GM Void Dragon's WotR

Game Master Void Dragon

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Yes, I don't need a backstory, I'm awesome!

Just kidding... Or maybe not...


Will be dropping. Sorry : )

Silver Crusade

Rinfos Yornifus:

Male Human oracle 3
LG medium humanoid (human)
Init +8; Senses Perception +6,
Languages Common
AC 12, touch 12, flat-footed 10
hp (To Be Posted)
Fort +3, Ref +3, Will +3
Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +6; CMD 18
Atk Options Power Attack,
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Spells

Oracle: Spells per Day: (0/6/0/0/0/0/0/0/0/ DC:13+spell level), Spells Known: 0th - Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Spark, Stabilize, Mage Hand, Ghost Sound 1st - Bless, Magic Weapon, Summon Monster I, Enlarge Person, Cure Light Wounds
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Abilities Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 14
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Feats Armor Proficiency, Light, Armor Proficiency, Medium, Combat Reflexes, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longspear)
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Skills Acrobatics +9, Bluff +2, Climb +4, Diplomacy +8, Disguise +2, Escape Artist +2, Fly +2, Intimidate +2, Perception +6, Perform (Untrained) +2, Ride +2, Sense Motive +6, Spellcraft +6, Stealth +2, Swim +4
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Possessions Masterwork Longspear, Masterwork Chainmail, Masterwork Light Crossbow, 50 Bolts, Backpack, Bedroll, Belt Pouch, 10 Candles, Flint and Steel, Iron Pot, Mess Kit, Rope (Hemp - 50 ft.), Soap, 10 Torches, Trail Rations (2 weeks), Waterskin
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Special Abilities

Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.

Bonus Feat Humans select one extra feat at 1st level.

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary(Trait) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Rescued (Campaign Trait) At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of a friend, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills.

You gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you.

War Sight (Ex) You roll twice for initiative and take either result.

Weapon Mastery (Longspear) (Ex)
-----------------
Background

The Knight of Thorns
Born to a baroness who served the fallen city of Drezen, Rinthos quickly grew to accommodate an ever changing world. His father having passed away in the flames of Drezen's demise, Baroness Aldrotha Yornifus raised her only son in the teachings of her husband; Honor, Respect, Integrity, and Love beyond all others. The only hardship, beyond the void of his family, that came across his upbringing was that he was raised as part of a militia.

On the outskirts of the Worldwound lie men and woman who patrol its borders in an effort to contain the corruption so as not to spread further. Aldrotha raised Rinthos among those individuals, and though it was a harsh and brutal life, the young boy was able to adapt.

On the dawn of his manhood, though, Rinthos and a couple comrades decided they were to achieve the slaughter of their own demonfoe. This occurred at a great cost, for when his mother finally rescued them from the clutches of a bearded devil, her life was forfeit. With the remains of his family lost to a mistake of his own making, Rinthos vowed to never make that same mistake again, and as such, has trained in the very art of war his family was previously renowned for; the art of the thorn.

Years have passed since then, and the only inheritance he has of his family is his mother's weapon, a longspear passed down from her own lineage. Rinthos, upon achieving his own rank in the private militia, ventured out to the fields of battle, to where his mother was slain, as a means of forgiving himself the action he had taken that day. Upon arriving at the all too familiar locale, four spirits arose before him: One of the Sword, One of the Shield, One of the Bow, and One of the Helm, each of which possessing their own wisdom and prowess in battle. Since that day, he has gained profound abilities over the laws of combat, and only the souls he serves have been able to assist him in his goal to master them.

Every day since then has been spent in additional training, and furthering the efforts of those he fights alongside. Eventually, he did hear of a call to arms when adventurers need aid going into the Worldwound. Seeing this as a means of redeeming himself, Rinthos has since striven to become a part of this warband. Hopefully, his repentance will become reality.

