Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

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Looking for a skill character as a replacement for a Wrath of the Righteous campaign that is in the beginning stages of the AP. we have made it through the first couple of encounters and are still level one.

Character creation guidelines:
Only paizo material, no third party sources
20 pt build
2 traits, 1 of which must be a campaign trait as it ties in to the mythic campaign
Average starting wealth
1 hero point
1 bonus skill point upon creation that must go into a profession, craft, or perform which represents your ability to make a living.
No gunslingers
Must be able to post at least once per day
we are a group that likes RP and character interactions as much if not more than the combats in some instances.

As a request from some of the players here is what they are looking for...

A character willing to be the front scout and trap expert. This is to replace the master summoner who used summons to clear traps and the eidolon who scouted.
No tieflings

What we have so far...

Aasimar oracle of metal
Aasimar inquisitor of Iomedae
Aasimar paladin shield knight of Iomedae
Human urban barbarian
Dwarf wizard


Can do a Rogue Trapsmith... Seems to fit. How do you feel about crafting?

Elf work?


I could repurpose this character to be able to deal with traps, if you think the personality would work.


I have a rogue I can change to fit your campaign if you interested.


Name: Percival Lawson
Race: Human
Class: Alchemist (Crypt Breaker, Chirurgeon)
Alignment: LG
Backstory/Personality: In profile, will require slight alteration to fit the campaign.

Crypt Breaker is actually wonderful; trapfinding plus all the nice Rogue trap-finding talents. With Chirurgeon for healing, should be a very nice addition to the team.


I'd be interested in this. I'd have to build a character after work tomorrow, so I'll check in to see if you haven't already chosen someone and then get to work. :) THinking either a ranger(trapper) or maybe ninja.


Thanks for the interest thus far. For those that have expressed interest and for future applicants, please give a background as to why you are in Kenebras, your thoughts on the crusade and how you would interact with the rest of the group.


Sandru, crafting is ok but the ap does not have much downtime built in thus far. I don't know how the other books are though.


Well, background stuff is in the profile, but here it is again for reference.

Background:
Aaliya el-Amin was not born to high standards, instead the daughter of one of Katapesh's high merchant princes and his slave. Her early years were filled with household toil, for while she was legally free she, along with her brother and sister, were not truly allowed freedom in their father's household. As Aaliyah grew older she was eventually trained as a dancer, singer, and entertainment, while her older sibling wasn't deemed talented enough to waste money on such matters.

When her mother died, Aaliya and her siblings discovered a nasty loophole in Katapesh's laws when her father disowned them, then immediately claimed them as slaves rather than blood. Sold off as a lot, Aaliyah quickly found her siblings' well-being held hostage to her good behavior by her new owner (A situation that was also reversed, leading to undeserved punishments.) As an additional measure to help prevent problems, she was introduced to pesh milk just as she was blossoming into womanhood.

But her performances before the elite proved an entertaining enough distraction at various functions that she was eventually allowed some freedom, whereupon she used it to seek escape in the various pleasure dens of the city with her meagre allowance - a place that one as weak as she really should not have been, but nevertheless chose to go as the tiny amount of defiance allowed to her.

When these two lives intersected for the first and only time, disaster struck. Seeking repayment for a debt not owed, men broke into her master's home seeking her, and began to kill anyone they found. Guards awoke, battles were fought...and a scimitar fell to Aaliya's feet just as blades were about to fall on what remained of her family.

At that moment, something changed in Aaliyah's world. Her pesh-induced stupor was penetrated by a serene feeling of enlightenment and clarity. These men around her, the slaver who would beat others to control one, the thugs who would slaughter a household for the sake of a handful of gold. Every one was beyond redemption by the word. Only the sword could truly give them the just reward for the lives they had chosen to lead.

People in the street suddenly heard screams in the voices of angels and men, screaming in fear of cleansing flame and death.

The next day, the authorities found a sobbing girl, covered in blood admist the carnage. Everyone who had held a weapon that night was dead around her, most with a neat slash across a vital spot from a single rusty scimitar, alight with a flame that neither burned nor spread. She put up no resistance when the weapon was taken from her hand, and the flame went out. All testing showed it to be nothing more than a scimitar on the edge of being discarded. And strangest of all, she sat in the eye of an ankh of her victim's blood.

It should have ended there, but for a stray word at a temple of Saerenrae about the incident. For there is a price for everything in Katapesh, and that includes the freedom of a slave who murdered a score of freepersons in the span of a single evening. While there may have been those whose friends were harmed by Aaliyah's actions, the temple took them on, believing this girl may have been destined for great things. Every day in her cell, they brought to her holy texts and attempted to teach her of their goddess. She heard their owrds, and believed she had understood, but every so often she would say something in the words of angels that seemed nonsensical.

