torch (2), Trail rations (5), Waterskin (2), 6 GP, 6 SP, 7 CP
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

The 'World Travvler' trait refelcts his upbringing and training to be a leader, rather than actual extensive travel.

Eidolon:

Oynar
Quadruped
NG Medium outsider
Init +2; Senses darkvision 60 ft., scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d8+2) and
2 claws +3 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Combat Reflexes
Skills Acrobatics +2 (+6 jump), Perception +4, Sense Motive +4, Stealth +6, Survival +1
Languages Common
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Possible interest...


Applying for a position. Very interested in this AP.


Dotting with interest.


This alias failed to make the cut for a Council of Thieves game. With some reworking of the background, it would fit Wrath of the Righteous pretty well.

An elf magus. I'd love the chance to try out the mythic rules.

I'll post in thread when I've finalized the character to fit this AP.


Daynen wrote:

I'm starting to find inspiration, and I wonder: how appropriate would a lion shaman be in this campaign, specifically in terms of the question: would anyone be the least bit familiar with lions in the suggested geographical area? I'm kinda feeling like a melee druid on the champion mythic path (when it arises later.)

Or would lions be too far out of place in this setting?

Well, I am not certain, but The worldwound and Kenabres (the city where the game starts) are really high north, I don't see lions living there. Although, there might be cougars I guess.


I have a character ready from another WotR game in which I did not get in. As I said earlier, he is a cleric, more particularly of Nethys, going for the arcane savant PrC and hierophant mythic path.

However, before I apply, I am curious to know the kind of PbP you are expecting. RP oriented? More battle? Descriptive? Right to the point? So, basically, does my style of play fit your style of DMing.


This is Derosian as above posting with the character concept and stat blocks.

Liberty's Edge

Hmmm...maybe we could re-skin it is a tiger shaman? That'd work just as well for me, I think. What say you, DM? Proceed? Or detour?


I think I'll submit as well. I just need to figure out where I want to go (and maybe where everyone else is).


May I present, for your consideration: Quinn Inktooth!

Character Sheet:
Quinn “Inktooth” Prable
Pitborn Tielfing Paladin 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee bite +5 (1d6+6) or power attack +4 (1d6+9)
Melee masterwork longsword +6 (1d8+6/19-20) or power attack +5 (1d8+9/19-20)
Melee longspear +5 (1d8+6/x3) or power attack +4 (1d8+9/x3)
Ranged shortbow +1 (1d6/x3)
Special Attacks smite evil 1/day
Spell-Like Ability 1/day light (CL 1st)
STATISTICS
Str 18, Dex 10, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Diplomacy +7, Disable Device +2, Knowledge (religion) +4, Perception +1
Languages Abyssal, Common
SQ aura of good, detect evil, exposed to awfulness 1/day, fiendish sorcery
Traits Chosen of Iomedae, Exposed to Awfulness
Gear guardsman’s armor (chainmail), longspear, masterwork longsword, shortbow w/20 arrows
Additional Gear backpack, bedroll, belt pouch, grappling hook w/50 ft. rope, guardsman’s banner, flask (4), flint and steel, soldier’s uniform, waterskin, wooden holy symbol, 85.78 gp
Weight 89.5 lbs. (light load)

Traits:
Chosen of Iomedae: At your birth, your parents dedicated your soul to Iomedae to mold into a sword of her light. The goddess blessed you, granting you a gift of light to brighten your path through the darkness and a fine sword with which to spread her will. You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled.

Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive—but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Background:
Quinn faded in to consciousness. Moments of lucidity intruded upon the haze of hatred and greed, lust and rage that clouded his mind. He hated the sanity. It was so confusing, so disruptive. The haze was pure, dark and vile and perfect. He ached for the haze again. The awakenings were always painful.

He tried to speak, but the words choked in his throat. He felt like he had swallowed ground shards of glass. His shoulders and wrists burned, and the slightest movement sent lances of pain shooting through his back. He realized after a moment that he was hanging… manacled to the wall and suspended by chains. His eyes were clotted shut. With an effort he forced them open. The light was more painful than hanging.

“Wherrrre…?” he hissed hoarsely. He felt, more than heard, the sudden attention of the others in the room. There were sudden whispers and murmurs all around him… too many to decipher.