Hit Dice Rolls: 2d8 + 14 ⇒ (3, 4) + 14 = 21

Posted For Review


GM Void Dragon wrote:

The reason that none of the original players had a backstory is because the was no original recruitment for this game. All of the players involved started out in a WotW campaign, and we decided that to offset the evil that we would run a WotR, so yes the backstories on the original characters is very small or even nonexistent, but that is because I know these people from several other games and I have an idea of how they roleplay. The reason I want a more detailed backstory from the applicants is because I don't know any of you, or have examples of your ropleplay.

Also, I will point out that while WerePox makes suggestion I will be making the final call and I judge based mainly on backstory rather than crunch. This is a personal preference just as WerePox has his own. That being said I wish you the best of luck with finding a game for your duo as they do seem interesting.

Gotcha, did not have the context. That's cool! I totally understand. I was invited to my first play by post by a friend. My apologies if anyone was offended.

Don't need to write a novel on the other extreme. Small backstories can be great, minimalism can be great.

There's a balancing act. Also, party composition is a thing. That was not what what I was concerned about though. The roleplaying part was my only concern.

I still wish everyone good luck.

:)


Valkryie Stormseeker wrote:
There was no original recruitment for this campaign, it was started among friends and two of them had to bow due to personal reasons, therefore emphasis on backstory wasn't high as we were not battling 20 other people for a spot.. In my eyes a proper build, adhereing closely to what we've asked for will trump any backstories involved.. My vote will go to the 2 characters built to make the group solid, not one with a great backstory, but insists on being melee.

Just wanted to wrap this up. My opinion is not absolute. It's just an opinion. There are many "right" answers. You seem to enjoy mechanical diversity. That is rad!

If mechanics is what you enjoy the most then celebrate that! I find it fun to find meaning in numbers and crunch. Maybe you enjoy the narrative aspect as well. I don't want to assume anything about you in particular.

Mechanics are awesome. I did enjoy looking at yours. In my humble opinion, I also think stories are interesting too. Storytelling has been long and enjoyable for people. It's an old thing. It's in film, Books, D&D, Theatre, Video Games, Music, and word of mouth.

D&D combines both, it is theoretical and artistic! Its wonderful!

I do have a Reign of Winter campaign that I am dming, and there is one slot to fill. If you are interested, I will hook you up as a commitment to my apology.

Now, if your thinking party composition wise for Reign Of Winter, you would have to go for a divine caster. ;)

If you decide to join, I am humbled by your decision. Because, time on this earth is valuable and limited. If my players are willing to spend their time, I want to make the best experience and seek constant improvement.

If you don't, no worries. You still have my respect.

Live Long and Prosper.


So, resuming the applications so far:

- Player/Character - Class:
- Ashe/Abdul-Azim Usama Samad - Aasimar Dervish 3
- Bane88/Aaron Malleus - Human Sorcerer 3 (celestial - evocation)
- Endoralis/Derrik Grunsweld - Human Alchemist 3 (granadier)
- Saltykid/Othello Bonmarlo - Human Paladin 3 (Divine Hunter - Ranged)
- Ellix/Nerevost Limuna - Half-Elf Slayer 3 (whip user)
- Cosmic Dream Lord/Ophelia Iestelle Glinathir - Elf Wizard 3 (Controller/Conjurer)
- Papa-DRB/Gabriel Worldwalker - Aasimar Cleric 2/Bard 1 (going MT)
- Dunmuir/Rinfos Yornifus - Human Oracle 3 (Battle - Reach Weapon focus)

Did I miss anyone?


I'll be converting Nerevost into a Human Weaponmaster Fighter who is an archer when I get home; since we're very concerned with being optimized.

Silver Crusade

Sorry, I didn't see the need for optimization until now. I will be pulling out.


Man I just saw this post. I have been wanting to play this campaign forever, but haven't found one to get in. I will play just about anything. I have an Ulfen Cleric and a rogue type that I could get ready. I have to go on an errand for a bit, but will be back in a few hours.

I am a strong poster, please look at my characters list.


Resubmitting Fighter Archer Nerevost. Updated in his profile, everything is correct except his skills and gear which I'll get to when I'm not on my phone.


Sheet fully updated.

