[PbP] Wrath of the Righteous (Inactive)

Game Master Rorrix

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My plan with her is to run her as a caster druid/secondary healer that is focused on battlefield control with a few heavy damage spells.

I will have this completely updated before midnight EST tonight

General:

Serendipity(Actual name: Shisa)
Female Sylph Sky Druid 1
N Medium Native Outsider
Init +4 Senses Perception +8
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 dex, +2 armor)
HP 8 (1d8+0)
Fort +2, Ref +2, Will +6
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OFFENSE
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Speed 30 ft.
Melee: -1 sickle 1d6 crit x2
Ranged: +2 sling 1d4 crit x2
Spells Prepared:
0 - Create water, light, read magic
1 - Entangle, Obscuring Mist
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STATISTICS
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Str 8 (-1), Dex 15 (+2), Con 10 (+0), Int 12 (+1), Wis 18 (+4), Cha 10 (+0)
Base Atk -1; CMB -1; CMD 11
Feats: Spell Focus (Conjuration)
Traits: Touched by Divinity (Gozreh), Reactionary
Skills: Fly +6, Handle Animal: +8, Heal: +8, Knowledge (geography) +5, Knowledge(nature) +5, Spellcraft +5
Languages: Common, Druidic, Auran,and Elven
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SPECIAL ABILITIES
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Domain: Wind
-Wind blast 7/day
Dark vision 60ft
1/day at will feather fall
Wild empathy
Nature sense
Electricity resistance 5
Air Affinity
Whispering Wind 1/day
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SPELLS
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0 - Create water, Detect Magic, Detect poison, Flare, Guidance, Know direction, Light, Mending, Purify food and drink, Read magic, Stabilize, Virtue, Resistance
1 - Calm animals, Charm animals, Cure light wounds, Detect animals and plants, Detect snares and pits, Endure elements, Entangle, Faerie fire, Goodberry, Hide from animals, Jump, Longstrider, Magic fang, Magic stone, Obscuring mist, Pass without a trace, Produce flame, Shillelagh, Speak with animals, Summon Nature's ally I, Whispering Wind
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GEAR/POSSESSIONS
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-Leather armor (15lbs)
-Sickle (2lbs)
-Sling
-Rope, Silk (50ft) (5lb)
-Scarf, pocketed (0.5lbs)
-Backpack (2lbs)
-Silver Holy symbol (Gozreh)
Money 0 pp 30 gp 0 sp 0 cp


Discription/Writing sample:

Will update soon

Background:


I forgot about the time limit on edits so the description/writing sample along with the background will be in this post.

Description/Writing sample:

The sun is just now disappearing behind the horizon, the last rays glinting off the metallic hands of the clock tower. A lone figure sits on the roof letting the breeze tug at her cobalt blue scarf and comb through her soft, silvery hair. The few parts of her skin not covered by an old hunter green tunic are covered in constantly moving pale blue swirls, reminiscent of powdery snow being blown off a mountain top.
She opens her eyes as the sun finally vanishes until dawn of the next day, watching the town's residences below as they light lanterns and as the smoke from their chimney rises, most smelling of burning, but a few carry the scent of some families' dinner. The smoke stings her icy blue eyes, and with a sigh she climbs down and makes her way back to the inn for the night.

Background:

Shisa used to live in a coastal town known for their natural harbor that sheltered ships from harsh storms that ravaged the seas come Summer time. There she spent her time in the local temple to Gozreh as an orphan. She had a happy childhood and was well looked after the clerics there, possibly due to her seeming unnaturally strong connection with Gozreh and wind, even more so than they would have expected from a Slyph. While she was happy to help around the temple, she would often take her free time to explore the area surrounding the town, finding herself to be more at peace when away from civilization.
In order to try and give Shisa a connection to the town she lived in and steer her away from the path they believed her blood was taking her they gave her a human name. Fortunately, she accepted it openly and even now uses it as her name while she travels, unfortunately, the new name did nothing to quell her desire to explore and travel the untamed wilds. After many years of back and forth between Shisa and the clergy, they finally let her leave. She knew she would miss them and that she owed them much, but she could not shake her wanderlust no matter how hard she tried. It was a sorrowful event when the day of her leaving came, as a parting gift, the head cleric gave her a silver holy symbol of Gozreh, so that she may never forget her roots and adoptive family. She looks at it most nights before she falls asleep, whether out in the wilderness, or in a bed at a discount inn. She does not know when, or even if, she will ever return to that small town by the sea, she just knows that she has not traveled far enough yet.

