GM Niles Wrath of the Righteous (Inactive)

Game Master nilesr

Wrath of the Righteous
15 Rova 4714 Day 35
Dramatis Personae
Overland Map of The Worldwound
Loot Log


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Welp, it's totally alright in my books. Champion was my first choice to begin with. Also might free up another trait choice. Gives me something to momentarily occupy me tonight after work, if nothing else.


Seriously people, write up a concept you'd like, put some work into it and hope for the best. All this mythic path switcharoo business is giving me a headache :)


Bullet Point Background:
  • Born and raised in Taldor, helped in his parents guesthouse - but longed for something of more adventure.
  • Met his wife in Taldor, she was a Iomedite squire and it is from her that he became drafted to the crusade.
  • Was deeply in love with his wife - and had a softer and more generous personality in his youth.
  • Upon arrival to Kenabres - he joined the city guard, while his wife continued with the Iomedite crusaders.
  • She was always the firebrand and driving force behind their attachment to the crusade. He was reluctant, but went along to allow her to follow her dream.
  • During the first assault by the Storm King, he was in the lower city - while his wife was in the group that rushed to defend the wardstone.
  • She died alone, not in combat, nor pursuing a great deed... she was crushed by an errant chunk of masonry.
  • He came upon her after death, there were no final words, there was no closure.
  • Falling deep into depression, it was only the memory of his wife and her desire fight that keeps him going... though even then it is a hollow feeling and performed more of routine.
  • Years have passed, others have come and gone... but Gethric remains - stoic and resolute.
  • At the start of the AP, I assume he will be on guard in the square before 'events transpire'.

I know there isn't much 'color' in the backstory, but I find now that most of that will come out in the eventual retelling and threading of nuance that should hopefully flavor Gethric's RP is selected.


I'd second Andanan's words - chopping and changing and trying to suit others will likely have you end up with a weaker character than if you just picked what you felt best and ran with that.


Speaking for myself, it doesn't really change the character himself. I may have read too much into the DM's hope that each Mythic path was spoken for, but there's a pretty decent turnout of applications all piling into a boat my predictions wrongly assumed would be unmanned. It's certainly not a "back to the drawing boards" kind of situation, by any stretch—the overall scope of Chance Encounter and Stolen Fury aren't very far removed from one another. Mostly, it frees up the crunch to match Slayer better.

I agree with the sentiment of sticking to your guns, but a large part of the game is also about sharing in a group narrative. There's no point in losing an idea wholly to compromise, but that doesn't mean there's no room for alterations as well.


Karva - a Dervish Dancer Sound Striker bard going for the Champion route. 'Cos I like hitting things. Other than additional gear, it should be done. I think. It's 3AM here.

Karva:

Karva
Male Half-Orc Dawnflower Dervish Sound Striker Bard 1
Neutral Good Medium Humanoid (Orc, Human)
Initiative; +4 Perception
--------------------
Defense
--------------------

AC 17, touch 14 flat-footed 13
hp 9
Fort +3, Ref +9, Will +3
--------------------
Offence
--------------------

Speed 30 ft.
Melee Scimitar +4 (18-20x2)
Magic
Level 1 Spells (2 per day) - Cure Light Wounds, Comprehend Languages
Level 0 (at will) - Message, Read Magic, Detect Magic, Light.

--------------------
Statistics
--------------------

Str 10 Dex 18, Con 12, Int 10 Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 14
Feats Dervish Dance (Dawnflower Dervish Bonus Feat), Endurance (Shaman’s Apprentice Alternate Orc Racial Ability), Arcane Strike
Traits Stolen Fury, Fate’s Favoured, Killer,
DrawbacksShadow Scarred
Racial Traits Sacred Tattoos, Shaman’s Apprentice, Orc Weapon Familiarity, Darkvision
Skills Diplomacy +7, Perform (Dance) +7, Stealth +8, Bluff +7, Perception +4, Sense Motive +4
Languages Orc, Common
Combat Gear Scimitar
Other Gear Parade Armour, 3x Entertainers outfits, 45 gp
--------------------
Special Abilities
--------------------

Bardic Performance (8 rounds), Battle Dance,
Counter Song, Distraction, Fascinate,Inspire Courage.