Statistics:

Nerevost Limuna
Fighter Weaponmaster 3
NG Medium humanoid (human)
Init +4; Perception +3
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+6 armor, +4 Dex)
HP 32 (3d10+6)
Fort +5, Ref +5, Will +1
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Offense
--------------------
Speed 20 ft.
Ranged masterwork longbow (composite/+2) +10 (1d8+4/x3), within 30 ft. +11 (1d8+5)
Melee greatsword (cold iron) +5 (2d6+4)
Melee cestus (cold iron) +5 (1d4+3/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 14, Int 9, Wis 10, Cha 13
Base Atk +3; CMB +7(+9 Demons); CMD 19(22 vs. grapple) (22 vs. trip)
Languages Common
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Feats
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Point Blank Shot
Precise Shot
Rapid Shot
Arcane Strike
Weapon Focus (Longbow)
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Traits and Drawbacks
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Magical Talent (Prestidigitation) Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have nocaster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

Stolen Fury You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual's purpose may have
been, it didn't work out the way your captors
envisioned-rather than corrupting your soul,
you absorbed the ritual's energy and made it your own
before you escaped to safety. Ever since, you've been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changedit's
as if you've finally managed to come to terms with
your past and have turned the ritual's aftereffects to
your advantage, following the old adage of what doesn't
kill you makes you stronger. You've been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons. Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape-further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.
--------------------
Skills
--------------------
Acrobatics +0
Climb +2
Intimidate +7
Perception +3
Stealth +0
Survival +4
Survival (Find Food) +7
Swim +2
--------------------
SQ
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Weapon Training
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Gear
--------------------
breastplate
arrows (20/cold iron) (x10)
blunt arrows (20) (x3)
greatsword (cold iron)
Masterwork Longbow (Composite/+2)
cestus (cold iron)

Backpack, Common [ Bedroll; Blanket; Coin (Silver Piece) (x6); Halfling Trail Rations (x5); Rope (Hemp/50 ft.); Waterskin (Filled); Whistle, Signal; ];
--------------------
Special Abilities
--------------------
Bonus CMD (3x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Bonus CMD Grapple (3x)

Bonus CMD Trip (3x)

Bonus Feat Humans select one extra feat at 1st level.

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." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon Choice (Longbow)

Weapon Guard (Ex) You gain a +1 bonus to CMD against disarm and sunder attempts while wielding your chosen weapon. This bonus also applies on saves against any effect that targets your chosen weapon (for example, grease, heat metal, shatter, warp wood). This ability replaces bravery.

Weapon Training (Longbow) At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces Armor Training 1, 2, 3 and 4.

Background:

Training, there was only ever the training. Nerevost couldn't remember a time where he wasn't clad in armor and practicing the blade and bow. What time was there to do anything else, as he was constantly reminded; the forces of darkness never rested, and so it seemed, neither would he.

Nerevost had been born to Lilith and Ariamas Limuna, both crusaders for Mendev. He would love to say that he knew either of them, but alas, they both perished in the crusades shortly before his second birthday. Nerevost never learned all the details of his parents deaths, excepting they were killed by a powerful arcane spell caster.

And so the care for both he and his older brother Eire fell to his uncle, Fane. Grieved by his brother’s death and blaming the two boys for taking away time from Ariamas' training that undoubtedly lead to his death; Fane was never so much as a father to the two boys, as much as a drill instructor. They would work harder than anyone else Fane decided so they would not meet their fathers end, and thus continue his legacy.

They spent their youth following strict schedules and grueling work out and sparring sessions. Nerevost hated these times, but his brother Eire seemed to revel in it. Eire constantly scolded Nerevost for taking more breaks than he; when Fane would finally call them for dinner, Eire would train at least an hour longer, while Nerevost would quickly head inside.

When the boys were twelve, Fane decided they should take a trip from Kenabres up to Nerosyan to show them the capital of Mendev and all it stood for, and also to teach them more about wilderness survival on the way.

Unfortunately, about six days into the trip the three were attacked by a group of cultists. Fane moved to protect the boys and managed to kill two of their attackers. But then, over a nearby ridge a dark figure appeared, and in a single terrible word; Fane went rigid and fell to the ground, dead.