Finally, the various negotiations came to an end. Aaliyah could not be simply freed, so instead she was sentenced to journey north. The Pactmasters had devised a particularly ingenious punishment to satisfy all concerned parties - she was to make her way to Mendev, to fight in the Crusades for no less than ten years. There was to be no escort, no way of enforcing the edict. Effectively exile...she was, after all, free to simply ignore it and go where she wished...

...and yet, there was perhaps a destiny involved. Saerenrae had inspired magic from within her soul to come forth, shaped it. It wasn't the truly divine gifts of Her priests, but...perhaps she was meant to do something with it.

Recruiting:
"...wait, no one told you I was coming....Yeah, I guess that makes sense. No one really thought I'd be this dumb. Thought I'd just get off the ship and disappear. Why not? Well, I don't really have any other ideas for where to go, do I? ... Does it really matter? I have a sword, and the blessings of my goddess. Does it matter if I'm going to die? .... I suppose that's a point. Well, when I start to get ready for a fight, I start to see the way I should move, the path of the weapon and then...people die. My magic isn't from the goddess, but she gave it to me as part of her gift...so that not all I do is destruction. But it's obvious what She intended for me is to be part of the sword of Her faith, and I can do that here. Yes, I can cast simple healing spells....all right. I'll go grab a bunk."

Tropes/personality/quirks:
Aaliyah is primarily a Melancholic/Phlegmatic type, with shades of the Dark Magical Girl archetype to her (Although without much of the flamboyance the genre conventions involved would entail.) With a Sugar and Ice personality, the 'ice' being predominant most of the time, she might seem like she would be prone to being an Ineffectual Loner but she does understand the need to work in groups and will do so without much hesitation. Very definitely The Atoner for her actions the first time she achieved her battle trance. She has aspects to her abilities of the Oracle and Inquisitor classes, and even speaks in tongues under stress. While her pesh addiction may make the battle trances seem Addiction Powered, the truth of the matter is that she really doesn't need it.

Appearance:
Aalyiah, at five and a half feet tall, is average in height for a Kellish woman. Her skin is dusky from a long journey, hair long and tied back in a ponytail to keep it out of her eyes. Her clothing consists of a long, heavy cotton robe cut in the style of the desert nomads, hiding a frame that is lithe while still being feminine. With dark, mysterious eyes that seem as cold as the frozen north someone like her would live the farthest from, she seems almost an odd figure to be holding onto the silver and gold holy symbol of Saerenrae now in her posession. At her side she has a scimitar, well-worn by age that hasn't seen the best of maintenance lately, as if it had been given to her while she only barely knew how to care for it. When traveling, she has a simple pack slung over her back.

Silver Crusade

Dotting for interest, will post character info soon.


Thanks...


Aaliyah, I like the work in your backstory however with the group as it now stands a few have already chosen touched by divinity. As such they have all chosen Iomedae to go with the trait. If selected would you be able to switch to Iomedae without compromising your background too much? Thanks.


The big issue with that is that the Dawnflower Dervish archetype has a Paladin-like rider. You MUST worship Saerenrae for the archetype. Any way we could work around that problem?

Sovereign Court

If you used a different trait, it could work, worshiping Seranrae, but using another campaigh trait to get you into the campaign. SHe can still play a large role, but add another element?

another thing that we are dealing with at the moment is traversing a dark cavern, and all of us have Darkvision, one way or another. As a scout, that may be something to consider, if there is to be more dungeon delving.


@Aaliyah: You can choose another Campaign Trait that isn't as specific regarding mutual deity worship.

Ninja'd by my kinsman, Garith. ;)


Actually, just thought of something. Check your PM.


If that is the direction the group want ps to go then I will see what we can do. Ideally it would be to choose a different trait to not have to worry about any problems. Barring that, we will see what we can come up with.

Ninjaed thrice. Impressive.


Aaliyah El-Amin wrote:
Actually, just thought of something. Check your PM.

Whose PM?


Oriana is heavily aligned with Iomedae and she won't change to Sarenrae after all this time in game. So, for Aaliyah to join the group, she will either have to change her trait or choose another character concept. Nothing personal, Aaliyah, but you're attempting to come into an established group with Iomedae as the chosen deity for Touched by Divinity. Good luck with your submission.


I'll drop out, good luck.

Sovereign Court

Sad to see you go Percy.

I feel like a note about fight styles. I'm a sword-board-er going Shield Master. As a sacred shied, I don't. Smite, but at 4th ill pass around shied bonuses and have a cool tanking trick in lieu of Smiting. I ike to get in a baddy's face and do some bashing, try to get a flank, and get in the way of baddies. Ill also toss up Aid Anothers to buff a damage dealer's AC if I'm not hitting well

Ryu is going Dervish Barb, to get Dex to damage for higher AC than most barbs while still hitting hard. He may keep acrobatics up to be a better flank-bro too.

Mal, the oracle, brings whatever heavy-metal that's appropriate and has been one of our consistent damage dealers

Oriana has also been in the frey, being an inquisitor, more support and damage, but not our heavy-hitter, she gots versatility.

