[PbP] Wrath of the Righteous (Inactive)

Game Master Rorrix

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Oops, yeah, meant GP. My bad, long school day.


Actually, I have another idea that I'd think would be great fun. It does bring with it another question though: Would you allow small sized Tieflings as per the sidebar in Blood of Fiends?

He'd be a Halfling born Tiefling of either standard or demonic descent who was born in Kenabres. I'd be looking at Rogue with either Wizard or Sorcerer and later Arcane Trickster. He'd be a rogue with spell support.

Liberty's Edge

Ok...

I'll set up an avatar if chosen...my proposed character is Valtoris, a tall, dark haired transmuter with flashing eyes and a hard demeanor...

I can have him built over the weekend, if it won't be too late.


Crunch:
Grent
Male Human (Kellid) Barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +0
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Offense
--------------------
Speed 40 ft.
Melee greatsword +4 (2d6+4/19-20)
Special Attacks rage (6 rounds/day)
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Statistics
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Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Alertness, Defiant Luck
Traits hard to kill, stolen fury
Skills Acrobatics +6 (+10 jump), Climb +7, Intimidate +4, Perception +6, Ride +6, Sense Motive +2, Survival +4
Languages Common, Hallit
SQ fast movement, tireless rage
Combat Gear potion of protection from evil; Other Gear bulette leather, greatsword, backpack, masterwork
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Special Abilities
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Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stolen Fury +2 trait bonus to CMB vs. Demons

Backstory:
Kidnapped, drugged, and about to be sacrificed by the Cult of Baphomet in a ritual during his early days adventuring on his own, the cultists reckoned without a Northman's savage survival instinct. He began to wake after the incantations had started, and just as the knife nicked his flesh, he gripped it and stabbed the cultist who had dared to touch him in the wrist. From that point on, it was a massacre. The weak, squishy cultists fell before the screaming rage of a true Kellid.

Ever since that day, Grent has made it his mission to wander the lands surrounding the Worldwound, slaughtering cultists, collaborators, and weird devils alike. Some have taken him for a hero, but what drives him is not the eradication of evil, but an overpowering hatred of demons and those who would align with them.

But he has grown weary of the fight, and comes to Kenabre hoping to retake Sarkoris and close the Worldwound once and for all.

Roleplaying sample:
Grent, covered in blood and wounds from the fight, sets the still-dripping head of the Babau on the table. Its face is etched in a now-permanent snarl of pain, and the Kenabrean man who asked him to dispose of the demon now flinches from its unearthly visage.

Sounding stupid even to himself, the Kenabrean says, "It-It's dead, isn't it?"

Grent smirks. "I can cleave the head in two for you, if this is not proof enough of the creature's demise."

[b]"N-n-nuh-no, no, that... It's fine." The Kenabrean man babbles.

"I was promised reward,"[b] says Grent. [b]"Where is it?"

"Ah, the - Yes, I - R-right this way, please." The man leads Grent to a small box and hands it to him. Grent opens the box. There is a gem inside. Grent pockets it unceremoniously and strides to the front door.

"A-a-aren't you, er, won't you... We should offer you hospitality, at least!"

Grent stops, turns, grins a wolfish grin. "The chance to bathe in demon blood is all the hospitality I require, Kenabrean. To stay and eat would be like braiding a mammoth's tail. Pointless." And with that, Grent leaves, shutting the door.

And now to Kenabres proper, he thinks, and begins the long trek back.[/b]

The last one's a little thin, I think, but it should give you an idea of the sort of character I'm going for.


Sorceror looking for some action as the Han Solo type that eventually does the right thing after starting out somewhat conflicted.


Oh, right, I was supposed to provide an example of my plan for the character and his role in the party, wasn't I?

Plan for character:
My tentative plan for the character is pretty simple. His hatred of demons may at some point threaten to consume him, at which point it's used against him. This leads to a realization that he needs something real to hang onto lest he himself become corrupted. Typical temptation-of-the-Dark-Side stuff, but I think it'll be fun to play.

His role in combat will be the standard Barbarian one - a straight-ahead melee powerhouse whose instinctive response to an ineffective hit is to hit harder.


Here's the other half of my application, the crunch and writing sample. Let me know if you'd rather I wrap this all up into one post for convenience. I'd prefer to not make an alias for Paige before I know if she's in or not, just to keep things less cluttered.

Crunch:
Paige Sentine - Cleric 1
Neutral Good Medium Humanoid (Human Female)
Init + 1; Perception + 3
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DEFENSE
------------------------------------------
AC 16, touch 11, flatfooted 15 ( +1 Dex +5 Armor)
HP 10 (1d8 (8) + 1 Con + 1 Class)
Fort +3, Ref +1, Will +5
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OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Scimitar +2 1d6+2, 18-20/x2, S
Ranged
Longbow +1 1d8, x3, 100 ft, P (+2 1d8+1 within 30 feet)
Spells Prepared
1st DC 14: Sun Metal, Shield of Faith (Domain)
0th DC 13: Create Water, Enhanced Diplomacy, Light
------------------------------------------
STATISTICS
------------------------------------------
XP 0
Str 14, Dex 12, Con 13, Int 12, Wis 16 (+2 Racial), Cha 13
Base Attack +0; CMB 2; CMD 13
Feats: Martial Weapon Proficiency (Longbow), Point-Blank Shot
Traits: Touched By Divinity, Blade of Mercy
Favoured Class: Cleric (1 HP)
Skills:
Acrobatics -6 (+1 Dex -7 Check Penalty)
Diplomacy +5 (1 rank + 3 class skill +1 Cha)
Climb -5 (+2 Str -7 Armor)
Heal +7 (1 rank + 3 class skill + 3 Wis)
Knowledge (Religion) +5 (1 Rank + 3 Class + 1 Int)
Perception +3 (3 Wis)
Sense Motive +7 (1 rank + 3 class skill + 3 Wis)
Swim -5 (+2 Str -7 Armor)
Languages: Common, Celestial
Equipment: Scale Mail, Scimitar, Longbow, Arrows (40), Blunt Arrows (20), Silver Holy Symbol Flask of Sarenrae (loaded with Holy Water), Explorer's Outfit, Belt Pouch, Sack (3), Waterskin, Hemp Rope, Signal Whistle
Current encumbrance: 71 lbs (Medium Load)
Money: 17 gp, 9 sp
Carrying capacity: 58, 59-116, 117-175
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
Class Abilities:
Aura:: Paige has a powerful aura of Good.
Channel Energy: 1d6 4/day
Domains: Glory, Healing
Spontaneous Casting: Paige can channel stored spell energy into healing spells that she did not prepare ahead of time. She can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Domain Powers:
Glory Domain: When Paige channels positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory: Paige can touch a creature as a standard action and give it a bonus equal to her Cleric level to a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creautre touched elects to apply the bonus to the roll. She can use this ability 6 times per day.
Rebuke Death:[/b] Paige can touch a living creature below 0 hit points as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels she possesses.

