Densestracer wrath of the righteous

Game Master densestracer


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Hello everyone I am a new Dm and never had the chance to host a campaign. I have been a player for around three years so I know the mechanics decently.
I am not the best role player due to my friends being a group who enjoys fighting more but I tried my best to practice. In general I am looking for a group of players who is friendly and willing to play in a campaign were mishaps might happen due to inexperience in being a GM.
I am going to have a lot of free time since college ended for me and I would like to have a one post a day campaign.
Looking for around 4-5 players PBP

Any alignment is allowed but if you choose evil don't do anything that will harm anyone else's fun.

core races and featured races and Uncommon Races if it has a good backstory.

20 point buy

level 1 average starting wealth

two traits one can be from the wrath of the righteous player's handbook if you would like.

max hp first level

we will being using mystic tiers througout the game.

most sources are allowed if I can find them in a online source but don't get to hectic with third party sources as it will put in a lot of work on me.


Dotting for interest. I'm a GM that only has so many campaigns that I can participate in as I'm running a few myself (we'[ve all been a newbie GM at some time or another) - and WotR is one I'm keen to play.

I tend to play Paizo core, so that should cause too many problems.

One quick question - when will you close recruitment?


I was thinking about this sunday or monday but it can be lengthened if needed.


Do you have any PBP experience? First-time DMs are always risky, and I notice you don't have any other posts here, so I'm wondering if this is also going to be your first game in the format.


Nicolae would be interested in applying


Personally, I thinkg GMing on the boards is easier than in real-life as you can post at your own pace. Around a table, if a player throws something at you, you have to react immediately. On-line, if a player uses a spell you're not familiar with, you can look it up, think about it, ask for advice if need be - and then respond.

The boards are full of people willing to help - all they ask is a decent pace (which is typically the death of games here). It is a commitment and my aliases are full of characters created who started an AP, only to stall a month or so in - as the GM didn't have the time to commit (or the players dropped out because of the pace).

Happy to help with any general GMing questions - but I'm no rules expert (I typically ask one of my players to keep an eye on such things).

Oh, and I'm thinking a human inquisitor - whose Desna following parents brought her to the Worldwound at a young age.

I'll have a fully formed character ready by the end of the day tomorrow (I don't do the crunch first, I build a character initially and then do the numbers).


Dotting for interest.


You know what? This seems like an amusingly appropriate time to bring my little kobold hero to life.

Allow me to submit Gnawl Rapwoood, a kobold fighter who believes he is destined to join Apsu in his battles against Dahak.


Dotting for interest. Do you have any particular roles in mind that you would like to prioritize for building?


Azim was in a WoTR game that died. I would like to submit him for your game. He will be taking 4 levels of Paladin with Oath of Vengance to represent the loss of his friend/Love interest. Mythic will be dual path probably Archmage/Champion, or Archmage/Guardian. Thanks.


I'd like to submit an Oread Shield Fighter going Guardian. I need to flesh everything out, but it should be fun.


I too would like to submit a char I had for WOTR that didnt get a chance, a Shieldbrother Guardian. I can adjust is stats for the level and his equipment.


I agree with Birch33, pbp seems like the best place to get your feet wet for the exact reason he mentioned. Its also a good place to sharpen your role play for the same reason.

I'd be happy to submit a character as well though, but also as birch said, commitment and pace are the greatest factors here. I would recommend checking in at least twice a day as a GM to see if your input is needed. Also, an AP is likely a 2 year commitment in a pbp game, just a heads up.

As for WotR itself, have you played it before? It specifically calls for good characters, and pretty much prohibits evil. And each campaign trait is tied to a mythic path as well. Hope that helps:)

I'll probably submit a sorcerer named TruStrike


Nidoran Duran wrote:
Do you have any PBP experience? First-time DMs are always risky, and I notice you don't have any other posts here, so I'm wondering if this is also going to be your first game in the format.

I do not have any PBP experience that is why I have been reading on other campaigns and the PBP guide as well. I understand what you mean by risk as this is my first time Dming online and that I don't have any posts other then this.


Lord Manticore wrote:
Dotting for interest. Do you have any particular roles in mind that you would like to prioritize for building?

None that come up in my mind just whatever you would feel like playing.


I'd be interested in this as either a cleric of Milani or even a Paladin of Abadar or Iomedae if you'd have me.


