GM Toothy's Wrath of the Righteous (Inactive)

Game Master Sir Longears

Current Map | Ruined Kenabres Map | Overland Locations | Loot!

Party Conditions:

Arrika [68/68 - grazed]
Brevon [61/61 - healthy]
Elriel [55/55 - healthy]
Hedda [63/63 - healthy]
Kelumarion [50/50 - healthy]
Rukzha [46/46 - healthy]

NPC:
Aron Kir
Nurah Dendiwhar
Sosiel Vaenic

Party Exp: 23920/35000
Units of Food/Water: 32 (army's consumption/day: 5)
Additional Resources: 5 Goods


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GM Toothy wrote:


@Vindlér Farseer: Really nice work! My only concern is his 'inquisitor' role. I've always seen inquisitors as individuals that fight his deities primal concerns and looks like Abadar is more concerned about counting coins than fighting the Worldwound... why did you picked him as your God? Why not Iomedae for exemple? (Not a complaint, just looking for a reason!)

Good question! I would disagree with you on your perception of Abadar, though.

From the Pathfinder Wiki:
The clergy of Abadar is primarily composed of clerics, though on occasion paladins are called into his service. In addition, justiciars dedicate themselves to spreading their deity's ideals of civilization and order.
Mortal servants of Abadar work to forward the development of civilization in their communities.

So it seems to me that an inquisitor of Abadar's primary concern is not "counting coins," it is spreading and protecting the ideals of civilized life, law, and order.

Iomedae is another great option, and Vindler would certainly respect her and her followers, but he wouldn't agree with the zeal for war that is common among her worshippers. Above all else, Vindler values the peace and stability of a well-ordered life, not the thrill and glory of battle. That is why Vindler wants to help put an end to the threat of the Worldwound: so that the battle may end and the civilized world may have peace.


Re: cavalier - That's fine, I'm actually envisioning her to be a little more of a support cavalier so while she'll take advantage of mounted combat when she can, it won't be her main schtick. Probably a Standard Bearer archetype at least, which delays getting a mount until 5th level anyway :)

Shadow Lodge

I usually spring for a darker sort of game, but the 15 Point buy and your style got me interested.

I'm going to give it some more thought, but I'd like to put in my interest. Hopefully I'll have something soon!


Applying Hollycaryn Smilesword, Paladin Sword of Valor of Chaldira Zuzaristan!

Chosen to be Brave:

Where was born and how was your childhood

A tiny package left on the doors of a small chapel of Desna decades ago. Inside, a little girl slept quietly, the cute Hollycaryn. Her childhood was happy, growing in a small village on the borders of the Lake of Mists and Veils. She met others of her kind, learned how to deal with animals, to respect the creatures of nature, the traditions of her people and a little about religion, especially the connection of Desna with Chaldira Zuzaristan.

Gradually she realized that there was something different about her, something that set her apart from the other children, and it was not the fact of being a halfling, it´s somehow a unknown happiness and a kind of lack of fright against danger. She always had a behavior that emphasized her courage against animals and temptations, even when aye to learn new things.

But, the time to enjoy did not last long to Hollycaryn. The despair and maturation came when she was still a youth and happened when a destruction came to her community by demons! A demonic horde that came out of nowhere and don´t looted anything, not imprisoned anyone, just kill and kill, they wanted to see blood and flesh! Few escaped, among these was Hollycaryn, who saw her mentor, a loyal servant of Desna, died horribly, and the same with her friends. A die without mercy and meaning. Since that day she hasn't forgiven herself for not having helped and prevented the died of her closest friends.

After days she still hides alone in the woods on the north, only after overcoming the fear she returned. Seeing that there was nothing left, only pain and suffering, Hollycaryn just took only one thing, a sacred symbol of Chaldira Zuzaristan made for her. A gift from her mentor, made years ago.

How entered your class

After this event she remained isolated in the woods, spent months suffering, consuming her hate. On a night, in her dreams, came an image of a glittery Elven woman accompanied by an incandescent light, which took the form of a halfling that exuded a serenity and pointed to the stars. Was Chaldira Zuzaristan. So, the stars took shape, an image of a great city, walled to resist and fight against the demonic hordes.

How did you end up on Kenabres
What is your PC's goals and ambitions

Took months, and some dreams, but she could reach at Kenabres, and although discredited initially, Hollycaryn managed to get a few spaces to develop your skills as a servant of the Gods. For this, she had to deal with the arrogance of men, a lot of humans laughed from her words and expertise. She had to work months as horse´s keeper, until he had the opportunity to show their worth.

Personality

But, unlike fanatics with whom lived, Hollycaryn learned to be charismatic, and thanks to that, gradually secured a place in training centers. Her skills in combat were rapidly gaining ground, as if she had been born with a special gift.