Traits:
Touched by Divinity: Good Domain chosen, Protection From Evil 1/day.
Blade of Mercy: When striking to influct nonlethal damage with a slashing weapon, she does not take the -4 penalty on her attack roll, and gains a +1 trait bonus to nonlethal damage inflicted with a slashing weapon.

Writing Sample:
Paige rose every morning with the sun, reflexively stirring from her slumber when those first golden rays peeked in through her open window. It was not, to her surprise, common practice in the Church, but she did it anyway in an act of reverence that she hoped Sarenrae saw. In her mind, the sunlight tickling her face and filling her eyes each morning was her goddess smiling upon her, the same way she so frequently filled the darkness of her troubled dreams with that same warm, bright embrace.

Pulling herself from bed, she knelt in front of the open window and stared up at the sun peeking over Kenabres' eastern wall. The love and warmth of Sarenrae filled her as she meditated on the golds and oranges washing over her face. The rush of divine magic stirring inside of her renewed her. Magical emptiness was a feeling she could never feel to convey, an exhaustion understood by nobody but her fellow clerics, but each morning she was filled up with more of her goddess's will, renewing her with her blessing and sending her off to enact her will and perform good.

If she was lucky, that "good" would no longer be a cloistered away life spent sermonizing about redemption and Sarenrae's love. She genuinely believed what she said, and despite her youth was often put up to preach more often than the older clerics, but she knew that she could offer more to the Dawnflower than merely spreading her word. Outside the city walls a war raged, and she wanted desperately to join it, to avenge and honour her parents. There was no chance of doing that locked away in the church. She needed to be out there, joining the Crusades and making the difference she was born and destined to. There was no way Sarenrae put so much stock in her simply to have her squander her abilities by sermonizing for her whole life.

"Please, Sarenrae," she said when her meditation was over and she felt brimming with divine power once more. "Let me fight for you. I'm ready to bring you glory on the battlefield instead of the street corner. My sword will swing true in your name and I will offer atonement or death to every fell creature in my path. Just give me a chance or a sign; I'm not questioning my faith in you or your judgement, but this life is not the one I need to live, nor the one I can serve you best in."

Once she had finished pleading to the sun for some circumstance to bring the Crusades to her, she got up from her knees, brushing away some of the dust that stuck to them from her hour in the same position, and set off for the bath before the rest of the church awoke to occupy it.

Now that her crunch has come together, it's a little clearer exactly how she'll play out. The archery is not going to be as big a part of her as the feat selection would suggest; the only other bow feat she'll probably be taking for the next while is Precise Shot so she isn't running the risk of harming her allies. She will when possible wade into melee because, as a devout servant of Sarenrae, she takes pride in her ability with a scimitar. The archery is mostly for when either she can't physically get into melee, or she's weak and doesn't want to risk going down when she's the main healer.

Magically she's definitely going full support. Glory gives a lot of good combat buffs even early on like Shield of Faith and Bless Weapon, while the Healing domain will make her excel at healing once she hits 6 and heals for an extra 50%. I know in-combat healing can often get a bad rap around here, but it's nice to have when the tank or main damage dealer goes down, and there's always plenty of need for healing once the fighting is over. Alignment Channel will also be an option, so that she can start dropping AOE channel damage onto enemies as she gets stronger.


Will we be going mythic, as the AP suggests?


Rorrix - since you're good with alternate tiefling heritage, is is safe to assume you'll approve alternate aasimar heritages? Heck, rather than assuming, perhaps I'll ask you: Are you okay with alternate aasimar heritages?

I'm thinking a garuda-blooded archery ranger, with a serious hate on for demons (a la the Stolen Fury campaign trait and evil outsider favored enemy). His experience during the demonic ritual as a child has left him a bit damaged, so he's got a noble visage, like a proud eagle, but can get quite twitchy and weird at times, like a startled bird.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Tsiron Ragmar wrote:
Hey Morph! Remember me? (I personally think Immolator is great damage archetype and good for fighting demons with fire resistance, which is good for an inquisitor. Plus, that capstone ability just screams "awesome.")

Yep! I remember. And yeah, that was what I'd thought at first (and the reason I was going Ifrit), but giving up Bane (and smiting judgement to bypass DR) is just too rough. I'm probably going to pass on it.

Tsiron Ragmar wrote:
Anyways, what are the campaign traits for WotR? This is my first time.

Check out this handy-dandy download right here and see for yourself. :)


Hey now, I've been hoping to try this adventure path out for some time now, so here is the beginning for my submission. Lisandra is an Emberkin Sorcerer with the Celestial Bloodline, and the Riftwarden Orphan campaign trait.

I'll flesh out the background and character sheet details tomorrow night, as I'm passing out at the keyboard at this point (it's been a really long day).


I'm kind of obsessed with demonic characters, so I think I'm gonna make a Hungerseed/Oread (can't decide). Level progression's gonna go like this:

Unbreakable/Titan Mauler/Unbreakable/Titan Mauler 2/Inquisitor the rest of the way. Does this sound good to your guys?


Crunch:
Zoren of Fangwood
Male Tiefling Ranger 1
CG medium humanoid
Init +2 Senses Darkvision (60ft) Perception +6

DEFENSE
AC 15, touch 12, flat-footed 13
HP 12
Fort 3, Ref 4, Will 2

OFFENSE
Speed 30 ft
Melee Sword, two-bladed +4 (1d8+4/19-20/x2) or Sword, two-bladed 0/[-4] (1d8+3/[1d8+1]/19-20/x2/[19-20/x2]) or Kukri +4 (1d4+3/18-20/x2) or Morningstar +4 (1d8+3/x2)
Ranged Crossbow, light +3 (1d8/19-20/x2)
Space 5 Reach 5

