Wrath of Righteous (Inactive)

Game Master Spazmodeus

Maps


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For several weeks, excitement has been building in Kenabres — Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event. Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place just west of the cathedral in Clydwell Plaza, where you now are. It is about an hour before the blessing and the official start to Armasse. When you entered Clydwell Plaza, and looked at the wonders of this town, you saw banners near the stage. You gravitate towards the one you think would offer you the best shot of becoming involved in the 5th Crusade. There is the banner of the Eagle Watch, a knightly order of mostly Paladin, Fighters and Clerics. There is the banner of the Rift Wardens, an order of Wizards. You approach the person who seems to be in charge, and inquire as to how you may join the order. The response is the same, ”you look somewhat competent. Why do you want to join and hunt demons, and what skills do you bring?

Please provide the following information in your request to join:
A complete character sheet, including short description, short personality, short history and your short response to the question of Why? No need for an alias yet. Only selected characters will need to set one up.

Recruitment ends on Thursday evening, July 10th. Five characters will be selected and announced Saturday evening, July 12th. Play will begin on Tuesday, July 15th.

Character Creation


  • Download and read the WotR Players Guide.
  • 20 point character buy. All scores 10 or greater after racial adjustments.
  • Paizo material only. If it is not in the PRD, please provide me a link (preferably to d20pfsrd).
  • Maximum gold for 1st level, maximum hit points all levels.
  • Two traits. One must be a campaign trait.
  • Diplomacy, Knowledge (all), Perception and Survival are important skills in this AP.
  • Alignment. Looking for mostly Good aligned (LG, NG) characters, but will think about other alignments. NO CN, or Evil.
  • A five person balanced party will be selected. Warrior, Divine, Arcane, Skill Monkey and Other.

PbP rules

  • Daily posts are expected, Tuesday thru Saturday.
  • To speed up play, I will usually roll perception, survival, initiative, and other rolls for the group as appropriate.
  • Because this is a PbP, encounters will be changed or removed and there will be more story and RP rewards.
  • The group will level as a whole, instead of handing out XP, and I keep very close to the level sidebars in each chapter.
  • Please provide your timezone in GMT. I am in upstate New York, USA, GMT -5.

-- david
DM Papa.DRB


Musings of a Grumpy Old Bastard (aka me)

I tried running this campaign once before, but it fell apart after a couple of weeks, because I did not set expectations, especially for combat, so let me do that now.

When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “head guy” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” Do NOT wait for folks earlier in the initiative order to post before you do. With five people in the party, that could mean five days or more for one combat round. I am too old and ornery to deal with that.... heh.

As in the 1st post, at least one post per day, Tuesday thru Saturday. For me, Sunday is an extremely busy day (church, 1st nap, prepare dining room table for Sunday night table top game, 2nd nap, and of course, Sunday night table top game). Monday is not quite as bad, but morning is bring the dog to my son's place and visit with him and his four dogs for a while, then my one afternoon a week part time job which I love but tends to wear me out.

I have two folks who are invited to participate in this campaign, so the skill monkey (a rogue) and other (an inquisitor) slot are already filled. That leaves warrior (preferably paladin), divine (preferably Iomedae, Torag, or other crusading deity cleric, but oracle is ok) and arcane (preferably wizard, but sorcerer is fine).


I would love to join a WotR campaign.

I've been interested in the ACG classes. Is arcanist/bloodrager allowed?


Tsiron Ragmar wrote:

I would love to join a WotR campaign.

I've been interested in the ACG classes. Is arcanist/bloodrager allowed?

Yes, arcanist would fill arcane role, bloodrager would fill the warrior role. When the book comes out, the character would have to be updated if there are changes from the test document.

-- david

note: for the arcane and divine caster roles, I will only pick a caster that has 9th level spells, ie, the hunter or warpriest won't cut it.


Dot for interest.


Dot for interest


I'll put in a dot as well. How does a Suli-Jann Paladin of Shelyn sound?


If possible, I'd like to play as this character - Baradesh Ironheart, Stonelord Paladin of Iomadae. He's been through the first part of the first book twice now, but both games fizzled and died. He should be built to standard already, so all I'll need to add is my answer to Why?

If it's not possible to use a previously created character, I have a couple of other Lawful Good ideas I'd like to give a spin to.


What are your race requirements? The Player's Guide gives a couple of suggestions but then goes on to say, basically, "any race could be here". Standard 15RP limit?


Merick the Blue, Cleric of Iomedae, reporting for service. Everything should be answered on my profile, except for the Why and Skills.

Why - A demon attempted to kill me several years ago. I narrowly survived, and have since dedicated myself to ridding the world of this menace. I believe I was chosen by Iomedae for this purpose.

Skills I offer - Offer a decent face for the party, knowledge of the Planes and Nobility, and of course an excellent support healer and party enhancer.


I am planning on writing up an Aasimar (Archon-Blooded) Ranger (Skirmisher, Urban Ranger).


Dot of consideration


I have a couple of ideas i would like to submit. In order of preference. Using spoiler buttons to avoid hogging the screen and to make it easier to read. Central Time so GMT -6:00

Brother Adun:
Adun is a very young tiefling with glowing red eyes and bluish skin. He shaves his head to hide his silvery mane. He is a bit lanky, but well muscled.

His mother was a crusader that was briefly captured by the enemy. Though she was rescued, his mother was used by the cultists as an offering to a lustful demon. As a faithful follower of Erastil she could not destroy the product of this horror, but left him at a monastery when he was born.

Many of the monks were also crusaders who could no longer serve due to the the horrors inflicted on their minds or their bodies. This meant that each day as he grew he saw the flinches and sideways glances of those that saw him only as a monster. For years he tried to work hard, better, more dutiful than any other, to listen to every story they had to tell, but it made no difference. He worked to suppress every ungodly urge, but still he felt their eyes upon him.

his life changed when a battle priest arrived at the monastery to heal from terrible wounds he suffered in pitched battle at the world wound. He spoke of his patron the former devil Ragathiel and his rise to lead the heavenly hosts.