“What did you say?” came a hard voice from his right.

Quinn tried to ask again, but his corporeal needs overruled his consciousness and the word came out, “Waterrrrr…” After another eternity of pain, the nozzled end of a waterskin was pressed against his lips. He took his first drink of water in a rush and immediately gagged and retched, blazing pain went through his body as he thrashed in his chains.

A heavy door opened and another voice overwhelmed the others. “What has happened?”

“He’s awake again,” the first voice responded. “He asked for water.”

“Give him some,” the second voice demanded. The nozzle was again pressed against his mouth. “Drink slowly,” the voice insisted. Quinn took a few slow, careful sips and felt his throat begin to loosen. After a few more sips the skin was withdrawn. “What is your name?”

“Quinn.” He could not think of any reason to lie. But, even though it was true, it seemed wrong somehow. He had no name in the haze.

“Do you know where you are?”

“No,” he breathed. He did not know what they wanted from him, but he had no strength to resist an interrogation.

“Do you know where you live?”

In the haze… was the answer. But, when his mouth opened, “Kenabres” spilled out. He frowned. That was true and wrong as well. Suddenly, the haze was gone… burned from his mind by the light, as the morning sun burns the fog off of the meadows… His pain became something real and immediate. He whimpered as he hung limp in his chains. “Where am I? What has happened to me?”

There was silence for a long moment. “You are in the temple at Kenabres, the catacombs to be precise. We have held you here for nearly four weeks. Do you remember the fight in which you were wounded?”

The temple. Kenabres. The fight. Four weeks!? “No… no… I don’t remember.” But, that was not true. Bits and pieces of the past began to pierce the darkness in his memory. A cultist and his familiar. The sergeant and his fellow soldiers. The battle was quick, the traitor brought low. He was wounded, but not seriously. Then… the haze… he squirmed. Something insidious longed for the haze. Something deep inside of him. He fought back. The pain helped clear his mind.

“There was some kind of demon. Something we’ve never seen before,” the second voice stated. “It poisoned you with its own blood. The reaction was… terrible.” The blurriness was clearing. His sergeant stood before him, some soldiers and acolytes, as well as a temple priest. The cleric continued speaking. “We could not remove the poison. We couldn’t even slow it down. You’ve been in and out of consciousness. Do you remember anything?”

Only the haze… “Only the nightmares.”

“I’m not surprised. You should know… the demon-blood had some dramatic effects-” the sergeant grabbed the cleric and spun him away. There was a quick and vicious whispered argument, but the priest waved him off. “He needs to know! Quinn, we’re not sure that you are still entirely human…”

Racial Traits:
Demon-Spawn Tiefling Racial Traits

+2 Strength, +2 Charisma, –2 Wisdom: Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Disable Device and Perception checks.

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

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

I think I used max gold rather than average. I'll do the math in the morning and fix any variance. I may also add a drawback. I haven't really looked through them too closely, but one may fit well. I'll update shortly if I do make any changes.

Thanks for taking the time to consider!


I applied with this character a couple of times not accepted in any yet.

Still another game app pending but does not look too promising in that oneso I am appliying here as well.

the story of a divinely touched girl::

Abigail's full story begins long before she was born. Her parents came from Celestial origins and would travel Mendev helping those in need and battling the demons of the Worldwound; concentrating their efforts in and around Kenares. But their lives became complicated when her mother was with child.
Trey was born many years before Abigail, but the presence of a child touched by celestial origins was dangerous for the Merosa family.

The family was forced to flee Kenabres and they headed south. They were marked beings, an attraction to the demons of the Worldwound.

They were unable to escape the pursuit of the demons. It was as if someone or something was tracking them.

They eventually reached Thornstep in Razmiran. Once there Trey was given to an Orphanage to be cared for. It would seem that this act abated the demon pursuit for a bit. What became of Trey can be found here, as she ended up in an Orphanage in Korvosa.

--- Fast forward a few years ---

Abigail was born just outside the small town of Willip in fertile farmlands of Numeria, to the name of Abigail Merosa, Daughter of Jonathon and Krista Merosa. Abigail and her family never truly called anyplace home since they traveled quite frequently. Jonathon was a well-known salesman among the locals, frequently providing healing salves and ointments to many people at a price that anyone could afford. "People are always more important than Profit" He would always say. Except for not having a steady home Abigail was as happy as any girl could be. She loved her parents as much as girl could.

