Fury of the Virtuous (Inactive)

Game Master jlighter

A rebooted Wrath of the Righteous campaign, with some added twists and variations to make things a little more interesting.


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So something a slight bit troubling has occurred. Some folks and I were recruited into a Wrath of the Righteous campaign, but due to various dropouts, we appear to have lost the ability to continue. Towards the end, I was both running and playing. I'm content with either role, but we'd like to try and reboot this because we're very interested in playing this campaign through to the end.

With that in mind, I'm going to post a recruitment for this to try and drum up some support for a group that will help make this work. Applications need the following:

Crunch

Abilities: 15 Point Buy

HP: Max at level 1, roll or average every level after

Class: Any Paizo (gunslingers not recommended, but accepted; see Player's Guide)

Race: Core Races and Featured Races of 15 RP or less. Other races of similar power will be considered upon request.

Alignment: This campaign has high benefits for “good” aligned characters, so anything not good will require a good reason. CE is right out, NE is unlikely, LE and CN can be justified.

Traits: 2, one of which must be from the Player’s guide. Each trait ties in with a Mythic Path.

Mythic Path: Will not come into effect until book 2. However as it would benefit the party that each character was a different Mythic Path, you may want to choose a Path in your planning before you choosing a class and working backwards.

Backstory

A paragraph explaining a bit about how your character came to be in Mendev, and came to join the 4th Crusade, where applicable. More is accepted, less is not preferred. Motivations, goals, etc. are encouraged but not required. Helps me to personalize things in the campaign to the characters.

Posting

I prefer that you be able to check in once per day, even if you don't post that day. I'll be checking in that much. Missing a day once in a while happens, but try to avoid it where possible. If you know you'll be out for a day, let us know and pre-post the kind of things your character might do given the knowledge you have. A Tactics section in a character statblock helps with such.

I'll leave this open until 7PM PST Monday February 10 for recruitment. The current player (assuming that I run) is a Human Paladin. We would be starting over from the beginning, and we haven't delved too deep into the adventure yet.

With that, let's see some options for new characters. If you're interested in GM-ing, please send me a PM.


This profile is an example of how one might format the character profiles. No need to create one before being accepted, but please use this as a guide in submitting a character. This is also my character submission in the event that another GM wants to try to run this.

The current player (not including myself) is: Weyland Piper, Human Paladin (Shining Knight) of Iomedae


Dot me for interest. I'm thinking of a bard, arcane duelist archetype. I'll stat it up as soon as I can

Liberty's Edge

Interested in joining this game. Here is my submission, a crusader cleric of Iomedae. If I am missing anything, or need to alter the character just tell me and I will get right on it :-)
Thanks

Ozgo Kisovir:

Ozgo Kisovir
Male Human (Taldan) Cleric (Crusader) 1
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d8+4)
Fort +3, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash -2 (1d4+2) and
. . longsword +3 (1d8+2/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—battle rage (+1 damage)
Cleric (Crusader) Spells Prepared (CL 1st; concentration +4):
1st—bless, magic weapon [D]
0 (at will)—detect magic, light
[D] Domain spell; Domain War
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Toughness, Warrior Priest, Weapon Focus (longsword)
Traits divine warrior, touched by divinity
Skills Diplomacy +5, Knowledge (planes) +4, Knowledge (religion) +4, Spellcraft +4
Languages Common
SQ aura, domains (war)
Other Gear scale mail, heavy wooden shield, longsword, belt pouch, holy symbol, silver, 2 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Cleric (Crusader) Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Warrior From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomadae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those w
Warrior Priest +2 on concentration checks when casting defensively or grappling.
--------------------
Born in the kingdom of Brevoy, Ozgo's parents were devout Iomedaeans. His mother held the position of sword knight of the third circle, while his father was in the forth circle. From a young age he was part of the church and when he was old enough he joined the clergy. For several years he studied in the small temple at Port Ice, watching as members took ship to help fight the evil of the worldwound from Mendev. When his initiate training was finished, he too boarded the ship that would take him to the port-city of Egede. His parents saw him off at the docks, proud of their son's accomplishments.
He remained in Egede for a few years, finally entering the 5th circle of the clergy. Once he had achieved this level of experience, he was shipped off to Kenabres for final training and to be stationed at the temple there. Other than a run-in with a small band of goblins as they travelled the edge of the Estrovian Forest, his time in Mendev has been quiet. He arrived at Kenabres just a few days ago, and is awaiting his first posting.

