GM Rednal's Mark of the Chosen (Inactive)

Game Master Rednal

Unused

Around Caer Sirona


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The Emerald Scorpion actually tries to avoid dealing with debts and loans wherever possible. XD They know that if they started using various 'collection' tactics, other people would be more likely to investigate the matter and realize that they exist at all. They usually prefer to be a little more... discreet... than that.

As for switching weapons, no. The Elven Curve Blade is unambiguously better than the Dueling Sword. It's one thing if you just want to reflavor it, but switching weapons would be a genuine boost to the abilities for that class, and I'm trying to avoid that kind of min-max tweaking. XD;


Development Update:

The game is completed through Part 3 (which will bring you up to Level 5), and I've begun developing Part 4. This is where the story really kicks off. XD


Yea that's true. I think i will just go weapon master.


I presume that each part is roughly like the ones in Paizo modules, so the four together would roughly form the first book?


Yeah, figure three or four Parts is the equivalent of one book in an AP. ^^ Each Part is one level.


Awesome.

Oh, and because I forgot to mention it - I am totally up for two years of roleplaying. If nothing else, Broken Towers probably has more than that. But at this point, you know me. I'm like the worst penny ever.


I'm curious to know how well you think companions would do a Tristalt game. I've been looking at the Promethean Alchemist archetype and have kind of gotten really fond of the idea of a playing the single father of a slightly disturbing but well-meaning homunculus. Other parts of the build might end up being Aberrant Aegis and Unchained Rogue.


Poorly. Companions generally can't keep up in some of the more challenging situations and will fall increasingly far behind, so it's proooobably best to avoid them.


Dotting interest and have the crunch mostly done, next is the background.

Character class Tristalt will be Unchained Monk, Wizard (Psychic Mage), Stalker. So a dabble in an unchained core class, core class with DSP archetype, and PoW.

Vitigis will be in a more zealous subset of the Knights of the Newborn Moon.

If I am way off base GM Rednal, please advise?

Thanks!

EDIT: Reading the posts, it looks like I will replace Stalker since I need something more Clandestine in nature, and I will go with Cryptic.


What do you feel Monk is bringing to the table that Stalker isn't? Both are fairly martial classes, after all, and you don't want to have TOO much overlap in abilities.


The Stalker was more for any clandestine things I may have to do than martial but may fall short with traps and less versatility? However, would a Warlord (Steelfist Commando)(Martial Artist), Sorcerer (Psychic Bloodline)(Arcane with a dabble of DSP Occult), Cryptic (DSP Occult Clandestine Specialist) be a better fit and less overlap?

As for the Spheres of Power, I would need help on.


Yeah, that sounds like a pretty solid spread. ^^


Then, I'll go with that build and work on my background.


Any news on the deadline? Kassandra is definitely still in the running. I'll try and use small breaks I get in the next few days to continue some work on her background.

I think mechanically she should be mostly sound, and the class distribution fine...or are there any elements at first glance that you feel should be altered?(e.g. if omitting full caster means I may need more sphere magic, I could drop the Temple Champion Archetype and get Paladin Casting for some extra Spheres...that kind of thing)


There's at least a few days left, though I think we're closing in on the end of the recruitment period. Once that's announced, I'll want everyone to repost their submissions.


GM Rednal wrote:
Poorly. Companions generally can't keep up in some of the more challenging situations and will fall increasingly far behind, so it's proooobably best to avoid them.

Hmmm, I may incorporate the idea into the backstory but not reflect it in the build.


Alright, last question before I finally make some decisions
Would you consider Kineticist a valid stand in for more traditional spell casting?


I JUST came across this and am SUPER interested. I am unfortunately about to head to sleep and do work in the morning but would love to submit a character.
Would it be permissible for me to do so Wednesday afternoon/evening?


Boss dude said there was a few days left, so I'm guessing this isn't closing until Friday or later.


The Kineticist isn't a spellcaster. XD It's got a few useful control abilities, but... in the end, it wouldn't be a good substitute for the versatility of spellcasting. And as a solo character, you WANT to be versatile.


I'm leaning towards a Human Fighter/Investigator/Incanter. Here's a background before I spend too much time on crunch! Be forewarned; it is long and detailed.

Anariel Tarrant:
The city of Mahkahret is a tightly knit community. It is a place that sprang up in ancient times. A large group of humans and elves, followers of the God-King Anax, were fleeing persecution from those in the thrall of deviant Powers. They fled through the Kayten Desert, enduring great hardship and loss, until after months of travel they found a vast oasis housing an antediluvian temple dedicated to Anax. Taking this as a sign, they decided to create for themselves a life in that oasis, building up around the temple. They avoided contact with the outside world for perhaps a decade, long enough for those that had once hounded them to be brought down by war. Eventually, merchants from this new city, christened Mahkahret by it's founders, would make their way to other cities, establishing trade with them. These trade routes would lead to outposts and villages cropping up throughout the Kayten, making travel far less hazardous.

The Tarrant family has been one of the most prominent families of Mahkahret since it's founding. The Tarrants had taken with them much of their people's lore, protecting that information during their flight through the Kayten. Once the city was founded, the Tarrants used that information to gain wealth and influence. Over the centuries, nearly every person to carry the Tarrant name has been an influential member of the Church, a powerful politician, or a part of the Order of the Spiraling Eyeball. Anariel Tarrant, born to Jocelyn and Alethea, was meant to be no different.