From that day on Adun spent every day driving himself to be a weapon against the darkness blighting Mendev.

Adun is extremely young, and would likely not be allowed to fight if his monstrous origins did not cause him to grow larger and stronger than others. He has finally convinced a group of crusaders to take him to Kenabres to join the crusade and to find his destiny. He is very determined and has an almost frightening level of self control. He shows only courtesy no matter how badly he is treated, but when faced by the forces of darkness, he face glows with righteous hate.

Why? I join because i must. They must be stopped and I must be a part of that effort. I offer skill with a bow and my dedication to righteous action in all things. I offer my body, my mind and my soul.

Brother Adun
Male Oni-Spawn Tiefling Monk (Zen Archer) 1
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Monk)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +5
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee handaxe +2 (1d6+2/×3) and
unarmed strike +2 (1d6+2)
Ranged shortbow +2 (1d6/×3)
Special Attacks: Flurry of Blows(Bows only)
Spell-Like Abilities (CL 1st; concentration +1)
1/day— Alter Self
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 12, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 17
Feats: Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Precise Shot.
Traits: Child of the Crusades, Demon Smiter
Skills: Disguise +2, Intimidate +6, Knowledge (history) +5, Knowledge (religion) +5, Perception +7, Sense Motive +7, Stealth +6
Languages: Abyssal, Common, Draconic
SQ: Monk AC bonus, Unarmed strike
Combat Gear: cold iron arrows (50); Other Gear: arrows (40), handaxe, shortbow, wooden holy symbol(Ragathiel), pathfinder's kit, 9 gp
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Child of the Crusades (1/day) Against possession/incapacitation, free action: Reroll failed save, keep 2nd result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demon Smiter (1/day) When fighting demons, +4 on a single attack roll.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike: (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.
Unarmed Strike: (1d6) The Monk does lethal damage with his unarmed strikes.

Antorin Glimmerkin:
Antorin is a heavily scarred elf whose hair has several abnormal streaks of silver in it. His leathers are criss-crossed with more than a dozen sheathed blades. He always has a smile on his face, like he knows something that no one else does.

Antorin always felt unlucky in life, who knew that the worst decision he could have made would change that. He was born in Ustalav as a virtual slave to a vicious master. Beaten and mistreated,even forced to fight others for his food, he thought fleeing was his only choice. With no knowledge of the world, he fled north in to the Shudderwood and past in to the horrors of the world wound. He was rescued by a strange woman who helped him escape to Mendev.

He spent some years growing more worldly and learning of this wonderful goddess that has blessed him with his life and his freedom. He has heard the call of the crusade and knows that he can be of use. These stuffy paladins just have to understand that somethings you can't plan, sometimes you just have to do.

What do i offer the crusade? All the things the rest of these clanking anvils can't. Subtlety and skill. Oh, and did I mention that Desna loves me?

Antorin Glimmerkin
Male Elf Rogue (Knife Master) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Dagger +2 (1d4+2/19-20) and Dagger +2 (1d4+1/19-20)
Ranged: Dagger +2 (1d4+2/19-20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/day—comprehend languages , detect magic , detect poison , read magic
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 12, Int 12, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats: Two-Weapon Fighting
Traits chance encounter, indomitable faith
Skills Acrobatics +6, Appraise +5, Bluff +4, Diplomacy +4, Disable Device +8, Knowledge (local) +5,
Perception +7, Sense Motive +5, Sleight of Hand +6 (+6 to conceal a light blade), Stealth +6; Racial
Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ weapon familiarity, hidden blade
Combat Gear acid; Other Gear: Studded leather, alch. silver dagger x2 , cold iron dagger x4 , dagger x8 , quarterstaff, sap x2, loaded dice, pathfinder's kit, thieves' tools, masterwork, 5 gp
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in low light,distinguishing color and detail.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Sneak Attack +1d8/+1d4: +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

Grand Lodge

Presenting:

Arwen Mc Lyntier
Oath agaisnt Fiends, Vengeance Paladin 1
Medium Demon-spawn Tiefling / Outsider (Native)
Init +1; Senses Perception +2, Darkvision 60 ft
==DEFENSE==
AC 21, touch 11, flat-footed 20 (+6 armor, +2 shield, +1 dex, +2 natural armor)
hp 11 (1d10)
ER Cold 5, Electricity 5, Fire 5 Fort +2, Ref +1, Will +2
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 20 ft/x4
Melee Cold Iron Glaive-Guisarme +5 (1d10+6) 20/x3 brace, reach, see text
Melee Razor Bite +5 (1d6+4) 20/x2
Melee Cold Iron Longsword +5 (1d8+4) 19-20/x2
Special Attacks Tiefling Maw (PFARG 169), Smite Evil [1] (PFCR 60-61)
==STATISTICS==
Str 19, Dex 12, Con 10, Int 8, Wis 10, Cha 16
BAB +1, CMB +5, CMD +16
Feats Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133)
Skills Diplomacy +7
SQ Aura of Good (PFCR 60), Detect Evil (PFCR 60)
MC Code of Conduct (PFCR 63-64)
Traits Magical Knack (Magic) (PFAPG 329)
Languages Abyssal, Common, Infernal

------
Still have the campaign trait to choose

-----

Arwen had pretty much lost it all. Friends, family, clan. He had been captured and sold into slavery. But he had managed to live to tell the tale. On the long way back it rained, rained and then rained some more. He could remember the day he almost drowned while the small slave caravan crossed the Nelsin river. the current was strong but seeing that he was delayed the taskmaster pressed on. The horse he was tied to broke a leg on a stone while crossing. The current was so strong that it instantly took rider and slaves down under. But he had managed to survived. the rage, the controlled anger in him had helped. He had managed to escape.
Arriving in freedom town he had tried to work but some cowboy insulted the northern clan man. He was a local and Arwen was the stranger. Of course Arwen had won the fist fight but since he had no cash he was left in the cell for some days. Seeing something in him the Sheriff had given him a chance. And he had given his word. He would work for him an entire season.