Sheet:

Hollycaryn Smilesword
15 Point Buy
Female Halfling Paladin Sword of Valor of Chaldira Zuzaristan 1
LG Small
Init +2; Senses Perception +1
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Defense
--------------------
AC 18 {19}, touch 13 {14}, flat-footed 15 (+5 armor, +2 dex, +1 Size) {+1 dodge against foes larger than her}
hp 12 (1d10+1) [+1 Favored Level]
Fort +3, Ref +2 {+3 vs trample}, Will +1 {+3 vs fear}
--------------------
Offense
--------------------
Speed 30 ft. (20ft.)
Melee Longsword +1 (1d6+2/19-20x2) and Shortsword +1 (1d4+2/19-20x2) Or Longsword +3 (1d6+2/19-20x2) OR
Ranged Crossbow, light +3 (1d6/19-20x2)
Special Attacks Smite Evil
--------------------
Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 15
Base Atk +1; CMB +2; CMD 14
Feats Two-Weapon Fighting (Combat)
Traits Touched by Divinity, Armor Master
Skills Handle Animal (Cha) 8 [1+3+2+2], Ride (Dex) 5 [1+3+2+2-3*], Stealth (Dex) 3 [2+4-3*]
Languages Common, Halfling
Gear Shortsword (10gp/2lbs), Longsword (15gp/4lbs), Crossbow, light (35gp/4lbs), Bolt(s), crossbow [10/10] (2gp/2lbs), Scale mail* (50gp/30lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs). Silver holy symbol, 60 gp
--------------------
Special Abilities
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Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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Traits
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Touched by Divinity As long as you can remember, you’ve had an unexplainable interest in one deity in particular. You have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.

____________Trickery Domain: Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your paladin level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell.

Armor Master You have grown accustomed to wearing armor. When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

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Racial
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Sacred Keepsakes Among halflings, tradition demands that young people must perform a noteworthy task before they can cross the threshold into adulthood. As a sign of their success, most earn or claim some minor token or memento. Though these keepsakes rarely have much value, halflings tend to cherish them and often carry them to their graves. However, for those few who hear the call of the gods, these tokens sometimes prove far more useful.

Noble Needle: This sharp, sturdy needle often commemorates tasks that involve great risks or sacrifices. A halfling who uses it while casting cure light wounds can deal up to 1 hit point of damage/level (maximum 5) to herself and then add this amount to the number of hit points recovered by the target of the spell.

Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Underfoot Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses Halflings receive a +2 racial bonus on Perception checks.

Size Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Progression:
00000 xp


I would like to submit this character. I will rework him per your build rules and need to rework his background a little.


@Adriala Nightmoon: She is looking nicer!

@Melchesiech: Thanks for answering and also for the link to the player's guide! I knew I'd forgot something.

@Vindlér Farseer: Thanks for the answer and I do agree with you... the development of civilization quite fits Abadar.

@Lady Ladile: Looks nice!

@Kubular: Thanks for the interest and you reminded me that I forgot to mention something...

@Hollycaryn: Holly looks nice! Could you tell me more about her recent activity?

This AP is about fighting demons even if the PCs are the shinny heroes. I intend to make the contrast between the dark world and the light brought by the PCs quite clear.

Many encounters are quite dark and I intend to make them even darker whenever I can... after all, when fighting demons a couple disturbing things are expected. Once the players are selected I'll further discuss this with them to set a tone that feels appropriate for everyone. If you are completely against it, think well before joining in, since if selected, during the discussion you expect everything to be lightened, it might not be fun for anyone.

TL.DR: Will try to make this AP darker.


I would really like a darker version of the game. There are certain limits set by the forum though...

Rukzha's background is quite dark already, but that is obviously just the beginning... She's very much a "that which doesn't kill us makes us stronger" kind of character. She has endured many hardships without losing her way and she'll be prepared to face and learn from any situation in order to accomplish her goals and protect those which she holds dear.

Dark Archive

Oh, Dark is lovely. I tend to make my evil characters very dark and disturbing. I hope greatly to come apon a demon rapeing someone wilst eating it alive. Then I have almost plenty of reason to kill it then.

Plus, my character is a teifling, so I expect something to try to use that against her. It won't matter though, she will simply curse it and vow to send it back to the abyss.


1 person marked this as a favorite.

So here we are... I'll post this list at least once a day but it'll also be fixed in my profile.

High BAB
Goron Boulderstep - nightdeath - dwarf paladin (stonelord)
Hollycaryn Smilesword - Gilpozo - Halfling paladin (sword of valor)
Kivyx - CaptainFord - kobold paladin (chosen one)
Ragnar the Pious - drbuzzard - human fighter
Sabrina De'Foe - Edward Sobel - aasimar paladin (oath of vengeance)
Velkaria - SCKnightHero1 - tiefling paladin

Medium BAB
Ulfric Bjarnasson - Rostam - half-orc skald
Viemos Kendahan - mathpro18 - human warpriest (champion of the faith)
Vindlér Farseer - Jordan DeBord - dwarf inquisitor

Low BAB
Adriala Nightmoon - william Nightmoon - tiefling witch
Choko'un - Fabian Benavente - human witch
Deimne mac Cumhaill - Tim Woodhams - human ranger (demonslayer) [will be wizard]
Liam Teller - Minas Dyrendal - human witch (cartomancer)
Melchesiech - John Woodford - elf wizard
Rukzha Kerzuk - oyzar - half-orc witch (scarred witch doctor)

Showed Interest
Camris - no concept
DekoTheBarbarian - paladin (chosen one)
drbuzzard - fighter
Kittenmancer - human oracle or half-orc paladin/cleric
Lady Ladile - cavalier
Kubular
Nikolaus de'Shade - mindblade magus
The Archlich - bard
The Pale King - celestial bloodrager

About the darker theme, I know about this boards limits and for sure will not push it!