Anariel, however, had different ideas.

His keen intelligence was evident from an early age, but Anariel had little interest in following the path that his parents had planned. As a child, he was a dreamer, distracted and care free. His schooling suffered simply because he could not be bothered to apply himself. The same was true of his study of combat and magic. Anariel could fancied himself more of a creative type, and wished to pursue the life of a writer.

When Anariel was ten years old, his parents arranged a marriage with another prominent family. Anariel was to wed Neria, and this predetermination of their lives led the children to, initially, loathe one another. As they grew older and their attitudes mellowed, they found that they had much in common. They loved to sing, to muse on life and all of it's myriad possibilities, and they wanted freedom.

The night that Anariel told Neria that he was going to tell his parents that he refused to wed her against her will was the night that Neria knew that she never wanted to be parted from him.

Words were not sufficient to describe what Anariel felt for Neria. She was beautiful, fierce, intelligent...everything a man could want. For some reason that he could never comprehend, she came to love Anariel as well.

One summer, exploring the wilderness around Mahkahret, they found their way to an ancient, small, forgotten oasis. It had to have been a spot that the founders of Mahkahret had utilized until their population grew too large. It was not large enough to be of any use to travelers or the town, so they kept the place to themselves. It was the first place they kissed; the first place they were intimate. They talked of their hopes for the future, and the life they would make.

Before they were wed, however, Neria took ill. Money was no object to finding a cure, but no healer was able to find what was wrong with her. Anariel was forced to watch her waste away, becoming more and more ill. Neria finally knew that her time was drawing near. Wishing to be in a place that had brought her joy, she begged Anariel to take her to their secret oasis. He did, carrying her most of the way. Once there, he knew what was about to transpire, and was inconsolable. Neria, though, was looking forward to her pain passing. She told Anariel that though her life had been cut short, it had still been made worthwhile by having him in her life. She asked him to sing her one final song. Anariel did, as best he could, voice broken with pain and tears. In the middle of it, Neria lost consciousness. By the end, she drew breath no longer.

Losing his love at such a young age forever altered Anariel. He was struck by the sudden knowledge that there is no permanence, and that if you give your whole heart to something it can be torn away from you, despite the greatest efforts possible.

After that, Anariel lost all interest in his studies. He found solace in wine and women, generally partaking of both in excess as often as he could manage. In Mahkahret, Anariel developed a reputation as something of a rake, though certainly a good natured one. His trysts were always brief and were usually quite pleasant for all parties. Anariel, wealthy by nature of his family, did not need to work, and so he did not. He was content to booze and whore his way through life until he had to settle down.

Then disaster struck.

One of the Powers that Mahkarians had escaped from found their city, and though the passing centuries and lack of active followers had weakened it, it was still mighty. In a booming voice, it announced that Kalman the Devourer had returned for it's slaves. Resembling a terrible demon more than anything else, it began to attack the city. Weapons proved no use against Kalman, and Anariel cowered in fear, believing that the end had come.

Before the city had become too badly damaged, Jocelyn and Alethea, his mother and father, arrived.

Somewhere in the back of his head, Anariel had known that his family had access to great knowledge and power, but he had never truly understood that. He had never seen his mother and father wield that power, until this day. They battled Kalman, and their struggle shattered the walls of the city. The cost was high; Jocelyn lost his left arm at the elbow, and Alethea was stricken blind. In the end, though, they prevailed, destroying Kalman and scattering his essence.

Anariel rushed to his parents, aiding them immediately. In the coming months, he would be at the forefront of their recovery, finding the best prosthetic possible for his father and finding a magician with enough talent to restore his mother's sight. Over those months, one thought thundered throughout Anariel's entire being, making it difficult to sleep, difficult to think, difficult to feel anything other than overwhelming shame.
It should have been me.

Anariel's parents were old. Had he actually applied himself, actually honed his inborn talents from childhood, he would at least have been their equal. The three of them together could have defeated Kalman without injury. Seeing his parents during their recovery, Anariel realized with a sudden shock that they truly loved each other, just as he had loved Neria. They had almost lost each other, because of him.

This shocked Anariel out of his ennui, awakening in him the desire to protect his family, his city, his people, and anyone that cannot protect themselves. Once his parents had recovered, Anariel went before them, choking back tears and confessing his shame. He begged them for another chance, to be taught their ways and become worthy of their family name. Jocelyn and Alethea embraced their son, saying only how happy they were that he had found his way.

One year has passed since then. Applying his intellect, Anariel has mastered many skills in a startling amount of time. While he could continue to learn in the safety of his family's estate, Anariel is only too aware how easy it is to settle into a routine and fall prey to the comfort of the familiar. Anariel has decided that it is time to venture into the world, and that the best way to do so is as one of Eleidia's peacekeepers.

Anariel is still prone to the temptations of the flesh as well as the lure of alcohol, though not nearly so much as a year ago. Anariel's greatest fear is of failing, of allowing a person to suffer the same kind of loss that he has felt. He will do anything to prevent that.

Of late, when Anariel sleeps, he can sometimes remember a voice from his dreams. He can never recall what it sounds like, only the words, but those are enough to give him pause. The voice tells him that his heartbreak, his whole path in life, was not random. There was a reason, some terrible purpose behind all of it. This terrible purpose has not gone away, and before the end, it may grow far worse. Much that Anariel loves may be destroyed, and despair might come to be a constant companion. But the voice says that not all is without hope, and that if Anariel refuses to break, all might not be lost...