When Abigail was only 12, raiders attacked her family and took all three prisoner. They were sold to slavers and split up among different buyers. Abigail was a servant for an abusive noble family that wanted to keep their slave trade a secret living on a plantation about 10 miles north of Kenabres. Jonathon ended up in the heart of the Worldwound, as was Krista. What happened during their time away is unknown to Abigail.

Abigail worked hard for her master, Lord Falis, but despite her horrid living conditions and continuous beatings at the cruel hand of the work master, Abigail always had hope and faith. Each night she would pray an angel would come and take her away. Little did she know that Sarenrae was listening to her.

Abigail had a good heart; she never believed that she had a pure heart. Perhaps her innocence kept it pure or perhaps it was by the design of the gods, no mortal will ever know for sure. After 2 years Sarenrae answered her prayers but not directly.

An unnatural wind drove a ship toward Thornstep arriving there at just the right time to intercept a slave trader leaving port. Now this misguided ship had among her crew a band of adventurers, one of which recognized the slaver's ship and a battle soon followed. Taking the slave master prisoner the group learned of other being held captive and their mission became clear. These adventurers saved Jonathon and Krista from the torments they were enduring, which lead these adventurers back to Kenabres to free Abigail. Could it be coincidence? Or did the gods have some influence in the course of events? That is uncertain but the fact remains that this group of heroes freed Abigail and her family. But freedom did not come without a price. Krista died on the ship during childbirth, and the child? He is the bastard brother of Abigail; Krista was raped and beaten numerous times in her captivity this child was the result of those devices.

As pure as Abigail's heart was; her brother's was black and vile. With the blood of murderers, slavers, and demon warlords coursing through his veins it could be said that the balance was maintained.

One among the adventurers sensed the evil in the child and tossed it overboard. But a dark, demonic force brought deliverance to the child.

What happened to the child is unknown to Abigail but when the time is right she will know.

The adventurers arrived after many months of travel to the plantation where Abigail was enslaved. But what they thought to be an easy victory over some stuffy noble turned into an Epic battle. For Lord Falis was a demonic servant of great power, he was able to bring many demons to bear upon the heroes. Jonathon sought out Abigail while the battle raged on covering the entire plantation. Many minions of the "hells" that escaped the fury of the adventurers were moving among the slaves slaughtering them in a seemingly systematic genocide. Jonathon's failing health from age got the better of him and he was unable to escape the swath of Lemures that raged unchecked among the slaves. Abigail screamed to her father but he lay unmoving in a pool of blood. Abigail ran to her father's side. There she was seeing the life ebb from him. Abigail prayed to the angels and soon she felt the power of Sarenrae course through her and her father. She now believed that the angels of her dreams were real; the angel had a name, Sarenrae.

The angels did not grant life back to her father but instead took his life force and gave it to Abigail infusing her with power she never realized. Grabbing the spear her father was carrying she turned to face the creatures approaching. Then with an angelic fury she began to turn the battle to her favor, fighting with the strength of the heavens.

Abigail collapsed after the battle was over. When she awoke there was a new wisdom in her eyes. She asked for her father, for surely the angels would have given him back to her. But it was not to be. His soul was now a part of her forever. The adventurers told Abigail all that occurred on the journey. Now her father gone and her mother dead she had to move on. She carries with her the soul of her father and the heart of her mother. The pain brought on by the events of that battle Abigail vowed to try and to never take the life of an innocent.

Abigail took on the craft her father had before but now with a new meaning. With Sarenrae's light shining within her, she will give aid to those needing it. Sarenrae will provide her with the means to live. Her help will be free to help end the suffering of innocents and stop the influence of demonic powers in the world. Seek to find a sign of hope in a land of evil and be aware of the evil in the hearts of even the best of paladins.

Abigail's journeys, whether by chance or by fate have brought her to Kenabres; the place where it all started many years before she was even born.