Appearance:
Karva is dark-skinned for a Half-Orc, showing his Khatpesh heritage on his father’s side. He usually keeps his long, dark hair tied back tightly, often going so far as to braid it to keep it out of the way during a fight. Lithe when compared many of his half-blooded kindred, and shorter, many consider Karva to be relatively non-threatening compared to more hulking, heavily armed warriors.

One thing that most people spot quickly are the intricate tattoos that cover much of Karva’s body, flowing, intricate lines that oddly enhance his feature rather than spoiling them for many. His eyes are a light blue, almost the colour of fast-frozen ice, which sometimes throws people off but they aren’t in any way cold or uncaring. He speaks with an odd accent, his father’s rolling accent combining oddly with orc-ish tusks. Karva usually smells fresh washed and perfumed, if given the chance.

Personality:
Karva is a charismatic man, adept in talking his way out of trouble. Against most mortals, he prefers to talk them around to fighting, and will try not to fight so long as another path might work. He believes in Sarenrae’s redemption. However, this does not hide the hard core within him - he is a potent fighter, especially for a bard, and believes that some may find redemption in the next life if they can’t in this one.

Although usually outgoing, there is a notable exception - Karva dislikes being in heavily shadowed areas, and will often complain heavily if not allowed to keep something lite despite his Darkvision. In total darkness he is obviously deeply afraid, regardless of other factors.

Background:
Karva has always known what he was - a child born of a brief fling between an Orcish Shaman and a member of the Cult of the Dawnflower from Khatapesh hunting for redemption. Despite that, neither of his parents were negligent - they remained friends, even, and raised the child together as much as they could in the forsaken battle to take back the World Wound.

Despite his odd homelife, Karva was a fairly happy child. Well back from the fighting he often stayed with friends of his parents, as one or both were deployed to the battle lines. This suited the charismatic child well enough - he was adept at manipulating the guardians who were to care for him, and often got out of trouble with a teary eye and a soft ,’But my mother/father wouldn’t make me do that. I miss them.’

Instead, he spent much of his time with a band of children, many orphans of the fight either literally or more figuratively, as he was. Perhaps it was this that led to the cult that took him for some dark ritual, or perhaps it was the tattoos his mother had already started inscribing as she taught him the ways of her Shamanism. Whichever it was, Karva was easy to capture, and his capture went relatively unnoticed.

Karva has never been sure exactly what happened, and tries hard to this day to avoid remembering. He remembers being locked away with the other children. He remembers the terrible smell of so many small children, terrified and alone, left without food, water or the basics of hygiene. He remembers a brief moment of defiance, a sharp chunk of wood swinging in a perfect arc into the throat of a jailer as he reached out for a small girl and the satisfaction the blow gave him. But mostly, he remember flickers of the ritual. He remembers when the shadows moved...and touched him.

His next memory is recovering in the temple of Sarenrae, taken there by his father to recover from the ordeal. Karva seemed fine, but for weeks he would scream if the shadows grew too large. And even after he ‘recovered’ and was released, people who knew him spotted the small differences, the way he tended to watch any shadows and prefered to always carry a light or, later, an object touched with a [i]light[/light] spell.

Never forgetting the trauma of the ritual, he visited the temple constantly, even electing to remain there when his parents were away. Between the priests there and his father he learned the way of the Dawnflower, and the ways of the Dervish, adapting the heavy scimitar to his lithe, fluid strikes. Karva came to worship Sarenrae, but always wished to banish the memories of his youth. He wished to remove the shadow’s touch...


So how would you feel about a Strix Druid?


@Kagehiro: Changed the scorecard to reflect that call, looking marginally more balanced a selection now. I have finally settled on the idea of likely taking a six character party with all the paths and just increasing encounter difficulty to match.

Honestly, I don't see much problem with changing path to ease up on competition a little, so long as it still fits. Especially since most characters and classes could fit into different classes just fine; two bards could be running the same builds, one as Trickster and one as Marshal, and both click perfectly. Path isn't too big a compromise in my view. If it fits the character, that's all I need.