But being a Full blooded Tieflin was not something most people would forget when they saw him. It earned him remarks and snikers even tough all he wanted was to fight injustice and Evil.

But that is when he heard the call. The call to serve, the Call to fight against the Fiends in the WorldWound. He arrived to late to fight in the Siege of the Diamond city . But he go there anyway and knew that his vigil against "them" now had started

And so he answered the question Because someone has to stand up to them. Someone has to show the Fiends that they can not snuff out the free will and the Goodness of the People and Because i swore an Oath to Fight them until i die when i became a Paladin. he pause for a second his tail waggle a bit Yes i know it is not because i look like one of them that i am one of them. It caused me enough pain in my childhood.

he says before bowing to the master at arms and heading out to the bar to get a beer

-----

As for myself i am very active (high post count and game participation)

GMT+1


Here is my proposal. He goes to a crusade in order, first because he trained all his life for that purpose and devoted it his faith, and second, having some unknown nemesis that constantly puts him the mark of possesed, the best think he can do is cleanse the land of demons to get arguments against false acusations. He is still an idealist, and has a grudge against demons cause of his past, but his mentor easied his mind so he is not in the "lawful stupid" mood ;D

Somehow nijae'd by Algar :D

Jordi, Paladin:
Jordi, The Innocent Idealist Avenger
Male Human Paladín of Iomedae 1
[Favored Class - HP:1 Skill:0]
LG Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+1Dex, +6 armor)
hp 12 (1d10+1 (CON) +1 (FCB))
Fort +3, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+4 Greatsword 2d6+4 // +3 Greatsword 2d6+7
Paladin Spells Known
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 15

Feats 1-Power attack /-Weapon focus: Greatsword(fighter)

Skills (2+1 Int+1 human)
Craft +1(Int)
Diplomacy +2(Cha) (1) +3 +1(trait) = +7
Handle Animal +2(Cha)
Heal (Wis) (1) +3 = +4
Knowledge (nobility) +1(Int) (1) +3 = +5
Knowledge (religion) +1(Int) (1) +3 = +5
Profession (Wis)
Ride +1(Dex)
Sense Motive (Wis)
Spellcraft +1(Int)

Armor penalty -4

Languages: Common
SQ

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 Charisma 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.
Gear
Greatsword, breastplate, bagpack, blanket winter, flint & steel, dagger, lantern hood, oilx10, warhammer, Holy symbol of Iomedae (silver)
Total weight: 58/86(light) 173(medium) 260(heavy)
GP: 3 SP:5
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
--------------------
Traits:
--------------------
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.

Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
--------------------
Background
--------------------
Jordi has been raised in a temple at Kenabres, and trained since child to fight agains the hordes of the Abyss with discipline and faith. He doesn't remember nothing of his true familiars, just knows they where killed when some demons lured somehow into the protected zone by the wardstones, being himself mortally wounded. Miraculously, he was saved by some crusades that come after hearing the cruel slaughter sounds, though some of them swore the child was dead...
Because of that, he has been observed by clerics and inquisitors, and generally acused on any "witch hunt" that takes places as possible demon possesed. Until now, thanks to being cared by a high-rank Knight, he got free of charges, but things change quick; his protector is getting old, and someone seems to have a grudge agains him (Jordi).


DM Papa.DRB wrote:


I have two folks who are invited to participate in this campaign, so the skill monkey (a rogue) and other (an inquisitor) slot are already filled. That leaves warrior (preferably paladin), divine (preferably Iomedae, Torag, or other crusading deity cleric, but oracle is ok) and arcane (preferably wizard, but sorcerer is fine).

Here is Hyram Grimstalk, Inquisitor of Iomedae, who is referenced above.

Description:
Hyram Grimstalk is a severe–looking human man with close-cropped hair and a neatly trimmed beard. He is average weight and build but his most remarkable feature are his ice-blue eyes-eyes that seem to stare right through you.

Personality:
Unsmiling, Hyram seems focused on the task at hand and always seems to constantly be searching about him for evil that may or may not be around.

History:
It was a beautiful, spring day. He remembered that. He remembered also the wounded streaming in from the outlying fields with the mages and demons right behind them. In the swirling confusion the boy lost track of his parents (He never saw them alive again) and hid. “”Where is the Paladin?” he heard the mages ask. The demons only laughed as his neighbors were slaughtered before his eyes. It was only later that he found out that the village elders had hid a wounded paladin, a lone survivor of a group that had taken on an evil cabal of mages – mages who were adept at summoning demons and devils. The boy resolved at that moment to combat demons wherever he found them and pass judgment on those who would harm innocents.