@Adriala: Rape is for sure out of the table, both for these board rules and for my own.


GM Toothy wrote:
The Archlich wrote:
For a bard: can he belong to the kitharodian academy and work towards fame in it?
He can definitely be a member if you can find a good reason for him to be in Kenabres. About advancing in the faction I'll have to think about since I do not know how I can tie it to this AP. Do you have any thoughts?

Hi Toothy! My idea was to simply follow the Pathfinder fame rules:

Reputation and Fame

It's based on my deeds, and increases as I level, find artifacts, this kind of thing. In fact, in each city we stop, we could assume I "bard" around my own deeds ;)

Dark Archive

Looking at that list I see why you hinted for a stealthy class...

I'm going to apply a second character. I'll make a stealthy build, possibility a Halfling

Shadow Lodge

Sweet. I've got a backstory coming together if you'd like to take a look. I think it could use some polish, its a little open ended right now, and I'm not sure about the cultists actually being in the Worldwound proper, but if that's alright with you I'd like to keep it that way. Also for the Demon they worship, I didn't have a particular idea either. If you've got any, please let me know. Or don't, keep it a secret and wow us all with the big reveal. I'd also like to use the Unchained Monk if that's okay.

10 Minute Background:

"Being in a cult has its advantages. You learn to take beatings well, being a good listener comes second only to breathing, and you learn to be grateful for the little things in life. Like breathing."

-Kai Dries

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. Raised in a Monastery where he was a stubborn child and had difficulty learning Irori's holy texts. He excelled in more physical applications and through this, Abbot Morgan was able to instill a sense of discipline in him. Kai continues to practice the forms he learned to this day. The exercises would help him maintain his sanity during the next phase of his life.

2. At twelve, he would be captured and raised with the other boys as demonic cultists who stole them into the Worldwound. Many of their spirits would be broken and would lose faith in the Gods. Within two years, only Kai still resisted. To break him, they attempted what should have been a relatively simple ritual to bereave him of his soul. For reasons unknown, something went wrong and in an explosion of light and chaos, Kai was able to escape.

3. Contrary to the propaganda he was fed by his captors, the outside world was still good and thriving. Demonkind had not yet overrun Avistan. His Brothers are still captive and possibly brainwashed.

4. Kai stands tall at 6'4", exceptionally fit and usually well-shaven. He maintains a soldier's posture at rest, and can stand for hours without moving. His garments are loose fitted brown, black, and white robes which allow mobility rather than protection. He carries a sectioned staff and a two-headed polearm with a spade at one end and a crescent on the other.

5. Kai had to survive as a beggar for almost a year before he found work at a tavern doing odd jobs. Because of this, and because of his time in the Cult, he is good at making due with little or no food.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Kai desperately wants to save his brothers from the Worldwound. He was told many times that the Crusades was no place for a bus boy, but he tries to join nearly every party of Crusaders leaving the city.

2. I want Kai to struggle at every turn. Things should never be easy for him. His strength may be prodigious, and he may become Mythic during the course of the adventure, but violence always creates more problems than it solves. A specific example I'm envisioning is what happens when he finds his Brothers? They will likely resist his attempts to rescue them, even attempt to kill him.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. Kai doesn't want anyone to know about his past. The fact that he was homeless, or that he was part of a cult. Even if it was forced upon him. He knows or believes that the average person would not understand and reject him.

2. Kai believes that he was able to resist the demonic ritual merely because his mind was strong, which was not exactly true. His patron God Irori had directly intervened when the cultists summoned a demon, but not before the Demon had already begun to absorb some of Kai's soul. When the connection was interrupted, the startled demon fed some of his own energy back into Kai, empowering the boy before he got away.

3. GM Secret!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Bron Hofstadt: The owner of The Grand, a Tavern in Kenabres that Kai works for. Bron may have needed a replacement for one of his deadbeat workers, but he still could have turned Kai away on account of his manginess. Still, Bron found it in his heart to take this poor boy in and to his luck, the boy worked hard. Bron and his wife Hilda are not exactly parents to Kai, but more like a loving Aunt and Uncle. They know he plans to leave for the Worldwound, but they're happy to have him here.

2. Gael Cross: A paladin of Iomedae and a recruiting officer for incursions onto the Worldwound. Cross has seen too many young many and women die of stupidity and shuts Kai down every time the Monk tries to find a party. He doesn't believe that Kai has what it takes to battle demons, not only that, he is fully aware of the taint Kai carries and is working subtly to find out what it is...

3. Abbot Cillian: The Abbot of the local Monastery of Irori. He is the only person who knows about Kai's history. The Grand gets whiskey and other spirits from the Monastery and Kai is the one who picks up the orders. They spend much time on philosophical and religious discussions as well as more amusing topics like stories from the Tavern. Abbot Cillian has been something of a mentor in Kai's pursuit of Crusading, and the person Kai places the most trust in.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Kai maintains strict discipline in his own life. He has a regular schedule for waking, sleeping, eating, exercise and even going to the bathroom. He is adaptable and young still, but he changing from his schedule is still jarring.