Appearance
Ozgo is a large, well muscled man in his early 20's. His coal-black hair is cut short and his face is clean-shaven. He keeps his clerical robes spotless, and is often seen shining the silver holy symbol his parents gave him before he left home.

Personality
Ozgo like to help people and be helpful. His devotion to the goddess is absolute, and he can be critical of those who do not worship The Inheritor. Because of this he sometimes seems aloof, but once he makes you his friend, he will do all in his power to ensure you are safe and protected.

Liberty's Edge

Oh, forgot to add, he will be taking the Hierophant path of mythic ascension.


Dotting thinking a fighter going into the champion mythic path


Are the Aasimar and Teifling alternate racial abilities and heritages from the Blood of angels and blood of fiends player companions available?

Average starting wealth?


Yes, the variant versions of Tieflings and Aasimar are on the table, as are alternate racial features from the ARG. However, with both Aasimar and Tieflings, if you want to replace your spell-like ability with something from the d100 table, PM me.

And I always forget this part. Starting wealth is average per class.

And a revision to the previous list. My apologies if this throws off anybody's build idea.

Current players:
Weyland Piper, Human Paladin (Shining Knight) of Iomedae - Guardian
Reinnwulf Storvagson Human Barbarian (Invulnerable Rager) - Champion

@DanielStewart: looks like a solid submission. Thank you.

Silver Crusade

Dotting. I'm thinking Sorcerer going for archmage. Need to see if I can get the idea nailed down first.

Silver Crusade RPG Superstar Season 9 Top 32

Also dotting for interest. Would you accept any of the ACG playtest classes? I'm not sure what I want to apply with yet, but it's nice to know the options.


Looks like I am going to try this again. I'll roll back Reinnwulf's stats.


Dotting


Dotting. Working on a Muse-Touched Aasimar. Are playtest classes allowed?


Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

dotting. Trying to find something for Trickster...


And here's my submission, Sorcerer going for the Archmage path.


since you already have a Champion I am going to switch and see if I can come up with a cavalier going into the Marshall path


Dotting for interest... Hm, I could possibly conceivably make a kobold character...


Elsbeth Startouched volunteering for duty!

Half-elven skirmishing ranger, trickster


Kobold character submissions will be gladly welcomed. I've always had a soft spot for them, and I don't think enough people play them. Personally, anyway. :)

Advanced Class Guide stuff, I think I'm going to say off the table for now simply because I haven't had a chance to look at it yet. Thanks for checking.


Sorry I have to withdraw. Have fun everyone


Just a note for the GM.

I am GMing this AP, IRL. I think I should be able to keep game knowledge separate from player knowledge, and I did pick a race/class/path that I think minimize the possible contamination. Hope its not an issue for you, but wanted to give you the heads up.


Hmm... Were I to play a kobold cavalier, would you permit me a dinosaur mount? Like, say, a diplodocus?

I'm not going to go the T-Rex route, but I still feel like the dinos would be the most thematic animal companions for kobolds.


@Chillblame: Sorry that you have to withdraw. Perhaps next time.

@Elsbeth: Looks solid. Thanks for getting that done quickly. Short a skill point by my count.

@Meria: Also looks solid. Interesting to see a LG Sorc. I haven't seen one that wasn't Chaotic before.

@Voyd211: Dinos do seem fitting, and I can work with a Diplodocus mount. I'd prefer to see some justification in backstory, though, if you go that route. I think the traditional mounts for Kobolds are Dire Weasels, although Pathfinder seems to have opted for Slurks and Giant Ants instead. Do you have the Kobolds of Golarion book?


Went Emberkin instead since a mage seemed more needed. I present Morena Greybrooke, Aasimar Wizard and complete basket case.

Crap. Forgot the adventuring gear. Oh well, I can pick that up later. (Before the choosing if that's important to you.)

Scarab Sages

wait kobolds are an okay thing in this campaign! Man i want to roll one up now >.>


Kobolds of YES I DO. I spent half a year waiting for that book, it was completely worth it.