Stats:

Hyram Grimstalk
Male Human Inquisitor 1
None Medium humanoid (human)
Init: +0, Senses: Perception +7

DEFENSE

AC 15, Touch 10, Flat-footed 15 (+4 *Chain Shirt, +1 Light Shield)
HP 11 (1d8)+3
Fort: +4, Ref: +0, Will: +5

OFFENSE

Speed: 30 ft. (6 Squares)
Melee Longsword +2 (1d8+2/19-20)
Melee Shield (light/wooden) -2 (1d3+1)
Melee Dagger +2 (1d4+2/19-20)
Ranged Dagger (thrown) +0 (1d4+2/19-20)
Ranged Crossbow (light) +0 (1d8/19-20)
Space 5 ft. Reach 5 ft.
Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,
KnownInquisitor Spells(CL1st):

1 st
(2/day) -
cure light wounds
(DC 14)
,
wrath
(DC )

0 th
(at will) -
detect magic
,
detect poison
,
resistance
(DC 13)
,
stabilize
(DC 13)

STATISTICS

Str 14,
Dex 10,
Con 15,
Int 12,
Wis 16,
Cha 10

Base Atk: +0,
CMB: +2,
CMD: 12

Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Judgment Surge, Righteous Healing, Shield Proficiency, Simple Weapon Proficiency

Skills:
Acrobatics -3,
Appraise +1,
Climb -1,
Craft (Untrained) +1,
Escape Artist -3,
Fly -3,
Heal +7,
Intimidate +1,
Knowledge (Arcana) +5,
Knowledge (Arcana/ID monster) +8,
Knowledge (Dungeoneering) +5,
Knowledge (Dungeoneering/ID monster) +8,
Knowledge (History) +2,
Knowledge (Planes) +5,
Knowledge (Planes/ID monster) +8,
Knowledge (Religion) +5,
Knowledge (Religion/ID monster) +8,
Perception +7,
Ride -3,
Sense Motive +4,
Stealth -3,
Survival +3,
Swim -1,

Languages:Common, Infernal

Special Qualities:
Battle Rage
(6/day)
,
Bonus Feat
,
Heart of the Streets
,
Judgment (Sacred)
,
Monster Lore
,

Possessions
longsword;
shield (light/wooden);
outfit (explorer's);
chain shirt;
bolt (crossbow) (x20);
dagger;
Backpack
[
Waterskin;
Rations (Trail/Per Day) (x3);
Pouch (Belt);
];
Waterskin
;
Pouch (Belt)
;
Crossbow (Light)
;

SPECIAL ABILITIES

Battle Rage
(Sp)
You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can do so 6 times per day.

Bonus Feat
Humans select one extra feat at 1st level.

Demon Eradicator
Anytime an outsider with the demon subtype must make a Will save against one of your spells, increase the DC of that save by +1.

Exposed to Awfulness
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 the saving throw as a free action. You must take the second result even if it is worse.

Heart of the Streets
Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait.

Judgment / Destruction
The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.

Judgment / Healing
The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice
This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Judgment / Piercing
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection
The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Judgment / Purity
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Judgment / Resiliency
This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance
The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting
This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Judgment (Sacred)
(Su)
An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Monster Lore
(Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze
(Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

War


(HP 11 AC:15 T:10 F:15 Saves F:+4 R:
+0 W:+5 CMB:+2 CMD:12 Init:+0
Perc: +7


SAMAS wrote:
I'll put in a dot as well. How does a Suli-Jann Paladin of Shelyn sound?

That could be interesting. Stat one up and submit it.

-- david


Baradesh Ironheart wrote:

If possible, I'd like to play as this character - Baradesh Ironheart, Stonelord Paladin of Iomadae. He's been through the first part of the first book twice now, but both games fizzled and died. He should be built to standard already, so all I'll need to add is my answer to Why?

If it's not possible to use a previously created character, I have a couple of other Lawful Good ideas I'd like to give a spin to.

Baradesh would be ok. I'll add him to the list of submitted characters.

-- david


Tourach wrote:
What are your race requirements? The Player's Guide gives a couple of suggestions but then goes on to say, basically, "any race could be here". Standard 15RP limit?

No to create a race from the ARG, but I'll consider most of the others, ie. Damphir won't cut it in this campaign.

-- david


Algar Lysandris wrote:


==STATISTICS==
Str 19, Dex 12, Con 10, Int 8, Wis 10, Cha 16

Redo stats please, minimum 10 after racial adjustments, 20 point buy.

-- david


Sounds interesting. Let's see what idea I can come up with. Paladin seems like obvious choice, though it may be all too obvious. I currently have an idea for a witch, but I have enough witches already... thinking about it... the idea might work for a sorcerer as well...


I forgot about the gtm/utc. It's +2 for me.


Do you consider Ranger a skill monkey?
Because when people say skill monkey they say rogue and bard, but ranger even though he gets 6+Int, they don't call him one?


Perhaps the problem is not with the number of skill points, but the number of class-skills. No acrobatics, bluff, diplomacy, intimidate, sense motive or disable device for example.

Edit: still great for the warrior slot, as you can take diplomacy as class-skill by the use of a trait, and all the others campaing important skills are already on your list, with points to spare.


Am I crazy? How many times do I have to "dot for interest" before it takes?


Had this for a previous WotR. Will look to adjust to meet your creation guidelines tonight.

GMT -6


And if our character can fit two categories, does it count against us or help us? Like for example Magus can fit the role of melee and arcane.
Inquistor, I don't know looking at 6+int and lots of skills can fill the role of skills monkey plus divine.

I'm asking is it possible to have a magus and a sorceror in the group because the magus fits the other role? Or an inquistor and a Paladin in the group because inquistor fits skills monkey?


I would be interested in joining a WoTR campaign. I will have to modify my background and double check campaign specific crunch but most of the character details will stay the same.

Disclaimer:

I am running a WotR campaign, but am very good at separating player/character knowledge.


DoubleGold wrote:

And if our character can fit two categories, does it count against us or help us? Like for example Magus can fit the role of melee and arcane.

Inquistor, I don't know looking at 6+int and lots of skills can fill the role of skills monkey plus divine.

I'm asking is it possible to have a magus and a sorceror in the group because the magus fits the other role? Or an inquistor and a Paladin in the group because inquistor fits skills monkey?

Remember that the DM made it clear that to count as either Divine or Arcane you must have access to 9th level spells. So, for example, a Magus is not actually someone that could take the arcane spot.