2. After meeting Helen the Milkmaid, and realizing his body's physical urges, he is wondering whether the path of a Monk is really for him. He still has no idea how to approach a girl, or even if he should, but he is starting to feel like he should keep the option of Marriage open.

3. Kai has a bit of a baby face despite his size, so its difficult for people to take him seriously.


To make a gentle suggestion (not to you specifically Adriala but in general), if the GM is aiming to stick to just 4 PCs then that means there will likely be one selection for each general role: a fighter type, an arcane caster, a divine caster, and a skills/traps person. Looking at current submissions and the other proposed ideas, I don't see too many divine casters or skills people yet... :)

*edit* Might also want to okay it with the GM before submitting a second character.


Lady Ladile wrote:

To make a gentle suggestion (not to you specifically Adriala but in general), if the GM is aiming to stick to just 4 PCs then that means there will likely be one selection for each general role: a fighter type, an arcane caster, a divine caster, and a skills/traps person. Looking at current submissions and the other proposed ideas, I don't see too many divine casters or skills people yet... :)

*edit* Might also want to okay it with the GM before submitting a second character.

This is indeed the idea but not as simple as that, since the many classes intertwine their roles... like if I pick a cleric and a magus, perhaps another melee is not required... or if a paladin and inquisitor, a skills might not be needed...

Today it is quite difficult to separate each class in these roles (not like the famous fighter/cleric/rogue/wizard from old D&D).

@Kubular: Really nice backstory, really looking forward your PC!

Anyone are more then welcome to follow Kubular's 10 minute background template!

Shadow Lodge

@GM Toothy: Thanks! I have an alias up now. Ladies and Gentlemen: Kai Dries!

I'm personally of the opinion that "party composition" is sort of a joke. Completely unnecessary for the most part with wizards and clerics in the mix. Unless there are glaring weaknesses in the party structure (no casters or a sincere lack of offense), I prefer to go with players whose playstyles mesh with the GM's. But that's just me.

Kai will fight a bit more like a rogue, darting around foes, pouncing on dangerous or isolated targets. I'm considering Dodge instead of Improved Initiative, because my AC is kind of low.


GM Toothy wrote:


Today it is quite difficult to separate each class in these roles (not like the famous fighter/cleric/rogue/wizard from old D&D).

That's fighting man/cleric/thief/magic-user ^_-.

</grognard>


There are enough witches to make an all witch party :). We could make quite the coven.

If there is a witch and another character somewhat capable of healing (paladin, inquisitor, bard etc) in the party a divine character might not be needed.

After playing a fair bit of PFS I must say I kinda agree with that to some degree the idea of "party composition" is overrated. The only thing that can't be played without is healing, and that can often be covered by wands. Anything can work, though some compositions require more creativity than others in certain situations. How well the characters and especially players mesh together often affects the success of the game more.

That said there are some good points for making sure the characters are sufficiently different. By letting everyone have something they are good at that the others are not it makes sure that everyone will get their share of the spotlight. In some situations a certain skillset is just more suited to deal with the things that come up than others. Making sure everyone get to partake in the spotlight makes the game more fun for everyone. Some of the spotlight can be replaced by great roleplay, fostered by well-meshing characters, but it's nice for everyone to be able to mechanically contribute as well. Of course another reason to pick different characters is due to fluff. Making sure everyone have a different trait lets everyone explore more aspects of the story.
I'm surprised to see so many arcane casters submitted. In the last game I applied to there were hardly any... I guess people really want to play mythic arcane characters?

While Rukzha's profile appears complete I still plan to make some modifications to the backstory and add all the points Toothy wants into a neat list.

Shadow Lodge

Incidentally, two of those Witches are my favorite submissions. This is going to be a tough decision for Toothy.


It's almost always a tough decision; some recruitments are tougher than others, though.


Just to put my two cents in on the darkness of the story, I love the idea of making this story in particular a rather dark one. It really fits the story, plus, the darkness just makes the heroes shine that much more brightly! So bring on the dark!


Vindlér Farseer wrote:
So bring on the dark!

Says the dwarf.

Sovereign Court

This is a rouge I have coming on. During combat he'll be sneak attacking and dodging, out of combat he'll be the mysterious one who blends in with the world around him.


A chance to roleplay the conflict to stay a slightly optimistic, helpful character in the face of a grim campaign sounds like a pretty good time.

EDIT:

Also figured I would add this - I plan on playing as a front line support, using the raging song to buff allies weapons, my spells to throw some minor crowd control and damage, and out of combat to be adept enough with skills to help with traps and scouting as well as be a bit of a face.

With the 15 point buy I would distribute my attributes as

str 13 [3 points] + 2 Race
dex 14 [5 points]
con 12 [2 points]
int 10
wis 10
cha 14 [5 points]


Thank you for liking my concept GM! :)

I'm still going to submit her, but I might submit another character (if I get time to work on her that is). And Velkaria is ready!