Here is my submission and his mount. He is a Angel-blooded Aasimar Cavalier who will move into the Marshall mythic path.

Auryn Cadfael:

Auryn Cadfael
Male Angel-Blooded Aasimar (Angelkin) Cavalier (Strategist) 1
NG Medium outsider (native)
Init +1
Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +4,
Ref +1
Will +0
Defensive Abilities hard to kill;
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +4 (1d4+3)
bastard sword +4 (1d10+3/19-20)
dagger +4 (1d4+3/19-20)
heavy pick +4 (1d6+3/×4)
lance +4 (1d8+4/×3)
Special Attacks challenge
--------------------
Statistics
--------------------
Str 16
Dex 13
Con 14
Int 11
Wis 11
Cha 12
Base Atk +1
CMB +4
CMD 15
Feats
Escape Route
Exotic Weapon Proficiency (bastard sword)

Traits
child of the crusades
sacred touch

Skills
Diplomacy +5
Handle Animal +5
Heal +2 (+3 when used on someone other than yourself)
Perception +1
Ride +5
Survival +1

Racial Modifiers
+2 Heal, ride mount, shield's skills
Languages Celestial, Common
SQ heal double hp while resting, orders (order of the shield), tactician
Gear scale mail, heavy steel shield, bastard sword, dagger, heavy pick, lance, 50 GP
--------------------
[spoiler=Special Abilities]
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
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).
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.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Heal Double Hp While Resting You heal double the normal amount of hit points while resting.
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
Shield's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
Shield's Skills +1 (Ex) +1 to Heal checks for others.
Tactician (Escape Route) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'. [/spoiler
--------------------
Appearance
Auryn stands fix feet tall in bare feet and weighs 183 lbs. His celestial heritage shows in his perfectly symetrical features, muscular build, whiteless saphire eyes, and hair the color of polished bronze. He wears his hair long, pulled back into a single braid. His armour is clean and polished though there are signs of wear. His weapons and other equipment are clean and well maintained.

Auryn's mother Aerfen Cadfael was a human Paladin of Iomedae during the third Mendevian crusade one of the few not involved in the witch hunts. Auryn's father was a Solar Angel. His mother never shared with him the exact circumstances of his conception. When she discovered she was pregnant she left Mendev and went to Vigil in Lastwall. She saw it as a safer place to raise her child than a fortress a few miles from the demon infested world wound. When the fourth crusade started in 4692 AR she led a group of paladins and knights to join the new crusade against the Storm King. Auryn was one of those knights. Auryn fought under his mothers command during the crusade. At the end of the fourth crusade Aerfen retired to Nerosyan at the request of Queen Galfrey to help her try to gain more control over the crusaders in Mendev. Auryn is in Kenabres with a squad of other knights delivering packett of letters to Hulrun Shappok.

--------------------

Maelgwyn
Horse (Stallion) White
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 16 (+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d4+3)
2 hooves +3 (1d6+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Run
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +5 (+13 jump, +9 to jump with a running start), Perception +5
SQ attack any target, combat riding
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

One thing I am not too sure about Aasimars is the books list them as reaching adulthood at 60. That is a heck of a long time to be a child and an adolescent especially when the parent race doesn't have a long adolescense. The time line with the crusades makes my character 45 which is still not an adult for his race according to the books. How are you handling it in your game.


Kobolds are a thing, and yes they're kosher in my campaigns. I was waiting for a book like that since they finished the line of Core races. Races of the Dragons was a frequently used sourcebook for me in 3.X. That said, you'll need to justify a reason for a Kobold to join the Crusades against the Worldwound, and how they've dealt with any prejudice they may have encountered.

@Morena: Very solid. And yeah, you can wait on adventuring gear until after the choosing. You have most of the necessary stuff.

@Adventurer33: Good build, although you have one ability that I'm not seeing a source for. Hard to Kill is a combat trait, and it doesn't do what you have it listed as doing. Is that ability coming from somewhere else? And as far as aging, that's something that's always bugged me, since they can come from any race. Call it you can take it down to double normal adulthood since it's a human mother.