STATISTICS
STR 16 DEX 14 CON 13 INT 12 WIS 14 CHA 8
Base Atk 1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (Sword, two-bladed)
Skills Climb +6, Handle Animal +3, Knowledge (nature) +5, Knowledge (planes) +6, Perception +6, Stealth +7, Survival +6, Climb +6, Handle Animal +3, Knowledge (nature) +5
Traits Touched by Divinity (Shield of Faith, 1/day); Fiend Blood (Knowledge: Planes, +1 & class skill)
Languages: Common, Abyssal, Infernal
Gear: Sword - two-bladed, Crossbow - light, Kukri, Morningstar, Bolts - crossbow, Cold Iron, Backpack, Bedroll, Pouch - belt(4gp), Flint and Steel, Rations - trail (per day)(5), Rope - silk(50 ft), Torch(2), Waterskin, Sack(empty)(2)

Backstory:

Zoren was born to Lady Anya of the House of Tilernos. She had only been with the Knights of Ozem for a short period of time before her squad was ambushed and she was ravaged by demons. Her faith in Desna had been tested that day, but she managed to pull through with Desna's blessing. When she found out she was with child, she knew that it could only be demonspawn and sought to end her on life lest she bring such a child into this world. A fellow warrior, once a knight, but now a Paladin of Desna, convinced her stay her hand give birth to the child. He told her that he could see a bit of divine spark within the child already. She returned home to have the child, but with some convincing by her father, Anya took the newborn to an orphanage of Desna and left him in there care with a simple letter to be given to him when he reached adulthood. There he would be raised by the clerics, priests, and other disciples of the Lady of Valor and hopefully that "divine spark" that the paladin spoke of could be cultivated enough to scour away the darkness already upon him.

Things were hard for a long time for Zoren. Ridicule and torment from his fellow orphans and from some of the clergy. He eventually found solace in another tiefling, a girl named Tiefa. From day one, they became inseparable and got into all kinds of mischief. When the two were selected to go to the Ranger compound to learn to become rangers, they were both excited. The Master Hunter there named Reese was not too pleased at first to have demonspawn in his camp, but he had a long standing agreement with the orphanage and could not renege. To his surprise, they both excelled in their field of study. She with the longbow and he with the double-bladed sword. It was a choice she always picked at him about. "An odd choice for a Ranger." She would always say. He would ignore her and go back to practicing. About ten years after their arrival, Tiefa began to slowly change. She became angrier and more distant and even their relationship had become strained. There were times when he would catch her blackly staring into the woods, but would brush it off as exhaustion or some such. Rumors began to spread about the camp that she was "succumbing to the darkness in her", but Zorn knew it could not be that or at least he hoped it was not. Even as beautiful as she was, Tiefa had always been angry about being born a tiefling, but Zoren knew she had control of her bitterness.

One night after hearing her leave her tent, he followed her into the woods after leaving a quick note for the night watch. She walked north for an hour before reaching a clearing where he found her waiting. He came out of the shadows and called to her. She was surprised and told him he should not be here. As he began to question her, a Glabrezu appeared behind her and runs her through with one of its claws. Zoren runs to attack the Glabrezu, which easily evades his attack and is about to kill the young Ranger when an arrow takes it in the shoulder. The watch had followed him and were now rushing into the clearing. The Glabrezu cursed him for ruining his plans and teleported away. Zoren went to Tiefa and held her in his arms as she whispered, "I didn't know...makes sense now". He swore to her that he would avenge her death and he would not stop hunting the demon until his dying day. She died moments later and Zoren has devoted himself to demon hunting ever since.

Still need to work on personality and writing sample...will have by midnight.


As I continue to ponder and craft, another question has come up: Since you expressed a willingness to waive flavor text, I'm wondering what you think of my taking the Asmodean Demon Hunter trait? Having been exposed to demonic cultists as a child seems like a reasonable way to have learned a bit about demons (thus the bonus on Knowledge (planes)) and developed a strong will to resist them (thus the bonus on mind-affecting demon spells).

I'm also interested to try a drawback. I've never played with them, and I think it sounds cool and would give a game-mechanic element to my character's story. He's fiercely proud of who he is, though he's pretty odd-looking and jumpy, and feels he's destined to be a great demon-hunter - if people would stop calling him names like "feather-brain" and take him seriously. Seems the Pride drawback would fit nicely.

Any thoughts on this are welcomed.


Yes, Aasimar heritages are also acceptable.

Edit: @Khelreddin Yes, that trait is fine.


I think I'm just gonna watch from afar on this one. I have an amazing idea for this campaign, though it's gonna require tons of tactical movement. Best of luck all!


I guess I didn't post about party role. Sarge would be a decent melee/ranged switch-hitter, with the ability to play a skill role if needed. If there's no other skilled class in the team, I might dip rogue for extra skills and trapfinding. Otherwise I can concentrate more on fighting if there's others who can play that role.


Zoren of Fangwood wrote:

** spoiler omitted **

** spoiler omitted **...

Forgot to add Special Abilities...

Special Abilities
Favored Enemy: Outsider(Evil), +2 to Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls
Track: +1 to Survival checks to follow track
Wild Empathy: Can improve the initial attitude of an animal, +1 to check


Rorrix, how do you feel about small sized Tieflings? Halfling born in my case.

Silver Crusade

Xantrius would be a front line fighter/tank to start, and once he gains the ability to channel energy I'll probably give him Alignment Channel to blast demonic foes.

If you do use the Mythic rules, as a Marshal he will be able to support the other characters and help with battlefield control.


You said, minmaxing is okay, but be prepared to roleplay accordingly.

What if we stat drop cha, but put skill ranks into some of the cha skills, like diplomacy, bluff, etc. How would cha be roleplayed then?

Like a very diplomatic and deceptive but not very charismatic character?

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
DoubleGold wrote:

You said, minmaxing is okay, but be prepared to roleplay accordingly.

What if we stat drop cha, but put skill ranks into some of the cha skills, like diplomacy, bluff, etc. How would cha be roleplayed then?

Like a very diplomatic and deceptive but not very charismatic character?

That would be up to you, man. There's no rules about the "correct" way to RP.

Though in that case I would say it'd be a person with little natural charisma, but who has practiced and trained very hard to become good at it. There's a lot of real people just like that.


What do you think of a Dex based cavalier Catfolk Order of the Seal who protects Kenabres' wardstone? Is that viable? Just testing the waters here, want to see if an idea I came up with in the middle of an Imani Coppola song was viable.


@Cuan: Small Tieflings are fine!

@DoubleGold: What Morphling said.

@Tsiron: Yeah man, whatever floats your boat.