The boys rushed the mysterious entity remembering their fallen parents, and eager to avenge Fane. But the cultists intervened; the boys fought them valiantly and managed to wound several, much to the apparent amusement of the figure. But soon, apparently growing bored of the spectacle another word from the entity sent the boys reeling.

Nerevost’s head was ringing in pain; he wanted to continue fighting, to avenge Fane, to die even in battle like his parents. But he couldn’t move, wasn’t strong enough to overcome whatever force assailed him. The cultists laughed at him darkly as they bound his hands and feet in cord. Eventually, the ringing subsided and Nerevost found he could move his head again.

Looking to his right he saw much the same fate had befallen his brother as well, and they were dragged by their cords along the countryside for a long while. No one spoke during this time, and when Nerevost tried to call out to his brother, a swift punch across his face, taught him to avoid such things.

After some time had passed they came before a large cave. Pulling the boys inside, Nerevost could see an odd sort of shrine had been erected here, topped with the statue of an odd goat-like man. It was before this strange altar the boys were arranged.

Then the figure came back into sight, or so Nerevost thought at first. But upon further inspection he could tell this person was clearly female beneath her robes. Nerevost couldn’t make such discernment with the other, and this one’s voice was obviously female. While the other’s was a strange androgynous mixture of both male and female.

Nevertheless she soon had a book brought before her, and she spoke it aloud in a hard rasping voice that was not at all like hers moment before when speaking with her fellow cultists. On and on she read for what seemed like minutes, her voice changing the whole time, growing ever more excited but even raspier it seemed as it did. Soon she spoke her final words it seems as she flung her arms into the air in a flourish.

Then there was fire and pain. Flames burst alight across Nerevost’s body and he could see the same had happened to Eire. They writhed in agony as the temperatures ravaged their bodies. Then at once, the fires stopped; the pain was gone, and the cultists began to speak in rapid tongues. Eire and Nerevost sat up, their bonds burnt in the flames.

The woman cultist made to move towards them, and then, an enormous explosion of green and blue fire emanated from the two boys and swept throughout the cavern like a serpent. It charred the flesh of those it touched and left nothing but blackening bones in its wake. In an instant, the cavern was awash in fiery death, but the boys were unharmed.

Terrified they left the place at all speed. With no idea where they were anymore the boys spent the next two days searching in hunger and thirst for civilization. As luck would have it, a convoy heading back to Kenabres found them near the roads.

The boys spent much of their next few years at home, Fane had left them his estate and no small sum of money, with this Eire and Nerevost continued their training. After all, they had never learned much of anything else.

Around this time, Eire approached Nerevost with the idea of joining the Mendev church and submitting themselves to become paladins. The point of religion as the two boys had aged had become something that drove the two further apart. As Eire grew he felt the call of Iomedae and to the church; but to Nerevost, he would never forget nor forgive the cultists of their misdeeds against his parents and to Fane, and so he followed the path laid by Ragathiel; he would have his vengeance.

When Nerevost declined, Eire viewed his brother’s beliefs as an affront to the teaching of Fane and their relationship became very rocky, Eire did not speak to Nerevost much at all after this.

Eire left to join the Church and Nerevost stayed behind. He hoped one day his brother would reconcile with him, but in the meantime there was more training to be done, one day he would meet his foes on the field of battle, and he was determined to be ready.

Then, the attack on Kenabres came. Nerevost hadn’t bothered to attend the event but he knew his brother had. When he saw the devastation wrought on the city by the hands of the enemy, he knew his time for training had come to an end. He would find out his brother’s fate, and see to the defeat of the demon invasion personally.


Dotting for interest.
I'll post my character's crunch/fluff tomorrow. Looking to run a NG Aasimar Oracle of healing and control (with a little dabbling in the area of setting things on fire).


Well that was fun! Anyhoo, character fluff and crunch below!