@Apsu the Hard to kill was from the mythic path it was a Glitch with hero lab. It didn't remove it when I finished screwing around with mythic levels and took them off. doubling the ages puts Aasimars becoming adults at 30 years and middle aged at 70. 45 years makes my character a young adult for an Aasimar. that works for me.


I'm currently torn between two classes for my kobold.

I'm imagining him as being aggressive support, who yells pretty much everything that could possibly synonymous with the phrase "dare to be badass."

The two classes in question are the cavalier and the bard. The bard is the best buffer in the game, but fairly weak in combat. Conversely, the cavalier can fight like hell, but their buffs aren't as good.

ARGH WHAT TO CHOOSE


My entry, Leylu Freeling, halfling summoner (looking to go into the Marshal path). If the Mythic thing interferes with someone else's, I'd be more than willing to do some rewriting/shifting around to see what works better.

The link to her eidolon is in her profile, but I'll also provide it Here!

I've given her some rogue-like skills as class skills, namely Disable Device and Sleight of Hand, but I can change those in order not to step on any toes.


Dotting with extreme interest. Considering an archer bard going trickster path. Was eyeballing cavalier going marshal but I see someone beat me to the punch. I'll have time tomorrow to work on something for you.


Well, I finally figured it out. I also changed my dinosaur mount, I'm hoping the GM will approve.

I'm fairly certain that they will approve of the deity he worships, though.

Torzath Thunderscale, kobold cavalier:

Torzath Thunderscale, CG kobold cavalier (order of the dragon)

STR 7, DEX 17, CON 10, INT 10, WIS 10, CHA 14
HP 10
AC 20 (+3 Dex, +4 armor, +2 shield, +1 size)
Feats: Weapon Finesse, Precise Strike (bonus)
Skills: Diplomacy +6, Handle Animal +6, Linguistics +1, Ride +7
Traits: Smoke Resistant, Stolen Fury
Alternate Racial Traits: Day Raider, Dragon-Scaled (red, flavored as magma) Wild Forest Kobold
Equipment: Short sword +3 [1d4-2] (10gp), hide armor (15gp), heavy wooden shield (7gp), studded leather allosaurus armor (50gp)
Fort +2, Ref +3, Will +0
BAB +1
CMB -2, CMD 10
Languages: Draconic, Common
Deity: Apsu

Mount: Jarzak the allosaurus
STR 14, DEX 16, CON 10, INT 2, WIS 15, CHA 10
Speed: 40ft
HP 12
AC 20 (+3 Dex, +3 armor, +4 natural)
Attacks: Bite +3 (1d6+3), 2 claws +3 (1d4+1)
Feats: Light Armor Proficiency, Toughness
Skills: Intimidate +1, Perception +6
Tricks: Attack, come, defend, down, guard, heel, track
Other: LLV, scent

Backstory

The kobolds of the Thunderscale Tribe were baffled when Torzath was hatched. The tribes' scales were predominantly green, yet the hatchling had black scales, and the space between them seemed to be glowing.

As he grew older, very obvious differences between him and the rest of the tribe made themselves known. For while most of the kobolds were malicious and strict, Torzath felt constrained and shut down. He wanted to leave Mediogalti Island.

Then the tribe's shaman made the decision for him. Several generations prior, one of Torzath's ancestors had a brief tryst with a magma dragon. Fearful that one day the free-spirited kobold would eventually bring ruin to their home, the Thunderscale Tribe banished Torzath from Mediogalti Island. Before he left, however, he found an abandoned dinosaur egg. He took it with him, deciding that whatever was within would make good company.

Torzath has spent the past few years with the product of that egg, an allosaurus he named Jarzak. Torzath took the time to learn common, and also found himself joining the cavalier Order of the Dragon.

Torzath eventually learned of a place far to the north, where demons spill forth from the Abyss and bring ruin to the world.Guided by this knowledge, as well as dreams from a radiant metallic dragon, Torzath took the call to adventure and set off north, riding toward the rift in the world atop a grinning dinosaur.

"Never surrender! Never give up! NEVER! STOP! FIGHTING!"

WHAT DOES THE EDIT SAY: Pre-game RP, anyone?