Role:
Front line combatant...group tracker...Knowledge of demons(planes)

Personality:
Since the death of Tiefa, Zoren has taken on a pragmatic attitude toward life. "Hope for the best, prepare for the worst" is one of his favorite sayings. He has picked up a bit of a sarcastic streak through his travels. When part of a group, he tends to be somewhat quiet, but only until he has assessed the group before him. He knows most will simply distrust him for being a tiefling, but he does not hold it against. Having said that he will defend himself from the more aggressive of the bigoted. Although still handsome for a man, Zoren is still self-conscious about putting his demonic features on display. He has also wanted to learn more about his mother, her fate, and House Tilernos in general. He suspects there may be some kin already on the frontlines which makes hime apprehensive.

Roleplaying:

"Honestly...who doesn't check the basement of the abandoned house in town when people start to go missing?" Zoren asked as he and one of the braver village watchmen hacked into a Cacodaemon. He also had to give thanks to the village's resident wizard who'd used Ear piercing scream to daze the daemon. They had gotten lucky. He stabbed the demon again for good measure.

Zoren searched dank basement for the Soul Gems the Cacodaemon had thrown up after killing the four people from this village and the one traveler. It did not take long to find the small gems. "Mother Moon, please guide these wayward souls to the afterlife." He said before stomping on them and crushing them to fine dust. The two villagers looked at him suspiciously.

"What?" He asked the watchmen and the wizard. "Those were gems that contained the souls of your fallen. Now they are free. Err...speaking of free...about that reward."


Hmmmm... Would you allow me to take Plumekith racial bonuses, but the rest of the traits from Catfolk?


Writing sample from the first WotR he was in before the DM stopped:

The well-dressed courtier seems to be comfortable in the crowd by the nobles as Lord Hulrun takes the stage. His dress and grooming seem to be similar to that of the nobility of Cheliax, the land of the devil worshippers.

The comely, androgynous man is dressed in a silk courtier's outfit, and he would embody manly perfection except he has a large 'unihorn' spanning his face and sticking out of the locks of luxurious black hair he wears long.

Rather than looking at the sparring matches, he seems to have his gaze lingering for moments on the other nobles as if making a quick assessment before moving on to the next. His mannerisms are reminiscent of an animal low on the food chain assessing the threats around him before drinking at a watering hole.

Let us see if you are empty as Chelaxian rulers, Lord Hulrun. I expect more of those on the edge of the Worldwound than in complacent Cheliax.


I just got accepted into a WotR campagain. SO I would respectfully withdraw my application! I wish you all the best!


Hmmm... What do you guys think as kind of a summoner "Phalanx" build, a Broodmaster that has all of his Eidolons take teamwork feats? Or should I just go Mutationist?

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Rorrix wrote:

Application Rules

No summoners.
Tsiron Ragmar wrote:
Hmmm... What do you guys think as kind of a summoner "Phalanx" build, a Broodmaster that has all of his Eidolons take teamwork feats? Or should I just go Mutationist?

In a game which allowed summoners, that'd be great. :P


I'd like to introduce Aeryx, an odd-looking, birdlike fellow with a bad history with demons. He's had a hard go of it in life so far, judged harshly by many, but knows deep down that he's a good soul meant for great things.

Stat Block:

Aeryx
Male Garuda-Blooded Aasimar Ranger (Infiltrator) 1
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
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Offense
--------------------
Speed 30 ft.
Melee cold iron longsword +4 (1d8+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . light mace +4 (1d6+3)
Ranged shortbow +4 (1d6/×3)
Special Attacks celestial crusader, favored enemy (evil outsiders +2)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—spell-like ability, greater
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 12, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot
Traits armor expert, asmodean demon hunter, stolen fury
Skills Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (planes) +1 (+4 on checks related to demons), Perception +6, Stealth +6, Survival +6 (+7 to track)
Languages Celestial, Common
SQ pride, track, wild empathy +0
Combat Gear cold iron arrows (50); Other Gear chain shirt, cold iron longsword, dagger, light mace, shortbow, ranger's kit, 17 gp, 3 sp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Celestial Crusader (Ex) Against evil outsiders gain +1 to att/AC, and +2 to Knowledge/Spellcraft vs them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Stolen Fury +2 trait bonus to CMB vs. Demons
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Aeryx's Story:

Aeryx had always been a bit…different. His odd, amber eyes were unusual enough, made even more so by his small size and almost birdlike movements. From birth, folk in his village in Mendev thought him some sort of half-breed, though none could say what the other half might be. Their ignorance made them fearful, however, and they judged him to be the scion of some foul mating - a harpy somewhere back in his bloodline, or some other abomination. But Aeryx felt in his heart that he was good inside, and even destined to do great things in the cause of good, though his kin and the other villagers mocked when he said so.

Outcast that he was, for his strange looks and seemingly baseless belief in himself, Aeryx was often alone, and that made him a target. Cultists, worshippers of some foul demon-lord, came upon him as he played by himself in the forest one day, distracted by his day-dreams of defeating evil and showing everyone what he was made of. They kidnapped him and other young folk from the lands around the village, though Aeryx was among the youngest of them. He remembers little of what he went through, other than the fact that it was soul-searingly cruel and brutal, and that he and a handful of others managed to escape, and many more children did not. He made his way back home, but his life would never be the same.

He suffered strange, indistinct nightmares for years afterwards and, as he approached manhood, the dreams grew worse – and other changes in him began to take place. His eyes changed, ever so slightly at first, then the skin on his face grew taut, and his nose sharper, so he came to resemble a bird more than ever – and a bird of prey, in fact. This was very disturbing, but was nothing to what came next. Gradually, in a bizarre likeness of an egg hatching, a pair of wings sprouted from his back. He was able to hide them at first, but over a number of weeks they grew too large, and eventually came to be near as tall as Aeryx. Considered in the abstract, his wings are beautiful – a mix of cream, dark grey and a dark, coppery red, like the red-tailed hawk that hunts in Mendev in the warmer months. When seen on the back of a young man, in a small village in a land beset by demons, they are frightening indeed.

Aeryx was no longer welcome in his home or his village, and he decided the time had come to find out what lay behind his dreams, and his belief that he was meant for great things – before he was stoned as demon-spawn by those who grew up with him. He set out for Kenabres, where the knowledge of demons and the opportunities for greatness were in much greater supply than in his small village of Isterov, on the western edge of the Estrovian Forest. As he travelled, he fantasized that he would arrive in the great city and be welcomed, and understood, but it was not to be. Soon after arriving in Kenabres, Aeryx’s appearance attracted the attention of a group of ‘witch hunters’ intent on rooting out evil infiltrators in the city. They decided there was something wrong about Aeryx, and that he was weak and alone enough to make a suitable target. Aeryx was just barely able to fight them off and escaped, and has managed to avoid them since, but the experience galvanized him. His life experiences so far – the suffering under the cultists, the rejection by his own people, the persecution in the very stronghold dedicated to rooting out Golarion’s greatest evil – none of these have shaken his conviction that he is good, and that he must prove this to the world, until no one can doubt it.