Crunch:

Harlod McSavrock
Oracle of Pharasma 3
NG Medium outsider (native)
Init +5; Perception -1
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 Shield)
HP 24 (3d8+6)
Fort +3, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light Crossbow +1 (1d8/x2/19-20)
Melee Armor Spikes -1 (1d6-2/x2/20)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 12, Wis 8, Cha 20
Base Atk +2; CMB +1; CMD 14
Languages Common, Celestial
--------------------
Feats
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Peacemaker
Extra Channel
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Traits and Drawbacks
--------------------
Touched By Divinity (Repose Domain)
Reactionary
--------------------
Skills
--------------------
Diplomacy +13
Handle Animal +9
Knowledge (History) +5
Knowledge (Planes) +7
Knowledge (Religion) +5
Sense Motive +7
Spell Craft +7

--------------------
SQ
--------------------
Dark Vision 60ft

Celestial Resistance 5 vs Acid, Cold, Electricity

Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.
Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Favored Class (Oracle): Add +1/2 to the oracle’s level for the purpose of determining the effects of one revelation (channel).
--------------------
Gear
--------------------
Masterwork Breastplate
Shield, Heavy Steel
Ioun Torch
Sleeves of Many Garments
Antitoxin x3
Hammock
Hanging Tent
Masterwork Backpack
Glass Bottle x3
Crowbar
Rations
Waterskin

Gold: 40.9
--------------------
Special Abilities
--------------------
Spell-Like Ability: Glitterdust 1/day, DC17 (10 Base + 2 Spell Level + Cha Mod)
Channel Positive Energy: 8/day, 2d6, DC17 (10 Base + 2 Level+ 5 Cha Mod)
Gentle Touch: 2/day, melee touch, target is staggered for 1 round. If target is already staggered, it is put to sleep for 1 round instead.
--------------------
Spells
--------------------
0th
Detect Magic
Detect Poison
Create Water
Mending
Guidance

1st
Burning Hands (DC16, 3d4 fire)
Detect Undead
Cure Light Wounds (DC16, 1d8+3 positive)
Bless
Command (DC18)


Fluff:

Harlod sat, numbly staring into the small fire. The chill nipped and bit at the silent oracle, but he made no move to ward it away. Missing from his face, the charismatic grin that normally graced the smooth blue face was gone. A log in the fire fell, and the oracle whipped around, the bright glimmer of steel appearing in a hand that had sat empty a moment before. Frozen, Harlod watched for any movement in what appeared to be a place of eternal stillness. Minutes went by, timed only by the thudding of his heart. Relaxing somewhat, Harlod turned back to the fire, to his eternal stare into the fire, reliving the misfortune that had marked his day so clearly over and over.
The female warrior was screaming in pain as her blood spurted from the savage wounds ripped through her armor and across her torso.
"Help me get this armor off," yelled Harlod, voice competing with the moans and shrieks of the wounded. Gesturing at a nurse to hold his patient down, he deftly took his dagger and cut the bonds of the armor, gingerly peeling the layers of failed protection off his patient. The patient struggled against the nurse, blind with agony, causing more blood to spatter the soaked fabric of the healing tent. Speaking an unheard word, Harlod placed his blackened, burnt hand over the patients eyes and willed her into sleep. "Hurry and get her restrained," he barked at the nurse, "she won't sleep for long."
The battle between the Sun Legions and the demon incursion forces had been fierce, each side absolutely refusing to give any meaningful ground. Burning through healing resources, the Sun Legions fought through the day, meeting each attack with the fervor of Sarenae battling the rough beast. Despite the most valiant of the third and seventh's commanders, the fourth Sun Legion was slowly enveloped and cutoff from any hope of support. The last order from the first was to hold out as a rescue attempt was mounted to break through devil lines and reach the trapped fourth...that was two hours ago.
Already exhausted from battling the horde for most of the morning, the fourth was woefully unprepared for a protracted siege of their advanced position. Feather tokens had provided the instant defenses the Legion had needed to sustain in the midst of the devil onslaught, but without soldiers to man those walls...a renewed scream of pain brought Harlod back to his bleeding patient, awake but now restrained from hurting herself further.
"Bite down on this," Harlod yelled, thrusting a wooden stick into her mouth, "this is going to hurt!" With a flash of bloodied steel, Harlod began removing the barbs embedded deep within the warrior's wounds. After a moment or two of screaming, the patient went limp, unconscious from the pain. Harlod shook his head as he removed barb after barb, normally wounds such as this were a simplicity to treat. Most would close right up with a little divine power and a touch of faith, right up until the devils started 'barbing' their weapons. A nasty trick meant to slow or stop the healing of the Sun Legion's troops, the devils started coating their weapons in barbed metal fragments the length of a finger. When embedded into the victim's flesh, the barbs perverted the holy healing energies causing small cuts to become suddenly lethal. Without checking and removing these barbs, healers couldn't cast any sort of cure magic without risking the death of their patient.
Pulling the last barb from her flesh, Harlod swept up and down the warrior's body, hands check for any missed barbs. With a soft sigh of relief, Harlod channeled the holy power of Pharasma and closed the wounds of this patient.
Smiling softly, Harlod turned to the nurse and dropped his tools to the floor. Towering over the body of the nurse stood a green monstrosity holding a twisted glaive dripping with fresh ichor.
Grinning and stepping over the nurse, the Barbazu laughed, "so the poor Legion healer finally notices his doom is upon him."
"I'm just a healer, I haven't hurt anyone." Harlod tried to back away from the devil, empty hands held outstretched.
"Foolish angelspawn! Do you think it matters to me whether you're a healer or a fighter? Healthy or sick?" The devil hoisted his glaive and its attention shifted to the unconscious warrior. "A pity, that one was one of the better fighters. I almost feel as if..." the devil jumped back as a gout of fire sprayed over the warrior's body.
"Don't you dare! Do not touch my patient!" Cried Harlod, hands quaking from the fire that had just spilled forth.
Silent for a moment, the devil began laughing. "Poor angel spawn, you can do nothing to stop me!" Stepping forward, he brought the glaive down upon the warrior with a sickening crunch. "It's been some time since I've tasted the blood of an angelspawn...too long."
Harlod watched in horror as the devil moved closer to him and gripped him by the throat. He felt his feet lift off the ground as he struggled to draw air into his lungs. Staring into the devil's cold, yellow eyes he heard a soft pop as his vision darkened. A moment later a blade burst through the devil's chest and the hand loosened from around his throat. Collapsing to the ground, Harlod struggled to look up at his savior as darkness swam in his vision. A crimson, eight-pointed star emblazoned the dark blue chest piece of his savior. Slumping to the ground, Harlod heard his name being called, but could not summon the strength to answer.

There was the soft rustle of metal links as someone entered his little cave. The same crimson star decorated the armor of his visitor, commander of the second legion, Tarvis Nekba, better known as "Kilowatt".
"Harlod," Tarvis spoke gently, "take some time off, rest, recover. We need time to rebuild the 4th. We'll find you when the time is right." Tarvis stood. "Better be ready solider, the dawn is coming."


Alright seeing as how there hasn't been much activity since Wednesday I will be closing the recruitment right now. Anybody who has expressed interest has until the 8th to finalize characters and get them submitted here. After that I should have my picks for new characters done on the 9th and gameplay should start up on the 10th.


Sounds good! I'm excited :D


Alright


Alexander Kilcoyne's Oread Monk submission. Got inspired by the Stolen Fury campaign trait, which is a very large part of this character's history and motivations.

Andanan Sumna-

Background Story/Appearance-

Bala Sumna was a devout, happy Vudran. A strong, tall young man with ebony black hair, and an especially extravagant beard. Bala took a great deal of pride in his hair; which only made the complete loss of it more painful.

Born into the middle of society, Bala had just exited his teenage years. A little slower than average in his studies, Bala was more devout than scholarly. His relatively simple mind took great pleasure in learning the mantra's of the many hundreds of Vudrani deities, and his family was pleased to see that he would likely be born into a higher caste in his next rebirth. He had, of course, heard of the Inner Sea Region, but he never expected to visit it. He was more than content to live out his life in one of the smaller Impossible Kingdoms- he used his prodigious strength to work as a labourer and split his time between that job and serving in the temple. While he dabbled in martial arts as many Vudran did, he never truly committed to it despite a certain aptitude. At the age of nineteen, Bala could truly say what many in the chaotic continents of Avistan and Garund could not; he was genuinely content with his lot.