Here is Nenthil for consideration. I will have to change him to fit the requirements but should not be too much, may also add to his backstory. :)


Looks at universal mythic path abilities

Sees Divine Source

Sees Fireball under the Fire domain

WELL I KNOW WHAT ABILITY I'LL BE TAKING TWICE.


I'd like to RP but there's no campaign yet and I don't want to clutter the recruitment page for the DM.


I've had RPs in Recruitment before. It's basically so everyone can get a feel for their character, and so the GM can see how we roleplay.

Silver Crusade RPG Superstar Season 9 Top 32

I'd prefer to wait for the GM to explicitly ask for it/okay it first.


I'd have to agree, not all GMs like that RP in the recruitment threads.


Going for a trickster Bard. Stating up right now.


If we find another GM, would it be possible for this thread to generate two groups since a lot of us have similar concepts and/or want to fill the same roles?


Sixteenbiticon wrote:
If we find another GM, would it be possible for this thread to generate two groups since a lot of us have similar concepts and/or want to fill the same roles?

Perhaps a cross GM thing, each GMing the other?


Huh, where'd our GM go? GMs are supposed to give feedback.


It's a secret:
1d100 ⇒ 281d100 ⇒ 991d100 ⇒ 431d100 ⇒ 96

Going with 96, use ventriloquism at will as a spell-like ability. Too perfect for a tricksy Bard.

I'll have stats and background up later.


Stats:
Allysen
Female Demon-Spawn Tiefling Bard 1
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 7 (1d8-1)
Fort -1, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . quarterstaff +1 (1d6+1)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spell-Like Abilities
. . At will—ventriloquism
Bard Spells Known (CL 1st; concentration +4):
1st (2/day)—cure light wounds, summon monster i
0 (at will)—dancing lights, detect magic, prestidigitation (DC 13), spark (DC 13)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 8, Int 10, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot
Traits chance encounter, faithful artist
Skills Bluff +7, Diplomacy +7, Disable Device +5, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perception +7, Perform (sing) +8, Spellcraft +4, Stealth +6
Languages Abyssal, Common
SQ bardic knowledge +1, prehensile tail
Combat Gear holy water; Other Gear leather armor, arrows (40), dagger, quarterstaff, shortbow, bedroll, blanket, explorer's outfit, holy symbol, silver, thieves' tools, 5 GP, 4 SP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
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.
Faithful Artist (Perform [sing]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ventriloquism (At will) (Sp) You can use ventriloquism at will as a spell-like ability.

Background:
Allysen didn't know her parents, or anything about them other than her mother died after giving birth to her. Her mother was fortunate, the owner of the orphanage that raised her had said, She was fortunate to not have to live with the shame of having given birth to a child tainted by the Abyss.

That heritage was as clear as the markings on the right side of her body. Twisting lines of blood-red that covered the snow-white skin of the back of her right shoulder, her side, and the right side of her belly. The orphanage's caretakers could find no end to the abuse they could give. Justified that they were shoring mercy in allowing a lowly pitborn girl to live.

Allysen seemed to be set on proving them right. More often than not, she was in some kind of trouble, for everything from bullying other children to breaking windows or plates. Shortly after turning thirteen she ran away, deciding that life anywhere could not be worse than what it was at that place.

She was mistaken, however, and soon found herself in the Worldwound. Worse, she was also the captive of one of the demonic cults that infested its borders. Five days after her capture, she had learned to be quiet, and was just hoping for a chance to run. That chance came later when a group of fiendish monsters attacked the cult and began to slaughter them. How she managed to escape, she'll never know, but what happened next was etched into her mind, as clear as clean mountain water.

A beautiful woman wearing a tattered cloak found her, bloodied and bruised from her captivity and escape. The woman helped her to her feet and lead her to Kenabres, bluffing her way past more than one group of cultist. Allysen was struck by how troubled the woman seemed, clutching a silver symbol as she walked. They hardly talked, just enough for her to know that this woman was a friend and for Allysen to tell her her name.