OK, I am thinking of running a lawful stupid...ahem, Lawful Good (slightly delusional, but we won't get into that now) Paladin, with the Divine Defender and Warrior of the Holy Light archetypes, by the name of Sir Jeoffrey. He worships Sarenrae (although he's not married to her!!), and generally wants to help those lesser species of 'humanity' (did I mention that he's an elf?) get rid of that scourge known as the Worldwound. I'll submit his character later tonight or tomorrow and should hopefully have some stat blocks pretty soon thereafter. I'm also leaning towards taking the Marshall path, if that's of any help.

BTW, I can completely understand your nervousness, everyone started on their first PbP campaign at some point. As long as you have experience running any type of game, you'll do just fine here.


jimibones83 wrote:

I agree with Birch33, pbp seems like the best place to get your feet wet for the exact reason he mentioned. Its also a good place to sharpen your role play for the same reason.

I'd be happy to submit a character as well though, but also as birch said, commitment and pace are the greatest factors here. I would recommend checking in at least twice a day as a GM to see if your input is needed. Also, an AP is likely a 2 year commitment in a pbp game, just a heads up.

As for WotR itself, have you played it before? It specifically calls for good characters, and pretty much prohibits evil. And each campaign trait is tied to a mythic path as well. Hope that helps:)

I'll probably submit a sorcerer named TruStrike

I think I am pretty committed to the campaign as I have always wanted to play it since it first came out but I can't play with my friends as they never liked the idea of a PBP.

I have not played WotR before but I have read it through. I don't want to limit it to only good and neutral because I feel evil can be in the campaign with the huge focus in redemption this campaign has and how there can be conflict between faction regardless of alignment.


Lord Manticore wrote:

OK, I am thinking of running a lawful stupid...ahem, Lawful Good (slightly delusional, but we won't get into that now) Paladin, with the Divine Defender and Warrior of the Holy Light archetypes, by the name of Sir Jeoffrey. He worships Sarenrae (although he's not married to her!!), and generally wants to help those lesser species of 'humanity' (did I mention that he's an elf?) get rid of that scourge known as the Worldwound. I'll submit his character later tonight or tomorrow and should hopefully have some stat blocks pretty soon thereafter. I'm also leaning towards taking the Marshall path, if that's of any help.

BTW, I can completely understand your nervousness, everyone started on their first PbP campaign at some point. As long as you have experience running any type of game, you'll do just fine here.

Yea I have been a GM for a couple months before in a rise of the runelords campaign before we all separated for college so I am not completely new in the sense of running a game but I might still make a mishaps.

Thanks for the words.

Sczarni

Dotting :)


Well, I'll take a chance on you, I guess. Presenting Paige Sentine, Human Cleric of Sarenrae. She'll be going in Hierophant.

Backstory:
The city of Kenabres, sitting precariously on the edge of the Worldwound, was not a place to raise a child, but that chaos has always been Paige Sentine's life. Her mother was a Paladin of Sarenrae, and her father was a bounty hunter she was sent to stop. His cruel, torturous methods of execution earned the attention of the church when he tortured an inquisitor in the service of Sarenrae that he was sent to kill. She offered him a choice between death and atoning with her blade at his throat, a consideration she always extended as the agent of a goddess of redemption. It surprised her when he chose mercy, seeing a life of amends preferable to the swift death that awaited him in refusal. She found his words sincere, and personally guided him to redemption as his sponsor.

Through the course of his penance, the two drew close as friends and lovers. She brought him to Kenabres, where she was assigned next to join in the Crusades. She helped find corruption with the city walls, and he took on a position teaching archery to the guard and other crusaders, all the while enduring trials and tests to cleanse himself. On the night of his final act of penance, the two were wed, and soon after, Paige followed. She grew up in a household in deep reverence of Sarenrae, but as she grew, they found she didn't possess the same skill with arms that her parents did. She was taught archery and how to wield a scimitar--Sarenrae's favoured weapon--but she didn't excell the way they did.

What she did have were dreams. Vivid, recurring dreams of the sun and some angelic form emerging from the light to embrace her. Clerics of Sanrae said that it was likely the Dawnflower herself, that the girl was chosen by her to be in her service. Some wondered if it was the circumstance of her birth; an agent of the Goddess of redemption and the person she redeemed, but it was not nearly as important to them and her potential. (Campaign Trait: Touched by Divinity.)

When she was old enough to begin her training as a Cleric, her parents embarked to the Worldwound. Her father had joined the Crusades when the city no longer felt his tutelage necessary. With their daughter of age and in good hands, they joined the fight and left her to train. She saw her parents sparsely for the next few years, with each passing year seeming wearier and wearier, until the day came where in their stead was a grave-faced messenger from the Crusader camp outside the city's walls. It was crushing news, but in it, she found meaning. She would, when she was ready, join the Crusades herself, intent on bringing them to an end by any means and avenging her parents.