Pakak is an abjurer wizard, protections, control and attack cantrips so far, like a wizard.

So that's kindof our fight style, most of us mixing it up, charging in and doing damage and killin mooks. We do more supportey stuff against big single guys ike the Hueveca with the DR most of us couldn't bypass, and so far have meshed really well in our fights.

Team GOOD, any other comments or notes for the recruits? Requests or suggestions?


Ok, so... This thread gives me mixed feelings :D

I have been wanting to enter in a Wrath of the Righteous game for a long time - didn't have any luck thus far, but it seems to be the perfect kind of game for me.

Thing is, I always wanted to try it from the get go, taking it one step at a time, so I guess my question would be - how much of it have I lost? And please be honest, this one is the most important to me :D

On the other hand, I have been mulling over in my head the skill monkey/face/rogue characters - I'll admit this is not something I have ever played before, BUT it is something I will be giving a go in the next game I get into - so the second question would be, is there still time for my submission?


Hi there,

I want to apply for this game as well. I've looked at the game thread and the characters and as you just said have realized that you have mostly good melee characters. I already had the idea of the background below but took some time thinking of the kind of build I could bring. I've got two in mind that would fit the need and background: either urban ranger (archery based) or plain rogue (TWF based). The first one would bring diversity in terms of ranged attacks to the party while the second one would benefit of the sacred shield flanking/bonus. However with already many characters focused in melee, that may be a little too much.

The background below has been tailored to the urban ranger build with the stolen fury trait (champion mythic path). A little tweak and the addition of the strange Desna worshiping woman as an help to escape the cultist could be made to alter the background to the rogue build and the chance encounter trait (trickster mythic path)

In both cases, there will be stealth, perception and trapfinding :-)

Background:
Kalia Shelensdottir was born in Whitecliff, a small village in the Worldwound itself, one of the last remaining village of the beautiful Sarkosis. Dug into the side of a huge cliff and alimented in water by multiple water streams coming out of the same cliff, the village was inaccessible to most of the demonic hordes. The main threats for the villagers were flying demons or their minions thus most of the defenders were heavily trained in archery. As it had no strategic value, it was only targeted by small forces and the inhabitants managed to endure years of invasion. However, food was rare and some of the inhabitants had to leave the safety of the walls to grow crops or hunt for the rare edible preys still living and could easily become prey of the invaders. During the last twenty years, the price to pay to survive became higher and higher and the Whitecliff was slowly dying when Kalia opened her eyes for the first time.

Single child of Shelen Inkadottir, she never knew her father, one of the countless victims of a stray demon attack before she was born. From him, she inherited her grey eyes, her tall stature and lean build. From her mother, she received long flowing dark hair and deft hands. Despite loosing her husband, Shelen never stopped braving the dangers of the Worldwound and as one of the best hunters of the village, she took her daughter with her as soon as she was strong enough to walk and hunt with her, showing her most of her tricks.
As Kalia was twelve, one of their hunts led them back to a devastating scene. Coming back with their preys, a pair strangely mutated deer, Kalia and Shelen came back to the village only to see it ravaged by a group of powerful Vrocks. Without home to come back to, crying for their lost kin, both woman and child fled the carnage without looking back. Pushing the pain bakc and focusing on survival, both they tried to reach the safety of the border and of the wardstones that Shelen knew of. After more than a month spent evading the most dangerous creatures, sleeping huddled in small caves or ditches and praying to Desna for safety, they reached the West Sellen River banks in view of Kenabes. building a small raft, they manages to cross the river unseen and safely in Mendev, they camped one last time, ready to reach Kenabes on the next day. However, the spot was also on the path of a group of cultist planning to infiltrate the town. The sleeping woman and child were easy to subdue and carry to one of their hide-out and use them in one of their foul rituals.
From this time, Kalia has only faint memories: some sounds in an unknown language, figures drawing strange symbols on her and her mother, horrible visions trying to tear out her mind... But something protected her, soul and maintained her sanity, bidding her to play along until she could escape. Then, something went wrong in the ritual and instead of corrupting her, she absorbed all the energies of the ritual and making them her own, she burst through her bonds, leaped on the closest cultist, killing him and taking his weapon. Running away to escape the place, she quickly got lost in a maze of caverns only to eventually emerge hours later in view of Kenabes, barely 50 feet from where she had been captured.
Thanking Desna for her luck, she made her way carefully towards the town, erasing her tracks until she spotted a patrol of Crusaders. Throwing herself at them, she told her story, urging them to go and rescue her mother. The patrol commander, preffering to refer to his commandment, lost precious time. And by the time they had assembled a large enough party and set out to the location on the spot, two days had passed and the site was turned into an enormous mass of rubble.
Exhausted and turned half-mad by grief, the young girl was taken care of by clerics of Iomedae that accompanied the party, then released to the care of the Temple as an orphan. There, she met the Zeru family without being particularly friendly towards them. A sulking and closed up girl, Kalia kept to her own, still hoping that her mother had somehow survived and praying Desna and Iomedae daily for it. As time came to chose a profession, she opted to join the city guard rather than join the Crusaders, half by choice, half by fear of going back to the Worldwound and awakening the painful memories of her life there.

character introduction:
From her upbringing at the temple, she knows all the Iomedae worshipers of the party so the introduction will be easy. While she's closed up at the start, I'm not going to play her like that in the long run and her character will progressively open up with the others. I also want to have her always on the fence between her duty to help those in the Worldwound and her fear of it.