@Malcolm Bookchild: Fine by me.


Still incomplete because I'm struggling with finding a good backstory that I like, and names are hard, but here's my submission: an angelkin aasimar warpriest angling for hierophant. He's an ordained priest of Iomedae who's known for his fierce pride and determination, as well as his skill in combat with the Inheritor's favored weapon. He's also a tad more of a warrior than a priest, so the church figured the crusades would be good for him.

Crunch:
Unnamed Character

Aasimar (Angelkin) Warpriest 1
LG Medium humanoid (human)
Init +2; Senses Perception +2
- - - - -
DEFENSE
- - - - -

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)

hp 10/10 (1d8+1+1)
nonlethal 0
condition normal

Fort +3, Ref +0, Will +5
- - - - -
OFFENSE
- - - - -

Speed 30 feet

Melee cold iron longsword +6 (1d8+4/19-20)
Melee cold iron gauntlet +4 (1d4+4)
Melee battle aspergillum +4 (1d6+4)

Ranged javelin +1 (1d6+4)

Combat Options Blessings (Good, Sun), Sacred Weapon
- - - - -
STATISTICS
- - - - -

Str 18, Dex 12, Con 12, Int 10, Wis 14, Cha 13

Base Attack Bonus +0; CMB +4; CMD 15

Feats Warrior Priest, Weapon Focus (longsword)

Traits Clergy Member, Purity of Faith, Touched by Divinity
Drawback Pride

Trained Skills
Intimidate +5
Knowledge (religion) +4

Languages Celestial, Common

Equipment
Weapons
Cold iron longsword, 3 lb., 30 gp
Cold iron gauntlets, 2, 2 lb., 4 gp
Battle aspergillum, 4 lb., 5 gp
Javelins, 5, 10 lb, 5 gp

Armor
Chain Shirt, 25 lb., 100 gp

Other Gear
Traveler's outfit, -- lb., free (clothing)
Silver holy symbol of Iomedae, 1 lb., free (campaign trait)
Backpack, 2 lb., 2 g
-Bedroll, 5 lb., 1 sp
-Sunrods, 3, 3 lb., 6 gp
-Waterskin, 4 lb., 1 gp
Mule, "Inheritance," 8 gp (Carrying Medium Load)
-Pack saddle, 15 lb., 5 gp
--Hemp rope, 10 lb., 1 gp
--Mess kit, 1 lb., 2 sp
--Trail rations, 10 days, 10 lb., 5 gp

Wealth
2 gp, 2 sp

Light Load: <100 lb.
Medium Load: <200 lb.
Heavy Load: <300 lb.
Current Load: 69 lb.

I'll post more when it comes, but hopefully that's enough to keep me considered for the moment. I swear I'll have it all set up nicely if I'm selected.

EDIT: Oh, and my posting! I've been on the forums for a while and playing Pathfinder for a bit longer. I post pretty regularly, so I could definitely meet 1/day most of the time.


Yay i have a lot of sit around time in the evenings, so posting at least once a day will be no problem.

Liberty's Edge

Alright, character made, I'll have a full stat block up tomorrow
-Malcolm


Well, this character & idea was originally intended for Jade Regent, but he has always been a great deal of fun to play and the game he was in died and no one seems interested in JR these days. I have updated him for WotR, I think.

Everything is in the avatar page. If you have any questions, please feel free to ask.


If it's not too late, may I submit: Quinn Inktooth!

Character Sheet:
Quinn “Inktooth” Prable
Pitborn Tielfing Paladin 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee bite +5 (1d6+6) or power attack +4 (1d6+9)
Melee masterwork longsword +6 (1d8+6/19-20) or power attack +5 (1d8+9/19-20)
Melee longspear +5 (1d8+6/x3) or power attack +4 (1d8+9/x3)
Ranged shortbow +1 (1d6/x3)
Special Attacks smite evil 1/day
Spell-Like Ability 1/day light (CL 1st)
STATISTICS
Str 18, Dex 10, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Diplomacy +7, Disable Device +2, Knowledge (religion) +4, Perception +1
Languages Abyssal, Common
SQ aura of good, detect evil, exposed to awfulness 1/day, fiendish sorcery
Traits Chosen of Iomedae, Exposed to Awfulness
Gear guardsman’s armor (scalemail), longspear, masterwork longsword, shortbow w/20 arrows
Additional Gear backpack, bedroll, belt pouch, grappling hook w/50 ft. rope, guardsman’s banner, flask (4), flint and steel, soldier’s uniform, trail rations (10), wandermeal (10), waterskin, wooden holy symbol, 19 gp 7 sp 8 cp
Weight 94.5 lbs. (light load)