Lantern Lodge

Submitting Darius Hammerhand, Riftwarden Orphan, Dwarven wizard (teleportation/conjuration).

Crunch:
Darius Hammerhand
Dwarf Wizard 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +2, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft., shift
Melee warhammer +1 (1d8+1/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Wizard Spells Prepared (CL 1st; concentration +6):
1st—[/i]
0 (at will)—[i]

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Statistics
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Str 13, Dex 10, Con 14, Int 16, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Scribe Scroll, Spell Focus (conjuration)
Traits magical knack, riftwarden orphan
Skills Craft (armor) +7 (+9 on checks related to metal or stone), Craft (stonemasonry) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Knowledge (arcana) +7, Knowledge (religion) +7, Spellcraft +7; Racial Modifiers craftsman
Languages Common, Draconic, Dwarven, Giant, Terran
SQ arcane bonds (arcane bond [warhammer]), opposition schools (enchantment, necromancy), specialized schools (teleportation), summoner's charm
Other Gear warhammer, artisan's tools, artisan's tools, artisan's tools, backpack, bedroll, belt pouch, blanket, canteen, cleric's vestments, courtier's outfit, dwarven trail rations (10), jewelry, iron holy symbol (Torag), ink, black, parchment (10), rope, spellbook, travelling spellbook, waterproof bag, 20 gp, 9 sp
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Special Abilities
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Arcane Bond (Warhammer) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5') (6/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Party Role:
Darius is a dwarf that has a very keen affinity for the earth and metal. Given his background, the idea for the character is to be a crafter, both of mundane items and also magical items down the line. Also plan on using whatever downtime rules are available to help arm and equip the party as well as supplement income to be able to assist the rest of the party.

In combat, Darius is planned to be a mystic theurge, so he will be using both wizard and cleric spells and powers to try and support, attack, as well as manipulating the battlefield. Once he as a few levels under his belt, Darius should be a very skilled battlefield manipulator and support caster, but if needed can also take up his hammer to try and bolster the line. Rather than max out on mental stats, I wanted Darius to be more represented as a wizard that lived in a more dangerous place, and Kenebras seems to have more than its fair share of danger and trouble.

Background:
Darius is a son of the Hammerhand clan, his Father and Mother members of the arcane association known as the RiftWardens. They left shortly after his birth on a very secret mission, one that he still to this day knows nothing about, and they have never been heard from since.
Darius was raised by his aunt and uncle, Korg and Delia Hammerhand. Upon his coming of age, they gave Darius his parent's last gift, paid apprenticeship in the arcane arts. Having been raised well by his uncle, a devout follower of Torag, Darius undertook the apprenticeship and after many years completed his work, becoming a novice magister. He proceeded to work his craft, but shortly after he completed his apprentice studies, word came that his uncle had passed due to old age. Darius returned home, and spent a customary week of mourning with his family. He spent several days at home, and quickly realized that his aunt needed his help to run the family forge.

Darius ended up staying home, and ever since has been working the forge and stone masonry for the family, doing his level best to get their business to a place where it could support his aunt. During this time, Darius found three items that his uncle left for him. And iron wrought holy symbol of Torag, his Uncle's Warhammer signifying himself as First Defender of the Hammerhand family in Kenebras, and a rather large ironbound tome, Hammer and Tongs. He reads every night when he does his devotions, as well as studies arcane theories and practices his spells.

Description:
Darius is a stocky and broadly built dwarf. His firey red hair is often soiled with metal shavings, filings, and grime from working in either the forge or the masons shop on a normal day. When not working, he does clean up well, though his callouses and scars from working in the forge do stand out a bit. He wears robes of leather, odd for many, but they protect him with his apron while working the forge, so it doesn't seem to bother him much.

Writing Sample:
Tink tink, clang. Tink tink, clang. Tink tink, dong.

Darius sighs, working on smoothing out the final edge for the guard's blade. "So, Will, seen anythin good up on tha walls?"

The human man chuckles at him. "Of course not Darius. Hells, I haven't seen any decent action in several weeks. Not since they pulled me off onto guard duty away from the front lines."

Darius keeps working slowly, repairing the small dings in the man's sword. "Den which fool did this to ya blade? I mean come on lad, certainly someone had to have shown you basic care of your sword."