In his brief time in Kenabres, he has learned more about the nature of good and evil, and creatures on either side of that balance. He wonders quietly if he might be an aasimar, a descendant of angels, and thus destined to fight evil. Though he is not certain of his identity, he’s fiercely proud of what he now believes to be his angelic blood, and takes great insult at any who might suggest otherwise or comment on his unusual appearance. He has set himself to the study of demons, and has learned a good deal about fighting them, though his experience with actual demons is quite limited indeed.

Aeryx does not know if he will ever fit in anywhere, but in his zeal to learn more of demonkind, and his clear determination to fight them, he has earned the respect of some of the older Crusaders in Kenabres. This gives him hope that he can become part of the war against the Worldwound and its denizens, and find brotherhood, and show the world who he truly is.

Appearance and Personality:

At first glance, Aeryx looks like a short, slender human man. A closer look makes clear that, rather than an elaborately-cut cloak on his back, what he has is a pair of large wings. Mostly dark grey in color, with touches of cream and a dark, copper red, the wings extend from about the level of his ears down to where the tips just brush the floor. His hair, longish and swept back from his face, is of the same coppery color as the flecks in his wings. His face is narrow, with large, alert, amber eyes and a hooked nose. He carries a small, well-worn bow behind his left shoulder, and a brand new longsword with a black blade rides at his hip.

In his movements, Aeryx varies between two extremes. At times he sits watchfully and still, eyes calm and alert, occasionally turning his head to a new position, and looking for all the world like a man-sized hawk - albeit a small man. At other times, and particularly in a fight, he seems filled with unnecessary energy, hopping about and appearing to move in several directions at once.

Aeryx dreams of becoming a renowned demon-hunter, or in some other way showing the world that he is worthwhile and good. Many people in his life have judged him harshly and treated him even worse. This has instilled in him a fierce, even violent, pride in himself and what he believes to be his angelic heritage. His belief in himself as a descendant of angels, and his early experiences with demon cultists, have also bred in him a deep-seated hatred of demonkind, and a part of him just wants to kill demons for the sport of it.

Role in the Party:

Aeryx will have various roles in a party: his focus is on ranged combat with his bow, but he’ll also be very effective in melee. As with most rangers, he'll be useful in tracking the party’s enemies and knowing something about their strengths and weaknesses. His stealth and perception will also make him quite useful as a scout.

Role-Play Sample:

”Take it back.”

”What’d you say, chicken little?” asks the dull-eyed thug passing himself off as a crusader, a gap-toothed grin splitting his face.

”I said, take it back, or I’ll see that you regret it,” responds Aeryx, his amber eyes staring unflinchingly at the much taller man who had insulted him.

”An’ how you gonna do that, bird-boy?”

Aeryx’s beautiful red and grey wing dips quickly, flicking his bow off his shoulder and into his waiting hands. Before the thug even understands what’s happening, Aeryx has an arrow nocked and the bowstring drawn back. ”Quickly, that’s how I’m going to do it,” he answers with the faintest hint of a smile. He shifts his aim slightly and releases the arrow, which embeds itself in the wall behind the thug, the shaft quivering with the force of the impact. ”I’ll put an arrow in your eye before it can blink, just like I did to a dretch on the wall yesterday. Now take it back.”

The thug glances over his shoulder uncertainly, noting how deeply the arrowhead is embedded in the wood. He shrugs and tries to appear nonchalant as he mumbles, ”Not such a big deal, takes a big man to apologize…uh, I take it back.” He hears the creak of the bowstring and says in a clearer voice, ”I take it back, sheesh!”

As the man saunters away, Aeryx keeps a watchful eye on him. Once the man has rounded the next corner, Aeryx closes his eyes in relief, thinking, Gods, I’m glad that worked and that he didn’t have any friends nearby. I couldn’t stand another beating at the hands of these fools pretending to be crusaders. Now, let’s see if I can salvage that arrow, those things cost 5 coppers apiece here in town! And with that steel tip, even a dretch would probably laugh it off. I wonder how many iron arrows I can afford?


Submitting an elf Ranger. Planning to take levels as Paladin(Divine Hunter) and fill a role as Archer.

Nimariel:

Nimariel
Female Elf Ranger (Infiltrator, Trapper) 1
LG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
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Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee elven curve blade +1 (1d10/18-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (evil outsiders +2)
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Statistics
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Str 11, Dex 18, Con 10, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot
Traits chance encounter, soaring sprinter, treerazer's bane
Skills Acrobatics +8 (+10 to keep balance or jump), Diplomacy +4, Disable Device +7, Heal +5, Knowledge (nature) +5, Perception +7 (+8 to locate traps), Stealth +8, Survival +5 (+6 to track); Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven
SQ dependent, weapon familiarity, track, trapfinding +1, wild empathy +4
Other Gear lamellar cuirass, arrows (30), elven curve blade, longbow, backpack, belt pouch, elven trail rations (5), flint and steel, iron holy symbol (Arshea), waterskin, 8 gp
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Special Abilities
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Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Soaring Sprinter +2 bonus on Acrobatics checks to keep your balance or jump.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Name Nimariel
Race Elf
Gender Female
Class Ranger (Skirmisher) will be combining with Paladin (Divine Hunter) after 1st level aiming for Ranger 11/Paladin 9
Religion Arshea
Background Trait Chance Encounter
Born shortly before the world wound opened Nimariel and her family were returning to Kyonin along the river , her parents feeling it better to raise an Elf among other elves rather than in the human town they had lived for the last few decades. The boat was attacked by demons in the early stage of the incursion. Nimariel survived the attack but was left stranded as a child in demon controlled territory , except for the stranger who guided her to a band of Crusaders she would have died. The Crusaders returned her to the elves and her relatives raised her in Kyonin were she developed a strong martial and mystical habit training to be an archer and also following an obscure Empyreal lord whose teaching seemed to help with the dreams she had since escaping the demons. As she reached full adulthood she realized that there was something unfinished drawing her back to the site of the death of her family, she had to return to the world wound. With regret she left her family and friends in Kyonin and took ship to Kenebras planning to return once the demons were defeated or her self imposed duty discharged whether that took 10 or 50 years.