Enter Stolen Fury, Andanan's campaign trait.

Alas, it was not to be. His strength and general heartiness of body, combined with a low caste and a simple mind, made him a near-perfect candidate for the demonic-worshipping cultists, whose influence had spread as far as the Impossible Kingdoms. Deceived and kidnapped, Bala had been chosen for a nefarious ritual.

Bala did not truly understand what happened that day in the ritual chamber. His memories of it are somewhat foggy, but he distinctly recalls being tortured with acid upon a stone table. He remembers the howls of frustration, near-drowned out by his own screams of pain- as something clearly went awry. Somehow, the acid and the magic Bala was subjected to did not have the desired effect. Whatever the cultists were hoping for did not come to pass. Bala's swarthy Vudrani skin hardened as his frame grew, enhancing his already potent muscles. His soft, almost curved features gained a hard, chiselled edge to them. Bala literally crystallised, granite rocks spontaneously forming upon his twisted body. His eyes became glazed over with a thin layer of gemstone and he lost his hair in the transformation; his new "skin" now an earthy-grey colour.

His new form at least gave him the strength to break his bonds, and Bala escaped, his rock-like fists shattering many bones in the panicked fight that followed. His hands and forearms left small shards of rock and crystal lodged in his foes bodies, causing tearing and bleeding beyond the mere bludgeoning of his fists.

Re-fluffing Belier's Bite feat essentially, so that Andanan's own rocky texture is what causes the bleed damage.

Although Bala escaped, he was barely able to come to terms with his new form, one he considered, quite frankly, hideous. He instinctively knew he would have no place in the caste-dominated Vudrani society which he was so fond of; he would be treated like a beggar by his own family, cursed or worse. His travels began the very same day he escaped the ritual.

A few years have passed since that day. Bala, now styling himself with an Oread name, Andanan (given to him at a remote monastery in Jalmeray by a reclusive order of those rare earth-touched people); passed the gruelling physical and mental trials they set before him before training him. He has embraced his new life with a calmer, more enlightened outlook, although he kept his last name as an honorific to his Vudrani people. Deeply connected to the natural world, Andanan has become very intuitive and wise beyond his years.

Andanan has taken a vow of Truth in order to live a pure life and be rewarded in his next. He is driven and serious in his intent; which has now become clear in his travels. He is not sure what the cultists tried to do to him, but he knows first-hand the evil demon's and their ilk can inflict on unwilling victims. Thus, Andanan has travelled to Mendev; seeking to join the Crusades and serve as best he is able. He gladly pledges himself to a life of service and justice, fighting demons and the chaos they leave behind them in their wake at every opportunity.

Andanan prefers to fight with what Fate gave him; two hardened, stony fists; but he often uses his new-found Oread heritage to enchant pebbles he keeps in a pouch on his person, to be used either with his trusty sling or simply hurled at foes. He carries two Kama upon his belt as well, used more often for helping with harvest's when volunteering as a farm hand to work his way to Mendev than on living foes. He also favours a quarterstaff, having grown accustomed to the traveller's favoured tool during his long journey. A firm believer in being ready for whatever life might throw at him, Andanan carries a surprisingly large array of tools and mundane items in his hefty backpack.

While people do not generally discriminate against Andanan based on his form (as frankly, it is not nearly as unseemly as say a Tiefling's), he nevertheless is still a little uncomfortable in his own skin. The Human/Oread is friendly enough once he feels accepted though, if perhaps still quite reserved and a little awkward.

Refluffing-

As mentioned, both his trait choice (Stolen Fury) and feat choice (Belier's Bite) have been re-fluffed somewhat, but mechanically are untouched. I've tried to leave Stolen Fury reasonably vague in case it has repercussions later in the game.

Crunch/Mechanics-

Andanan's statblock is listed in the following spoiler, as well as fully visible on this profile.