Barely a mile outside of Kenabres, the woman disappeared, but Allysen was not alone for long. A patrol found the young girl and brought her in. After the inquisitors were satisfied that she was no threat, they allowed her to stay at a local orphanage. This time, however, was different. The caretakers still treated her the same, but she was different. An obsession took her and she found out as much as she could about that silver symbol. It was a delicate thing, made of silver and set with amethyst. It wasn't long before one of the local priest who was knowledgeable about such things knew her by name. The symbol was Desna's the goddess of dreams, travelers, and luck.

Not long after that, Allysen began to follow the Starsong. The bullying was replaced by mentoring, the destructiveness gone, with kindness and a yearning for a night sky free from the Abyss' influence taking its place. She still stumbled however, her temper would flare, but she found that singing was soothing to that aspect of her being. Now, nearly six years after being rescued, she has grown into a young, quiet woman, whose song eases the pain of others.


Personality:
Allysen prefers to hide rather than fight. The events in the Worldwound made her more timid than most other Pitborn would be. A big part of this is hiding her heritage from the citizenry of Kenabres. Kindness, though is another major part of her. She does what she can to heal those in pain, even if it's only to sing a song. She does find a thrill in overcoming barriers, and has taken to picking the locks to the door of her room to practice her skills with the lock picks.

Appearance:
Allysen is petite and tends to be confused with a young girl as a result. Almost no one in Kenabres knows what she looks like, since almost every inch of her is covered by her clothing. Her clothing tends towards the plain and simple. A hooded cloak hides her hair while sashes hide her face and where her tail wraps around her waist. Only her fingers and eyes are exposed.

Her eyes are dark, with sapphire flecks sprinkled throughout. Her hair is midnight blue and is hidden by the hood of her cloak. her skin is pale as snow with red markings running down her right side. Her teeth are mostly normal, save for the sharp fangs that are where a human's canines would be.


A few notes for the GM:
In the interest of being honest, I have all of the PDFs for this path that are available, and I am familiar with the over arching plot. This character is meant to provide some interesting interactions and possibilities for both you and the rest of the party. One of the major points was the stigma that tieflings in general, and those in Mendev in particular, face. I wanted the party and the other NPCs to be in the dark about Allysen's heritage until after the attack on Kenabres. One of the repercussions I was expecting was that some of the NPCs (and some of the party as well) suspect her of having to do something with the attack. I also expect some demons and cultists to try and sway her once they know who she is, or rather, what she is. This leads me to two of the biggest fears she has, and one of her flaws. The fears are that she'll be used to further the Abyss' end, whether by being a sacrifice used by some cultists, or a key to a ritual, or by sliding into the wickedness she almost slide into in her childhood, and that she'll be found out and run out of town. Timidity, as a result, is one of her flaws. There are others, one being her temper, another being her lack of forethought in some instances. I plan on having her overcome these flaws throughout the AP, but I'd like to work with you on that, if you're interested.

If you have any questions, please PM me and I'll do my best to answer them.


I'd kinda be interested in a quote from her. Remember how I ended Torzath's stat block? What I mean is a short line from the mouth of the character, that gives you an idea of what they're like.


@AdamWarnock
You sir are nutty for having Con as your dump stat. No judgement, just saying. ;)

Nice character backstory too, wonder how she would struggle with all the temptation of evil as she grows stronger. It's one thing to retreat when your the victim, it's something else when your in the predator's seat so to speak.


@Voyd211: "Even in the darkest night, the stars still shine." Sounds like something she'd say. Despite the fear, she's still hopeful.

@Nenthil Wardcaller: Trust me, you're not the first person to have questioned my sanity ;). Anyway, it helps that I'm planning on having her as a support character. Her strength is not how she handles fights, but how she can help others. I'm still debating on her ultimate path, but I think I have a solid beginning.

As for temptation, well, I think that's something I'm going to have to think about. It'd be a good RP opportunity though, and it also provides a way for her to grow further.

Anyway, I'm going to fiddle with some ideas I have and see what I can come up with. I'm glad you like Allysen. Best of luck to you.


Well, unfortunately when I arrived at work this morning I was greeted with a very strong smell of diesel. Apparently our building has a gas leak and we've been moved elsewhere, sans computer. So, needless to say I won't be able to finish my character submission for this campaign. Good luck to all who get in!

Liberty's Edge

Looks like we have a good array of characters for this AP. Best of luck to everyone who submitted.

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