Abigail had unknowingly cast Death Knell on her father killing him and giving her more strength. She also was blessed with the following spells for the combat: Bless, Bull strength, Protection from evil, Magic weapon, magic circle against chaos, magic vestment, Divine favor, resistance, protection from elements (fire), and weapon (+1 holy short spear). She has felt the angel's power in this sequence of events and has been forever enriched by them. This was a one time event that was a result of being touched divinely.

The effect of what happened grants her the touched by divinity campaign trait.

Character creation notes::

Abigail will be a cleric.

Also Abigail is Aasimar and will most likely be utilizing channel feats as well as the angelic blood line of feats.

As mentioned the Touched by divinity trait and probably the sacred Conduit trait.

crunch:

Abigail Merosa
Aasimar Cleric 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortspear +0 (1d6)
Special Attacks channel energy
Spell-Like Abilities
. . 1/day—daylight
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—bless, magic weapon, cure light wounds
0 (at will)—stabilize, detect magic, enhanced diplomacy
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 13, Int 12, Wis 17, Cha 17
Base Atk +0; CMB +0; CMD 10
Feats Angelic Blood
Traits sacred conduit, touched by divinity
Skills Diplomacy +9, Heal +9, Perception +5, Sense Motive +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Elven
SQ aura, domains (glory, healing), rebuke death, spontaneous casting, touch of glory, variant channeling (disease variant channeling [±1 sacred])
Combat Gear Antitoxin, Healer's kit; Other Gear Leather armor, Shortspear, Backpack, masterwork (7 @ 11 lbs), Bedroll, Belt pouch (10 @ 0 lbs), Holy symbol, silver (Sarenrae), Scroll case (empty), Spell component pouch, Tindertwig (10), Trail rations (5), Waterskin, 58 GP, 4 SP
--------------------
TRACKED RESOURCES
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Antitoxin - 0/1
Cleric Channel Positive Energy 1d6 (6/day) (DC 16) (Su) - 0/6
Daylight (1/day) (Sp) - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Rebuke Death (6/day) (Sp) - 0/6
Shortspear - 0/1
Tindertwig - 0/10
Touch of Glory (6/day) (Sp) - 0/6
Touched by Divinity (Healing) (1/day) - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Variant Channeling (±1 Sacred) Heal ability damage
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.

character picture:


Charging in with this affable halfling cavalier, Leto V. Derexhi and his beloved mount Blackpaw. Formerly a renown member of the Derexhi family, his father sent him away when it came clear that he would not get taller and probably his mother had an affair with some halfling bard courting her secretly. Nonetheless he became a knight, but his pride burns till today. He feels kind of insecure when Blackpaw is not around, since the wolf is his best friend and companion.

Grand Lodge

Submitting Righteous Warrior of Iomedae Saolin Halifax. Character crunch and background both in character bio. I originally designed him specifically for a Wrath of Righteousness campaign but he wasn't selected so I tweaked him a bit and so here he is. :)

Liberty's Edge

I've got my crunch pretty much worked out, but It's getting tricky to plug the gaps in his backstory; turns out, there's not a lot of good deities for tigers, heh. I should have something more complete tomorrow unless RL seriously sidelines me.


Applying here - everything is in the profile, although it needs some minor tweaking that shouldn't take five minutes if accepted.


Dotting for interest. This is Michael Carenae, an Aasimar paladin that I've been shopping around for WotR runs for a while now. No luck so far, but you can't win if you don't try.

Current stats on profile are for a 15-point buy, I'll adjust later tonight when I have access to herolab.


Petra Briggs reporting for duty. Was made for a wrath game but unfortunately didnt get it. Everything posted below is also in the profile. :) I can post several times a day most days.

Stat Sheet:

Petra
Human Tattooed Sorcerer(Imperious Bloodline) 1
NG Medium Humanoid(Human)
Init +5; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed-1 (1d3-1)x2
--------------------
Spellcasting
--------------------
Cantrips DC 14 Detect Magic, Light, Ghost Sound, Prestidigitation.
1st level spells DC 15 Mount, Protection from Evil.
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 12, Int 14, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 10
Feats: Improved Initiative, Spell Focus(Conjuration), Mage's Tattoo.
Traits: Ease of Faith, Riftwarden Orphan.
Trained Skills: Bluff +10, Diplomacy +11, Arcana +6, Spellcraft +6
Untrained Skills Appraise +5
Languages: Common, Infernal, Abyssal.
Other Gear Common clothes and 120gp in savings to buy needed equipment with.
--------------------
Special Abilities
--------------------
Weapon Familiarity Sorcerers are proficient with all simple weapons.
Bonus Feat(Improved Initiative) Humans gain a bonus feat at first level.
Silver Tongued Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.
Familiar Tattoo(Su)(Raven)A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Bloodline Arcana Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.
Mage's Tattoo(Ex) At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.
Bloodline Tattoos Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Raven Familiar/Tattoo:

Umbra
N Tiny animal
Init +2; Senses low-light vision; Perception +6
--------------------
Defence
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 nat. armour)
hp 4 (half of master's)
Fort +1, Ref +4, Will +4
--------------------
Offence
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus(Perception), Weapon Finesse
Skills Fly +6, Perception +9
--------------------
Special Abilities
--------------------
Familiar The master of a raven familiar gains a +3 bonus on Appraise checks.
Natural Armour Bonus +1
Intelligence Score 6
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link(Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Description:

Petra stands tall though not imposing. His slim figure revealing his weakness. You see a birthmark upon his cheek, the Seeker's Spiral. He is not ashamed of it, rather he is proud. He dresses as well as he can for one of the poorer class. Though looking closely at his eyes and nothing else you might be forgiven for thinking him a king. The blue in his eyes gives off a righteous gleam. You guess his ancestors were likely very important once and held great power, though Petra has never suspected such. His posture is perfectly upright but does not seen full of himself.

Introduction:

Petra takes in the others who happen to be standing near him with a quick eye. They seem friendly enough so he decides to try making a few friends during the festivities. "Hi, Petra's my name. Lived here all my life never being able to go outside the walls. I have seen many of these festivities but I have never seen you here. Glad to make your acquaintance here. I have heard rumours of some action, but there are always such. Best to keep your eyes open anyhow. I see you looking at my birthmark. haha. It is the mark of the Riftwardens. Passed onto me by birth. My parents both were you see. Alas I have never had the pleasure of knowing them.'

History to date:

15 Arodus 11:00pm
Tommorow is Armasse. I have seen many such since my birth but this is the first one I will be able to participate in thanks to the strictness of my foster parents. But now that I have recently turned 21 I have decided to become a man and do my own thing. They would have me stay inside the wall of this city forever and never do anything that would put my life in danger. As if this town is completely safe from the demonic hordes. That is the lie they tell themselves. I feel that nothing is safe. Ever since I discovered the meaning of my birthmark and that my foster parents are not my real parents, I have understood that it is only because heroes like them take a stand against the evil that surrounds us. My false parents would hide and let others do the work for them, content to just hide like the cowards they are. But they are not alone. I pity them.

I have kept the secret of my own magical abilities from them for I know not what their reaction would be. Thankfully no accident has ever come from it. When I found out what I could do several years ago I was lucky enough to find a traveller, a varisian sorcerer who knew of tattoos. I told him of my birthmark when I saw his many tattoos and he marvelled at it. Never had he seen such a mark before. He became suspicious and guessed correctly that I was magically gifted though I know not how. Fortunately he was only wanting to help and taught me about the varisian way of tattoo magic. Over the month that he stayed in Kenabres I learnt so much that I desired to have a tattoo as he did. He was willing to assist me in the process and warned me it would be quite painful and exhausting. Once completed I was in bed for three days my foster parents suspecting nothing but that I had caught a fever. Once I was well again I saw the old varisian and he showed me how to make my raven come alive just like his viper. Before he left he encouraged me on my quest to avenge my parents and suggested I learn the languages of the enemy so I may speak to them when I find them. Then he left but not before promising to return again one day.

Thus I enrolled in extra lessons at what you would call a school for adults. I did my best to learn the demon languages as fluently as I could. My foster parents frowned upon this and threatened to stop paying my tuition. Fortunately after I promised to help pay with the meager amount I was getting from various beggarly jobs I could find they left it alone and chalked it up to a bit of curiosity. I took naturally to learning, perhaps because I was more intelligent that the average student, but more likely because I had far more reason than any there. One day those that killed my real parents were going to pay and I had to be ready by the time another crusade came around.