Silver Crusade RPG Superstar 2014 Top 16

I would absolutely love to play in this campaign. Do you think you already have enough players, or is it worth me posting a character?


Depending on the traits or archetype, a ranger can be a "skill monkey".

Two things that were mentioned in either the opening two posts, or one of my responses to the ACG question.

Skill Monkey and Other are taken already, which leaves the Warrior, Divine and Arcane slots to be filled.

Divine & Arcane must be a class that can cast 9th level spells, so Magus, Hunter, Inquisitor, Warpriest, Bard, and others that are either 4 or 6 spell levels won't qualify for either.

-- david

Edit: Remember this campaign goes to 20th character level and 10th mythic level so high level spells become essential.

Also, please include your Time Zone, thanks.

Grand Lodge

Arwen
Paladin of Andoletta Oath of Vengeance Against Fiends
Medium Tiefling / Outsider (Native)
Init +1; Senses Perception +2, Darkvision 60 ft
==DEFENSE==
AC 21, touch 11, flat-footed 20 (+6 armor, +2 shield, +1 dex, +2 natural armor)
hp 10 (1d10)
ER Cold 5, Electricity 5, Fire 5 Fort +2, Ref +1, Will +2
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 20 ft/x4
Melee Cold Iron Glaive-Guisarme +5 (1d10+6) 20/x3 brace, reach, see text
Melee Razor Bite +5 (1d6+4) 20/x2
Melee Cold Iron Longsword +5 (1d8+4) 19-20/x2
Special Attacks Tiefling Maw (PFARG 169), Smite Evil [1] (PFCR 60-61)
==STATISTICS==
Str 18, Dex 12, Con 11, Int 10, Wis 10, Cha 16
BAB +1, CMB +5, CMD +16
Feats Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133)
Skills Diplomacy +7, Sense Motive +4
SQ Aura of Good (PFCR 60), Detect Evil (PFCR 60)
MC Code of Conduct (PFCR 63-64)
Traits Magical Knack (Magic) (PFAPG 329), Touch by Divinity
Languages Abyssal, Common, Infernal

-----

Arwen had pretty much lost it all. Friends, family, clan. He had been captured and sold into slavery. But he had managed to live to tell the tale. On the long way back it rained, rained and then rained some more. He could remember the day he almost drowned while the small slave caravan crossed the Nelsin river. the current was strong but seeing that he was delayed the taskmaster pressed on. The horse he was tied to broke a leg on a stone while crossing. The current was so strong that it instantly took rider and slaves down under. But he had managed to survived. the rage, the controlled anger in him had helped. He had managed to escape.

But being a Full blooded Tieflin was not something most people would forget when they saw him. It earned him remarks and snikers even tough all he wanted was to fight injustice and Evil.

But that is when he heard the call. The call to serve, the Call to fight against the Fiends in the WorldWound. He arrived to late to fight in the Siege of the Diamond city . But he go there anyway and knew that his vigil against "them" now had started

And so he answered the question Because someone has to stand up to them. Someone has to show the Fiends that they can not snuff out the free will and the Goodness of the People and Because i swore an Oath to Fight them until i die when i became a Paladin. he pause for a second his tail waggle a bit Yes i know it is not because i look like one of them that i am one of them. It caused me enough pain in my childhood.

he says before bowing to the master at arms and heading out to the bar to get a beer

-----

As for myself i am very active (high post count and game participation)

GMT+1


cartmanbeck wrote:
I would absolutely love to play in this campaign. Do you think you already have enough players, or is it worth me posting a character?

Post away. I will not make a choice till Thursday. There seems to be several good Paladin characters. I have not read anything about Divine or Arcane closely yet, although I have been out for a while.

Back later, as now, have to let my wife use my laptop computer so she can play her online Scrabble game, as we are away from home and she can't lug her pc with her.

-- david


DM Papa.DRB,

Just want to confirm that my character meets all your stated requirements. Also, wanted to confirm that I will be playing and writing in third person. LOL


okay, thanks for the clarification, with that in mind, it is nearly impossible for classes to fill more than one role.


how do you feel about spellslinger?

Or do you have a no guns policy?

Silver Crusade RPG Superstar 2014 Top 16

Submitted for your approval:

Kristen Mensbane
Female peri-blooded aasimar Arcanist 1
CG Medium outsider (native)
Init +1; Senses Perception +1
DEFENSE
[b]AC
11 Touch 11 FF 10 (+1 Dex)
hp 6 (1d6)
Fort +0 Ref +1 Will +3

OFFENSE
Melee
Ranged
Special Attacks

Arcanist spells prepared
1st (3/day) -
0 -

Aasimar spell-like ability (1/day, DC 13)
1/day - corruption resistance

STATISTICS
Str 10, Dex 12, Con 11, Int 18, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Spell Focus (Evocation)
Skills Appraise +8, Diplomacy +4, Kn. (arcana) +8, Kn. (planes) +10, Spellcraft +10, UMD +7
Traits Volatile conduit (1/day, +1d4 energy damage on spell), Riftwarden Orphan (+2 concentration checks)
Alternate Racial Traits Halo, Exalted resistance, Incorruptible
SQ Arcane reservoir (1 point), Arcanist Exploid (School Understanding [Evocation {Admixture}]), Consume spells, Intense spells (+1 damage), Versatile evocation (4/day)
Combat gear
Other gear

Obviously I still need to buy equipment and prepare her spells. She'll start with 120gp, from what I can tell.


Submitting:
Bosh Ufgod

Description:

He is 5'4" and 260lbs, he has brown hair, big eyes and white skin. He has a chubby body.

Personality:

He is a quiet and dedicated person, who likes to study and he doesn't like being pushed around. He is more of a combat oriented wizard.