Although looking back at some of the posts it looks like alchemy might not really be compatible with Spheres...so I might go with Rogue for the skill points. I'll probably tweak archetypes here and there, though


Note that you can still use normal alchemy if you want to - Spheres is optional, and given the differences between Alchemy and Spherecasting, it's not exactly a mandatory switch. ^^


Ahhhh that would be cool. In combat I'm picturing the character a little like a Witcher; try to plan a head as much as possible and ingest appropriate mutagens and potions and ready appropriate spells.


Also I know you said to limit names of places and I named a couple :p
But those are totally not set in stone and I have no qualms altering stuff to fit the game should you decide you'd like to have me as your player


Alright, final build idea:
A Lore Warden Fighter/Eldritch Scoundrel Unchained Rogue/Ectoplasmatist Spiritualist.
Two weapon combatant with a pair of spell lists to draw from. Specializing in various combat maneuvers and clever fighting with what amount to extra long arms.

Character concept is a thief and dabbling mage infested with some sort of spiritual symbiont. Has a habit of collecting misfits. Not sure which faction to put him under.


Speaking of character concepts, I'd like to pick someone by Monday or so, so please finish up your applications and post your final version on Sunday. These submissions are what I will be selecting the character from.


Fighter(weapon master)/UnRogue(scout/rake)/Wizard. Just finishing off the character sheet offline and will soon post it the this alias.

Eckart the Elf:

"I'm leaving father. This place just isn't right for me. Most people are ok with settling down into a normal safe life. But I can't." Eckart looked at the hurt face of his father and mother who both stood by shocked at his sudden wish to depart. He had never complained that things were too hard for him or ever asked for help from anyone. He always had a smile for anyone that he saw. But something unseen had planted a seed inside him last summer and it had snuck up on him when he least expected it. He was supposed to marry Eliza, it had been planned for years. She was a nice enough elf but he didn't care much for the way she looked down on everyone. Money made many conceited but him it just made bored. It was always business and trade and politics. He thought he would be next in line after his father to carry on the business and he was indeed well trained and could do it in his sleep. "Think of our name. And the dishonour you will bring to us." His father was on the verge of yelling. He just could not understand what had gotten into Eckart. His mother at least tried to understand, "Perhaps he just needs to stretch his legs a bit. He'll see how good he has it here and quickly return," she said to her husband imagining the terrible things that could happen to one outside their lovely city, unprotected by their wealth. It was a long discussion with them bringing up one hundred different reasons that he shouldn't go off on this reckless adventure but he insisted and wouldn't back down. His father wouldn't speak to him again and left, his sister was sad and hugged him but said nothing. His mother talked to him last before he left and told him whenever he needed he could come back here. She also gave him one final gift. An exquisitely engraved elven curve blade that had been used by a warrior in their family centuries ago. "Your father never had need of it. Take it and let it always remind you where you come from and remember your blood." He took the blade and it's ornate scabbard, not caring too much for her words. It was the last he would see any of them for a while. He took as much gold as he dared, gathered up a few things he thought he would need, among them his spellbook. He had even completed his training and technically was regarded as a wizard of the elven accademy. This bored him too. The book learning and endless hours of lessons. He didn't care when they told him he had great potential if all he would be doing is reading scrolls all day. He didn't have alot on him but he knew where to go to get started.

Last year he had run into a member of the Emerald Scorpions when he had unwittingly aided them in the success of their mission earning him some gratitude and a favour. From this encounter he was exposed to the outside world compared to his protected wealthy life and his thoughts were often spent thinking on and romanticising the adventures that such a life must bring. Now after leaving and not telling anyone where he was going he went to find the one who owed him a favour and requested to join the group which he afterwards found out was the Order of the Emerald Scorpion, a deal larger and more important and influential than he had at first thought. He came to realise the importance of honing many skills, especially that of his magic and so he began studying and learning and training again this time with focus and intensity that he had never shown at the academy. He agreed to do tasks for the Emerald agent in exchange for training. For about a year he was barely his own person, working hard for himself as well as the agent, until now when he was recommended for a small mission of his own to investigate some disappearances. A small matter he though but was eager to prove himself all the more on his own.

Personality:

With a soft upbringing and care only for himself he has had to quickly learn a thing or two about the world. He still has a fresh adventurous outlook. Every day alive is another day filled with mystery and opportunity. Sometimes he will unsheath his sword and study it's markings and think of his family that he left behind. He can be quick to act, slightly impulsive which has gotten him in trouble before. Once he sets his sights on something he will not give up easily but he is not stubborn. He does resent those that think they are better than him but also himself looks down on others if they are not of noble blood or wealthy upbringing. Facial Features


Finishing up Vitigis and then polishing.


Here is a Knight of the New Moon Code I modified from content I found on the Internet;

A Knight of the New Moon is Sworn ...