Andanan Sumna:

Andanan Sumna
Male Oread Monk (Monk of the Sacred Mountain) 3
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 17, flat-footed 17 (+1 Dex, +2 natural, +1 dodge, +5 untyped)
hp 27 (3d8+9)
Fort +4, Ref +4, Will +8
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Offense
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Speed 30 ft.
Melee kama +6 (1d6+4) and
. . kama +6 (1d6+4) and
. . quarterstaff +6 (1d6+6) and
. . unarmed strike +6 (1d6+4+1d4 bleed)
Ranged masterwork sling +4 (1d4+4)
Special Attacks flurry of blows, stunning fist (3/day, DC 16)
Oread Spell-Like Abilities (CL 3rd; concentration +0)
. . 1/day—magic stone
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Statistics
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Str 18, Dex 12, Con 12, Int 8, Wis 20, Cha 5
Base Atk +2; CMB +7; CMD 23
Feats Belier's Bite, Deflect Arrows, Dodge, Dragon Style, Improved Unarmed Strike, Stunning Fist, Toughness
Traits martial manuscript, stolen fury, wisdom in the flesh
Skills Acrobatics +11, Knowledge (arcana) +2, Perception +11
Languages Common, Terran
SQ ac bonus, crystalline form, doubt, fast movement, maneuver training, monk vows (vow of truth), stunning fist (stun), unarmed strike
Combat Gear potion of cure light wounds (2), potion of enlarge person (10), potion of magic fang (5); Other Gear kama, kama, masterwork sling, quarterstaff, backpack, masterwork, bedroll, belt pouch, blanket, winter, block and tackle, chain (10 ft.), crowbar, grappling hook, manacles, masterwork, portable ram, shovel, folding, signal horn, skeleton key, tent, small, 38 gp, 4 sp
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Special Abilities
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AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Martial Manuscript +2 to confirm critical hits with Unarmed Strike and Monk weapons.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Skeleton key Use a +10 Disable Device for one try to open a lock.
Stolen Fury +2 trait bonus to CMB vs. Demons
Stunning Fist (3/day, DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.

Player Details-

I've been active on Paizo forums for about 4/5 years now, running three of my own games. I'm not going anywhere anytime soon :). Timezone is GMT+0 but I keep strange hours so that is not much of a guide.

Party Role-

Andanan is primarily a hard hitting, relatively high AC front line combatant who will also dabble in scouting if it is necessary. I am extremely interested in entering a re-fluffed Brother of the Seal prestige class. If this option is unavailable, he will likely pick up the Four Winds archetype instead. But frankly, the imagery of smashing foes around the battlefield into each other with Awesome Blow or smashing them through walls is too epic to not pursue.

If the Prc is available, Andanan also picks up Trapfinding around level 6 and can be the party's trapspotter/disabler.

Mythic Path-

Andanan will go down the Champion mythic path.

Edit: Updated for 3rd level.


Posting for forum character sheet in case this was a requirement for finalization.


Finalization only means that you have posted a background and the crunch for your character.


Ophelia is now ready to go!


Was finally deciding on how to make this campaign attach well. Derrik will basically be done in a few moments.


Okay Recruitment is now closed. I will be looking over character submissions and by the end of the day I shall have my picks. Thank you everyone who submitted a character I'm just sad that I won't be able to get everyone.


Good luck to everyone.


More power to people.


Best of luck everyone.


All right after looking over everyone I have made my decisions. I will be taking 3 people. Here they are in no particular order.

Cosmic Dream Lord/Ophelia Iestelle Glinathir - Elf Wizard 3
Treefolk/Harlod McSavrock - Assimar Oracle 3
Ellix/Nerevost Limuna - Half-Elf Fighter 3

I wish to thank everyone who applied, and I wish you all the best of luck with finding games for your characters. For the three who were picked please go to the discussion tab and introduce yourselves. I shall have a gameplay post introducing the new players up sometime tonight or tomorrow.


Not surprised but to be fair, I did not try as hard.. The Alchemist was less enjoyable than the cavalier I was gunna do.

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