Backstory:

When he was a baby, his parent were killed by a group of demons who attacked their small town just before some adventurers could help them, they protected the baby and gave him in adoption in Kenabres or that was told by his foster parents. He grew up with stories about the Crusaders and the Riftwardens, lacking the physical body to become a warrior he chose the path of the mind and learned the arcane ways. He proved to be very intelligent and talented in them. Always proved to be better than their bullies.

Why?:

"I am a master in the arcane ways, a very intelligent person with knowledge of all kinds. Magic is always useful against vile creatures and demons.
And since I was a kid I dreamed to become a Riftwarden and protect the people, I've heard some demons killed my biological parents, after all the pain and destruction they cause, I think they should get their punishment."

Crunch:

Init: +1
-------------------- 
Defense 
--------------------
HP: 7
AC: 11 T:11 FF:10
(Base 10/Dex+1)
CMD: 14
Fort: +1
Reflex: +1
Will: +4
-------------------- 
Offense 
--------------------
BAB: +0
CMB: +0
Melee dagger +0 (1d4 19-20/x2)
Range crossbow +1 (1d8 19-20/x2)
-------------------- 
Statistics 
--------------------
Str 10(+0), Dex 13(+1), Con 12(+1), Int 18(+4), Wis 14(+2), Cha 10(+0)
Speed: 30ft
Languages: Common, Elven, Celestial, Abyssal, Draconic
-------------------- 
Feats 
--------------------
Eschew Materials
Bonus Feat: Combat Casting
Bonus Feat: Scribe Scroll
-------------------- 
Skills 
--------------------
Appraise +8
Knowledge (arcana) +9
Knowledge (dungeoneering) +8
Knowledge (local) +8
Knowledge (Engineering) +5
Knowledge (nature) +8
Linguistic +8
Spellcraft +8
Perception +3 +5 (with familiar)
Sense Motive +2(with familiar)
-------------------- 
Traits 
--------------------
Mathematical Prodigy - You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills is always a class skill for you.
Riftwarden Orphan - You gain a +2 trait bonus on all concentration checks
-------------------- 
Gear 
-------------------- 

Gold 61g
Daggerx2 4g
Light crossbow 25g
bolts (10) 1g
Wizard's kit 21g
-------------------- 
Special Abilities 
--------------------
Bonus Feat.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Arcane School: Universalist.
Bonus Feat: Scribe Scroll.
Hand of the Apprentice: 7 times p/day

-------------------- Spells ------------------------
Lvl 0 - 3
DC - 14
Spellbook:
Detect Magic, Light, Mage Hand, Ray of Frost, Message.

Lvl 1 - 1+1
DC - 15
SpellBook:
Grease, Magic Missile, Color Spray.

-------------------- Familiar ------------------------
N Small animal
Init +2; Senses low-light vision; Perception +10
----- Defense
AC 16, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 4
Fort +2, Ref +2, Will +0
----- Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +3 (1d4–1)
----- Statistics
Str 8, Dex 15, Con 13, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 10
----- Feats
Weapon Finesse
----- Skills
Fly +6, Perception +10, Stealth +10;
----- Special
Alertness.
Improved Evasion.
Share Spells.
Empathic Link.

Any comments would be cool :)

Forgot to add I'm in GMT-6


Submitting Roman Lectus

Description:
Roman is a young Aasimar, only 30, with light golden skin and Silver hair. He has a kind face and muscular build, though lithe. he is 6'0 180lbs.

Backstory:
Born to a long line of Crusaders in reaching back all the way to the first crusade. Roman's family has long served Iomedae and her church, some being simple priests and healers others distinguished clerics and paladins, fighting to the death in the very mouth of the Abyss. Roman has always felt called to help others and feels exceptionally favored by his Lady Iomedae. He will help and guide those with the strength to bring good and order back to the world.

Joining Because:
Roman was raised to join the crusade, his family is well known by the Eagle watch and Riftwardens. Today on his 30th birthday, Roman joins his forefathers in glory. "Roman Lectus reporting Sir! I'm sure your office received my letters?"

Crunch:
Roman Lectus
Archon-Blooded Aasimar (Lawbringers) Cleric of Iomedae 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +6
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee longsword +1 (1d8+1/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6), mythic power (5/day, surge +1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—touch of good, touch of law
Cleric Spells Prepared (CL 1st; concentration +5):
1st—bless, protection from evil[D], protection from evil
0 (at will)—balance weapon, detect magic, read magic
D Domain spell; Domains Good, Law
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 14, Int 14, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 11
Feats Scribe Scroll
Traits sacred touch, touched by divinity
Skills Diplomacy +6, Intimidate +4, Knowledge (religion) +6, Sense Motive +10, Spellcraft +6; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common, Elven
SQ aura, variant channeling (justice/law variant channeling)
Other Gear armored coat, light steel shield, longsword, cleric's kit, 150 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Good (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Touch of Law (7/day) (Sp) Treat all d20 rolls as 11 for 1 rd.


@Bane, Doublecheck your stats, that does look like a 25 point buy.


How does a Barbarian from Sarkoris sound? I'm thinking his tribe could have been all but wiped out and now he seeks vengeance. Want to make sure this is feasible before making a full character.


Alright, it's not final, but I want to post what I got. Let me know if I need to shorten some stuff.