Tomorrow I intend to speak to a cleric of the church of Iomedae who I have followed all my life and ask help from them. Perhaps they will let me aid in some way the fight against the world wound. Though I am not the strongest of men I want to learn how to lead others. I dream of being a general at the forefront of battlefields with my men. Strengthening them and bringing down our foes with magic. I likely will not sleep tonight. Let this journal be the start of my story. If it is destined for anything great. Perhaps others can use my own words for their stories one day.


DM Achak, how do you feel about a Wizard with the Riftwarden Orphan trait who wants to go for the Riftwarden PrC, perhaps as somewhat of an obsession to find out what happened to his parents and possibly avenge them?
Is it possible to become a Riftwarden in a story where Riftwardens apparently play a role in?
If so, that's definitely something I'd like to play.


To answer some questions I am seeing, I will be picking a group by later today probably, as I already see a lot of great applications. Probably have a final decision within 8 hours or so. I'll be available to post a lot during weekdays, and I would like a group who could post at least a little bit everyday. About the Lion Shaman, I don't really care how out of place your character is. Just the more out of place they are, the stronger I expect your backstory to be explaining why they are there. Riftwarden PrC would be great.


Since time is running short. Here is Wraak, character of TheCelticCircle. All the info is in the profile.


Talking about PrC´s, Leto V. might eventually become a Low-Templar or Chevalier.


Hello, here is my application for this AP. Katia is an inquisitor of Desna. I'm planning to play her as a scout and will aim for the trickster mythic path.

All the relevant information/background is in the profile.

Llaelian


And I'd like to apply Vicente to your game.

There's plenty of details on the profile, including sample posts and player details. Probably a Dual Path Hierophant/Archmage, but I have no idea what's best for him and would prefer to develop that with each level gained.


Gah! Hoping to squeeze in with this application.

Zogar:

male human (Kellid) ranger (multiclass to fighter later?) 1 CG
hgt: 6’4 wgt: 210 lbs
eyes: pale blue
hair: black
age: 22

STR 16
DEX 16
CON 10
INT 12
WIS 13
CHA 10

Appearance:
A large man with the appearance of a fur-and-leather-clad savage, Zogar's steely gaze is more intelligent than such a prejudice would suggest. Lean and hungry-looking, his stern good looks are tempered by both his obvious contempt for those he considers weak, and the four ragged claw marks that mar his right cheek. Hidden under his clothes are worse scars, but few ever see them.

Zogar carries a whopping great sword on his back, a dagger in his belt, and little else but a near-empty pack and longbow.

Personality:
Proud and grim, Zogar takes his private crusade seriously, as he does most things. His sense of humor tends to be more black than non-Kellids understand. He has taken his tribe's view of weaklings to heart, but has a soft spot for the Chelish. His sleep is always fraught with nightmares.

Background:
When he was a young lad, Zogar was nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill him, but his father, with whom he was traveling the steppes alone, perished, and Zogar himself was struck down before being saved by a group of Chelish adventurers. Zogar was taken to the city of Kenabres, where he lingered at death's door in a coma for weeks before waking. The only thing he had to remember his father by was the nomad's huge sword. Ever since then, he was unusually hale and hearty, as if his body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars of his brush with death remained, and nightmares often plagued his sleep.

The religious Chelish family that had taken him in nursed him back to health, and subtly tried to indoctrinate him in the faith of Asmodeus without raising the ire of the witch hunters. Zogar learned what he could - he was a good student, absorbing all they could tell him about his foes - but he burned with a desire for vengeance against the monsters that had slain his father, and wished to return to his tribe as a great demonslayer. In secret, he still held Gorum in his heart. While the children of the household played at fighting demons, he took the fights all too seriously. His demeanor was grim and he never yielded, and when he came of age, the family was not entirely sorry to see him go.

Zogar tracked down his father's tribe (the Utwind), and spent some time among them, but his heart was restless. He had work to do, and his tribe's shaman told him both his parents would rest easy when his task was done, whether he fell in the battle or not. Zogar took all he had learned and spent years hunting the demons of the Worldwound, yearning to destroy them all. In the end, however, he gravitated to Kenabres - for where better to launch an invasion into the heart of demonkind, and end their power forever?