I went ahead and put in the wound thresholds as well just in case. Also, you might notice that the number of languages Velkaria's is more than what she normally could speak. This is because (in my opinion) she would already know Vudrani having been born and raised (even for a short time) in Jalmeray. I hope that is okay.

If, however, you would prefer she would know only the normal amount of languages, I'm okay with that, but I still think it doesn't make any sense for her to have to take a point in Linguistics simply to know the language of birthplace.

Also would you allow us to use the Squire feat and additional trait feats? Also was it okay that I took the hedonistic drawback?

And in terms of the darker themes, I'm okay with it, as long as it doesn't go overboard.


Archlich here! Here's my submission :) I hope you guys like him as much as I do. Kind of a different approach!


Tharasiphs sacred shield paladin guardian path here.

Should be all in the alias.


Firstly I agree with all of you about party composition... and when I mentioned I was going to 'use' it I meant more as a 'guide'... see, I'd not start to think of a party of four paladins, even if four of them made awesome PCs (and some of you did). The same applies to four witches (even if it would be fun to try)... so it is more as a 'first sketch' kind of thing.

This is also why I put the submitted PCs according to its BAB instead of its 'supposed' role/spot. Rest assured I'll consider every combination. I'm more concerned with different abilities than the 'lack' of a particular role.

@Velkaria: I'm ok with her languages since I am of the opinion that 'human descended' races should have the their 'human heritage' language. I'm going to say NO for the Squire feat, Yes to Additional Traits and Yes to Hedonist. The reason behind not allowing the Squire feat is that this AP is really have on NPCs and another one for me to RP could be cumbersome. I'm also not a big fan of letting players to control more than one PC.

Shadewhite, Alliah Heineous and Taus Arkona added to the list!

Just to let you know, from the 9 full BAB PCs, 6 are Paladins! LOL


Working on my character (internet was down for some reason yesterday and I keep my stuff on mythweavers so I couldn't do that then), and was wondering if I could reflavor the Tainted Spirit drawback as an aftereffect of the Stolen Fury campaign trait. Otherwise, I'm almost done, just have to make the familiar.

Also might make a secondary character with more of a focus on skill use than combat.


Okay. So since you're saying no to the squire feat I'm guessing that's also a no to the leadership feat as well. Correct?


Just a couple of notes on Deimne Mac Cumhaill I would list him as medium BAB, yes for the first few levels he is 1/2 BAB but then with switch to Eldrich Knight which is full BAB (so by 9th level he'll be on par with 3/4 BAB). On that topic you have a lot of front liners applied. Deimne can easily focus on his magic a bit more and go into a more support and buffing role with front line assistance when required (one of the nice bits about being a wizard, change your memorised spells and change your party role.)


With so many deciding to go for Paladins, including a few Chosen Ones, I've decided to forgo my original plan and go for an Unchained Rogue with the Rake archetype. He'll be that lovable rascal who always has a quip on his lips for any situation.


Hehe sorry, I didn't mean to cause a stir with my post about character roles; I was mainly basing it off past observation where most GMs who stick to a firm number of 4 PCs also usually state that they'll be looking to fill the traditional 4 slots (fighter, cleric, mage, thief) to go with it. Obviously this isn't quite the case here and I do agree that with so many classes, there are a lot of things that can be covered by a variety of combinations :)


Melchesiech wrote:
Vindlér Farseer wrote:
So bring on the dark!
Says the dwarf.

To quote Popeye, "I am what I am!" Haha


Rao Redflame, Human, Male, 10,11,14,12,10,17
Feats: Defiant Luck, Inexplicable Luck

Fluff:
There was something to be said about how you are living your life if someone would try to burn down an inn around you. Of course, there's something to be said about that individual's moral compass, along with some choice words about their upbringing, as well as something about their ancestors, but Rao was more awed that he survived the inn burning. There was little left but charred timber on a frame that collapsed the moment he exited, but ever since then he's learned to take it in stride.

One of several children born to the union of a blacksmith and a jeweler, Rao found more calling to him with his uncles in the tavern than he did at the forge. He learned charm, he learned a little bit of guile, he learned how to gamble, and his luck filled in the gaps. In a cosmopolitan place like Andoran, he was not surprised to find that there were Taldan and Garundi bloodlines in his family. Rather explained his desire to get out of the small town and travel, actually. So he took to the road, with only his charm and his luck to his name (supplemented liberally with his gambling gains), to see where life took him.

Sore losers and an errant flame let him discover his abilities, though the murmurings of "demon" did do enough to his reputation that when challenged by a paladin, he willingly agreed to travel with them to disprove that rumor that had gained a little too much traction. When he heard of a silver dragon, that was something that he wanted to see.


Somewhat eclectic, Rao's ancestry is displayed in his head of dark brown, curly hair that is kept out of his face by a band, skin the color of tea with cream, and the warmth in his grin. Not a front-line fighter by any means, his apparel typically consists of reds and golds, well-aware that he draws attention, and manages that well. He leads into situations with his charm, knowing that the right word said at the right time can make a difference.

Rao's role in a party would be the social individual when not in combat, and ranged fire support in combat. Not overly concerned about venturing into lands that are being contested by demons, he intends to teach them that even they should fear his flames.