As she studied under the older clerics and learned how to channel the divine magic that Sarenrae shone down upon her, they also helped refine her swordplay. The scimitar was a graceful weapon, and far from the practical lessons from her parents on how to use it, they taught her how to swing it and use its shape and speed to her advantage. The technique she formed was more dance-like than the pragmatic swordplay she was used to, and she spent some of her free time learning to dance without her blade to further perfect it.

Personality:
Paige tries to be warm and kind, approachable and always looking to resolve problems. She holds herself to a code of honesty, finding whatever lies others want to tell their own business, but not wanting any to pass her own lips. Behind that warmth is a determined woman and a stern warrior out to honour both her goddess and the memory of her parents. If it means dying in the Crusades, so be it.

She believes strongly in redemption, not only because of her devotion to Sarenrae but also due to the circumstances of her birth. Had her mother not given her father a chance she wouldn't be alive, and Paige draws strength and faith from that fact when she offers somebody a chance to repent. (Trait: Blade of Mercy.) When she offers the chance to someone, she does it to honour her mother and her deity, and to allow them to lead a better life.

Character Sheet:
Paige Sentine - Cleric 1
Neutral Good Medium Humanoid (Human Female)
Init + 5; Perception + 3
------------------------------------------
DEFENSE
------------------------------------------
AC 17, touch 11, flatfooted 16 ( +1 Dex +5 Armor +1 Shield)
HP 10 (1d8 (8) + 1 Con + 1 Class)
Fort +3, Ref +1, Will +5
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Scimitar +2 1d6+2, 18-20/x2, S
Ranged
Spells Prepared
1st DC 14: Sun Metal, Shield of Faith (Domain)
0th DC 13: Create Water, Enhanced Diplomacy, Light
------------------------------------------
STATISTICS
------------------------------------------
XP 0
Str 14, Dex 12, Con 13, Int 12, Wis 16 (+2 Racial), Cha 13
Base Attack +0; CMB 2; CMD 13
Feats: Improved Initiative, Selective Channel
Traits: Touched By Divinity, Blade of Mercy
Favoured Class: Cleric (1 HP)
Skills:
Acrobatics -6 (+1 Dex -7 Check Penalty)
Diplomacy +5 (1 rank + 3 class skill +1 Cha)
Climb -5 (+2 Str -7 Armor)
Heal +7 (1 rank + 3 class skill + 3 Wis)
Knowledge (Religion) +5 (1 Rank + 3 Class + 1 Int)
Perception +3 (3 Wis)
Sense Motive +7 (1 rank + 3 class skill + 3 Wis)
Swim -5 (+2 Str -7 Armor)
Languages: Common, Celestial
Equipment: Scale Mail, Scimitar, Buckler, Silver Holy Symbol Flask of Sarenrae (loaded with Holy Water), Holy Water, Explorer's Outfit, Belt Pouch, Sack (3), Waterskin, Hemp Rope, Signal Whistle
Current encumbrance: 61 lbs (Medium Load)
Money: 10 gp, 9 sp
Carrying capacity: 58, 59-116, 117-175
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
Class Abilities:
Aura:: Paige has a powerful aura of Good.
Channel Energy: 1d6 4/day
Domains: Glory, Healing
Spontaneous Casting: Paige can channel stored spell energy into healing spells that she did not prepare ahead of time. She can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Domain Powers:
Glory Domain: When Paige channels positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory: Paige can touch a creature as a standard action and give it a bonus equal to her Cleric level to a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to the roll. She can use this ability 6 times per day.
Rebuke Death: Paige can touch a living creature below 0 hit points as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels she possesses.

Traits:
Touched by Divinity: Good Domain chosen, Protection From Evil 1/day.
Blade of Mercy: When striking to influct nonlethal damage with a slashing weapon, she does not take the -4 penalty on her attack roll, and gains a +1 trait bonus to nonlethal damage inflicted with a slashing weapon.

Paige is primarily a support character; buffing spells, healing where needed, and when everyone's nice and buffed, wading into melee with her sword and shield to soak up some damage.

One thing I need your approval on though. The Touched By Divinity gives me a free Silver Holy Symbol. To make my Holy Symbol double as a flask I can load with Holy Water to spray enemies with adds ten dollars to the cost. Would you allow me to pay the flat ten to make my free symbol into a flask?


densestracer wrote:

I think I am pretty committed to the campaign as I have always wanted to play it since it first came out but I can't play with my friends as they never liked the idea of a PBP.