Traits:
Demon hunter
Exposed to awfulness

Feats:
Furious focus
Power attack

I'll crunch the numbers a bit more if Zogar is accepted.


Think I'll pass. There's plenty in here already. Think I wait and see if there's ever a cool down in Wrath demand so it's not so hectic.


Featuring Hollycaryn Smilesword, Paladin Sword of Valor of Chaldira Zuzaristan.

Chosen to be Brave:

A tiny package left on the doors of a small chapel of Desna decades ago. Inside, a little girl slept quietly, the cute Hollycaryn . Her childhood was happy, growing within a small village on the borders of the Lake of Mists and Veils. She met others of his kind, learned how to deal with animals, to respect the creatures of nature, the traditions of her people and a little about religion, especially the connection of Desna with Chaldira Zuzaristan.
Gradually she realized that there was something different about her, something that set her apart from other children, and it was not the fact of being a halfling, it´s somehow a unknown happiness and a kind of lack of fright against danger. She always had a behavior that emphasized her courage against animals and temptations, even when aye to learn new things.
But, the time of enjoy did not last long to Hollycaryn. The despair and maturation came when she was still youth and happened when a destruction came to her community by demons! A demonic horde that came out of nowhere and don´t looted anything, not imprisoned anyone, just kill and kill, they wanted to see blood and flesh! Few escaped, among these was Hollycaryn, who saw her mentor, a loyal servant of Desna, die horribly, and the same with her friends. A die without mercy and meaning.
After days she still hiding alone in the woods on north, only after overcame the fear she can returned. Seeing that there was nothing left, only pain and suffering, Hollycaryn just took only one thing, a sacred symbol of Chaldira Zuzaristan made for her. A gift from her mentor, made years ago.
After the event she remained isolated in the woods, spent months suffering, consuming her hate. At a night, in her dreams, came a image of a glittery elven woman accompanied by a incandencente light, which took the form of a halfling that exuded a serenity and pointed to the stars. Was Chaldira Zuzaristan. So, the stars took shape, an image of a great city, walled to resist and fight against the demonic hordes, a daily duty.
Took months, and some dreams, but she could reach at Kenabres, and although discredited initially, Hollycaryn managed to get a few space to develop your skills as a servant of an God. For this, she had to deal with the arrogance of men and a lot of human laughed from her words and expertise. She had to work months as horse´s keeper, until he had the opportunity to show their worth .
But, unlike fanatics with whom lived, Hollycaryn learned to be charismatic, and thanks to that, gradually secured a place in training centers. Her skills in combat were rapidly gaining ground, as if she had been born with a special gift.

Sheet:

Hollycaryn Smilesword
Female Halfling Paladin Sword of Valor of Chaldira Zuzaristan 1
LG Small
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 18 {19}, touch 13 {14}, flat-footed 15 (+5 armor, +2 dex, +1 Size) {+1 dodge against foes larger than her}
hp 10 (1d10)
Fort +2, Ref +2 {+3 vs trample}, Will +3 {+7 vs fear}
--------------------
Offense
--------------------
Speed 30 ft. (20ft.)
Melee Longsword +2 (1d6+2/19-20x2) and Shortsword +2 (1d4+2/19-20x2)
Ranged Crossbow, light +4 (1d6/19-20x2)
Special Attacks Smite Evil
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 10, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +2; CMD 13
Feats Two-Weapon Fighting (Combat)
Traits Touched by Divinity, Courageous, Armor Master, Overprotective
Skills Handle Animal (Cha) 9 [1+3+3+2], Ride (Dex) 5 [1+3+2+2+3], Stealth (Dex) 3 [2+4-3]
Languages Common, Halfling
Combat Gear Shortsword (10gp/2lbs), Longsword (15gp/4lbs), Crossbow, light (35gp/4lbs), Bolt(s), crossbow [10/10] (2gp/2lbs)
Other Gear Scale mail (50gp/30lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs). Silver holy symbol, 60 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

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

Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

--------------------
Traits
--------------------
Touched by Divinity As long as you can remember, you’ve had an unexplainable interest in one deity in particular. You have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.

Trickery Domain: Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell.