Traits:
Chosen of Iomedae: At your birth, your parents dedicated your soul to Iomedae to mold into a sword of her light. The goddess blessed you, granting you a gift of light to brighten your path through the darkness and a fine sword with which to spread her will. You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled.

Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive—but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Background:
Quinn faded in to consciousness. Moments of lucidity intruded upon the haze of hatred and greed, lust and rage that clouded his mind. He hated the sanity. It was so confusing, so disruptive. The haze was pure, dark and vile and perfect. He ached for the haze again. The awakenings were always painful.

He tried to speak, but the words choked in his throat. He felt like he had swallowed ground shards of glass. His shoulders and wrists burned, and the slightest movement sent lances of pain shooting through his back. He realized after a moment that he was hanging… manacled to the wall and suspended by chains. His eyes were clotted shut. With an effort he forced them open. The light was more painful than hanging.

“Wherrrre…?” he hissed hoarsely. He felt, more than heard, the sudden attention of the others in the room. There were sudden whispers and murmurs all around him… too many to decipher.

“What did you say?” came a hard voice from his right.

Quinn tried to ask again, but his corporeal needs overruled his consciousness and the word came out, “Waterrrrr…” After another eternity of pain, the nozzled end of a waterskin was pressed against his lips. He took his first drink of water in a rush and immediately gagged and retched, blazing pain went through his body as he thrashed in his chains.

A heavy door opened and another voice overwhelmed the others. “What has happened?”

“He’s awake again,” the first voice responded. “He asked for water.”

“Give him some,” the second voice demanded. The nozzle was again pressed against his mouth. “Drink slowly,” the voice insisted. Quinn took a few slow, careful sips and felt his throat begin to loosen. After a few more sips the skin was withdrawn. “What is your name?”

“Quinn.” He could not think of any reason to lie. But, even though it was true, it seemed wrong somehow. He had no name in the haze.

“Do you know where you are?”

“No,” he breathed. He did not know what they wanted from him, but he had no strength to resist an interrogation.

“Do you know where you live?”

In the haze… was the answer. But, when his mouth opened, “Kenabres” spilled out. He frowned. That was true and wrong as well. Suddenly, the haze was gone… burned from his mind by the light, as the morning sun burns the fog off of the meadows… His pain became something real and immediate. He whimpered as he hung limp in his chains. “Where am I? What has happened to me?”

There was silence for a long moment. “You are in the temple at Kenabres, the catacombs to be precise. We have held you here for nearly four weeks. Do you remember the fight in which you were wounded?”

The temple. Kenabres. The fight. Four weeks!? “No… no… I don’t remember.” But, that was not true. Bits and pieces of the past began to pierce the darkness in his memory. A cultist and his familiar. The sergeant and his fellow soldiers. The battle was quick, the traitor brought low. He was wounded, but not seriously. Then… the haze… he squirmed. Something insidious longed for the haze. Something deep inside of him. He fought back. The pain helped clear his mind.

“There was some kind of demon. Something we’ve never seen before,” the second voice stated. “It poisoned you with its own blood. The reaction was… terrible.” The blurriness was clearing. His sergeant stood before him, some soldiers and acolytes, as well as a temple priest. The cleric continued speaking. “We could not remove the poison. We couldn’t even slow it down. You’ve been in and out of consciousness. Do you remember anything?”

Only the haze… “Only the nightmares.”