The human chuckles at him. "You say that every time I come see you. Its like you don't want my money. I come by here every few days just to make sure its in tip top shape. Besides, didn't you train as a Riftwarden or something? Shouldn't you be out slaying demons with magic spells and such?"

Darius frowns as he keeps working. "That seems like another life ago. Sure I'm a mage, but auntie needed me. I know someday I'll have this place set up and be able to practice my craft again. Torag's beard I pray that is so. But I can't abandon the only family I got. Not here, where demons roam in plain view of where children play. And uncle Korg was the First Defender, and I'm the closest thing to a son they have. I have to do my part to help the family. Gimme a couple more years lad, then I'll get back to it."

Will smirks at him. "Don't look so dour man. You are the most dependable smith that I know. If there is a way out of your situation, I know you will build the bridge to get there." He smirks, testing out the blade's balance before smiling at Darius handing over a few coins. "Same time next week?"

Darius waves a hand and chuckles at him. "Sure thing lad, and tell your friends up there, I could always use more customers. And thanks, sometimes I just look at the big picture and get sour about things. Thanks for the kind words. Tell ya what lad, if your off duty tonight, meet me down at the Stone Flagon. I pick up the first round."


Hello, there I've been playing Pathfinder for about 4 years now running and playing alike and I'd really like to try my hand at PbP. I'd like to submit my Abjurer, Judah Rune-Reader.

Judah's role

:
I see Judah's role in the party as a source of knowledge for the group as well as an additional shield for the group (filling in the gaps where the cleric can't reach with communal and wide area spells) and as a debuff agent against enemy casters so his allies or summoned monsters will have an easier time assaulting them.

Backstory

:
Judah is the second child of two former pathfinders John Fish-Slayer, a Kellid warrior and Amelia Pasket, a Shaonti priestess of Sarenrae. Raised on a small farm on the coast of Varisia with his older sister Miriam, Judah had a happy childhood. Every few years John, would take his family to see his in-laws in the Realm of the Mammoth Lords. There Judah enjoyed visiting his uncle Sean Woe-Singer; the chief war singer of the tribe who entertained his little nephew with his cantrips and stories of how he bested a frost giant or primordial beast with his magical voice and humorous illusions.
Inspired by his uncle, Judah decided to take up the role of a magician. When he came of age Judah enrolled at the Stone of Seers, in Magnimar. Like his uncle, Judah would not battle his enemies with by blasting them with hell-fire and calling down thunder and lightning to strike them down; he would outwit them. With the right shielding spells he could ignore attacks, magical or mundane, with a well timed dispelling charm he could prevent any magical assault or obliterate any number of existing spells his opponent protected himself with. Judah would make it a battle of attrition.
After years of rigorous study Judah graduated from the academy and sought work hiring himself out as an adventuring wizard. Unfortunately no one wanted to hire a wizard who couldn't create fire from his hands. After a year of being passed over for his “flashy” colleagues, Judah decided to leave Magnimar and begin questing on his own; what did he have to worry from bandits and goblins they would not be able to break through the weakest of his wards. Before he left Judah had to visit the Temple of Sarenrae to pray for the Dawn-flower to keep him safe on his travels.
Judah's mother may have retired her habit but she had instilled a love of the sun goddess in her children's hearts. Everyday before Judah looked over his scrolls and spellbooks he would bow to the east and give his prayers Sarenrae. As Judah began to exit the temple to begin his search for adventure, a ray of sunlight blinded him. As Judah stopped to regain his vision he saw the source of his blindness was off a caravan of paladins armor. Remembering the proverbs of how Sarenrae would grab her followers attention with the light of her holy orb, Judah walked to the paladins and asked where they where going.
“To the Worldwound, to slay the demons that crawl out from the Abyss and reclaim the land for humanity.”
Without hesitation Judah asked the caravan to take them with him. This was the will of Sarenrae, why else would so many adventuring parties pass over him for so long and why else would the sun blind him on the steps of a sun god's shrine if not to point him to this destination. His shields and wards would be needed to protect so many of the gods' warriors against the horrors of the outer planes and who knew maybe one of his barrier spells could be used to close the World wound itself.