Courageous Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

Armor Master You have grown accustomed to wearing armor. When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

--------------------
Racial
--------------------
Sacred Keepsakes Among halflings, tradition demands that young people must perform a noteworthy task before they can cross the threshold into adulthood. As a sign of their success, most earn or claim some minor token or memento. Though these keepsakes rarely have much value, halflings tend to cherish them and often carry them to their graves. However, for those few who hear the call of the gods, these tokens sometimes prove far more useful.

Noble Needle: This sharp, sturdy needle often commemorates tasks that involve great risks or sacrifices. A halfling who uses it while casting cure light wounds can deal up to 1 hit point of damage/level (maximum 5) to herself and then add this amount to the number of hit points recovered by the target of the spell.

Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Underfoot Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses Halflings receive a +2 racial bonus on Perception checks.

Size Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Liberty's Edge

Working on last bits of fluff now. Backstory kinda got out of hand; desperately trying to summarize a bit.


Cole:
Full Name : Cole Jacobs

Race: Half Orc
•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

•Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

•Darkvision: Half-orcs can see in the dark up to 60 feet.

•Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Classes/Levels Fighter (Brawler) 1

Gender M

Size M

Age 18

Special Abilities :

Traits: Defender of the Society, Fates Favored, (Campaign Trait)

Drawback: Condensending

Alignment: LG

Deity : Torag

Languages Common, Orc, Giant

Occupation : Boxer

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

Height: 6'6" Weight: 310 Hair:Blond Eyes: Green
Favored Class: Fighter
EXP:
Hit Points: 13
Spd: 30' (20')
Init: +2
AC: 20 T:13 FF:18 (+7armor,+2Dex,+1trait)
BAB: +1
CMB: +5
CMD: 17
Saves: Fort +6 Ref +4 Will +3

Weapons: (Always Power Attack w/ Furious Focus)

Cold Iron Long Spear +5 1d8+9 x3

Unarmed +5 1d6+6 x2

Javelin +3 1d6+4 x2 30'

Stunning Fist 1/day DC 12

Skills: 3 Ranks

Acrobatics -2 (1rank,,2dex,-5AC)
Perception +2 (1rank,1wis)
Sense Motive +2 (1rank,1wis)

Feats:
Power Attack
Furious Focus
Endurance

Equipment: (=GP)

Cold Iron Long Spear (10)
Armored Kilt (20)
Four Mirror Armor (45)
Javelin x3 (3)
Pathfinder Kit (12)
Rope 50' (5)
Grappling Hook (1)
Swarmsuit (20)
Smoke Goggles (10)
Crowbar (2)
Alchemis Fire x2 (40)

7GP remaining

Can't get to the players guide at work. So will need to pick trait out from home.

BackStory:

Cole started his career as a part of the Pathfinder Society. He is a member of the Silver Crusade. He did a few jobs before hearing of the trouble at the worldwound. He decides to take up the mission of the Crusade. He now finds himself in Kenabres. He has yet to take any action as he recently arrived. He is eager to take in the festival that will be starting in a few days.

Sorry backstory is short and sweet.

Activity: I am part of 2 PFS PBP, and 3 other PBP, I have over 1300 Post, and pretty much on the boards from 7am-4pm EST Monday-Friday from work. I check in usually once and evening as well. I post as much as the stroy allows and other players keep up. Hope to be part of your game :) Thanks. I know I'm taking the trait that gives me the spell like ability of a 1st level domain spell once/day but can't remember what it is at the moment.


AAAAALLrighty then. Done. Finally got a proper druid on the boards here, and if I have my say, he's going to be a bit of a beast.

Used Lion shaman rules, re-skinned as tiger, since they're a little more environmentally flexible. Backstory got a little long-winded, but damned if he doesn't have a good reason to join the crusade.


this is my submission


Wow guys! Talk about an overwhelming number of awesome characters! Since I did get plenty of cool characters submitted so soon, I am going to go ahead and finalize the party right now. I decided to go with the following:

Quinn Inktooth- Tiefling Paladin
Vicente Nioro- Elf Wizard (Transmutation)
Abigail Merosa- Aasimar Cleric of Sarenrae
Katia Shelensdottir- Aasimar Inquisitor

Congratulations guys! I'll be putting up the thread shortly and plan to have it in full swing tomorrow.

Thanks to everyone else who applied, you really made it hard for me to decide.

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