“I’m not surprised. You should know… the demon-blood had some dramatic effects-” the sergeant grabbed the cleric and spun him away. There was a quick and vicious whispered argument, but the priest waved him off. “He needs to know! Quinn, we’re not sure that you are still entirely human…”

Racial Traits:
Demon-Spawn Tiefling Racial Traits

+2 Strength, +2 Charisma, –2 Wisdom: Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Disable Device and Perception checks.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Thanks for your consideration.


Got Hrodlan updated and his Background finished.


Okay guys, today's possible crunch time, because I am a restless motherf~%*er. The following are the people who either dotted before the deadline I set yesterday and still have not submitted anything, or whom I expressed a concern or issue with and didn't hear back from: TerraNova, Lorimir, DarkPhoenixx, Fomiel, Melasoul.

This isn't to call anyone out, just noting how many people are being waited on, and we'll see how that number changes today.


Sorry to make you wait, I was going by the recruitment until Monday bit you had posted at the beginning. I won't be able to put everything together until Sunday (got a wedding to go to this weekend). So I'll go ahead and withdraw so that you can move on.

Good luck and good gaming everyone!


Recruitment now officially ends tonight. Have a busy day so there's no point in jumping into a start if I'll be gone. Good luck.


In that case, good luck everyone!

Sovereign Court

Good luck everyone


Everyone, I hope luck is good for you.


Fingers crossed for ya'll


...Can't believe i said ya'll......anyone got a great axe? Just take my head off now


*Limbers up*

"Hold still, then."


posted 11 minutes ago
posted 10 minutes ago

You didn't miss a beat


:)


Alright so I'm up here

Campaign Trait: Touched by Divinity, Zaknafein has strong ties to Gozreh and often dreams of being spoken to by his god through animals

Trait:Bloodthirsty

Also, Zak can post as much or as little as wanted

Stat Block:
Zak NG Druid1
Init+3, lowlight vision, darkvision 60ft
-----------------------------------------
DEFENSE
-----------------------------------------
AC:15
touch:13
flatfooted: 12
hp:9
Fort+3 Ref+3 Will+5
-----------------------------------------
OFFENSE
-----------------------------------------
Speed: 30ft Fly:60ft average
Scimitar+3(1d6+3)
-----------------------------------------
Statistics
-----------------------------------------
Str 10 Dex 17 Con 12 Int 13 Wis 16 Cha -2
BAB:0 CMD:13
Fly+1
Knoweledge(Nature)+1
Linguistics+1
Perception+1
Spellcraft+1
Languages:Common, Strix, Elven
Traits: Bloodthirsty, Touched by Divinity
Feat: Weapon Finesse
-----------------------------------------
SPECIAL ABILITIES
-----------------------------------------
Nocturnal(+2 racial bonus on Perception and Stealth checks in dim light or darkness)
Suspicious(+2 racial bonus on saving throws against illusion spells and effects)
Bloodthirsty(Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier)
------------------------------------------


Malcolm Bookchild wrote:

Alright so I'm up here

Campaign Trait: Touched by Divinity, Zaknafein has strong ties to Gozreh and often dreams of being spoken to by his god through animals

Trait:Bloodthirsty

Also, Zak can post as much or as little as wanted

** spoiler omitted **

Don't Druids have to have a neutral alignment? Or did you take something to allow you to be CG?


likrin wrote:
Malcolm Bookchild wrote:

Alright so I'm up here

Campaign Trait: Touched by Divinity, Zaknafein has strong ties to Gozreh and often dreams of being spoken to by his god through animals

Trait:Bloodthirsty

Also, Zak can post as much or as little as wanted

** spoiler omitted **

Don't Druids have to have a neutral alignment? Or did you take something to allow you to be CG?

Yeah, its fixed now, I had two character sheets in front of me and looked at the wrong one.


I would like to submit Kordica Carraway for your consideration.

Background:

Kordica "Kord" Carraway is a soldier of Gorum. As an early child, Gorum spoke to him in his dreams and told him that his way would be the way of the sword. From that time on he would become a disciple of the martial studies. He would tirelessly practice sword play with his brothers, under the tutelage of their father, a captain of the Cheliax Guard. Kord aspired to follow in his father's food steps by joining the Cheliax army and eventually joining the Hellknights. But two events would fundamentally and irrevocably change the trajectory of Kord's life forever.