Edeldhur, The first part of the campaign where the group is currently is a dungeon crawl type setting. They have had 4-5 encounters and are still level one. You would not be missing much at all. You woul be level two though when you would meet the group.

Aaliyah, got your PM and mulling it over.


Gaah! Llaelian pretty much did exactly what I was going for. Even down to the traits and adding in the desna woman. xD

Rather than submit what will look like a copycat clone or spend a lot of time brainstorming something else, I'm going to withdraw. Also, great ideas Llaelian! lol Good luck!

Scarab Sages

I would like to throw my hat into the ring.
HOWEVER ... weekends are a bit dicey for me, what with familial obligations, etc.

If that is going to be a problem, I am more than happy to withdraw my application.

Statted the character up on Myth-weavers.

Name: Tzofia
Class: Rogue 1
Campaign Trait: Chance Encounter

Stat Block:

Tzofia
Female CG Human Rogue, Level 1, Init +4, HP 10/10, Speed
AC 17, Touch 14, Flat-footed 13, Fort +1, Ref +6, Will +0, Base Attack Bonus 0
Shortbow +4 (1d6, x2)
Shortsword +4 (1d6+1, 19-20/x2)
Dagger +4 (1d4+1, 19-20/x2)
Masterwork Leather Armor (+3 Armor, +4 Dex)
Abilities Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Condition None

Background:

Tzofia is a soul searching for meaning. Irrepressible from the moment she was born, Tzofia has always felt the lack of something in her life, and has been searching for it constantly. Coupled with her knack to find herself in the middle of a bad situation without realizing it, Tzofia has cultivated a persona of inane and unstoppable perkiness. Add in a little naive air, and Tzofia has a tendency to be the 'little sister' of any group she ingratiates herself into.

She is not as innocent as she portrays herself, however. She lost her parents young, and was raised by travelling from aunt to uncle to aunt to second cousin, and so forth, in various Varisian travelling groups. Tzofia has not really known any true stability in her life. When she came of age - well, she SAID she was age, as no one really remembered, aside from Tzofia, how old she truly was, the young woman wandered the world on her own. When she found herself on the wrong side of the wardstones in the World Wound - a stranger saved her until help arrived.

Since that time, Tzofia has been searching for that strange woman - Tzofia immediately felt a bond, though Tzofia could not tell how or why. Perhaps Tzofia's is an old soul looking for redemption in a younger body. Perhaps there is something lingering in Tzofia that not even Tzofia knows about, which has set her on this course.

Tzofia is a skilled liar, and will spin tells about a happy home before coming to the worldwound. There has only been one person that Tzofia confided the truth to, besides the mysterious stranger who saved her life. He was a half-elven friend she made and became completely smitten with. When he started down the path of evil, Tzofia followed, before pulling herself back, having had dreams of where it would lead. In the end, Serani mocked her, and stabbed her in the chest, leaving her to die as he wandered towards the worldwound to join with the monsters of the Abyss. Tzofia still has the scar, both emotionally and physically, from that encounter, though she tells none about it.

Tzofia, instead, throws herself forward, carelessly, hoping to find Serani and either convince him to return or to end him, before he can hurt anyone else.

But she intends to do it with a smile, making certain her companions are none the wiser for her motives.


The Truth:

Tzofia is a child full of doubt and confusion.
Tzofia's past life is partially a lie. Something she cannot even conffess to herself.

Beaten and berated and used by her father, something that he and his wife were exiled from the Varisians for, Tzofia was passed from one family to another because she was constantly lashing out, out of control, and a spirit of evil in the community.

When no one could save her, she was given provisions, and a map, and sent on her way. Her father, and passive mother, are still out there, somewhere - something Tzofia unconsciously flees from.

Serani was indeed someone she fell in love with. Someone she loved selfishly. He was the head of a local gang of street urchins when Tzofia came upon him, and Tzofia saw potential in him. So she started pushing him to become more powerful and more ruthless - more like the father she had been raised by. Tzofia, Serani and their little gang of thugs came across a ring one day - a ring that was sent into the city to be given to an influential member of society, a ring in which a demon waited to possess the wearer. Tzofia lifted it, but Serani somehow heard the demon calling him. He stabbed her to take the ring, willingly opening himself up to the demon inside, and left Tzofia for dead.

