
TimFrie |

So, my Elven Diviner is built. With the exception of spells or equipment. Here's the preliminary crunch in spoiler. I'll work on the rest later. Got to go meet a friend for dinner.
I've got some cool ideas for backstory too. It'll take me a little while to write up, but the gist is that his great grandfather was a half-elf ranger (elven on his mother's side) who fought against the demon Treerazer. Since then the family has had enmity towards demons. Finally coming of age he heads to join in the crusade against the demons of the Worldwound.
Elahir Randol
Male Elf Wizard 1
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d6+5)
Fort +2, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Wizard Spells Prepared (CL 1st; concentration +7):
1st—
0 (at will)—
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Statistics
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Str 7, Dex 18, Con 12, Int 18, Wis 13, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Scribe Scroll, Toughness
Traits focused mind, forlorn
Skills Fly +8, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +8, Perception +6, Sense Motive +3, Spellcraft +8 (+10 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Orc, Sylvan
SQ arcane bonds (arcane bond [familiar]), arcane focus, elven magic, forewarned, opposition schools (enchantment, illusion), prescience, specialized schools (foresight)
Other Gear 150 gp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Riftwarden Orphan: +2 to Concentration checks
Foresight Associated School: Divination
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Tristan Uthyr |

While I have not played on this site before, I have played in some campaigns here and there on other PbP sites. The concept of this AP seems to play right into my interests. And thus here is presented Tristan Uthyr, Wandering Warden (Ranger). I see his role as scout and tactical information gatherer, not afraid to scout ahead so that we know what to expect. Prefers ranged combat, but not afraid to get upfront and dirty if necessary.
Male Human Ranger
LN Medium Human
Init+4 Senses- Perception +6
Speed 30ft
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Defense
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AC 17 Touch 14 Flat 13
HP 12
Fort +3 Ref +6 Will +2
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Offense
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Melee
Greatsword +3 Atk, 2d6+3 Dmg, 19-20/x2, S
Ranged
Longbow +5 Atk (+6 w/i 30ft), 1d8 Dmg (1d8+1 w/i 30ft), x3, P
Ammunition
Arrows x60
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Statistics
STR 14 DEX 18 CON 12 INT 10 WIS 14 CHA 8
BAB +1 CMB +3 CMD 17
Feats - Point Blank Shot, Precise Shot
Languages - Common, Elven
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Traits
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Stolen Fury - You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.
Vagabond Child - You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Choose: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 bonus on that skill, and it becomes a class skill.
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Trained Skills
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Climb +5 (+1SP, +3CS, +2STR, -1AC)
Disable Device +7 (+1SP, +3CS, +4DEX, -1AC)
Heal +6 (+1SP, +3CS, +2WIS)
Knowledge (Nature) +4 (+1SP, +3CS)
Perception +6 (+1SP, +3CS, +2WIS)
Stealth +7 (+1SP, +3CS, +4DEX, -1AC)
Survival +6 (+1SP, +3CS, +2WIS)
+7/Lvl (+6 Class, +1 Human)
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Racial Abilities
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Bonus Skill - 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.
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Class Abilities
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Weapon and Armor Proficiency - All simple and martial weapons, light armor, medium armor and shields
Track - Add half level (minimum 1) to Survival skill checks to follow or identify tracks
Wild Empathy - Ability to influence initial attitude of an animal
Favored Enemy (Outsider [Evil]) - +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against enemy type. +2 bonus on weapon attack and damage rolls against enemy type.
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Equipment
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13 gp
Greatsword, longbow, arrows x60
Studded leather armor, explorer's outfit
Backpack, bedroll, belt pouch
Flint and steel, iron pot, mess kit
Rope, torches x10, trail rations x5, waterskin
Background
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Looking back, it was the turning point of his life. Everything leading up to that point was slowly spinning downwards, leading to a life that was out of control. A streetrat who was pinching coppers from gutters and purses just to meet dues.
But when he got caught trying to break into the newest merchant's shop, his life was quickly on the fast track to suffering. Sold several times from master to master, Tristan finally ended up in a sticky situation. For his last master was a demonic cultist that looked at him like he was fodder. Strange rituals soon followed that caused great pain and subjected him to the whims of many demons.
It was a patrolling warden that freed him, having been on the trail of this cell of cultists for several months. Brudgar Uthyr was his name and he took young Tristan under his tutelage, training him in the ways of protector of the woods. But memories of the rituals he was subjected to never quite left him and haunted his dreams.
While his adopted father hoped that Tristan would take over patrol of the deep forest, something else has become Tristan's goal. Instead he heads for Kenabres, to join the Crusades into the Worldwound. While the nightmares will never fully leave him, he hopes his pledge to the Crusades can save others from having to be subjected to the pains of demons.
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Appearance and Personality
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A relatively spry man, Tristan is of middling height and forgettable. Except for the scars that cross his face, some from rival street gangs and others from the claws of demons. He keeps his sandy hair short, preferring to ensure that it remains out of his crystal blue eyes. Unless required to disarm, he is comforted by keeping his weapons close with his hand and a half sword and his warden's bow both in a shoulder scabbard.
Trying to forget his unruly youth that led to his capture, Tristan now strives to be a man upon whom can be depended. He is more than willing to follow orders and will to someone who steps up to take charge. With his talents being more along the lines of scouting, he is practiced at being quiet; though as he becomes more comfortable with someone his sense of slightly macabre humor begins to show.
Finding the facts so he can make informed decisions is paramount for him. While not the most comfortable with lies, if they aid in discovering the truth he is willing to play along.
"I assure you, I understand completely." The smile played across his face, distorted slightly by the scar that went from his chin to just below his cheekbone. It was hard to keep the smile feeling genuine, but past experiences had taught him that it would only seem real if it was real for him. You despicable bastard, I am going to enjoy hunting you down once I confirm your crimes. Hunting was always a reason to smile and he seized upon that feeling to reinforce the validity of his grin.
"I just need to know exactly how many wagons should be.... overlooked." Tristan paused just enough so that the man across the table leaned in just a little bit more, though the rank stink of the slaver almost made him gag. "Tariffs from the pass are profitable after all and it will take quite a bit of convincing from my end to get the outpost to ignore even a couple carts worth of cargo."
He had been shadowing the man for several weeks now and was fairly certain that the cargo was the half-orc youth that had been unaccounted for in the aftermath of the butchery two months ago. But before justice could be handed out, he wanted to be certain he had the right man. All was that was needed now was a slip of the tongue.
"But of course!" The voice of the slaver grated in his ears, as rough as his greased hair was not. "I will only have two carts full, it would have been more but green blood are so tough to manage."
There it was, the slip he had been for which he had been hoping. Get them liquored up and even best will reveal the slime that is within them. Now the hunt could begin, though he needed the man to run. Killing the man now would not save the half-orcs, he would have to track the slaver to his hideout. Reaching to his belt, he brought out a narrow wooden tube and handed it across the table.
"Then it is arranged, this is the token that has been evading your grasp." Standing from the table, he turned to leave the smile still etched on his face. As he reached the door of the hut, he spoke the next words with just the faintest breath of air so that the scum would have to strain to hear him. "The justice that has evaded so many of your kind."
The man would run, he would know what the red shafted arrow within the tube meant death. It was common knowledge within the region of the wardens. But Tristan did hope that the man was as greedy as he thought he was, because then there would be no way that the slaver would abandon his goods in his flight.
The hunt had begun....