Stats:

Spoiler:
Zhalia
Female Elf Druid 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee longsword +1 (1d8+1/19-20)
Ranged shortbow +3 (1d6/×3)
Druid Spells Prepared (CL 1st; concentration +5):
. . 1st—aspect of the falcon[D,APG], cure light wounds, entangle (DC 13)
. . 0 (at will)—detect magic, light, sign of the dawnflower
. . D Domain spell; Domain Eagle
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 15, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Combat Casting
Traits exposed to awfulness, focused mind
Skills Craft (alchemy) +6, Handle Animal +5, Heal +6, Knowledge (nature) +8, Perception +8, Ride +1, Survival +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Druidic, Elven, Sylvan
SQ elven magic, weapon familiarity, hawkeye, nature bonds (eagle domain), wild empathy +2
Other Gear hide armor, heavy wooden shield, arrows (20), longsword, shortbow, druid's kit, weapon cord, 37 gp, 9 sp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid Domain (Eagle) Granted Powers: Your spirit soars with the mightiest and noblest of all winged creatures.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Hawkeye +1 (5/day) (Su) Swift, gain bonus on one perception check or ranged attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Companion Stats:

Spoiler:
Mara
Female Hawk
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Tricks Attack, Come, Down, Fighting, Heel, Seek, Stay
Skills Fly +7, Handle Animal -1, Heal +3, Perception +14, Ride +4, Survival +3; Racial Modifiers +8 Perception
SQ come, fighting, heel, improved evasion, seek
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Flight (60 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Story:

Spoiler:

They were standing out in the open plains beyond the forests of Kyonin in broad daylight. The entire day had been radiantly beautiful and now everything she hoped for for the last decade was offered to her. It should be the happiest moment of her life. Alas, it wasn't, because she realized what liar she had been, to herself and more importantly, to him.

"I can't take your ring, my love." she said and her voice trembled. "I love you with my all my heart and all I wish is to be your wife and have your children so we can be happy forever and ever, but I can't."

He had courted her for ten years. Done everything for her. Might her heart shine in the light of Sarenrea. Never touched her - a variation of the complex elven courting traditions that meant only one thing: Forever. A word that no elf uses lightly but there it was, this ring meant "forever", and forever it would be if she took it.

The idea wasn't new. It has been gnawing ever since she woke up after that Vrock suddenly appeared on that old grove, 60 years ago. It was a day for celebration, the kind of thing you believe what being a druid is all about when you're young, dancing with fairies, negotiating understandings between different parties of the forest, maintaining the balance. The beast came out of nothing, her best friend, a dryad killed before Zhalia knew what was going on. She opposed him, uncontrolled, hardly trained, foolishly. She didn't remember much of the fight after it, but the beast killed many a fey, human ranger and many elves at that day. She herself had her guts slit open but somehow she survived. A branch from the dryad's fell off and covered her before he could finish her.

Talrin seemed shocked by her response and could only stammer: "But... why... what did I do wrong, my heart."

She shook her head and even though tears ran over her face for all the beauty and love she rejected and pain she caused to the one who was most important to her: "It's not what you did. It's what he did, five dozen years ago. It's the demon that wounded me. I have to face my demons to be truly free of my wound. I have to face the demons to free the world of its wound. To abandon the world and live a life with you would be abandoning myself and living a lie."

"You know what happens to those who leave. They hardly ever come back and if they do... they are changed. I know the thread is more terrible beyond imagination, but let the humans and their armies handle it!"

"I can't. I have been in their grasp long ago. I need to go."

"Then I shall come with you. We're in this together." He stood up swiftly and smiled at her as though the threat of doom was nothing if he shared it with her.

"No, you won't. You will go to Rialla and cry to her about me, she will know how to comfort you. I fooled you. Please don't follow me; I couldn't take it. I just... I need you to be happy, I need to step into the Abyss because I have always been half way down and can't get out without reaching its depth. But you can. Don't let me be your demon. It's all been a lie - I can't be yours." With that she turned away and ran, ran until her legs just wouldn't carry her anymore and she collapsed in tears.

Why do you want to join and hunt demons, and what skills do you bring?

Spoiler:
"I'll try formulate it in a humanly understandable way... a home, a place where people live, is more than a location. It a living entity composed of creatures that share it, with an own feeling. The world is its own entity in a larger scale in the same fashion. And it's wounded by something alien seeking nothing but destruction. I am here to help healing that wound; you might think of it as an image but to me it's very real. Through me work the powers of nature and I can guide the beast and work the magic of nature to help it heal itself - including my allies." The hawk on her shoulder produces a high pitched cry with a lot of conviction.

Looks:

Spoiler:
Age: 158, Height: 6' 1", Weight: 124 lbs.

Zhalia is a tall elf maiden with long blonde hair which she usually wears open. Her skin has a warm, sunned tone which is actually a tad darker than her hair. She has crystal clear blue eyes.

Her armor consists of overlapping hide pieces from different animals which are arranged in a fashion to resemble a long tunic or short dress of overlapping leaves or feathers. At her hip she carries an elegant elven longsword, on her back a bow and a quiver with arrows. Several leather pieces are strapped around her legs to shape leggins.

Personality:

Spoiler:
Zhalia is patient, calm and watchful, always trying to see and bring forth the best aspects in everything. Sometimes she appears to be somehow sad and lost in thought on something that pains her.

She particularly revers Sarenrea and the powers of the sun and often addresses Her in her prayers, seeking for the balance in all things and cherishes the beauty of wide open land in broad daylight.

Towards humans she tries to be a teacher and can sometimes be a bit aloof, but she is always good willed. Unlike most other druids she is willing to accept cities as an aspect of nature, for she considers the creatures that found them as an aspect of nature and, despite their ability to reason, nothing they do can set them apart from that. So she just tries to make them realize the greater whole help them arrange with nature, as opposed to conquering it.

Demons (and devils) are an abomination to existance as far as she is concerned. Their very existance in the world are and insult to balance. She has similar reservations regarding angels, but angels usually do not interfere with the world in such notorious persistance and if so usually to fight devils and demons. She actually hates demons and she isn't one to easily hate.

Time zone: GMT+1 (i.e. GMT+2 including daylight savings)


STR 13(3pts)
DEX 10
CON 14(5pts)
INT 14(5pts)
WIS 18(+2 Racial +2 Aasimar Alt race trait from Blood of Angels +4 5pts)
CHA 14(+2 racial +2 2pts)

=20 pts If the DM disallows that supplement then, wis is 16.