I have not played WotR before but I have read it through. I don't want to limit it to only good and neutral because I feel evil can be in the campaign with the huge focus in redemption this campaign has and how there can be conflict between faction regardless of alignment.

Glad to hear your ready for the job:) I don't like the idea of allowing evil into this particular campaign though, nor do I believe evil is an alignment that can be realisticly played with any type of assurance that actions won't be taken that harm the party, so with that I suppose I'll opt out. Have fun though and good luck!


Hi.
Half-orcs make the best paladins.

Any questions?

Story to come.

Qorin:

Qorin
Male Half-Orc Paladin (Warrior of the Holy Light) 1
LG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 20 ft.
Melee falchion +4 (2d4+4/18-20/×2)
Ranged heavy crossbow +2 (1d10/19-20/×2)
Special Attacks smite evil
Spell-Like Abilities
. . At will—detect evil
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 8, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Traits brute (apg), child of the crusades
Skills Intimidate +9; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura of good
Other Gear Chainmail, Falchion, Heavy crossbow, 75 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
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).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.


I'll have you know halflings make the best paladins. :p

Don't mind me, just trying to decide if I want to submit a character or not. :)


jimibones83 wrote:
densestracer wrote:

I think I am pretty committed to the campaign as I have always wanted to play it since it first came out but I can't play with my friends as they never liked the idea of a PBP.

I have not played WotR before but I have read it through. I don't want to limit it to only good and neutral because I feel evil can be in the campaign with the huge focus in redemption this campaign has and how there can be conflict between faction regardless of alignment.

Glad to hear your ready for the job:) I don't like the idea of allowing evil into this particular campaign though, nor do I believe evil is an alignment that can be realisticly played with any type of assurance that actions won't be taken that harm the party, so with that I suppose I'll opt out. Have fun though and good luck!

Yea I'm sorry that you opted out I guess I just have a different definition of evil in my mind right now.

Sczarni

By the way, densestracer, I sent you a Private message with a question. Since you're new to the boards and may not know, you can find them near the top-middle of the page right next to your name and where you can sign out.


Taking some things on faith here... may I introduce Laris, Azata-blooded Aasimar Skald.

This is going on the assumption that you are allowing the playtest ACG classes, and that you are allowing the varient Aasimar.

If not then I may have to rejigger it all.

(Just in case you're not aware, the ACG Playtest is available [urlhttp://paizo.com/products/btpy92zi?Pathfinder-Roleplaying-Game-Advanced-Class-Guide-Playtest]here[/url]


Laris D'Vagne wrote:

Taking some things on faith here... may I introduce Laris, Azata-blooded Aasimar Skald.

This is going on the assumption that you are allowing the playtest ACG classes, and that you are allowing the varient Aasimar.

If not then I may have to rejigger it all.

(Just in case you're not aware, the ACG Playtest is available [urlhttp://paizo.com/products/btpy92zi?Pathfinder-Roleplaying-Game-Advanced-Class-Guide-Playtest]here[/url]

Sure it seems fine to me and with the way people are applying I might end choosing quicker then expected.


Bamn Re-adjusted him for lvl 1. His Backstory will come after work

Sczarni

May I submit Raziel: a redeemed, Demon-Spawn Tiefling from Minkai. A more fervent and zealous crusader Mendev has not seen in recorded history.

Character Stats:

Raziel of Mendev
Demon-Spawn Tiefling Ninja (Scout) 1
CG Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +0; +2 vs. Mind-Affecting effects of Evil Outsiders.
Defensive Abilities Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) and
. . dagger +4 (1d4+4/19-20) and
. . katana +4 (1d8+6/18-20) and
. . sai +4 (1d4+4)
Ranged sling +2 (1d4+4)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +4; CMD 17
Feats Dodge
Traits demon-proof mind, stolen fury
Skills Acrobatics +4, Bluff +6, Disable Device +6, Disguise +6, Perception +6, Sense Motive +4, Sleight of Hand +4, Stealth +4
Languages Abyssal, Common
SQ hero points, poison use
Other Gear lamellar (leather) armor, dagger, dagger, katana, sai, sling, sling bullets (20), backpack, bedroll, belt pouch, belt pouch, chalk, crusader's cross, flint and steel, wooden holy symbol (Sarenrae), rope, sack, soldier's uniform, string or twine, waterskin, wrist sheath, spring loaded, 9 gp, 5 sp, 8 cp
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Dagger - 0/1
Mythic Power (5/day, Surge +1d6) - 0/5
Sling bullets - 0/20
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stolen Fury +2 trait bonus to CMB vs. Demons

The backstory is kinda long, but I wrote it in short bits, like a newspaper, so it should read pretty fast. :)

Backstory:

Years ago a crafty demon name Malegro made it past the wardstones of the Worldwound. He used his demonic powers to shift across the world until he finally decided to settle in Minkai.