TimFrie |

I created an alias for Eladhir, but it won't let me post as him. Anyway, I changed him to a teleportation conjurer. Just need to gear him up. Here he is in a spoiler.
Eladhir Randol
Male Elf Wizard 1
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d6+5)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft., shift
Melee dagger -2 (1d4-2/19-20)
Ranged light crossbow +3 (1d8/19-20)
Wizard Spells Prepared (CL 1st; concentration +7):
1st—grease, mage armor, summon monster i [S]
0 (at will)—acid splash, detect magic, prestidigitation
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Statistics
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Str 8, Dex 16, Con 12, Int 18, Wis 13, Cha 9
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Toughness
Traits focused mind, forlorn
Skills Fly +7, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +8, Perception +6, Sense Motive +3, Spellcraft +8 (+10 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Draconic, Elven, Orc, Sylvan
SQ arcane bonds (arcane bond [familiar]), arcane focus, elven magic, opposition schools (enchantment, illusion), specialized schools (teleportation), summoner's charm
Other Gear dagger, light crossbow, 113 gp
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Special Abilities
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Arcane Focus +2 to concentration checks to cast arcane spells defensively.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (7/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Verim Pharae |

The lack of full progression arcane casters might just be playstyle. I for one am a rough and ready type of person. I wish to be useful at my profession and an asset MOST of the time. I also find Full-casters pretty powerful and thus a bit boring. There is not much special about them. This is of course only my opinion.

densestracer |

Hello I am here to inform people on who I picked for the campaign.
Nidoran Duran - Paige Sentine
CaptainFord - Gnawl Rapwood
Birch33 - Kjellberg
Lord Manticore - Nijena O'Riagain
Raziel of Mendev - Raziel of Mendev
I am sorry to the people who I haven't picked it has been a hard decision but if someone opts out I will send a message to someone else to join.
I will give the characters two days to reply in this thread if not I will assume they opted out and I will message someone else.

Nijena O'Riagain |

I do have one question: Once we start getting into our mythic paths, will you be allowing the third party mythic stuff from Legendary Games to be used as well? That company also created the Mythic ruleset and they just completed their Kickstarter to expand what they have already accomplished with their mythic expansions.

densestracer |

I do have one question: Once we start getting into our mythic paths, will you be allowing the third party mythic stuff from Legendary Games to be used as well? That company also created the Mythic ruleset and they just completed their Kickstarter to expand what they have already accomplished with their mythic expansions.
If I am able to find it in a online source I hink that will be fine