DoubleGold wrote:

how do you feel about spellslinger?

Or do you have a no guns policy?

Truthful Answer:
You can create a character with guns, but s/he will not be chosen

Half Truthful Answer:
You can create a character with guns.

Take your pick of the two answers.

DoubleGOld wrote:
okay, thanks for the clarification, with that in mind, it is nearly impossible for classes to fill more than one role.

That is essentially correct, although the one slot "Other" that could have filled multiple roles has been taken by one of my buddies, who will usually get first choice when I run a PbP.

-- david


How would you handle multiclassed characters in terms of party roles? For example, I would like to play a dwarven cleric of Torag with a dip into paladin. Even starting with three paladin levels before moving into cleric would still give me level 9 spells by the end, and I would take no more than 2 paladin levels (probably the stonelord racial archtype). Could I still qualify for the divine role?


May I submit for your consideration: Quinn Inktooth!

Everything is on the alias, but for your convenience:

Character Sheet:
Quinn “Inktooth” Prable
Pitborn Tielfing Paladin 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 16, touch 10, flat-footed 16 (+5 armor, +1 natural)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2
Resist 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 10, Cha 15
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Diplomacy +6, Disable Device +2, Knowledge (religion) +4, Perception +2
Languages Abyssal, Common
SQ aura of good, detect evil, exposed to awfulness 1/day, prehensile tail, scaled skin
Traits Chosen of Iomedae, Exposed to Awfulness
Gear guardsman’s armor (scalemail), longspear, masterwork longsword, shortbow w/32 arrows
Additional Gear backpack, bedroll, belt pouch, caltrops, grappling hook w/50 ft. rope, guardsman’s banner, flask (4), flint and steel (2), oil flask (2), soldier’s uniform, trail rations (20), wandermeal (10), waterskin, wooden holy symbol, 19 gp 7 sp 8 cp
Weight 110.5 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…”

Also, are you open to taking a Drawback and an additional Trait?


I'm on GMT, but work nights (with both access to and encouragement to search the web - I'm at work right now!) so my time varies somewhat.

"Why? Dinnae take much to see the wee beasties are in sore need of killing. 'Tis something of a calling for me at any rate, ye ken? Daemons orphaned me as a bairn, and Iomadae took me in. Her Servants saved the skin on my back too. So I suppose you could say I kill the wee nasties for three fold reasons - to honour my fallen kin, to serve She who saved me, and because it needs doing. Answer enough, aye? As to skills, I'm a Paladin, a Stonelord. I bring a skill with an axe, the toughness to nae stop hitting beasties with said axe, and the divine wrath of the Inheritor...with an axe."


Quinn Inktooth wrote:

May I submit for your consideration: Quinn Inktooth!

Also, are you open to taking a Drawback and an additional Trait?

I would rather not.

-- david


sarpadian wrote:
How would you handle multiclassed characters in terms of party roles? For example, I would like to play a dwarven cleric of Torag with a dip into paladin. Even starting with three paladin levels before moving into cleric would still give me level 9 spells by the end, and I would take no more than 2 paladin levels (probably the stonelord racial archtype). Could I still qualify for the divine role?

Yes.

-- david


Here is my submission: Mugwa Tafaye, Human (Kellid) Barbarian (Invulnerable Rager, Urban Barbarian). I am in Illinois (GMT -5:00)

Character Sheet:

Mugwa Tafaye
Male Human (Kellid) Barbarian (Invulnerable Rager, Urban Barbarian) 1 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Ultimate Combat 0)
NG Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+3) and
. . greatsword +4 (2d6+4/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Furious Focus[APG], Power Attack
Traits stolen fury, unintentional linguist
Skills Acrobatics +5, Climb +6, Knowledge (local) +4, Linguistics +5, Perception +4
Languages Abyssal, Celestial, Common, Hallit
SQ controlled rage, crowd control, hero points
Other Gear studded leather, arrows (20), club, greatsword, longbow, backpack, bedroll, canteen, hemp rope (50 ft.), tattoo, trail rations (5), 1 gp, 4 sp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stolen Fury +2 trait bonus to CMB vs. Demons

Description:

Mugwa is a tall Kellid, with jet black hair, light blue eyes, and light brown skin. He recently got a tattoo on his back of a demon's skull being cloven in two by a greatsword.

Personality:

Mugwa respects the personal space of others and their beliefs, so long as their beliefs involve destruction of evil, particularly demons. Mugwa takes longer than most people to answer a question, not because he lacks intelligence, but to carefully consider how the other person may react, and more importantly, how he will react if he needs to kill them. Once his initial insight into a situation fails, he will become aggressive.

History:

Mugwa's parents were barbarians, but did not take part in the crusades. They were more concerned with Mugwa's well being. When Mugwa was very young, he contracted a strange disease which the clan's shaman could not cure. Learning of this, cultists of Baphomet duped Mugwa's father into giving him into their care. Reluctantly, his mother agreed, but went to a temple of Iomedae immediately afterwards telling them that she believed they were tricked. A small band was dispatched to recover Mugwa, just in time to stop a ritual that the cultists were performing. Mugwa's parents revered Iomedae thereafter, hoping that Mugwa would one day bring destruction to the demons and their worshippers.

Mugwa has a strong hatred for demons, mostly from the secret shame he feels towards his parents for being weak in their resolve and the horrendous nightmares he has had ever since.


Response to Eagle Watch Member:

I wish to hunt those who have ruined me. Demons and the Templars of the Ivory Labyrinth alike. Mugwa spits on the ground and curses in Abyssal. They will hear my cry and know they have met their doom. I speak many languages that the foul of the abyss understand. Abyssal, Celestial, and... Mugwa pulls out his greatsword this!

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