GM,

Please consider Elriel for inclusion in your game.

His fluff is spoilered below.

Let me know if you have any questions and thanks for hosting.

Elriel's fluffy parts:

ELRIEL

APPEARANCE
Although not as slender as your typical elf, Elriel still walks about with a certain grace. Standing almost six feet tall, there is feral look about him. Like someone who is not used to comforts of city life, like someone who lived all his life in a frontier town. The man’s torso is tanned from outdoor life, his frame is padded with lean muscle. Green eyes and dirty blonde hair, usually tied back to a pony-tail, frame a strong jawline. A frown seems to be etched on his face.

The young man is wearing a leather armor studded with hardwood, decorated with forest motifs. Two short swords are at his side and an elven shortbow is strapped to his back.

BACKGROUND
Elriel was born and raised in Kyonin, in a nameless village at the northern edge of the Tanglebriar, the demon-haunted swamps between the southern edge of the Fierani Forest and the northern edge of the Five Kings Mountains. Needless to say, being a half-elf in Kyonin was not easy.

Up until recently, he had believed that he was the love child of a righteous paladin who had come to the Tanglebriar to learn to fight demons. The paladin had fallen in love with his mother but was called back to the front lines of the Worldwound to try to stem the demon tide. He left with a promise to return and never knew that his lady love was with child. That was the official story.

Stockier and hardier than his peers, the young Elrial still had the characteristics elven grace so manual and coordination tasks were easy for him. His impetuous personality also helped him to start fights first, and end them quickly. He had come of age and excelled in the preliminary tests that screened out potential candidates for special training. Special training in this part of the world meant training to kill demons more efficiently. He was being groomed to be an Uprooter, the special elven force specifically tasked to kill Treerazer’s demons; the new recruits were meeting that day at the edge of the demon-haunted swamp. But this was not to be.

The old sergeant in charge of training new recruits had it out for Elriel. He forcibly kicked him out, going as far as injuring the young half-elf in the process. When asked why he was being treated this way, the sergeant cursed him and told him to ask his mother. The sergeant and new recruits then went in to the swamp for some hands-on training, leaving Elriel to fume in his barely contained anger.

Elriel confronted his mother who in tears told him the true story of his birth. It turned out that his father was not a noble paladin but rather a low templar that was part of the entourage of the paladin. And his mother had been raped. At that time, the old sergeant, in love with his mother, had demanded that she abort the child but she refused.
Enraged and without consolation, Elriel decided to intern himself into the fetid swamp to seek out the sergeant. It wasn’t clear what he wanted to do but he knew it involved violence and his blades. The reckless youth soon found himself behind enemy lines and would have perished if not for his savior. He never learned her name but he remembered how she knew exactly when to sneak past demons, when to hide, and when to shoot and kill them. Her butterfly tattoo on her cheek marked her as one of Desna’s favored. A few hours later she dropped him off with an Uprooter patrol who took him to safety.

He then dreamed. And in that dream, Desna communicated with him, as she does with many of her worshippers. In his Dream, he was told to temper his anger, to forgive both the sergeant that humiliated him and the father he never knew. Most of all, he was told to forgive his mother, who only tried to keep him safe. The Dream also urged him to bolster his anger but to direct it to those that deserved his wrath. If the Uprooters were not to be, then there was a place for him in the front lines of the Worldwound.

Elriel said goodbye to his mother, packed his few belongings, and set on a path that would soon find him in Kenabres. He would offer his services and knowledge about demons and also seek out his father, if he was still alive.

PERSONALITY
Elriel has been described as impetuous and hot-headed but that could probably be said of many young men with a driving passion.

A recent arrival in Kenabres, the man is looking to offer his particular services to the Crusade and soon hopes to follow his Dream and be able to honor Desna. He understands that he was saved for a purpose and that purpose involves killing demons and demon-worshippers.

A risk-taker who lives for the moment; he is uncomplicated in his desires. He is loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.

Elriel is adaptable, action-oriented, and focused on immediate results. Living in the here-and-now, he's a risk-taker who lives fast-paced lifestyle. He is impatient with long explanations.

The young man is assertive and outspoken - he is driven to lead. He has an excellent ability to understand difficult organizational problems and create solid solutions. He tends to be intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.

ROLEPLAYING CONCEPT
Although new to the area, Elriel is very interested in getting to know the Crusade and do his part. The fact that his mother was raped by a low templar would provide some conflict for him when dealing with these people.

In combat, he will be a damage dealer, fighting with two shortswords and hoping to score sneak attacks. He will use acrobatics when feasible to get into flanking positions. Out of combat, he will provide services normally associated with a rogue (stealth, trap finding/disarming, etc.) and will interact ‘socially’ by bluffing and/or intimidation. Remember that he’s working through some anger issues. :)

Silver Crusade

Well this has really exploded with applicants, I wonder why so few run this game with so many that want to play it.

anyway, Any comments or questions for me? I tried to provide a lot of info about Sabrina

Silver Crusade

Kubular wrote:

@GM Toothy: Thanks! I have an alias up now. Ladies and Gentlemen: Kai Dries!