Writing Sample

Travelling along the river had been odd, it brought back old memories many of them bad , but some good. The face of the women who had rescued her and still haunted her dreams had come back more clearly, so had the dreams of her dead parents sometimes peaceful memories other times it brought the sense of loss back. With Kenbebras in sight it brought it all together, here she would start down the path to put herself at peace with the past and hopefully help protect all of those here from the demons on the other bank.

[spoiler=Movie plot spoiler]


Dotting for interest...


I was trying to confirm my sense that there were a lot of martial characters submitted for this game, so I made a little list - and boy, are there a lot of martial characters submitted!

This prompts me to ask a question, Rorrix: are you going to pick the characters you like the best, regardless of party role (seems unlikely, since you asked about our roles...) or are you going to pick to balance the roles?

Martial
Baradesh – Dwarf Stonelord Paladin
Xantrius – Tiefling Oathbound Paladin
Jackram Hughes – Human Ranger
Grent – Human Barbarian
Zoren – Tiefling Ranger
Nimariel – Elf Ranger
Aeryx – Garuda-Blooded Aasimar Ranger

Divine
Paige Sentine - Human Cleric of Sarenrae
Grayson Ozolins - Aasimar Cleric of Jaidz

Arcane
Fomiel – Tiefling Sorcerer

Skilled/Mixed
Morphling – Tiefling Inquisitor
Sylvia – Human Rogue
Drakra Worpltng – Gnome Bard

If I missed anyone, let me know.


Jackram can be skilled as well. I could even change him to the Trapper ranger archetype.

But yeah if someone's still looking to get in, looks like arcane or divine is the best bet.


I'm still working on Leander but I guess he'd qualify as both skilled and arcane, seeing as he'd be going for Arcane Trickster. He would be able to start as both Rogue or his arcane class at 1st level (still not sure whether to go Wizard or Sorcerer), nothing would really change beyond the order.


That was very awesome of you to gather that list, I was just about to organize one myself to keep everything in order. I'm looking at a mixed bag of factors as far as choices. I'd be doing a disservice to the players to leave them stranded with a party full of raw melee, but I'm also looking at creativity and roleplaying ability. Obviously, vying for a non-martial position will be less competitive considering less entries to pick from.

Liberty's Edge

I should have Valtoris set up tomorrow. He'll definitely be in the arcane category .


Do you mind if I submit a second character that's tailored more to this party's strengths, or did I get my one shot already? Can I alter my submission, since my dude is currently just a meat-and-potatoes barbarian type?

Anything's fine with me, to be clear. I'll abide by any decision you make.


Ahoy, The Morphling! Is your inquisitor going to focus on melee or ranged attacks? I'm trying to figure out just how fine a needle I'll have to thread to get selected for this party - and if you're you're already in with a ranged combat specialist, I'd better get out the nanothread and cross my fingers.

For what it's worth, I've built a few inquisitors, as it's a favorite class of mine, and I have found that their teamwork feats work much better for melee than for ranged combat. But if your vision of your character is a bad-ass with a bow, then the details of the build are secondary.

Rorrix, glad the list was helpful. I was trying to figure out just how many martial characters there were, but with one hand using the mouse, I ran out of fingers - so the list was the only way to go. Thanks for the feedback on how you'll make your selections. I briefly considered a re-build, but had so much fun with the character's story and puzzling out the race and class synergies, I think I'll just hope Aeryx is luckier in this selection than he's been so far in his life.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Khelreddin wrote:
For what it's worth, I've built a few inquisitors, as it's a favorite class of mine, and I have found that their teamwork feats work much better for melee than for ranged combat. But if your vision of your character is a bad-ass with a bow, then the details of the build are secondary.

Melee. Gonna be leveraging the hilariously large bonuses to Intimidate I get for being a Tiefling Inquisitor to turn myself into Demon Batman with this ridiculous feat and some incendiary explicatives. Going to grab either Cornugon Smash or use the Blade of Mercy/Enforcer combo. Hesitant on the second one, because what kind of self-respecting demon slayer doesn't always strike to kill?

The character is going to be a lone wolf demon hunter accustomed to stalking the Worldwound alone, preying on weaker demons and stalking specific targets. He frequents the crusader cities for supplies and information, but so far has felt like he would rankle under the authority of a commanding officer, preferring to go it alone. He has staggering knowledge of demons, and is an expert at identifying them.

I'm entirely new to the Inquisitor. I'm actually probably trading most (if not all) of the teamwork feats for various things from archetypes, so I'm not sure if I'm going for teamwork stuff at all. Any tips you can give me? He's gonna be using a big two-handed weapon and smacking the hell out of things.


Okay, glad to hear it, makes threading the needle a little less impossible.

Blistering invective is a great spell with multiple effects, especially if you can pump up your Intimidate skill as you're talking about. I don't know that Ancestral Scorn feat, but I've got a tiefling inquisitor who will have to look into it - and it makes perfect sense in such a demon-focused campaign. Aeryx has evil outsider as his favored enemy, and has the Celestial Crusader racial trait, so he'll be quite focused on demon-slaying as well. He's newer to that game, though, and is hoping for an opportunity to get out there and hunt demons, but at the moment he's just trying to fit in as a newly-arrived misfit country boy in Kenabres.

On the teamwork feats - they can be very, very useful, so I'd hesitate in trading too many of them away for archetype class features. Precise Strike is very good for melee, as is Outflank, and the inquisitor gets to change his teamwork feats on the fly. So if you want to get into flanking on a BBEG, switch to Escape Route and dance through your buddies in combat without getting any AoO's, then switch back to Precise Strike or Outflank to pour on the hurt. This changing feats thing is great, and I haven't seen it with any other class - you basically pick a teamwork feat that you expect you'll use a lot as your first bonus teamwork feat and then you can change it - for any other teamwork feat - multiple times a day.

There are lots of other juicy aspects to them - fast healing yourself in combat with a judgment, adding Wis to your initiative, some fun spells and a good skills base - that make them a lot of fun to play, in addition to the built-in RP possibilities inherent in the class itself. I'd be happy to serve as an inquisitor build consultant as the game moves on.

Edit: also, your choice of domain (and thus deity) can mean a lot, as some domains are much better than others. Travel and its subdomains are great, Liberation is good, Good might make sense in this campaign, and there are a couple that get you an animal companion, if you like that sort of thing.


You're welcome to re-spec or submit a second character. I would say don't submit more than two characters, and link back to your first when you submit your second, for my sake.