On the night of the winter solstice of his 13th year, Kord woke to find a shadowy figure next to his bed. The shadow had glowing red eyes and smelled of brimstone.

"The end is near...", the creature whispered with a voice dripping in malice. "We have seen your destiny. You will not be allowed to travel to Kenabres."

Kord felt a creeping paralysis flowing over him. Gorum, give me the strength to die with honor. His hand slid to the dagger under his pillow.

The demon raised a black claw to his throat, "Where you're going its midnight forever ..."

With a flash the creature was bathed in a nimbus of searing white light. Partially blinded, Kord could just make out an armored figure locked in combat with the demon. Father, no ...

The demon would be driven away, but his father would not survive the battle. Kord was devastated.

Stunned by the loss of his role model, Kord found solace in his martial training. As his physical size grew, so did his skill. But the loss of his father had unbalanced him. The Cheliax Army would provide stability for some time, but eventually his insolence and bar room brawls would be more than what the military could tolerate.

A second encounter would bring him full circle to the darkness of that winter solstice night. While serving as a mercenary for a merchant house, Kord was approached late one night by an armored knight wearing the insignia of the Hellknights. The Order of the Godclaw! But the glowing red eyes behind the vizier belied the beast within.

"The Ivory Labyrinth does not forget. Your soul belongs to me.". It was the same insidious voice that haunted his dreams. With a prayer to Gorum, Kord swung his great sword, locking steel with the demon's falchion. Kord would fight with honor and valor that night, but as with his father, the demon proved to be too much. The world faded to black...

After many turns of the moon, he would eventually regain consciousness. "Am I dead ... ?". A deep baritone voice answered."No, Gorum has spared your life." Indeed, by some miracle, he still lived. By luck or fate, a priest of Gorum had come across his body and had stabilized him, at the last fleeting second. But was he really alive? He oscillated between numbness and rage. He wondered if the demon had indeed taken his soul and left him an empty husk.

In the years that followed, Kort would become indoctrinated in the Church of Gorum. In the clarion call of the 4th crusade, he and his fellow templars would journey north to the blight of the world wound. The apocalyptic struggle for the future of Golarion had begun, but for Kort, it is personal. Kort has come to Kenebras for nothing less than to regain his soul.

Stat Block:

Kordica Carraway
Chaotic Good Human Cleric, Level 1, Init +2, HP 12/12, Speed 30
AC 16, Touch 14, Flat-footed 12, CMD 12, Fort +1, Ref +6, Will +1, CMB +1, Base Attack Bonus 0
Great Sword +2 (2d6+4, 2x)
Breast Plate (+5 Armor)
Abilities Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 10
Condition None

Domains: Glory, Ferocity

Traits:
Touched by Divinity
Axe to Grind
Zealous Striker

Mythic Path:
Hierophant

Appearance:

Kord has black hair, black eyes and pale skin. He is tall with a large, muscled frame.

Personality:

Kordica Carraway is a holy roller. He is a true believer in the tenets of Gorum's faith. He is arrogant, haughty, confident, head strong and fearless. Kord believes in living in the moment because he knows that any battle may be his last.

Level Progression:

1st level build:

HP: 12 AC: 16 Fort: +2 Ref: +4 Will: +0

Skills:
Perception
Knowledge - the planes

Equipment:
Breast Plate
Great Sword
Mace
Dagger (Alchemical Silver)
Dagger (Cold Iron)
Sling

Feat/Rogue Talent Progression:
H. Weapon Focus (Great Sword)
1. Toughness
2.
3. Power Attack
4.
5. Heavy Armor Proficiency
6.
7.
8.
9.
10.
11.
12.
13. Critical Focus


Okay, I am surprisingly sober coming home from a party, so I am indeed doing party select tonight instead of waiting until tomorrow afternoon as I worried I'd have to. The party, as listed by Mythic Path for ease, is as follows:

Archmage - Belladonna, Tiefling Sorceror, (Martyred Bloodline)
Champion - Hrodlan Gurnwold, Human Slayer
Guardian - Quinn Inktooth, Tiefling Paladin
Hierophant - Brighton Tongfinger, Dwarf Crusader Cleric
Marshal - Victrix Bloodmane, Aasimar Barbarian (Invulnerable Rager)
Trickster - Konny Hammerhead, Dwarf Rogue who sneak attacks with an Earth Breaker?