I'm personally of the opinion that "party composition" is sort of a joke. Completely unnecessary for the most part with wizards and clerics in the mix. Unless there are glaring weaknesses in the party structure (no casters or a sincere lack of offense), I prefer to go with players whose playstyles mesh with the GM's. But that's just me.

Kai will fight a bit more like a rogue, darting around foes, pouncing on dangerous or isolated targets. I'm considering Dodge instead of Improved Initiative, because my AC is kind of low.

I like Kai, for some reason something stood out for me, It would be interesting (for me at least) to see how Kai gets along with Sabrina.

Shadow Lodge

D'awww thanks! its kind of an honor to hear that from you. Sabrina was definitely the best written backstory in this game so far (in my opinion), only rivaled by Choko'un.

I'll be able to work on Kai some more tomorrow.

Also, I was only really interested in this game because of the way the GM portrayed it. I think I said it before but I am really looking forward to Toothy's style.


I'm throwing my had into the ring with Kevin Hurly. I need to double check the gear as it was made for a few previous WotR campaigns.

Silver Crusade

Here is the '10 minute background. Crunch and longer backstory will follow later.

"The strongest people in the world are not those who fight evil. The strongest people are those who face down evil and do good in spight of what they have seem."

-Jiora Jhaltera

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. Adolina has always worried that she is a disappointment to her parents - she lacked the strength of a true soldier and could never understand magic the way her parents did. Their great learning and application resulted in feats of magic Adolina could never match, no matter how hard she studied. Although her parents were both loving and kind, never reprimanding their daughter, Adolina felt her shame all the more because of it.

2. Adolina was bullied mercilessly throughout her childhood - as an elf and the daughter of principled pacifists she stood out dreadfully in war-torn Kenabres. This bullying left her insular and withdrawn until one day she was saved from an aggressive mercenary by one of her former tormentors, now a man grown while she remained a child still. This rescue, and his subsequent kindness, has ignited in Adolina the belief that redemption is possible for all people, no matter how evil their outside appearance.

3. Adolina's parents are war veterans and, as a result, principled pacifists. They do what they can to support the war effort but have both sworn to never take another life or to fight again.

4. Adolina never wears armour or wields weapons, in keeping with her pacifist upbringing. Her ability to create weapons out of her imagination is a power she uses sparingly - always preferring to seek a peaceful solution. This idealism is valued by those who like her and disdained as ridiculous and impractical by those who do not.

5. Due to her inferiority complex Adolina has worked extremely hard to become as competent a scholar and warrior as she can, the scholarship came relatively easily, the fighting much less so.

6. She is a beautiful woman, with long red hair and typically refined elven features. This, combined with her shyness, has made social interaction with others difficult for Adolina - a situation not helped by the loud, dangerous kind of men that populate Kenabres these days.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Adolina wants two things: firstly to impress her parents. She desperately desires, although she herself does not understand this, to do or be someone/thing so impressive that her parents neighbors will comment admiringly to her parents, rather than sneering the moment their backs are turned.

2. Secondly she want to help the war-effort. How this can be squared with her pacifistic upbringing is a source of great moral difficulty for Adolina but her goal is clear, even if the method is not.

3. I want to resolve Adolina's struggle between good and law. As a roleplayer I want to practise my depiction and explanation of Adolina's thought process by playing Adolina through the conflicting dictates of pacficism and redemption against the necessity to fight in order to protect the innocent.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. Adolina fears that the ritual from which she escaped as a child was responsible for 'corrupting' her magic from the arcane power of her parents to the inexplicable kind she wields today. She tries to cover her spellcasting with the trappings of arcane magic as a result and prefers not to cast at all if she can avoid it.

2. Adolina's escape from the ritual was in fact due to an unusual demon, who was present at the ritual. Guided by an impulse foreign to her (pity) the succubus intervened, preventing one of her sisters from possessing the child. Adolina has only the faintest memories of the ritual and is unable to explain how she escaped. Is this ok DM? I know the AP fairly well and love the titular character of book 3, hence the tangential link, but obviously this can change if it infringes anything you don't want touched.

3. GM Secret!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Jiora and Kellor Jhaltera: Two gifted warriors and Adolina's parents, Jiora and Kellor fought in the First and Second Crusades until the abandonment of Sakoris, when they lost faith in the cause of the Crusades and settled down to raise their young daughter. They raised her as a civic-minded pacifist, as they themselves became - sparing no effort for the crusades except those that required them to fight or to take the lives of others. Adolina loves them both intensely but suffers great internal affliction and moral uncertainty between their example and the realities of life in Kenabres.

2. Zekar 'the Breaker': As a boy Zekar wanted nothing more than to following the footsteps of his father, a mercenary renowned for effectiveness and brutality. Because of this he rapidly gathered a band of other boys to him and became a very effective and unpleasant bully. Adolina was, for many years, his favourite target until he joined his father’s company aged 17. Almost a decade later Adolina had been cornered in the street by three drunken mercenaries whose intentions, although addled by drink, were not wholly sociable. A much changed Zekar, older and deeply affected by the things he had seen in the Worldwound, intervened and sent the mercs packing before escorting Adolina home. A few days later he came to her house and spent some hours with her apologizing and talking about his experiences over the intervening decade. The two have since remained close friends and Zekar is the example Adolina draws strength from when she has to remember the goodness in every heart – no matter how unpleasant or dark the person seems.