Submitting Ziruth the Sorcerer. I'm sure catfolk are alright, but you can tell me otherwise. Crunch and background in profile

RP example:
Out in the bushes, two catfolk spied on a patrol of orcs walking by. The grey cat smiles at their easy prey. "Look at them, not aware how close we are to them. I say we take them out quick."

His partner looked at him, "As if they would just let us. There are four of them, all armed. I hope you got some plan other than let me do all the work."

Ziruth's hand become shrouded in mist,"Don't worry. I'm not that kind of guy who goes in without an upper hand."


Hello! I'd like to submit Verene Tanaquil, human wizard, for your consideration. I've also submitted her to another WotR recruitment thread - I hope that's okay. If I get accepted to one I'd of course withdraw immediately from the other. I've never done PBP before, but I've GMed for a game of IRL friends for over three years now. I have no problem with posting once or more per day.

In terms of mechanical party role she'd be providing battlefield control, utility, and buffs rather than blasting. In terms of roleplay, she's the Loyal Skeptic, through and through: an 'atheist' foil (though hopefully not an obnoxious one) to more religious characters like paladins and clerics, who still shares their strong moral compass and desire to help people. The basic concept I had with her was "disillusioned failed cleric who's been looking all her life for a sign and never found one, so turned to arcane magic hoping to make discoveries that will help more people than the gods can."

Mechanically, Verene would need to be adjusted from 25 to 20 point buy, have her starting gold increased, and possibly pick an additional trait and a drawback, but those are easily done. She has the Riftwarden Orphan trait and will be going with the associated Archmage path. Her specialty is Divination (Foresight) and her opposed schools are Necromancy and Enchantment. Question: if she has money left over after buying gear, is it okay to use it for writing more spells into her spellbook? If so, what price should each spell be? Thanks.

Further notes on the concept:
Lest this character concept seem unnecessarily drama-producing in an AP that's highly likely to feature major themes of religion - Verene isn't the type of Fantasy Atheist who hates the gods, thinks they're unworthy of worship, or picks fights with believers. She respects the good gods and those who serve them. Her problem is, "How do I help, if they don't want me?" and she's decided that the answer is "By making my own way." Of course, that's not to say that she's completely conquered feelings of rejection, envy, and resentment of the gods and those they have chosen to bless. If she became friends with someone who fit that description, it could eventually cause friction between them.

Ultimately, I'd like her to realize that the disappointments she went through as a young woman were for a reason, and that reason was that she was very much needed in another role in the Crusade, allowing her to make her peace with gods in general and Iomedae in particular - but that would be much later, if it happens at all.

As a side note, the character concept is essentially someone middle-aged, who realizes too late that she has wasted her youth on a foolish dream. However, since many GMs would be understandably reluctant to let a caster take the middle-aged penalties/bonuses, she's officially 34, still in the adult age category, and statted as such.

Description:
A human woman of average height and build in her middle thirties, Verene has straight dark hair just beginning to show a few strands of gray. Fine lines trace the edges of her mouth and clear, expressive gray eyes, but they seem the kind earned by smiling rather than frowning. Her pale skin and arched brows betray at least some Chelish or perhaps Ulfen ancestry. She is generally found wearing warm, practical robes, with her hermit thrush Thamyris on her shoulder or hiding in her hair. Reference picture.

Personality:
As a spiritual pilgrim and wanderer for almost her entire adult life, Verene has more experience than many with the astonishing diversity of people in the world. She is mostly inured to unusual appearances, and forms her opinions of others based not on looks but on whether their words and deeds show compassion, humility, and self-sacrifice. By nature, she's friendly; by necessity, socially adroit, having often been alone in unfamiliar places. She is quick to laugh, slow to judge, and sympathetic to a fault: a good listener with a keen appreciation for the ridiculous in everything, including herself. She tries hard to say nothing that would not pass her mother's threefold test of, "Is it true? Is it kind? Is it necessary?" However, while she's open about the superficial aspects of her experiences, she is private about her past disappointments and deeper feelings, preferring to keep conversation lighthearted. And when she truly loses her patience, watch out - behind the easy charm is a formidable intellect that can coldly and thoroughly dissect someone's character in a few sentences.

Background:
An orphan of the Crusades like so many others before her, Verene was adopted as a baby by a family of devout worshipers of Iomedae in Kenabres. From an early age she desired nothing more than to aid her parents in their fight, and to honor the sacrifice of the birth parents she couldn't even remember. Her resolve crystallized on that day of fire, fear and blood when Khorramzadeh the Storm King first came to Kenabres. She burned to pledge herself as a blade in Holy Iomedae's hand, to be able to send demons shrieking back to the Abyss and to keep her loved ones hale and whole. For four years she trained and toiled to shape herself into a weapon of the Lady's will. And on her eighteenth birthday she kept her vigil, all the long night through; and at sun's rising swore her vows, body and soul now and for ever to the service of the Just Queen of Heaven.

But Iomedae was silent.

At first Verene thought she had displeased the goddess. She performed rituals of purification and of penance, and tried again. And again. Her father and mother attempted to comfort her, telling her that she could serve the Crusade in other ways; pointing to the spiraling birthmark on the back of her neck as evidence that her path might lie elsewhere. But Verene would not listen. Whatever her birth parents had been, she was and would be Iomedae's servant. She became convinced that the goddess was testing her faith, and eventually embarked upon a pilgrimage to the holiest sites of the church, scattered across Avistan and Garund. It led only to the same silence, and to her first crisis of faith.

If Iomedae would not hear her prayers, Verene thought, perhaps another god would. Perhaps in her narrowminded insistence on the One True Way, she had been shutting herself off to signs from a different faith, one where her true destiny lay. She entered an even longer period of wandering and self-reflection, seeking out temples large and small, familiar and foreign, giant cathedrals and secret mystery cults, and asking for the lowliest work they had in exchange for learning something of their faiths, morals and philosophies. Some places she stayed only a week or two; others, months or even a year. But if at the end of the year no sign had come, no sacred peace, no certainty, Verene moved on. The gods did not hesitate to make themselves known to the ones they did choose, after all. And no answer was its own kind of answer. She had to trust that she would know, when she had found her path.

But the gods were silent.

So came her second crisis of faith, the one that growing up in a Crusader city, shepherded and safeguarded in every way by divine intervention, had left her unprepared for: The gods did not care. Or they did, but not for her, and not for most people in the world. For Verene had now seen too many desperate prayers in desperate circumstances go unanswered to cling to her old childish faith in fate and mysterious ways. It was the closest she came to true anger, but even this was unsustainable. The miracles worked by divine magic, for some people, were real. They did real good in the world. It was simply that they were unfairly and often randomly applied, rarely helping the most vulnerable lay believers who needed them most. And only those who had sworn themselves to a higher power could work the greater magics of healing - well, and those who had so mastered arcane powers that they might as well be gods themselves.