Tzofia, for some reason, could not handle the truth of that day and has rewritten her entire past, thus why her lies are so believable - she believes them.

Something in the eyes of the stranger who rescued her rang of the truth, striking a chord in the good which still resides in Tzofia, and concocted the lies of her past. That good portion of Tzofia wants to reconcile the past with Tzofia's present, and keep her firmly on the path of good. Perhaps there is even some being watching over this young child, fighting for her soul.


The Crusade:

The Crusade ... is. It's a fact of life here.
Okay, maybe it's a bad thing. Demons running around killing and seducing people, trying to take over the world. It's better to fight them and die free, then live as slaves to those monsters.
Tzofia is looking for a purpose. And having gained everything, and lost everything again in Kenebras, is the best thing she has to a home now. After all, her own people didn't want her, because of her own father. And he is SO not going to be looking in a city fighting innumerable hordes of Demons for her!
So she might as well fight as best she can to protect this place!

Party Interaction:

Tzofia doesn't know how to trust. After all, she was raised by an abusive father, kicked out of her caravan, betrayed by the man she thought she loved. Trust just isn't in her vocabulary.
However, Tzofia IS looking for a place to 'fit in'. She may have come across the party already in town, seen the way they acted with one another in a lighter moment and been drawn to that sense of friendship and kinship.
That is what Tzofia really wants. A sense of belonging. So perhaps she followed the party, has been watching them, and is waiting for the opportunity to join and 'fit in'.

As I see it, Tzofia is going to be a 'little sister' character to one, if not all, of the party. Her antics at first will be annoying and distracting, but there is immense potential for growth in this young woman desperate for that love and adoration most people gain from their families and friends. Awkward and trying too hard at first, Tzofia will settle down.

After all, she will NEED the support of friends when the mental break is discovered and the truth comes out, if she is to stay on the path of the righteous.

Miscellaneous:
Okay, done. And if picked, and if the GM allows, I am eyeing the Scout Archetype. Admittedly, it doesn't work for Tzofia's background right now. However, if the GM will let her 'grow' into the archetype, I think it could work. After all, none of the benefits start until 4th level, so GM's decision on that one.

Sovereign Court

Edehur: Garith and Mal are both Cha-characters with some social skills, but we can also split focus and afford multiple talkers, methinks.

Llaeian, we don't have much archery (any) so archer ranger could be a good addition, maybe snagging some Melee options to switch-hit?

Can't wait to see the other options. =]


Sir Garith Mordrand wrote:

Edehur: Garith and Mal are both Cha-characters with some social skills, but we can also split focus and afford multiple talkers, methinks.

Llaeian, we don't have much archery (any) so archer ranger could be a good addition, maybe snagging some Melee options to switch-hit?

That's easy to do with two feats :-). I wanted to also add that the ranger build will not have an animal companion but a companion bound to add 1/2 favored enemy bonus to all.


I'd like to submit Talinor Shard for consideration.

His trap-oriented skills will continue to develop as he gains levels (and if he joins up with the group at 2nd level, he'll be even more adroit at it than he is currently) and he'll also be able to supplement the group with buff-oriented spells.

His full background is in his profile, but Shard's a shy, timid fellow who wants nothing to do with excitement or danger, insisting he's just a simple cartographer. While sheepish and worrisome, he has a good heart and a strong desire to help others. Caught up in events beyond his control and changed by a chance encounter, he'll slowly come to realize he might be much more than a simple cartographer after all.

Thanks for your time and consideration! =)


I wish to offer Chin Meyeung as a candidate for this campaign.

Human (Tian) Ninja

Character Info:

Chin Meyeung
Male Human (Tian-Shu) Ninja (Scout) 1
NG Medium Humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Wakizashi +2 (1d6+2/18-20/x2) and
. . Wakizashi +2 (1d6+1/18-20/x2)
Ranged Shortbow +4 (1d6/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits Reactionary, Exposed to Awefulness
Skills Acrobatics +8, Bluff +3, Climb +6, Disable Device +6, Escape Artist +8, Knowledge (local) +6, Perception +4, Sense Motive +4, Sleight of Hand +8, Stealth +8, Swim +6, Use Magic Device +3
Languages Abyssal, Celestial, Common, Tien
SQ poison use
Other Gear Leather armor, Shortbow, Wakizashi, Wakizashi, 20 GP
--------------------
Special Abilities
--------------------
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.
--------------------

Background:

Chin was surrendered to the Celestial Temple of the Golden Eagle when he was a baby. His father had caused his family great dishonor, and this act of forfeiting his first male child was to be his first step towards restoring his family's honor. Chin knows nothing of his family but around the age of 5 he was told his father had passed away before being able to restore honor to the Meyeung family.

At the age of 16, Chin's training at the Temple was completed and he was released into the world which was so foreign to him. As Chin began to look for work he realized that the Meyeung name belonged to a great noble family in the Province, however all knew of the taint the name carried. He found himself shunned by everyone. No one would talk to him, let alone tell him what his father did to dishonor the bloodline.