1. To Maintain his Faith in Anax.
2. To Serve the Knight Lord in Valor and Faith
3. To Protect and Promote Magic, Occultism, and Powers of the Mind for they are Gifts from Anax.
4. To Protect the Weak and Defenseless
5. To Give Assistance to Widows and Orphans
6. To Live by Honor and for Glory
7. To Refuse Monetary Reward
8. To Fight for the Welfare of All
9. To Obey those Placed in Authority
10. To Guard the Honor of Fellow Knights
11. To Abstain from Unfairness, Meanness, and Deceit
12. To Speak the Truth
13. To Persevere to the End in all Knight Errands and Missions
14. To Respect the Honor of Women
15. Never Refuse a Challenge from an Equal
16. Never Turn Your Back Upon a Foe

The Unspoken Code (Reserved only for Clandestine Knights)

17. Operate in Extreme Prejudice and Do Not bring Dishonor to the Order.


As one note, remember that those Knights are not a specifically religious Knighthood (they're a little too experimental for that, and more willing to consider new ideas than most). ^^


@GM Rednal,
Maybe a pertinent question. I'm wavering between Unchained Monk and some other melee choices. Are you allowing the Ascetic Form line of feats? That might be a factor in my decision


It's from Paizo, and unless otherwise specified, all Paizo material is allowed, so... XD


How is this?

1. To Serve the Knight Lord in Valor
2. To Protect and Promote Magic, Occultism, and Powers of the Mind for they are Gifts from the Heavens.
3. Operate in Extreme Prejudice and Do Not bring Dishonor to the Order.
4. To Protect the Weak and Defenseless
5. To Give Assistance to Widows and Orphans
6. To Live by Honor and for Glory
7. To Fight for the Welfare of All
8. To Obey those Placed in Authority
9. To Guard the Honor of Fellow Knights
10. To Abstain from Unfairness, Meanness, and Deceit
11. To Persevere to the End.
12. To Respect the Honor of Women
13. Never Refuse a Challenge from an Equal
14. Never Turn Your Back Upon a Foe

I removed the reference to faith and moved the unspoken code to the spoken code since they are more open minded.


Better. XD

(Though I might also suggest changing #7 to not seeking monetary reward, but accepting it when it's offered. As a game, Pathfinder does sort of assume you'll gain wealth, and there are definitely be times when people want to compensate you for things you do on their behalf.)


Here's my crunch, Rednal! If anything is incorrect please let me know (I have actually not used SoP before so I hope I did it right!)

Anariel Tarrant:

Half-Elf (Ancestral Arms- Urumi)
Tristalt
Unchained Monk/Alchemist/Incanter 2
Alignment- Lawful Good
Traits- Order of the Spiraling Eyeball, Reactionary
Ancestral Arms (Urumi), Keen Senses, Elven Immunities, Low Light Vision, Elf-Blood, Multitalented

+2 Bonus to Wisdom, 30 point buy
Str 16
Dex 14
Con 13
Int 14
Wis 16
Cha 12

HP- 22
AC- 17, Flat-Footed 10, Touch 17
CMB- +6
CMD- 18
Saves- Fortitude 4, Reflex 5, Will 6
Initiative- +4

Urumi (Whip Sword)- +6, 1d8+4, 18-20 x2
Unarmed- +5, 1d6+3, 20x2

Skills- 6+Int from Investigator, +2 per level, +2 background, +2 FCB
Acrobatics (Dex) 7 (2)
Appraise (Int)
Bluff (Cha) 5 (1)
Climb (Str) 8 (2)
Craft Alchemy (Int) 7 (2)
Diplomacy (Cha) 6 (1)
Disable Device (Dex) 6 (1)
Disguise (Cha) 5 (1)
Escape Artist (Dex) 6 (1)
Fly (Dex)
Heal (Wis)
Intimidate (Cha)
Knowledge (all) (Int)
Knowledge Local (int) 6 (1)
Linguistics (Int) 7 (2)
Perception (Wis) 10 (2)
Perform (Cha)
Profession Soldier (Wis) 7 (2)
Ride (Dex)
Sense Motive (Wis) 8 (2)
Sleight of Hand (Dex)
Spellcraft (Int) 7 (2)
Stealth (Dex) 7 (2)
Swim (Str) 8 (2)
Use Magic Device (Cha)

Alchemy, Evasion, Flurry of Blows, Inspiration, Poison Lore, Poison Resistance +2, Stunning Fist, Trapfinding, Unarmed Strike
Primary casting stat- Wisdom
3 Extracts/Day, 5 Known
Disguise Self, Expeditious Retreat, Heightened Awareness, Monkey Fish, Shield

Spell Pool 4
Spend Incanter 1st level bonus feat for Magical Talent
Magical Talent x5
Talents- Alteration Sphere, Divination Sphere, Life Sphere, Restore Health Talent, Size Change Talent

Feats- Weapon Focus (Urumi), Dodge, Scorpion Style
Gear- Urumi, Chakram, Monk's Kit, Flint and Steel, Masterwork Artisan's Tools, Portable Alchemy Lab
830 GP remaining.


Got my character sheet. Everything should be ready now.

Character Sheet:

Eckart
Elf Fighter(Weapon Master)/Unchained Rogue(Scout/Rake)/Wizard 2
CG Medium Humanoid(Elf)
Init +9; Senses Low-Light Vision; Perception +9
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DEFENSE
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AC 13, touch 13, flatfooted 10 (+3 dex)
HP 26 (2d10+6)
Fort +4, Ref +6, Will +5; evasion, +2 vs. enchantment spells and effects;
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OFFENSE
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Speed 30ft.
Melee Curve Blade +7 1d10+3(18–20/×2)
Special Attacks Sneak Attack 1d6, Bravado's Blade
Spell-Like Abilities (CL 2nd; Concentration +9)
6/day Shift(5ft.)
Wizard Spells Prepared (CL 2nd; Concentration +9) +2 to overcome SR
1st - Mage Armour, Grease, Magic Weapon
0th(at will) - Detect Magic, Dancing Lights, Prestidigitation, Jolt
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STATISTICS
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Str 14, Dex 17, Con 12, Int 17, Wis 14, Cha 11
Base Attack +2; CMB +4; CMD 17 (+1 vs. disarm and sunder with curve blade)
Feats Arcane Strike(f1), Scribe Scroll(w), Weapon Finesse(r), Combat Casting(1), Weapon Focus(Elven Curve Blade)(rt2), Improved Initiative(f2)
Traits Elven Reflexes, Mayfly
Drawback
Favoured Class
Skills(16 per level) 2 Acrobatics +8, 1 Appraise +7, 2 Bluff +6, 1 Climb +6, 2 Diplomacy +5, 2 Disable Device +8, 1 Disguise +4, 2 Escape Artist +8 , 1 Knowledge(arcana) +7, 1 Knowledge(dungeoneering) +7, 1 Knowledge(history) +7, 1 Knowledge(nobility) +7, 1 Knowledge(planes) +7, 1 Knowledge(religion) +7, 1 Linguistics +7, 2 Perception +9, 2 Sense Motive +7, 2 Spellcraft +8(+2 to identify magic items), 2 Stealth +9, 1 Survival +6, 1 Swim +6, 2 Use Magic Device +5
Languages Common, Elven, Draconic, Sylvan, Celestial, Gnome
SQ Arcane Bond(ring), Weapon Guard +1, Evasion
Equipment Silver Ring(bonded), Spell Book, Explorer's Outfit, Masterwork Elven Curve Blade, Masterwork Thieves' Tools, Noble's Outfit, Masterwork Backpack, Spell Component Pouch, Silk Rope 50ft., Ioun Torch, Cold iron Kukri, Spring Loaded Wrist Sheath, Alchemists Fire(3)
Current encumberance
Money 9gp
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FIGHTER ABILITIES
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Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Weapon Guard(Ex) At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.
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UNCHAINED ROGUE ABILITIES
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Sneak Attack The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
Bravado's Blade(Ex) When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
Finesse Training(Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion(Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Weapon Training A rogue who selects this talent gains Weapon Focus as a bonus feat.
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WIZARD ABILITIES
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Arcane Bond(Sp)[ring] Silver Wizards Ring. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
Opposed Schools Enchantment, Necromancy. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Teleportation school of Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm(Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Shift(Su) At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Cantrips Known Resistance, Acid Splash, Drench, Detect Magic, Detect Poison, Read Magic, Breeze, Dancing Lights, Flare, Light, Penumbra, Ray of Frost, Scoop, Spark, Ghost Sound, Haunted Fey Aspect, Jolt, Mage Hand, Mending, Message, Open/Close, Root, Arcane Mark, Prestidigitation
1st level Spells Known Mage Armour, Shield, Endure Elements, Protection from Evil, Grease, Celestial Healing, Heightened Awareness, Comprehend Languages, [Mount, Obscuring Mist, Identify, True Strike, Vanish, Magic Aura, Feather Fall, Magic Weapon, Expedetitious Retreat, 135gp]
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RACIAL TRAITS
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Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.


Here is Vitigis Cyrila, I am still polishing but one can still perceive who Vitigis is or will be ...

Vitigis Cyrila:

Male Human Adult Warlord (Steelfist Commando) / Sorcerer (Psychic Bloodline) / Cryptic Tristalt 2 ( [PoW], Ultimate Psionics 35 (Cryptic), (Psychic Bloodline))
LN Medium Humanoid (Human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)(+Mage Armor and Shield)
hp 26 (2d10+6)
Fort +4, Ref +6, Will +3
Defensive Abilities Dodge Bonus
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Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +5 (1d3+3+1d6 - pugilist stance)
Ranged Composite Longbow +5 (1d8/×3)(20/20) or
. . Might of the Mind (Su) +5 (1d6+2, 30', 6/day)
Ranged Touch Disrupt Rattern +5 (1d6+3, 30', Unlimited, Psionic Focused -> Humanoid) or
. . +5 (Damage Varies)
Special Attacks Warlord Maneuvers and Stances
(5) Warlord Readied Maneuvers
. . 1st Flurry Strike, Pommel Bash, Swift Claws
. . 2nd Bronze Knuckle, Flash Kick
Warlord Stances
. . 1st Inner Sphere Stance, Pugilist Stance
Sorcerer (Psychic Bloodline) Spells (CL 2nd; Concentration +5, DC:13 + Spell Level / +1 DC for Force and Mind Affecting Spells)
. . 1st (5/5, DC:14) - Mage Armor (+4 Armor, 2 hours), Shield (+4 Shield, 2 min)
. . 0 (@will, DC:13) - Detect Magic, Open/Close, Prestidigitation, Read Magic, Acid Splash
Cryptic Powers Known (Power points 7/7, ML 2nd; Concentration +5, DC:13 + Power Level)
. . 1st (1+ PP, DC:14) — Kinetic Legerdemain, Offensive Precognition
. . 0 (@will, DC:13) — Detect Psionics, My Light
Warlord Maneuvers Known
. . 1st Flurry Strike, Offensive Roll, Pommel Bash, Swift Claws
. . 2nd Bronze Knuckle, Cartwheel Axe Kick, Flash Kick
Warlord Stances Known
. . 1st Inner Sphere Stance, Pugilist Stance
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Deadly Agility, Improved Unarmed Strike, Scribe Tattoo, Weapon Finesse
Traits Initiate of the Newborn Moon, Ease of Faith
Skills Acrobatics +7, Autohypnosis +4, Climb +4, Diplomacy +8, Disable Device +11, Disguise +7, Escape Artist +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (martial) +7, Knowledge (nobility) +7, Knowledge (psionics) +7, Knowledge (religion) +7, Perception +5, Profession (soldier) +4, Ride +7, Sleight of Hand +7, Spellcraft +7, Stealth +9, Survival +5, Swim +4
Languages Common, Draconic, Dwarven, Elven
SQ Altered Defense (Absorb, Deflect, Retaliate), Disrupt Pattern, Gambits (Unbreakable Gambit, Victory Gambit), Indomitable Presence, Insight (Fast Stealth), Pattern Designs (Psionic Powers), Tactical Presence, Trapfinding +1, Trapmaker, Unarmed Combat, Warlord’s Gambit
Combat Gear potion of cure light wounds (3), arrows (40), composite longbow with 20 arrows
Other Gear sleeves of many garments (A Public Image item), bedroll, belt pouch, belt pouch, chalk (10), flint and steel, masterwork backpack, masterwork thieves' tools, mess kit, mirror, soldier's uniform (free), waterskin, 63 gp, 8 sp, 3 cp
Heavy horse (combat trained) bit and bridle, blanket, caltrops, feed (per day), grappling hook, hemp rope (50 ft.), 10x pitons, pot, riding saddle, saddlebags, small tent, soap, 10 days trail rations, full waterskin
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Special Abilities
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1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
Inner Sphere Stance (Ex) Stance: When wielding two weapons or Improved Unarmed Strikes, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
1 Pommel Bash (Readied, 1/Encounter) (Ex) Unarmed attack catches foe flat-footed, does +1d6 Precision Damage
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels.
1 Swift Claws (Readied, 1/Encounter) (Ex) Strike: Attack a single target with two wielded weapons or Improved Unarmed Strike.
2 Bronze Knuckle (Readied, 1/Encounter) (Ex) Your unarmed attacks deal +2d6 damage and ignore DR for the turn.
2 Flash Kick (Readied, 1/Encounter) (Ex) Strike: Make an additional unarmed attack as part of a full attack action at a -2 penalty to hit but the attack gains +2d6 points of damage.
Altered Defense 1 (7 rounds) (Su) A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds equal to 3 + Int Modifier (3).
Altered Defense, Absorb DR 1/- (Su) The cryptic gains DR 1/-
Altered Defense, Deflect +1 (Su) The cryptic gains a +1 dodge bonus to her AC.
Altered Defense, Retaliate +1 (Su) +1 bonus on your attack rolls against any opponent that hit you since your last turn.
Psychic Bloodline Arcana: Whenever you cast a [force] or [mind-affecting] spell, increase the DC of that spell by +1.
Deadly Agility Use Dex for damage with light and finesse weapons
Disrupt Pattern (Humanoid) (Su) As a standard action make a ranged touch attack with a range of 30 feet.
Dodge Bonus +1 (Ex) +1 dodge bonus to your AC.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Unarmed Strikes are considered both manufactured and natural weapons.
Indomitable Presence Allies gain Die Hard feat and add your CHA (+3) to (Death, Fatigue, Exhaustion, or Poison Effects) Fort saves.
Might of the Mind (Su): You can use the power of the mind to either attack an enemy or pick up an object with in 30'. As a standard/move action, you can hurl/retrieve a single unattended object of up to 250 lbs. The attack is treated as a ranged attack with a thrown weapon (dealing an amount of bludgeoning damage equal to 1d6 plus half your sorcerer level), except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier. You can use this ability a number of times per day equal to 3 + your Charisma modifier [6x/day].
Pattern Designs (Su) Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Tactical Presence (Ex) Grant bonuses to nearby allies.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
Unarmed Combat (Ex) Gain Improved Unarmed Strike and Greater Unarmed Strike
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw.
Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier (+3).
Victory Gambit Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.
Reward: The warlord and his allies gain a morale bonus on attack rolls equal to his Charisma modifier (+3) on their next attack roll.
Warlord’s Gambit (Ex) Regain 1 or 3 maneuvers by taking risky actions and succeeding.
Wild Talent As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.

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

Goliath
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Combat Gear caltrops; Other Gear bit and bridle, blanket[APG], feed (per day) (2), grappling hook, hemp rope (50 ft.), piton (10), pot, riding saddle, saddlebags, small tent, soap, trail rations (5), trail rations (5), waterskin
--------------------
Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim 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.

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

BACKGROUND

Normally, The Knights of the Newborn Moon tend to be very selective in their recruitment due to their small size and zealous ways. For this reason, they usually recruit from the wealthy because this is where one usually finds the healthiest recruits with the talents the order is looking for. Once in a while, there comes a Knight who remembers what the Knight of the Newborn Moon strives to do every day, and that is to make the world a better place and promote strange powers. In addition, it is good to add different ways of thinking which can only come from different walks of life into the order. New blood, keeps the order fresh and from sliding into closed minded thinking.