Decades flew by and, disguised as a human, Malegro slowly wormed his way into a position of power. Then came the children. The demon was wiley for he was kind and good to his women, especially in public. What was odd is that they all seemed to die in childbirth.

The truth, of course was far more gruesome. Malegro would ritualistically sacrifice his wives in an effort to bring forth a more pure demon child.

The ritual killed all of the children: all but one. This child was somehow less demonic than he should have been; he was a water-blood, or "tiefling" to the mortals of Golarion.

This angered Melagro, but this was the only child to survive. He had to use what he had.

Next for the boy came years of intensive training in the ways of the ninja.

Some years later, Malegro decided to test the child to see what latent powers lay hidden in him. He sent the boy to Mendev: to the very place where he, himself had crawled from the Abyss. Malegro ordered the boy to murder a prominent priest of Sarenrae and make it back alive.

The boy obeyed.
----------

Silent as a thought, the boy crept from his unseen position and laid his blade along the priest's neck.

"Ah, we meet at last." said the priest calmly. "What's it been now, 4 days? That's a long time to hide in someone's cupboard, son."

"Now, clearly, I know what you've come here for, but I'd like to know why. Would you tell me that at least?"

The boy remained silent. Stay focused.

"Are you here to prove yourself? Is this some bizzare test your sires put you up to?"

The boy's hand trembled.

The priest took a deep, empathetic breath. "I see. So killing me gets you a place in their ranks does it? Very well. I know the price you'll pay should you fail. However, allow me to write you a letter of safe passage before I die. I wouldn't want you to have come all this way and fail."

The boy's hand we shaking steadily now: his breath coming in soft, wheezing gasps.

The priest took a good, long time to write the letter. When he finished he turned in his chair, looked the boy in the eyes, and said, "You do not have a name and so you drift on the whims of others. I would name you Raziel for I sense a great mystery about you. There is power in you that know nothing of, and it will be used for good for your soul is pure and uncorrupted by the blood of your fathers. I hope this keeps you safe and brings you comfort as it did for me when I first came here."

The priest of Sarenrae pressed a small cross of the kind the crusaders carried. Scoured into the side was an inscription that read: Raziel, Angel of Mysteries.

The boy's breathing was ragged now and his hands shook so violently that his sword clattered to the ground at his feet.

The priest smiled, tucked the letter of safe passage in the young man's belt, then hugged him like a father hugs a son. "You will get passed this and you will do great things. Now, finish what you came here to do."

The priest pressed the weapon back into the boy's hands, then threw himself upon the point.

The boy wailed.
----------

The boy woke bound and naked on a wooden chair in a stone room. Across from him crouched a man with large bronze pauldrons: for some reason the boy could only remember the pauldrons.

"This says the priest made you kill him. That you didn't want to do it. Is that true?" The man shakes a piece of paper at him: the letter.

The boy burst out in tears, shaking his head. No, I didn't want to. He thought.

"He says he saved your soul. He says you are filled with the fire of goodness. That true boy?"

The crying stopped. Suddenly the boy felt peace for the first time in his life. He nodded.

"The priest, what was his name?"

"Shafilka of Qadira. What is your name?"

"Raziel, and I would pledge my soul to the Mendevian Crusade."

The man in the bronze pauldrons smiled. "He said you'd say that."

Silver Crusade

I would like to submit Saturday, my Aasimar (Idyllkin) Antipaladin of Szuriel if you'd be open to the idea. Due to the longevity of the Planetouched he was actually living in Sarkoris when the Worldwound formed and his world fell apart, and now he wants some revenge.


Hi, submitting a half done character. Will have it finished tonight. I started it for another wraith game, but recruitment closed before I could convert it.


Would you allow a psionic?


Birch33 here – and 99.9% of my character. I still have to confirm equipment and spells, and can do so very quickly if selected.

There’s information in the secrets spoiler to foreshadow her mythic fate and hopefully the crunch is self-explanatory once you’ve read the flavour. I’ve never played an inquisitor before – but it felt right for the campaign and I wanted to do something different from the paladin that immediately popped into my head.

Appearance:

Like most Ulfen, Kjellberg is tall – a little over six feet in height. Her skin is pale and her hair blond – worn long and elaborately braided.