3. Thestora: a cultist of Baphomet who has long resided in Kenabres, Thestora is the one who originally selected Adolina for the ritual, reasoning that such a beautiful child was an excellent host for a demon of lust and trickery. In addition, Thestora despises Jiora and Kellor for their pacifism and hoped to provoke them into breaking their vows by taking up arms in search of their daughter. Since Adolina’s escape Thestora has conducted a long running campaign of whispers and lies against the Jhaltera’s, portraying them as dilettantes and unconcerned about the city as a whole. Although Jiora and Kellor take these rumours in their stride Thestora has, indirectly, been the source of much misery throughout Adolina’s life.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Adolina has an instinctive grasp of strategy and loves to listen to soldiers retelling battles they fought long ago.

2. She has never been kissed.

3. Adolina is a clean freak and hates getting dirty. She wears gloves at all times although otherwise she generally favors practical clothes such as shirts and trousers, rather than dresses. This also helps disguise her lack of confidence (most of the time).


@DekoTheBarbarian: Even if I think your former question is moot now, the answer would be YES.

@Velkaria: Yes, I'd also ban Leadership for the same reasons.

@Tim Woodhams: Agreed, changed him in the list.

@Me'mori: Not really sure what class you are intending to take...

@Sabrina De'Foe: Actually no, Sabrina is pretty well made and developed so I have to questions for now.

@Adolina: Looking good!

Adolina and Kevin added to the list.

I know that on the beginning of this recruitment I was giving more personal feedbacks on each PC submitted but as the number of players rocketed up, I'll limit my answers for those who ask for some feedback.

Indeed there are many players interested in playing this AP but I think the big problem about it is the Mythic Rules and the tendency of 5-6 players of most GMs... To use both the Mythic Rules and 5-6 players, a GM needs to do a lot of work to remake the AP. The GM community also kind of have a lot of hate towards this AP and many GMs looking for tips to run it is overwhelmed by the hate.

There is also another problem with it, but it is a secret now and if I manage to do what I intend, you'll never discover it! ;)

Also, I'd like to ask you to put long posts in spoilers, ok?


Most GMs run APs with parties beyond what they are built for, so modification of adventures is normal. It's just mythic that goes off the rails too easily I think. I rather suspect that mythic allows differences in system mastery to shine through even brighter and you end up with large party disparities.

Though while that may be part of it, every time I've tried to play this (4x) the campaign has died even before attaining mythic status.

Sovereign Court

Here is a draft for Shadewhite's fluff

Background and Fluff:

Shadewhite is mysterious and vage. He speaks not of his past, nor where he belongs. He only fights because he believes it is right. No one knows who he is, only that he is there.

Shadewhite, or Alisius, was born in northern Chilax. His father was a lesser known adventurer. When he was only 5, a cursed intelligent sword killed his family. He was rescued by a theif that happened to be in the house at the time of the incident. The theif, a catfolk, taught Shadewhite how to weild a dagger, and use it to deadly effect.

He was 15 when his adopted father was slain by the evil blade. He bairly excaped the battle, slaying the blades weilder by luck alone. He ran away, and kept on the move. He hid his face and went by Shadewhite, but he always watched for the return of the blade.

He weilds small blades, and he only uses other weapons in dire straights. He always wares a mask and hood, and doesn't reveil his real face to anyone. He keeps to the shadows and rarely talks other than to gain information.

He is a knife master, who will be staying rouge all the way through.


The GM expressed preference for Elriel (unchained rogue) over Choko'un (witch) so here's an alias for Elriel where you can find his crunch and fluff.

Choko'un will just have to wait his turn. So good news for the witches out there; there's one less witch in the competition. :)

Let me know if you have any questions.

Game on!

Silver Crusade

Adolina has full stats now.
Quick rules question on the subject: will Canny Defense add all +3 of Adolina's Int score, or just +1/character level as in the duelist rules? The intention isn't clear in the Kensai page.

Could you give me some feedback on the character and background as is so I can make improvements when writing up the full background?

Sovereign Court

And this thread has exploded. I spent more time reading through the submission than working on my own.

I have to say. I'm impressed with most of the applicants and likely I'll have to think hard for my own submission. It's going to be hard to find something that feels to play if you catch my drift.

I'd tried this AP several times, Attempted to GM it and failed.

Seeing the number of Paladins around....I have to start thinking harder. lol


GM would you mind if I changed to a Zen Archer Monk? And also other than needing to retool to fit the AP how do you like the major points in Viemos's background?

Shadow Lodge

I remember another WotR game that seemed to be doing really well. I didn't have time to apply that time but the GM had a really extensive list of modifications/nerfs to the Mythic Ruleset. You can take a look here to see if you want to steal Borrow them. It may help to get you some solid footing on dealing with nasty builds before they get nasty.

EDIT: Also, could I get some feedback before I get back to work on Kai?

Sovereign Court

I'm applying to multiple games with shadewhite, but I will join this one over the other.

So if I'm not selected, I always have the other.

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