And so Verene came home, a dozen years later, defeated. There was no point to having faith. The gods were playing their own game. If they were going to hear you, they would, whether or not you even knew you were praying to them; and if they weren't, they wouldn't, no matter how deeply you believed or how obedient you were. Her new perspective saddened her parents, but they reached an uneasy peace by avoiding the topic. After a time, Verene found piecemeal work as a translator of Tien and Vudran, which she had learned on her travels. And she applied herself to the study of simple magic, putting all gods and religion as far out of her mind as it is possible to do in Kenabres.

After three years, the passage of time has made it easier to laugh as well as wince at the memory of those painfully well-intentioned and self-serious days of her wandering, but it has done nothing to soften her convictions. And magic comes easily to her mind, far more easily than enlightenment ever did - but it does not feel like victory.


Writing Style:
Three Years Ago

The road is bad.

In one sense, of course the road is bad. Go to any given corner of the world, and people may dress differently, eat differently, walk and talk and fight and even sleep differently, but the one consistency will be: the roads in late autumn will be bad. If this is normal, can it really be bad?

In another sense, Verene watches as the cart jounces from rut to rock to sucking mud with bone-jarring force, and doubts that its passengers care about normal. Those who can are walking, to spare the horses, but the cart's current occupants are not so lucky. "Convalescent's better than dead," one of the older soldiers joked to her around the fire last night, "but not so's you'd notice."

He smiles at her now, grey-faced, and says hoarsely, "You've a pretty voice, lass. Don't suppose you know the mountain song?"

Verene bows her head. She knows the one he means. As the cart rolls inexorably toward Kenabres, she takes a deep, steadying breath, and begins to sing.

"On tomorrow's painted wagon, in a yester-dreamin' day
I rode to heaven, never thinkin' I'd be back this way
Now I'm standing at your doorstep, with my halo turning gray
Open up your gate, Marianna..."


Mechanics:
Verene Tanaquil
Female Human Wizard 1
NG Medium Humanoid (Human)
Init +7; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 dex)
HP 7 (1d6+1)
Fort +1, Ref +2, Will +3
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OFFENSE
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4+0, 19-20x2)
Ranged Light crossbow +2 (1d8+0, 19-20/x2) or dagger +2 (1d4+0, 19-20x2)
Spells Prepared (CL 1st; concentration +7)
0 - detect magic, mage hand, prestidigitation (DC 14)
1 - color spray (DC 15), summon monster I, identify
Space 5 ft.; Reach 5 ft.
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STATISTICS
--------------------
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 14 (+2)
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Combat Casting, Improved Initiative
Traits Riftwarden Orphan (+2 to concentration checks), Friend in Every Town (+1 to Knowledge: Local and Diplomacy, Diplomacy as a class skill)
Skills Diplomacy +10, Knowledge (Arcana) +8, Knowledge (Local) +9, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics +8, Perform (sing) +3, Spellcraft +8
Languages Common, Abyssal, Celestial, Vudran, Tien, Draconic
Special Qualities
Other Gear crossbow bolts x20
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SPECIAL ABILITIES
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Divination Specialization (Focused Arcane School: Foresight) Specialist wizards receive an additional spell slot of each spell level they can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Enchantment Opposition School A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Prescience (7/day) (Sp) At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.
Necromancy Opposition School
Empathic Link with Familiar
Share Spells with Familiar
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
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SPELLS
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Spellbook:
0 - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1 - Color Spray, Expeditious Retreat, Grease, Identify, Mage Armor, Protection from Evil, Summon Monster I, True Strike
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GEAR/POSSESSIONS
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Carried Backpack (2 gp, 2 lbs), candle x5 (5 cp), flint & steel (1 gp), lamp (1 sp, 1 lb), money (.5 lbs), oil (1 sp, 1 lb), paper (4 sp), scholar’s outfit (free), scroll case (1 gp, .5 lbs), spell component pouch (5 gp, 2 lbs), spellbook (free, 3 lbs), waterskin (1 gp, 4 lbs)
Carrying Capacity Light: 33 lbs Medium: 34-66 lbs Heavy: 67-100 lbs Current 21 lbs (light load)
Money 0 pp 20 gp 3 sp 9 cp


Morphling - had another thought about your tiefling: are you going regular tiefling, or one of the alternate heritages? Because the Oni-Spawn Tiefling gets great stat bonuses for a melee inquisitor (+2 Str and +2 Wis, -2 Cha), gets a +2 racial bonus to Disguise and Intimidate, and their daily spell-like ability is alter self, which would give you a +2 to Str when you switch to anything Medium-sized.

One of my favorite inquisitors is an Oni-Spawn tiefling who likes change into a troglodyte and go claw-claw-bite with his increased strength, and he can turn into a small creature for sneaking if he needs to.


I've done a respec of jackram to show how he would be more of a skill-monkey:

Spoiler:
Sergeant Jackram Hughes
Male Human (Kellid) Ranger 1
CN Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
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Offense
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Speed 20 ft.
Melee cold iron heavy mace +5 (1d8+6) and
. . falchion +5 (2d4+6/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (evil outsiders +2)
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Statistics
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Str 18, Dex 14, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Skill Focus (Disable Device)
Traits chance encounter, cynic (mendev), scholar of the great beyond
Skills Disable Device +3, Heal +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +6, Perception +5, Sense Motive +6, Stealth +3, Survival +5 (+6 to track)
Languages Abyssal, Common, Hallit
SQ track, wild empathy +0
Combat Gear cold iron arrows (20), acid; Other Gear kikko armor, cold iron heavy mace, falchion, shortbow, backpack, bedroll, belt pouch, flint and steel, hip flask, mead (per gallon), mess kit, rope, thieves' tools, torch (5), trail rations (5), waterskin, whetstone, 4 sp, 7 cp
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Special Abilities
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Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Cynic (Mendev) +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Drawback: Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

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I've decided that submissions will close by noon (EST) tomorrow. Any submissions made after that time will NOT be considered, so please make any more changes/submissions you need to before the deadline.


If you would like Jackram, please let me know which version (melee/skilled) would be preferred. Thanks!


Good luck all! Especially if you've submitted a character that likes to hit things with weapons!

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