Writing sample

:
“Are you sure you want to go through with this?” One of the templars asked as he passed the bowl of stew to Judah. “We haven't left Varisia, yet. There's still time to return home lad.”
Judah, blew on the stew and gave the paladin a very tired look. “I paid the caravan master to take me with all of you to the World Wound and by the Dawn-flower, that's where I'll be in a fortnight.”
“Lad, I'll gladly give you a refund. I couldn't live with you on my conscience if I could have said something to convince you to drop this folly.”
Judah, was quickly getting tired of hearing this speech. It seemed to him that at every evening fall the knights would draw straws to see who would try to convince “the lad” to turn back.
“What makes it folly for me to join in the crusade against the abyss, but perfectly acceptable for you and your companions to venture there?”
Judah could swear the man nearly snorted at the question. “Lad, we're an order of holy knights trained to combat the forces of demons and devils alike. Some of us have already fought against their ilk already. I mean no offense by this but you're just a mage, still green from school.”
“Why is it whenever someone says “no offense”, it's always before they say something really offensive?” Judah thought.
“Very well,” Judah said as he picked himself up and started to walk away. “Clearly you need a demonstration of my skill.”
He stopped when he reached about ten paces from the camp fire. “Shoot me.”
The camp grew quiet as the templar asked confusedly “Excuse me?”
“You question my ability to survive in the crusade because of my lack of experience. I say I am more then adequately prepared for the challenges ahead. I see you carry a crossbow. I bet you can't strike me down from this distance despite your training. So I'll say it again, shoot me.”
“Lad, you can not be serious.”
“Deathly. If you can put one of your bolts into me from this distance I will return home. I see we have a priest of Desna in our company. If I suffer serious injury he can heal my injury and I can start the walk back to Magnimar all the sooner.”
The templars murmured to each other for a minute. “You swear you'll return home lad.”
“By the rays of the Dawn-flower, I swear it.”
Reluctantly the knight shouldered his crossbow and took aim. Judah began to silently chant the words to his personal ward and make the arcane signs for shield with his hands. He knew it wasn't guaranteed protection against the bolt but it was the best he had. If this was indeed the right path he should take, Sarenrae would see him through this trial.
After what seemed like an eternity the paladin pulled on the crossbow's trigger and the air hissed as the bolt flew. Time seemed to slow for everyone as they saw the bolt go towards Judah's stomach and then shatter as it hit an invisible wall right above his seemingly unprotected midriff.
Judah looked at his stunned audience. “Well I hope that will be the last I hear about me going back home."

Stats

:

Judah Rune-Reader
Male Human Wizard 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 dex)
HP 8 (1d6+1 con+1 favored class)
Fort +1, Ref +2, Will +4
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OFFENSE
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Speed 30 ft.
Melee Mwk Quarterstaff +1 (1d6+0, x2)
Spells Prepared (CL 1st; concentration +4)
0 - detect magic, mage hand, prestidigitation (DC 13)
1 - magic missile, summon monster I, shield
Space 5 ft.; Reach 5 ft.
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STATISTICS
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Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 14 (+2), Cha 10 (+0)
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Combat Casting, Widen Spell
Traits Touched by Divinity(able to cast cure light wounds),Pragmatic activator (use my int mod when using the use magic device class skill
Skills Knowledge (Arcana) +7, Knowledge (Nature) +7, Knowledge (Planes) +7, Spellcraft +7 Swim +1, Use Magic Device +1
Languages Common, Celestial, Shaonti, Draconic
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SPECIAL ABILITIES
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Abjuration Specialization 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 and Necromancy 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.
Resistance A wizard gains resistance 5 to an energy type of his choice, chosen when he prepares spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (6/day) (Sp) As a standard action, a wizard can create a 10-foot-radius field of protective magic centered on him that lasts for a number of rounds equal to his intelligence modifier. All allies in this area (including the wizard) receive a +1 deflection bonus to their armor class. This bonus increases by +1 for every five wizard levels he possess. he can use this ability a number of times per day equal to 3 + his intelligence modifier.
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 - Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, 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 - Shield, Feather Fall, Magic Missile, Mage Armor, Protection from evil, Summon Monster I
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GEAR/POSSESSIONS
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Carried Backpack (2 gp, 2 lbs), lamp (1 sp, 1 lb), belt pouch (1 gp, .5 lbs, ), oilx3 (3 sp, 1 lb), scholar’s outfit (free, 6lbs), scroll case (1 gp, .5 lbs), spell component pouch (5 gp, 2 lbs), spellbook (free, 3 lbs), canteen (2 gp, 1 lbs), grooming kit (1 gp, 2 lbs), bedroll (1sp, 5lbs) ink (8 gp), ink pen (1 sp), mess kit (2 sp, 1 lb), Abacus (2 gp, 2 lbs), Magic ink (40 gp) Potion of cure light woundsx2 (100gp) Scroll of Shock Shield (25gp), Silver Holy Symbol (free)
Carrying Capacity Light: 33 lbs Medium: 34-66 lbs Heavy: 67-100 lbs Current 32lbs (light load)
Money 0 pp 4 gp 12 sp 10 cp


Whoopsie, forgot to add the description.