Chin left the Tian Xia lands and sought out a place to create a new life. His fairly uneventful travels have brought him to Kenebras.

Description:

Chin is quiet, polite and far too trusting of others. He has found it difficult to acclimate into a foreign culture and is quite awkward in most of his interactions with others. He bears a burned scar on the left side of his face and ear, which he suspects had something to do with his father's dishonor.

Campaign Trait:

Exposed to Awfulness: In an attempt to gain power from an abyssal contract, Chin's father had offered him as sacrifice in a ceremony. Things went terribly wrong during the ritual which ended up in Chin being burned by demon fire. Being a baby, Chin has no memory of this event. All attempts to heal the scar have been unsuccessful.


Finishing my submission - I hope I am still on time :D

His name will be Zeriax, I will post with the alias.


Ok, so here goes nothing :D

Character Info is on the alias link.

Some additional Backstory notes:

Years ago, in a completely different world it would seem, when heroes were still part of everydays' life, Zeriax was found by Tagrin. As an already very able combatant and adventurer, she was scouring the Worldwound with a definite purpose – to weed out a devilish cell that had been bringing sour pain to the region.

Together with her adventuring band, they found their job cut out for them – the she-devil had entrenched deep in one of the many archaic ruins of the region, and surrounded herself by a mix of trained humanoids, in a structured hierarchy kept in order by her outlander lieutenants.
In the end they managed to spear through and lay their monstrous commander down, only to discover she had a child with her – not a devil child, but a celestial child, that clung to her lifeless body as if she gad been his... mother?

The first impulse of the group was to put it down immediately, but Tagrin recognized something in the creature that, even completely alone, held on to its dear existence, roaring defiantly at the ones who had assailed its home, and murdered his matron.

She took him in, against the will of the others, carrying him back all he way with her to Qiang Tian. In spite of clearly not being a devil, the young creature acted as if bestial and animal like – it ran the length of the compound over and over again, it growled and attacked any that attempted to approach it, seemingly having absorbed all the evil that had surrounded him, Irori knows for how long.

Tagrin had more than one strong discussion with other senior members of the Order about having Zeriax staying with them – his behaviour disturbed the peace and contemplation of the mountain top monastery – he would scream hours on end during the night, was considered dangerous and attacked the monks therein more than once. She did not allow them to expel him though, she followed him closeby, night and day, slept when he slept, ran when he ran, and even when he took off across the cold snow, running madly without destination, she followed until he fell exhausted, sleeping, picked him up and brought him back to the monastery.

It was one dawn, when Tagrin was starting to feel also affected by the child's disturbance, that Zeriax regained the awareness of himself again, staring at the rising sun, in a rooftop that became his favourite place in the whole monastery for the years to come – he stared at the searing orb, it burned through his skull, his spirit calmed, and he cried.

Zeriax has trained with Tagrin for many years – his body and mind are attuned, able for combat – he is disciplined, agile, quick and strong – his master is proud of all he has accomplished, from the most contradictory of natures – a celestial child found in the den of a she-devil that apparently took him as her own – reaching a state of balance she had never dared to hope possible for him – yet he has prevailed.

However, Zeriax has nightmares almost every night – flashes of caring faces he does not recognize, of a devilish visage that strangely transmits him an uncanny sense of calm... He does not know their name, but he knows they must be from his past, they HAVE to be – the nightmares haunt him to this day – filled with dreadful images of unspeakable horror, murder, evisceration, and worse – there have been times when he thought he would not be able to stand it any more – but Tagrin was always there when he woke up, offering him the morning tea, and urging him out of bed into his monk training, purging his head from the horrors with extenuating exercise.

He has come to find balance in his life – the nightmares are still there almost every night, but he has learned to deal with them, trying to find meaning and familiar faces – some nights are harder than others, but he has find enough peace to deal with it all, though within he longs to understand more, about his true nature, his ascendancy, what h he was before he became what he is – and that was why he left Tagrin and the Monastery.

From their seclusive mountain top, he had felt it – maybe he was still more attuned to the Worldwound than he thought – but he felt it clearly one dark night – the nightmares were worse than he could remember – there was a sense of urgency, of impending doom behind the haze in his head – it throbbed as if something had changed, almost as if calling out to him – when he woke up drenched in sweat Tagrin was there – without a word she eased him back to sleep, but on the next morning he left the monastery [OOC: Please refer to the spoilered dialogue on the alias link ;)]

Travels:

It was a long travel from the monastery to the Worldwound, and Zeriax kept on discovering much about himself – he learned about the wild and survivability, his own abilities and awareness allowing him an almost second natured attunement to its ways – he learned the ways of the city, after finding himself forced to work for more than six months to gain enough to continue his trip – after such a long time in seclusion, he learned for the first time how to deal with others, their aspirations and fears, and found he was a good listener and advisor, understanding and empathizing with motivations so different from his own.