Her clothes reflect the climate she’s in – as Desna takes her from place to place (but more of that later).

Background:

The Realm of the Mammoth Lords is a savage, windswept wilderness renowned for the primeval beasts that inhabit it. Not the kindest of environments to bring a child into – but Kjellberg’s parents were both Ulfen and at the time of her birth, they made their home in Grungir Forest.

While fey, wild animals, monsters, and linnorms reside everywhere humans do not, in Grungir Forest, they rule. Grungir Forest spreads across the central southlands in a nearly unbroken mass, with only the Thundering River and a few roads providing a break in the eastern reaches.

While humans live around the forest’s eastern outskirts, they are careful not to travel too deeply into the woods — it’s generally not considered worth the risk to travel far enough in that you can’t see the forest’s edge.

This same reluctance to explore does not apply to the numerous adventurers and followers of Desna who have
been drawn to Grungir Forest, eager to plumb its depths in the hunt for unique creatures or secret places of power.

Such a place is Moonwing’s Bough. Named after the first priest of Desna to reach the site in the modern age, Moonwing’s Bough is a small pocket of oak trees in an otherwise evergreen part of Grungir Forest. The site is home to an ancient shrine to Desna, built thousands of years ago by her worshipers during the height of Thassilon’s rule. The shrine is one of the most legendary sacred sites in Desna’s faith, but very few of her worshipers attempt the dangerous quest to reach it. Kjellberg’s parents – both clerics of Desna were two that managed just that, despite her mother being 9-months pregnant.

No sooner had they found the small stone shrine than Kjellberg’s mother went into labour. All night her father prayed and in the morning his prayers were answered with the birth of a beautiful and healthy baby girl. They say those who worship here are granted a miracle; the exact boon granted depending upon the worshiper’s need, but is always something beneficial. Kjellberg’s parents told everyone that their daughter was the miracle they wished for – and perhaps they were right.

Like most Ulfen children, she as trained to use weapons as soon as she had the strength to hold them, and took naturally to the starknife that her parent’ used as a matter of course.

Not all Ulfen are content to remain their entire lives in the same place, and nor do followers of Desna. So Ulfen followers of Desna are destined to live a nomadic life. And so Kjellberg grew up embracing various ethnicities, religions and lands – taking it all into her stride.

And so Kjellberg spent her formative years as a wanderer, embracing Desna’s teachings but never showing any likelihood of following her parents in the life of a cleric. Instead she lived on her skills and wits to shape the world around her – never malevolently – but with a subtle jest or twist of phrase, you could steer people to do her bidding.

Personality:

Like many of the Ulfen, Kjellberg has learned the silence of the north, to be still as a mountain and quiet as a snowfall. She knows how to listen for the howl of the winter wind, the step of the fox in the woods, and the distant cry of the winter wolf across the plains.

A combination of race and faith means she makes her home in the most distant and inhospitable lands. She does not see her lot as particularly hard; she values her regular independence and isolation as she seems to go out of her way to face dangers less passionate races would balk at.

She possesses a strong connection to the natural world and takes many of her cues from the way wild animals live their lives. She believes in strength, the unity of a clan, and the concept of taking what one needs from nature and nothing more.

She considers personal honour to be very important, and insults are rarely shrugged off. She is confident without being arrogant and abhors people who try to inflict their values and opinions on her. They are entitled to their opinion but so is she!

But fundamentally, Kjellberg would be described as good. Some of that goodness is derived from a sense of injustice at her parent’s death – holding all things evil as accountable. Perhaps it’s her inbred honour system? She follows a strict code of behaviour that guides her path in this world, and she expects others to do likewise.

Maybe it’s about justice – she certainly believes that others receive the punishment they deserve for wrongdoings, and the law must be fair to all.

The truth is no doubt a mix of all of them She is determined to hunt down all things evil and ensuring they face their just punishment. She is certainly strong-willed and acts as her conscience dictates without seeking to inflict her ideals on others.

Kjellberg’s Story:

Kjellberg’s parents were drawn to the Worldwound. To this day, she doesn’t know why. All she knows is that they didn’t last 24 hours in the inhospitable place. Perhaps it was the water? It may have been poisoned or diseased but either way, they both died swiftly – and thankfully painlessly.

Skeletal assassins whose touch melts flesh. Laughing seductresses bathed in blood. Bestial monstrosities offering your heart's desire. These were the things people feared from the Worldwound, not a simple drink of water. Regardless, Kjellberg learned a valuable lesson that day. No longer able to be the daughter of travelling clerics, Kjellberg had to find a way of fending for herself. She’d already decided that life as a cleric was not for her but her passion for defeating anything the Worldwound had to offer was ignited.