Judah has his light brown hair cut close to his head. He's rather tall and lanky; a body he never quite grew out of. He retains a smattering of the muscles he grew working the fields with his family. He keeps himself clean shaven and his hands well manicured. Judah prefers to dress conservatively. He wears a dark blue wizards gown that he keeps from trailing the hem on the ground by fastening it with his belt. His boots are well made calf skin that clearly shows how little he has been traveling. Judah stands with a practiced posture seeming to be as straight as his staff;an ornately carved piece of elm with little Hallit runes carved into the top and bottom halves of the wood.


Here is Leander "Skink" Mulberry, pint sized Tiefling Rogue. Stats are in the profile.

Party Role:

Leander is a scout and skill monkey and, as a future Arcane Trickster, will also pick up spellcasting to complement this.

Out of combat he's a bit of a charmer, despite his looks, as he has had to hone the skill to get out of trouble. He is also perfectly able to disable a lock or a trap or lift a purse from someone.

I must add though that he does not have Trapfinding yet, he will have that as soon as he reaches either lvl 2 or 3 and picks up his first Sorcerer level as a Wildblooded (Sage) Seeker.

Background:

Leander's birth was much anticipated, though none expected the outcome. His parents had been trying for several years to conceive a child but had failed before. His mother, who worked as an archivist for the Riftwardens after failing the tests to become a field agent, blamed it on her exposure to the occult artefacts kept in storage. Her husband, a field chirurgeon, blamed the Worldwound. When finally they did manage to conceive a child they were overjoyed. The fact that upon birth he had clearly been tainted by the Worldwound changed nothing about that.

Leander was a troublesome child. As a child he was far stronger than normal Halflings of his age and he appeared to have no control over the scaled tail he dragged behind him. Often this frustrated him just as much as it did his parents, as did his tendency to steal and hoard small objects from around the house. Through patience, love and a hard hand when needed they taught him to handle his urges. He'd still steal things but he'd then take care to put those things back without his parents noticing.

Once he went outside Leander quickly discovered the rest of the world wasn't as patient. When he tried to steal something out here people would attack him before he even had the chance to pick it up, let alone the chance to return it. He quickly learned that the best way to deal with those situations was to drop what you were holding and run, people rarely followed the thief if they still had their belongings. In case where running wasn't possible you had to talk himself out of it, something that wasn't that easy when you looked like he did. The result was that he spent quite some time hidden away, laying low while guards searched for him, or at home while his mother talked to the people he got in trouble with.

Things got better, or worse according to his mother, after his aunt came to visit. She was a smuggler and a thief herself, though with a noble cause as she saw it, as she worked with the Bellflower Network. She had come all the way north to Mendev because she had to lay low for a while to prevent her getting caught. It was from her that Leander learned the better tricks and to use his wits instead of his charms when it came to saving his hide. Through her he also came into contact with Chaldira, the Halfling goddess that more or less promoted these acts of daring-do. When she showed him her tattoo of the goddess' holy symbol he just knew he had to get one as well. Before she left Mendev again a few years later, Leander was barely an adult at that time, she gave him a necklace depicting the blue bellflower of the Network and he has worn that ever since.

For many years after things went very smooth. The tricks his aunt had taught him served him well and he managed to stay out of trouble. It wasn't until he tried to lift a purse from one of the city's Witch-Hunters that things turned sour. The man knew what he was trying to do before he had even done it and after that Leander had to run for his life for the man and his comrades came running after him, blades drawn. The only way he could escape was through the gates, between the legs of an arriving patrol, and before he knew it Leander was deep in the Worldwound.

What he saw there scared him even more than the men that chased him out of the city. He had to lay low, avoid demonspawn and strange creatures around every corner and find his way back to the city. It took him hours to even find the direction he had to go in and when he finally thought he found a way he found himself cut off. Ahead of him was a clearing where cultists where chanting over some poor soul, hardly more than a child, and it was screaming in agony. He dared not move further as the cultists were also accompanied by what looked like a lump of flesh flying with wings that should be too small to bear it aloft, no doubt some kind of demon.