It was truly a journey for the young Aasimar (it felt strange knowing what he was – he had read and learned about it from his masters – still it seemed detached now, after Tagrin had shared with him all the details of how he had come to the monastery in the first place) – it mattered not though, the time for self doubt has been long over for Zeriax – learning about himself is a process, and one that he knows will continue until he passes from this world – travelling to the Worldwound is just another step – there are still many more to come.

Description:

Zeriax is an unusual Plumekith – his head is shaved, his skin is darkened, and it has always been like that according to Tagrin – the only telltale of his ascendancy are his eagle like amber eyes, and his demeanor in combat - taking action at the spur of the moment when his abilities seem needed, rushing into the heat of battle to face off against what he deems as evildoers. Most of the time, he is a quiet, pondered one, but there his convictions are deepset – much more than the disciplined training rubbed off from his time at the monastery, making him a stern adherent to the cause of good and order.

His posture denounces the strict training endured – he carries himself with confidence and is constantly aware of his surroundings – dressing in plain travelling clothing, he travels light, with but a backpack and a bow at his back. Onlookers will definitely notice the many quivers holding varied types of ammunition, neatly stacked and identified by their distinctly coloured feathers. At his waist dangle a pair of simple, roughly hewn iron knuckles.

Some random notes on why I built Zeriax like I have:

I have built Zeriax around what I know is considered a straightforward class and archetype – the Zen Archer :D But in my head, he is much more than that – I have taken the liberty to take a look at the group that is already in game and, together what I believe to be his strengths and weaknesses, built his skill set to accommodate knowledges, skills and capabilities that I think will be a good complement to what is already in place.

Bottom line, he is an able infiltrator, able to deal with traps and disable them as needed [of course he is still only level two :D]. Already he provides some decent ranged support, which will improve significantly in two levels. He packs knowledges that complement what the group already has plus Local, since I would like to play him as someone that has arrived some time ago, having the opportunity to make himself acquainted with the dynamics of the place.

I hesitated a LOT between investing in Diplomacy or Intimidation, both for the character concept itself, but also for what I have heard about the AP, and what I have read about the importance of Charisma, Leadership, etc. In the end, I have gone with Intimidation for two main reasons – on the one hand, the group already packs a very decent ability towards social skills, and on the other I wanted to try and play him not as the “guy who will murder you if you don't tell him what he wants to know” but as the “guy who is on a mission, and will not be deterred because some misguided one is not willing to cooperate” kind of intimidator.

Apoogies for the multiple walls of text, I tend to get carried away :D

Let me know your thoughts.


After sleeping on things, I'm withdrawing my app.


Thank you all for the submissions. I am closing recruitment and hope to have a decision by tomorrow or Sunday at the latest.


DM Variel and all, thanks for your consideration. As requested, you'll find the character sheet in the following spoiler.

Kalia character sheet:

Kalia Shelendottir
Female Human (Kellid) Ranger (Urban Ranger) 2
CG Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 19 (2d10+3)
Fort +4, Ref +7, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +3 (1d6+1/18-20/x2)
Ranged Masterwork Composite longbow (Str +1) +7 (1d8+1/x3)
Special Attacks favored enemy (evil outsiders +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 12, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Point Blank Shot, Precise Shot, Skill Focus (Stealth) (Focused Study)
Traits Demon-proof mind, Stolen Fury

Skills Bluff +1 (+3 vs. evil outsiders), Climb +5, Disable Device +9, Knowledge (dungeoneering) +6 (+8 vs. evil outsiders), Knowledge (geography) +5 (+7 vs. evil outsiders), Knowledge (local) +6 (+8 vs. evil outsiders), Perception +7 (+9 vs. evil outsiders), Profession (soldier) +7, Sense Motive +2 (+4 vs. evil outsiders), Stealth +12, Survival +7 (+9 vs. evil outsiders, +8 to track), Swim +5

Languages Abyssal, Common, Hallit

SQ combat styles (archery), track, wild empathy
Combat Gear Holy water (2), Oil (2);
Other Gear Masterwork Studded leather armor, Arrows (40), Blunt arrows (20), Cold Iron Arrows (30), Masterwork Composite longbow (Str +1), Rapier, Backpack, masterwork, Belt pouch, Chalk, Flint and steel, Grappling arrow, Hooded lantern, waterproof, Mess kit, Sewing needle, Silk rope, Thieves' tools, Waterskin, 141 GP, 9 CP
--------------------
Special Abilities
--------------------
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Zeriax waits patiently, making true on the renowned monk patience.


I talked to the rest of the group...

First thank you all for your submissions. There was some very good backgrounds and a difficult choice. That being said Zeriax was chosen but I will remember the rest of you should another replacement be needed.

Good luck to everyone in getting in other games.


Dang! Thanks a lot for picking me for this one.

To the others, I saw some really interesting profiles and characters out there, I am sure you will all find a suitable spot soon.