Kjellberg had to focus on what she knew. She may not be cut out to be a cleric, but she knew Desna. Her deities desire to hold out for hope and embrace mysteries led her to help those that lay their life down to fight against intelligent monsters that threaten the common folk, especially those that prey on dreams.

She considered going to find The Whispered Song – a hidden group of Desnan worshipers in the darkest reaches of shadow-haunted Nidal but the very same night she planned to leave to find them she had a dream. Desna visited her and she dreamed of a city that overlooked the Worldwound from a perch on the eastern bluffs above the West Sellen river.

Kenabres.

The gathering place for crusaders headed into the Worldwound, and home to a resolute — if occasionally overzealous — group of defenders, she travelled swiftly and offered her services. She was considered a good fit to be an inquisitor.

An inquisitor's work may seem unconventional to others, but sometimes to do real, lasting good, it is necessary to engage in actions that appear to cross lines – special tasks require special skills and living on the sharper, rustier side of purity, inquisitors carry a heavy but still holy burden.

Grim and determined, she found she was suited to the role – rooting out enemies of the faith, using trickery and guile when righteousness and purity was not enough.

Secrets/Plot Hooks:

Kjellberg’s birth was the first clue to her mythic future – although it’s always easy to be wise after the event. For her parent’s to reach Moonwing’s Bough was miracle enough but to be born the night her father prayed to Desna had to be worthy of some recognition.

The second clue is in her personality. If anyone was destined to become a Mythic Trickster, it is Kkjellberg.

Kjellberg’s popular sayings:

Any troll’s arm comes off
Persist long enough and you will succeed

Go sow the whitecaps!
You’re wasting your time, go away and stop wasting mine!

He’d scare the sea away at low tide
He’s ugly (or fearsome). Usually used as an insult

A pass is best seen from the top of the mountain
Do not look for the easy way out. It is wise to accept a challenge and learn

Crunch:

Ulfen Inquisitor 1
CG Medium Human / Humanoid (Human)
Init +2; Senses Perception +8
==DEFENSE==
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 11 (1d8)
Fort +2, Ref +2, Will +6
Armor Leather, Light
==OFFENSE==
Spd 40 ft/x4
Melee Starknife +2 (1d4) 20/x3
Ranged Light Crossbow +2 (1d8) 19-20/x2
==STATISTICS==
Str 10, Dex 14, Con 10, Int 10, Wis 18, Cha 14
BAB +0, CMB +0, CMD +12
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Weapon Finesse (PFCR 136)
Skills Acrobatics +2, Jump +6, Bluff +6 [w/ persons attracted to you +7], Diplomacy +2 [w/ persons attracted to you +3], Heal +8, Intimidate +7, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Perform (act) +2, Ride +2, Sense Motive + 5, Spellcraft +4, Stealth +2, Survival +4
SU
Judgment (PFAPG 38 - 39)
You can pronounce judgment upon her foes as a swift action. You 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.
- Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. (PFAPG).
- 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. (PFAPG).
- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. (PFAPG).
- 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. (PFAPG).
- Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. (PFAPG).
- Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. (PFAPG).
- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. (PFAPG).
- 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. (PFAPG).
- 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. (PFAPG). (PFAPG 38 - 39).
Door Sight (PFAPG 90)
- Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 7 inches. You can use this power 7 times a day. [PFAPG 90] (PFAPG 38).
Monster Lore[/bn]
Inquisitor adds +4 on Knowledge skill checks when trying identify the abilities and weaknesses of creatures. (PFAPG 40).
[b]Stern Gaze

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks. (PFAPG 40).
MC Inquisitor Domain - Explorer (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Charming (Social) (PFAPG 330), Touched by Divinity (Campaign: Wrath of the Righteous) (PFAP: WotR 7)
Languages Common, Skald


This is one I prepared for a WrotR campaign which never quite got started

Spoiler:

Nimariel
Female Elf Ranger (Infiltrator, Trapper) 1
LG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 10, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse
Traits chance encounter, treerazer's bane
Skills Acrobatics +5, Diplomacy +3, Disable Device +7, Heal +4, Knowledge (nature) +5, Perception +6 (+7 to locate traps), Stealth +8, Survival +4 (+5 to track); Racial Modifiers +2 Perception, silent hunter
Languages Celestial, Common, Elven
SQ weapon familiarity, track, trapfinding +1, wild empathy +3
Other Gear lamellar cuirass, buckler, arrows (20), longbow, rapier, backpack, belt pouch, flint and steel, silver holy symbol (Arshea), 5 gp
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Class Ranger (Skirmisher) will be combining with Paladin (Divine Hunter) after 1st level aiming for Ranger 11/Paladin 9
Religion Arshea
Background Trait Chance Encounter
Born shortly before the world wound opened Nimariel and her family were returning to Kyonin along the river , her parents feeling it better to raise an Elf among other elves rather than in the human town they had lived for the last few decades. The boat was attacked by demons in the early stage of the incursion. Nimariel survived the attack but was left stranded as a child in demon controlled territory , except for the stranger who guided her to a band of Crusaders she would have died. The Crusaders returned her to the elves and her relatives raised her in Kyonin were she developed a strong martial and mystical habit training to be an archer and also following an obscure Empyreal lord whose teaching seemed to help with the dreams she had since escaping the demons. As she reached full adulthood she realized that there was something unfinished drawing her back to the site of the death of her family, she had to return to the world wound. With regret she left her family and friends in Kyonin and took ship to Kenebras planning to return once the demons were defeated or her self imposed duty discharged whether that took 10 or 50 years.


Hello!

On behalf of the mad LordManticore, I would like to introduce myself for review and hopefully an invite. I realize that I wasn't m'lord's first choice when he picked up interest in this campaign. However, given the number of paladin's and wizards that have since thrown their swords and hats into the ring, it was decided that...let me see. I believe that m'lord's words were something to the effect of

"Well, someone's going to have to heal all those jarheads, after all. It might as well be you. Besides, you could probably show them a thing or two."

So there you have it, I'm ready to kick ass for the Lord, then bandage everyone else after. :p


Chyrone wrote:
Would you allow a psionic?

I'm sorry psionic is to confusing for me so I won't allow it for this campaign.


Gnawl stares up at Nijena, cocks his head to one side. "Heal? Bragh! If one dies, it means you weren't strong enough to win!"


Gnawl should lead the charge. Demonstrate how strong he is.


Gnawl Rapwood wrote:
Gnawl stares up at Nijena, cocks his head to one side. "Heal? Bragh! If one dies, it means you weren't strong enough to win!"

"Well then, I guess I won't need to put any bandages on you, will I? I will, however, take time to bury your bones after the battle, kobold."


Nijena O'Riagain wrote:
"Well then, I guess I won't need to put any bandages on you, will I? I will, however, take time to bury your bones after the battle, kobold."

"Bragh?! Why would you waste time with that? I won't be needing them anymore!"


"Even a kobold who fights for the cause deserves a burial."

Sczarni

Careful. The more posts this thread gets, the more likely potential applicants will pass it over.


I'm interested. I think I might take you up on allowing evil characters.

Do you allow classes from the Advanced Class Guide playtest document?


The Dragon wrote:

I'm interested. I think I might take you up on allowing evil characters.

Do you allow classes from the Advanced Class Guide playtest document?

I do allow it.

I also might be picking characters tomorrow or Monday so I will make a list soon to see if I got all the characters applying.


Looking forward to seeing who gets picked.

Also annoyed that I screwed up the link in my application post, annoys me every time I look at this thread...


densetracer, I've never played with mythic tiers or anything. Just looking them up now. Are we starting with this or will it occur during the game? Just want to know if that is something to factor into my build for submission.


TimFrie wrote:
densetracer, I've never played with mythic tiers or anything. Just looking them up now. Are we starting with this or will it occur during the game? Just want to know if that is something to factor into my build for submission.

The mythic tiers will be obtained throughout the game sorry for not mentioning that earlier.

Sczarni

Can't wait :)


Ok just to make sure I have everyone applying this is what I see so far.

Nicolae Constantinescu (human magus) - micheal sumrall

Gnawl Rapwood (Kobold fighter) - captainford

Abdul-Azim Usama Samad's page (Aasimar Bard) - Ashe

Verim Pharae (Human fighter) - Endoralis

Paige Sentine (Human cleric) - Nidoran Duran

Quorin (Half-orc paladin) - Sai ling

Laris D'Vagne (Aasimar Skald) - spinning dice

Raziel of Mendev (Tiefling ninja) - Darksmokepuncher

Iomedae Starfall (Aasimar paladin) - Zelit

Kjellberg (Human inqusitor) - Birch33

Nimariel (Elf ranger) - John hawkings

Nijena O'Riagain (Aasmiar Oracle) - Lord manticore

Still waiting on TimFrie if he still wants to submit a character as well as The dragon and Grius Nox.

If I missed anybody please tell me and I will add to the list.

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