Saviour came from the other side of the clearing as several well placed arrows caused the demon to come crashing down as one of it's wings had been torn to shreds. In the madness that followed a woman grabbed him by the arm and dragged him along towards Kenabres. At first Leander struggled, but then he saw her other hand tightly clenching a symbol of Desna and he instead started to run along. Soon they were far from the clearing and the cultists and while he felt sorry for the other youngster he was happy to be away from there. As the walls of Kenabres came in sight they started to hear the sound of a patrol coming their way. Leander could see a faint smile curl around the woman's lips as she ruffled through his hair and pushed him onto the path in front of the patrol.

The initial reaction from the patrolling crusaders was hostile and they drew their blades, assuming the thing in front of them to be the spawn of the Worldwound. It was the Bellflower chain around his neck that saved him as a halfling crusader recognised it. The patrol then picked him up and escorted him back to the city, where he ran to his parent's home as fast as his legs could carry him.

Sample Post:

It had been days since he had returned from the Worldwound and still his mother would not let him leave the house. Well, one time she did but that was only to bring he to some colleagues to have him examined for damage from the Worldwound, so that didn't count. They didn't find anything anyway, his tainted blood prevented them from accurately analysing him.

"Mom, it is Armasse right now, can I please get out of here?" His mother ignored him. This was his seventh request today and she hadn't budged. "Please, we'll miss the fireworks. Dad is helping with them, I want to see it. Please? I promise I won't do anything rash."

His mother sighed. "Al right then. We'll go together, but don't stray too far from my side." Leander cheered and before the dust had settled he was fully equipped to go out into the streets and the moment his mother opened the door he was gone, off to see the fireworks.

As is probably quite clear from my post, his mother is very protective of her only child, despite Leander being old enough to care for himself. He respects her wishes, partly because he always has but also because he knows she worries and he loves her. That and she has gotten him out of trouble so many times he lost count.

Description:

Leander is roughly the same size and shape as a normal halfling his age. He stands just over 3 feet tall, dresses modestly and has auburn hair. What does stand out are his bright, yellow eyes but the truly strange part that clearly marks him as something different from a normal halfling are the scales that cover part of his head, his back and the top of both hands and feet and the long, scaly tail that drags behind him, almost doubling his length.

He tends to wear leather armor in red and black and carries several small blades on him. On his upper left arm he has a large tattoo of the holy symbol of Chaldira Zusaristan, a short sword with three notches on the blade. On the cross-guard he had a small butterfly added after his rescue by the unknown woman, in homage to her.


Submissions are over, and I'll post my final decisions as soon as I have them in order.

There has been a slight change that affects my choices now; Morphling has decided to play a Dual-Cursed Aasimar Life Oracle instead of his Tiefling Inquisitor idea.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Rorrix wrote:
There has been a slight change that affects my choices now; Morphling has decided to play a Dual-Cursed Aasimar Life Oracle instead of his Tiefling Inquisitor idea.

...and her build will be up shortly. Work has gotten in the way of getting the build posted until now, but I will have it by the end of the day.

Good luck to everyone!


Guess I did a heck of sales job on inquisitors, eh, Morphling? ;)

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Khelreddin wrote:
Guess I did a heck of sales job on inquisitors, eh, Morphling? ;)

I was having trouble really falling in love with the character, heh. The life oracle just "clicked" so much better. I've got an awesome build and concept in the works.


I've decided on the remaining four party members. I will spoiler them each individually for the sake of suspense. ;P


Spoiler:


Spoiler:

Congratulations to those who made it in, apologies to those who didn't!

Lantern Lodge

Thanks for the consideration Rorrix, and good luck to those that made it!


To those who made it, mazel tov.


*Whew* I got to Spoiler 3 and was sure I hadn't gotten in. Thanks for choosing me.


Have fun guys!


Have fun you guys

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Baradesh Ironheart wrote:
*Whew* I got to Spoiler 3 and was sure I hadn't gotten in. Thanks for choosing me.

I'm glad you did. Stonelords freaking rock. Pun 20,000% intended.

Silver Crusade

Thank you very much!


Hurray and thank you! Looking forward to it!


Yay, thank you guys!


Congratulations.


Oh well maybe next time kudos to those
that made it.

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