DM Variel wrote:

I talked to the rest of the group...

First thank you all for your submissions. There was some very good backgrounds and a difficult choice. That being said Zeriax was chosen but I will remember the rest of you should another replacement be needed.

Good luck to everyone in getting in other games.

Thanks for the consideration. Have a good game all.

Scarab Sages

Thanks for letting me app. Y'all have fun!


Unfortunately we had another casualty to our game so there is a position available again. Asking the group for their recommendation they indicated a divine caster to provides buffs and some healing to complement the melee oracle in the group. Since there is already an oracle and a paladin, I am not worried so much about the group needing healing myself. The rest of the party consists of a dwarf wizard, human barbarian, and a human zen archer.

We are halfway through book 1 and at third level. Character creation guidelines are as follows...

Character creation guidelines:
Only paizo material, no third party sources
20 pt build
2 traits, 1 of which must be a campaign trait as it ties in to the mythic campaign and has ramifications for later.
Average starting wealth. The group has not divided wealth yet so you will get your share when the time comes.
2 hero points
1 bonus skill point upon creation that must go into a profession, craft, or perform which represents your ability to make a living.
No gunslingers
Must be able to post at least once per day
we are a group that likes RP and character interactions as much if not more than the combats in some instances.


Hey! I've been lurking on this game for a while. I'm thinking of a Keleshite Bard with the Songhealer Archetype. Or maybe a Suli-Jann if you allow races from the Advanced Race Guide.

The bard would be a caster and support person and a devout Sarenraean. sic He would also advance down the Trickster path.

About me personally, I post 3-5 times per day and I think I'm GMing one of your players in another game. I live in the central time zone and I'm pretty active all day.


Question for the GM, Bards aren't proficient in Scimitars as it turns out, can I trade the proficiency with the rapier for one with the Scimitar. I don't want to be a Dawnflower Dervish but I do want Hajar nar Jundi to use the scimitar as it fits his Kelesh background and his devotion to Sarenrae.


Admit it Hajar, you just love the Dawnflower ! ;) Mr Abbot Protector of Kelmarane


Repurposing the character idea but they already have a Paladin so....

I used the same Alias and basic idea in a Legacy of Fire game in which the DM disappeared.


DM i can vouch for Niles. great player . RP guy and multiple post per day :)


FYI the human barbarian uses a scimitar already. Not that it would prevent you from still creating a character of that flavor but it may make it harder to divide up loot.

As for the advanced races, I prefer core or common races over the uncommon ones. Again this is not a hard and fast ruling but something to consider. If needed to decide between two applicants and one is an uncommon race then that would be a tie breaker in the others favor.


Meh, not that tied to Suli-Jann as a race, it fit for Legacy of Fire but seems out of place here. I'm thinking just Human but Keleshite in origin.


Decided to scrap the entire Kelesh idea and go Taldan. This way I'm not competing with the Barbarian for scimitars.

Here is Nilus Romani, Taldan Bard and Crusader. A former member of the Taldan Lions who found himself separated from his unit once again after the explosion at the Kite.

Nilus grew up in Taldor hearing about the Worldwound and its effects in the North. He traveled North with a group of idealistic knights from Oppora. As their Bannerbearer, Nilus was responsible for keeping morale up and keeping them rallied in battle. During a skirmish with a group of cultists he was separated from his unit, the Taldan Lions, and was rescued by a beautiful woman with a Desnan holy symbol. This Chance Encounter, changed his carefree outlook on life and made him a more hardbitten crusader. With the destruction of the Kite and the invasion of Kenabres Nilus has taken a role in rallying the defenders of the city in repelling the demonic horde.


I was looking through the party's sheets and noticed that the Barbarian has taken the Marshal's trait. GM, are the traits tied to the mythic path in this PbP as in, will Ryu be going into the Marshal's path? If so then the Tricksters path will change Nilus somewhat, his personality won't be the same. I'll edit his story a little to reflect this.

Nilus grew up in Taldor hearing about the Worldwound and its effects in the North. He traveled North with a group of idealistic knights from Oppora. As their Bannerbearer, Nilus was responsible for keeping morale up and keeping them rallied in battle. During a skirmish with a group of cultists he was separated from his unit, the Taldan Lions, and was rescued by a beautiful woman with a Desnan holy symbol. This Chance Encounter, changed his outlook on life turning him from an idealistic Crusader who took himself way too seriously, to a fun loving rogue who kept everyone smiling. With the destruction of the Kite and the invasion of Kenabres Nilus has taken a role in rallying the defenders of the city in repelling the demonic horde.

Personality: Nilus is a happy go lucky guy, he has a devil may care attitude about life and fails to take the small things seriously. There are however a couple of things he does take seriously, Desna and the Crusade. He is a diligent crusader and very religious Desnan. His witty songs about stuck up Crusaders have won him quite a few friends among the underclass and commoners of Kenabres.

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