One day, Knight Amal Geberic, Knight of the Newborn Moon, came upon a scene of an average boy standing up to an older and larger boy. As the scene unfolds, it becomes quite apparent the larger boy was bullying around two other weak in appearance children, a boy and a girl. The older boy made the first aggressive move but the average boy was the first to connect with a loud crack. The average boy landed his knuckles squarely on the larger boy's nose, blood sprayed everywhere and the larger boy collapsed to the ground like a sack filled with goods (Later, Vitigis would refine this devastating punch into the Bronze Knuckle). This is when the average boy moved in for the kill or at least the knockout. But the Knight Geberic stepped in to break up the fight. Once the average boy knew the Knight was an adult and appeared to be a Knight, the average boy was very respectable and followed the Knight's order to look in on the bullied children while the Knight helped the bully off the ground and further educate him. When the knight was helping the bully of the ground, he could hear the (3) other children speaking in draconic about a cantrip they were trying to learn. The Knight turns to the bully and says to him, "I hope you learned your lesson lad! Next time I see you bullying others around, I may let that kid keep punching you or I will do something to educate you further regarding bullying." As he sends off the bully, he sees Vitigis waving to the fragile children as they departed in a separate direction.

The Knight approaches Vitigis making introductions and if he could follow him home so he can tell his parents about how much of a gentleman Vitigis is. Upon arrival, Knight Geberic compliments Vitigis' behavior and actions. As the conversation continues, Knight Geberic asks Vitigis' parents if he could recruit him into the order, "I would like to sponsor Vitigis into the Knights of the Newborn Noon. He will start out as my page in which I will teach him further skills in becoming a gentleman and a Knight of the Newborn Moon. In addition, I heard him discussing magic to two other children. Vitigis is displaying multiple talents and humility that I know will fit in well with my order. It is rare for children, even adults, to display 2 out of the 3 talents that my order looks for in Knight Candidates. Everyone who is recruited into my order, no matter if they are pure warriors, wizards, occultist they start off as Pages, then Squires, then Knight Initiates, then Knight, and so on which is where I hope to see Vitigis become. For one month, Vitigis will be sequestered at the academy. After that, he will be allowed to come home on most weekends if he remains in good standing with everything." After a few more minutes of conversation, all parties agree that Vitigis will attend the Knights of the Newborn Moon and become Knight Geberic's Page.

Vitigis' typical Page day started early in the morning at sunrise with mock combat with Knight Geberic using wooden swords and rounded points. After morning training, would come a full academic day. During Ars Magica (Art of Magic) class, another talent Vitigis possessed came to be. He was not only able to manipulate magic but he could also manipulate things with his mind. This of course added more hours to Vitigis' day. He would end the long day in the evening with more wooden sword mock combat. The main goal of the Page program is introduction to combat with heavy academic work. This is when the Page learns the most of his academic portion of becoming a Knight. Since Vitigis was sponsored later in life than a normal Page, poor Vitigis was on an accelerated program but he met the challenge with enthusiasm.

Once Vitigis' professors and sponsor were satisfied with Vitigis' progress, Knight Geberic ceremoniously promoted Vitigis to squire. The daily life of a squire now included early morning cleaning which included Vitigis' sleeping quarters, Knight Geberic's stable, quarters, and gear. After cleaning was complete, the squires now joined their knights in mock combat using dull metal swords with rounded points and light armor. The swords could not penetrate the light armor but it surely hurt and left black and blue reminders. Since Vitigis did not like getting hit because it both hurt and damaged the young man's developing ego, he started to move quicker. The sooner that Vitigis finished his chores, the sooner he could start training with his Knight sponsor until lunch. After lunch, class room training was different every day with lots of homework at night. Lucky for Vitigis, there was usually no homework over the weekend so he could go home to be with his family if he was in good standing. Class room instruction included Order History, Etiquette, Nobility, Knighthood (Soldier), Religion, a magic class every other week, and meta-science class on those weeks without magic. Both magic and powers of the mind came easy to Vitigis. Although smart, tough, and quick, Vitigis had a little trouble with mock weapon combat compared to the rest of his studies. One day during supervised mocked combat with other squires, Vitigis was losing his sparring match. In the middle of the fight, he decided to drop his sword and shield, "Frak this! Please excuse me. I mean, the sword and shield are not working for me. I am going to try something else!" He then started fighting using only his hands and feet. Instead of using weapons to block steel weapons, he would either close the distance to stop the swing then strike. Or avoid the attack altogether, then surge forward to make the strike. Vitigis was such a natural pugilist that he was actually starting to win his sparring matches just by using his hands and feet against his armed with steel opponents. Vitigis would keep his hands open to block and to speed up his punches, then just before striking he would form a perfectly tight first striking his target with great kinetic energy that would actually transfer through the armor into flesh and bone without hurting Vitigis. Later, he would have to not hit as hard or in other words, pull his punches to reduce sending the other Squires to the infirmary. A few days later, Vitigis choose to shed his light armor because the armor was not allowing him to be as nimble as he wanted and it was interfering with his magical prowess when he was practicing his magic. After Vitigis prove that he could fight, cast magic, manifest powers, and represent the order, the Knight Lord and council had other plans for Vitigis. Since he could operate without metal armaments and operate more silently, the order would further train Vitigis in clandestine operations. Good or evil, every side needs an infiltrator operating in the shadows.