Congrats to everyone who made it (please report in to the Discussion thread), thanks for giving it a shot to everyone who didn't, and I wish you luck in finding a game some time soon.


gratz to everyone who made it!

Liberty's Edge

Congrats everyone, peace

Sovereign Court

Congrats everyone. My char is gonna attempt to drown himself in dwarven spirits now.


Congrats to you guys


Thanks!!


Good luck one and all!


Congrats!


Congratulations to those selected, ya lucky devils!


Hello everyone, GM Spooky took a leave of absence from the boards and I inherited the PbP game. I'm looking for someone willing to play a Paladin character and join my current party of 4, party of 5 just sounds better.

Creation Rules
20 point buy
Any race in the Common/Uncommon section
Starting at 2nd level, 350GP to spend on gear

Must be a paladin, champion or guardian mythic path, we have the other mythic paths covered

Current Party
Belledonna, Sorceror and future Archmage
Brighton, Cleric of Torag and future Heirophant
Kony Hammerhead , Rogue and future Trickster
Victrix, Barbarian and future Marshal


GM Niles, how do you feel about archetypes of the common races? I have here a Dwarven Paladin (Stonelord) that was in a previous WotR campaign that fell through at level 2. He is built to wield a dorn dergar, a special Dwarven weapon that can be altered from standard to reach weapon from the Dwarves of Golarion supplement, but I can just as easily kit him out with one of the standard reach weapons. Stonelord is from the Advanced Race Guide. Aiming for the Guardian mythic path with the ultimate goal of being a frontliner who uses his reach weapon and AoOs (among other things) to prevent the bad guys from getting to the other members of the party.

I'm posting under the alias for Barundar so you can get a look at the stats if you'd like to see them. Thanks very much for your consideration!

EDIT: Just realized he was constructed with 15 point buy. If you decide to choose Barundar for your party, I would alter the stats by increasing his Dexterity from 14 to 16, which would bump the point buy to 20. Thank you! The dorn dergar is listed on the d20pfsrd as Chain-Flail, Dwarven. The weapon's description entry is here. and, on the weapon chart, it is the sixth weapon down on the exotic two-handed list found here. The short-term plan for the character is to eventually take the Dorn-Dergar (Chain-Flail) Master feat and Darting Viper also from Dwarves of Golarion.


Also, I'll be changing the gear to reflect the new amount to purchase with as soon as I get home from work. I use HeroLab for character creation/modification and don't have access to that software at work. I just wanted to go ahead and get my alias posted so you could be looking at the stats.

The information on the Stonelord Paladin can be found here.


This alias will hold all relevant info.

I have an oradin mystery cultist build (paladin 2/oracle 5/mystery cultist X) who would dual-path Guardian/Hierophant. They serve Arshea as a sort of Paladin of freedom, and has been sent to the worldwound to fight so as to learn more discipline. Of course, I would write my own "paladin code" (with GM approval) to make sure we can both know what behavior is appropriate.

For story reasons, I'd be interested in using a Tiefling, with a variation on the "alternate physical features" (in this case, hermaphroditic, to create a paralel with the empyreal lord arshea).

I really like the backstory of this character, and I think WotW is the perfect campaign for this type of character.

I'll try to have a full sheet up tonight. Backstory & stats will not change though. I will reference weird stuff & stuff from player companions.


I'm OK with pretty much anything but the current players will be choosing the character they want to adventure with.

So, Yes to Barundar and Yes to Daenal.


Great! I'll have the sheet up tonight. I'll make sure to have my "Paladin's Code" written up as well, it will be interesting to adapt one to the empyreal lord Arshea.


Awesome! I very much appreciate the consideration, GM Niles. I'll get the full sheet updated tonight after I get home from work to make sure all the gear is correct.

If any of your players have any questions about my ideas for the character or the future of the build, please feel free to ask! I'll answer to the best of my ability.


Anybody who has questions for me, ask away as well. I've written a quick version of the Arshean paladin's code, if you have any comments I'd love to hear them, I've been wanting to do this for weeks.

Arshean Paladin Code:

Code Of The Arshean Paladin :
1) Truth is beauty. Thus, an Arshean should never lie. There is no shame, however, in concealing the truth from those who would pervert it or use it for ill purposes.
2) We are given great strength. Thus, we have a duty to use our strength to protect those who cannot protect themselves.
3) We are dedicated to beauty. All Arsheans are duty-bound to protect beauty from corruption & vilification, and strike down those who would use beauty to corrupt & vilify others. The Succubi & Incubi are a great foe of the Arsheans.
4) Love is our creed. It is our duty to love all that is good in the world, and to spread that love. As such, we will show compassion before vengefulness. We will never strike those who willingly atone, and thus strive for a new form of beauty. We will aid any we believe truly seek redemption.

I will be including it on my character page. Hopefully, the sheet will be done soon.

Since I'm going guardian, I think I'll re-fluff the "exposed to awfulness" trait to fit my backstory.

If you'd allow it, I would take touched by divinty (which I think would fit the character better) but I know there are some weird clauses on it.


Seems like kind of a combo between Shelyn's code and Sarenrae's code...I like it.

I could make touched by divinity work if that makes your character more fun.

I'll be directing the players to take a look at any applicants and we should come to a decision by Monday.


GM Niles WotR wrote:

Seems like kind of a combo between Shelyn's code and Sarenrae's code...I like it.

I could make touched by divinity work if that makes your character more fun.

I'll be directing the players to take a look at any applicants and we should come to a decision by Monday.

Thanks! I've been reflecting on that code for a while (ever since I came up with the character).

BTW, I have put up a character sheet. The basic numbers will not change, though I will be adding it's items (I have not had the time, but the basic character sheet has been read for a while).

As a side-note, I thought I might explain the purpose of Daenal as a character:

Thematically: I felt like exploring a hermaphroditic character (which tieflings can be), and worship of Arshea seemed like an effective way to explore that type of character without being crass or depraved. Daenal is also meant as a personification of the militant & dedicated side of Arshea. Sexuality is mostly abstracted in gaming, but it does not need to focus purely on the physical aspects whne it does. Eventually, the character will be taking the mystery cultist class to show their dedication to Arshea.

Mechanically: I wanted to make a charisma-based character. I've yet to do it once, but I think the mystery cultist/oradin will be fun, and very scalable.

In any case, direct me any questions you have, I'll gladly try to work myself into your campaign as seamlessly as possible.


I've finalized my current sheet, including items & everything else. I've also added a clause to my code:

5) Law aids us, but does not constrain us. The Arshean follows their own creed without question. However, they believe it is part of their duty to stop laws that can lead to harm or destroy beauty & liberty. An Arshean paladins often feel duty-bound to depose thoughtless tyrants, and takes the effort to ensure just laws are installed afterwards.

I'll be sure to discuss the importance of the code. I know paladins can be problematic when people have different notions of the code & LG behavior, so I want to be certain we are all on the same page.


I've finalized my character sheet as well, including equipment. I didn't change a great deal, but I did notice that I didn't have the dorn dergar listed on there at all! I added that in, as well as a couple of throwing axes for a ranged weapon, then added a few more pieces of gear to the mix. Came in about 5 GP under the 350 GP spending limit.

You're giving me some stiff competition, Daenal! May the best Paladin win!

Since the code of conduct for an Arshean paladin was posted for the other players to look at, I thought it wouldn't be a bad idea for me to post the code of conduct for a paladin of Torag, as well:

Toragan Paladin Code of Conduct:

1) My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.

2) I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others.

3) I respect the forge, and never sully it with halfhearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.

4) Against my people's enemies I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them, and I will scatter their families. Yet even in the struggle against our enemies, I will act in a way that brings honor to Torag.

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