After Vitigis’ clandestine instruction had been completed, Knight Geberic and the other Knights took their squires to quell a goblin uprising which consisted of Goblin cavalry on their rat dogs and archers. The Knights met the Goblin cavalry on the battlefield with fury and the squires were doing an awesome job keeping their Knights ready for battle and protect them when they were vulnerable. The Knights were starting to get the upper hand and that is when poisoned goblin arrows started to rain down on them. As the Knights and Squires were being poisoned, they were starting to lose the battle. This is when Vitigis went into action, he organized some of the squires to shed their armor and shields and follow him. They quietly made their way to the goblin archers and set up for a near ambush. Without warning, they rushed in and killed the goblin archers. Then the squires charged the Goblin cavalry led by Vitigis. Not expecting to be flanked, the Goblins that were not killed outright fled the area. As soon as the goblins were dead or fully fled the area, Knight Gebric approached Vitigis with his sword out, ”What were you doing Squire?! I did not give you permission to leave us to take out the goblin archers and flank the goblin cavalry! On your knees Squire Vitigis!” A very confused Vitigis drops to his knees as requested by his Knight Sponsor, Geberic places the flat of his blade on Vitigis’ shoulder, then alternates shoulders as he states the following words, ”I Knight thee Sir Vitigis Cyrila, Knight Initiate of the Newborn Moon. Stand and be recognized!” A proud and happy Vitigis stands to cheers, shakes of the hand, and pats on the shoulder, ”Huzzah Huzzah Huzzah!” Other Knighthoods and cheers followed. After the field promotions, the injured and dead were further attended to. The knights returned home to celebrate the win and field promotions. After the festivities, the Knights returned to their quarters.

It was a new day, and as usual, the Pages, Squires, and new Knight Initiates are awoken early in the morning, Knight Initiate Cyrila report to Knight Geberic in the council chambers. Upon arrival, Vitigis stands at attention then bows to the Knight Lord, ”Knight Initiate Cyrila reporting as order my Lord!” The Knight Lord replies, ”At east Knight Initiate and congratulations on your field promotion. Effective immediately, you are recognized by all as Knight Initiate Vitigis Cyrila, Knight of the Newborn Moon. You now have your own quarters and we have a new assignment for you. We need to you to investigate the disappearance of a number of prisoners from the notorious Prison of Balareth. Due to the location of the Prison, this is a very strange set of circumstances and we need this investigated at once. Go now and prepare, we will provide more information before you depart.” Vitigis bows again to the Knight Lord and then exits the chambers in a Knightly manner.

PERSONALITY

Vitigis is a driven, intellectual, and charismatic leader committed to the Knight of the Newborn Moon code (below) and order. Although he abstains from deceit, he does not offer more information than necessary. Vitigis has an healthy ego because of his achievements that in turn acts like a survival mechanism. He is trained in weapons and armor use and will most likely never use armaments except for the Composite Longbow because he is more silent without them and is always armed. Vitigis does not shy from combat and does not delay leading the way into combat but he will cast protection spells along the way and during combat. If time permits, he prefers casting protective spells before combat. Just like when he was a child, he does not tolerate bullying or injustice to not only humans but animals as well.

A Knight of the Newborn Moon is Sworn ...

1. To Serve the Knight Lord in Valor
2. To Protect and Promote Magic, Occultism, and Powers of the Mind for they are Gifts from the Heavens.
3. Operate in Extreme Prejudice and Do Not bring Dishonor to the Order.
4. To Protect the Weak and Defenseless
5. To Give Assistance to Widows and Orphans
6. To Live by Honor and for Glory
7. To Not Seek Monetary Reward, but accepting it when it is offered
7. To Fight for the Welfare of All
8. To Obey those Placed in Authority
9. To Guard the Honor of Fellow Knights
10. To Abstain from Unfairness, Meanness, and Deceit
11. To Persevere to the End.
12. To Respect the Honor of Women
13. Never Refuse a Challenge from an Equal
14. Never Turn Your Back Upon a Foe

APPEARANCE

WIP


Just to put it surrounded by other apps, here's Vertnandi again.


I am now only polishing, everything should be finished.

Quote:
"BEFORE YOU READ ANY FURTHER: I'm looking for a serious, long-term player. I'm not just trying to start this campaign, I'm trying to finish it. If you genuinely cannot see yourself being a stable and active member of the Paizo forum for the foreseeable future (at least two years), please do not apply. Additionally, as part of your application, please confirm in your own words that you can see this through.

I have been here for a while and was a member of two other boards before this one. However, I feel more at home here and planning on not moving on anytime soon. For the above reasons and high quality Game Mastering, I promise to see this game through to the end if/when chosen.


This is Han Del's quick and dirty character sheet. I'll write up his fluff in a few hours and clean it up significantly if picked.


As the boss commands, on Sunday we re-post the sheet.


Reposting submission


Remember, the fluff is the most important part. ^^ I'm not picking based on your stats, I'm picking based on how well I think you can roleplay and make this story interesting.


All done and reposting :)


Interesting overall, though I'd like to point out that, as noted in the first post, Powers aren't sentient. They're more like automatic functions of the world than anything that could be called an intelligent being, put into place so people can receive divine power without Anax having to bother supporting them directly. People don't worship a Power so much as support it as an idea or concept, and they have no physical presence within the world. They don't directly act to promote their respective ideals, either.


Ah. I misunderstood.
It can be pretty easily modified to an old sorcerer-king who came back as an undead. That would fit just as well


The broad strokes are;
People fled persecution by a great power and found comfort worshiping the God-King.
Ancient power one day found them and almost destroyed them.
Survivor's guilt and the price of refusing the call to adventure.


With great power comes great responsibility after all ;)


Indeed.

...

This campaign is going to have quite a lot of both. XD

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