
DM Crustypeanut |
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"If you have men who will only come if there is a good road, I don't want them. I want men who will only come if there is no road at all."
-David Livingstone
Ruins of Pathfinder: Road to Damnation
Welcome, one and all, to the recruitment for The Road to Damnation, a Pathfinder adventure set in the post-apocalyptic Ruins of Pathfinder alternate reality. In this variant of the Pathfinder setting, numerous apocalyptic events have ocurred due to the failure of heroes to stave off disaster as presented in Pathfinder's published adventure paths, up to (but not including) Shattered Star.
For full information on Robert Brookes' Ruins of Pathfinder alternate reality, please follow this link. A wiki for the setting is a work in progress and can be found here.
The Road to Damnation focuses on an expedition of archaeologists and adventurers under Professor Dr. Henric Archibald Pinkerton - more commonly known simply as 'Dr. Pinkerton', one of the last remaining members of the Esoteric Order of the Palatine Eye - as he heads deep into the Parched Dunes of Osirion in search of a lost stone sepulcher that supposedly held a secret, immortal sect of Sages that venerated an ancient, fallen Angel.
You are among the best and brightest Dr. Pinkerton chose for this once in a lifetime expedition. The Aucturn Enigma has nearly begun, and adventurers and archaeologists are arriving in Osirion by the droves to seek out the many ancient ruins that will be uncovered by the raging sandstorms that follow. What Dr. Pinkerton doesn't realize, however, is just how far this journey will take them - it might just take them down the Road to Damnation.
Where in the Apocalypse are we?
Those familiar with the Ruins of Pathfinder alternate reality will know that it is currently 4715 AR in the Reign of Winter campaign, roughly two years ahead of Road to Damnation. In the current timeline, Sothis, capital of Osirion, has been devastated by Xotani the Fire Bleeder, and the Ruby Prince has been killed. With more than half of the city having been destroyed by the short but brutal rampage of Xotani, and the Aucturn Enigma fast approaching, the remaining leadership of Osirion has been keenly interested in bringing in traffic to their nation to bolster their economy, and the droves of adventurers are the perfect solution.
With the elementals of Osirion stirred up by Aucturn's alignment, ne'er do well adventurer teams and rival expeditions causing up trouble in the sands, and vast tribes of Gnolls spewing forth from the hidden oasis temple of Lamashtu's Flower, the deserts of Osirion are an exceedingly dangerous place - one in which only the most resourceful will survive. Dr. Pinkerton and his crew will have their work cut out for them.
Into the Mirage and onto Glory!
Please pay close attention to the character creation guidelines below.
CHARACTER CREATION
Your character in Road to Damnation will belong to Dr. Pinkerton's Expedition, a small group of roughly 30 people under Dr. Pinkerton's employ who will accompany him into the Parched Dunes of Osirion. You will need to not only be capable at defending yourself and others from the dangerous of this sun-blasted land, but also survive the ancient ruins and outer planes that you will end up in.
This campaign will begin just a week or so before Dr. Pinkerton's expedition sets out from Eto.
Characters in Ruins of Pathfinder come from a harder, more cut-throat world than normal. Character creation options help outline this:
Starting Level: PCs will start at 2nd level.
Alignment: Any Non-Evil
Ability Scores: 25 point buy.
HP: Max HP rolls at 1st and 2nd level. Players will roll for HP or take Average from level 3 onward.
Traits: 2 traits plus one Mythic Campaign Trait (See Below)
Drawback: 1 Drawback required. This helps offset the more powerful Campaign Trait.
Story Feats: One free Story feat at 1st level
Base Starting Money: 1,000gp
Races: Any Core, with others allowed on a case by case basis.
Classes: All classes from Paizo products.
Firearms: Firearms operate under the "commonplace guns" rule* (See Below for Exception)
(see Ultimate Combat for more details).
Crafted Items: Any character able to craft items through a feat may do so at the reduced prices. Characters with craft skills may craft items ahead of time at the reduced price if they can craft the item by taking a 10 and succeed.
When you create a submission, please create a character alias and include your character information in the form of a bestiary stat block like Dr. Logem's Profile.
Also, include the following information in your profile:
1) Appearance
2) Personality
3) Background
4) Mythic Path you plan on taking (Including Dual Paths if you go that route)
*Firearms - Any character from Alkenstar may consider firearms as "Guns Everywhere", and may use the lower prices when purchasing early and advanced firearms.
MYTHIC CAMPAIGN TRAITS
Considering this will become a Mythic campaign early on, the campaign traits both explain why you're in Osirion and represent what Mythic Path you will hopefully be choosing. While you do not have to pick a campaign trait matching your planned Mythic Path, you will find that the campaign trait will upgrade in power if you do choose the same mythic path at your moment of Ascension. These traits are more powerful than the standard traits you may normally see. These are not set in stone - I'm willing to work with the players to tailor the lore behind each trait to an extent.
Nex is known far and wide for its arcanists. You distinguished yourself early on as a prodigy among your kind - skilled in the arcane arts, however you chose to practice them. With the Aucturn Enigma fast approaching, you and other like-minded individuals set out on an expedition into the heart of Osirion to research the effects of the aligned planet on the lay-lines and elementals that inhabited the region. What you didn't realize, however, was the ferocity of the region's elementals - you are one of the last survivors of this failed expedition, after having encountered and survived a brutal attack by elementals protecting their territory. Limping back to Sothis, the ruined capital of Osirion, you tended your wounds - these, however, were not enough to halt your curiosity or thirst for knowledge, and you now seek to find a new expedition headed into the sands.
Bonus: +2 Trait bonus to CL Checks vs Spell Resistance
You are a heretic. A blasphemer. Or, at least, thats what the Pure Legion of Rahadoum would call you. Whatever the source of your faith, you were prosecuted and nearly executed for your beliefs. But, as chance would have it, you escaped. To this day you still do not understand how you escaped. The only explaination was that some higher being had to have helped you. You never met this supposed rescuer, but your belief in your faith has only been empowered by this feeling. Fleeing Rahadoum as a refugee, you eventually came to Osirion, hoping to help the survivors of Xotani's rampage where you can.
Bonus: +2 to Will Saves
You once lived in the Mana Wastes - perhaps in Alkenstar, or perhaps in a smaller, less known settlement. Magic was foreign to you, though mana storms were a very real threat. You lived there as a mercenary - fighting to earn your keep, killing whatever you were told to kill. Once while out on a mission, you and your group were beset by a suddenly manifested Mana Storm. The rest of your group were killed in variously horrific ways. You, however, were spared - only to be wisked away to Osirion by an odd teleportation effect. Eager to see the wondrous world at large, you never went home, instead choosing to stay in Osirion and work as a mercenary until you gained enough money to travel abroad.
Bonus: Pick one Fighter Weapon Group: Gain +1 to Attack with all weapons from that category
You died, once. You gave your life defending the cause of Osirion. At the order of the Ruby Prince, you were resurrected back into the world of the living. From that day forth, your previous life meant nothing - your past family ties, allegiances, and friendships - all nothing. You became one of the Risen Guard, fanatically devout protectors of the Ruby Prince and his family. You witnessed the Princes descent into madness and paranoia - you also witnessed his butcher of thousands of innocent refugees after he called forth Xotani the Fire Bleeder. You survived the destruction and chaos - your faith in the royal family, did not. You left their service and sought to defend Osirion in your own way.'
Bonus: +1 Hit Point per Level
You witnessed the destruction of Katapesh when Xotani the Fire Bleeder was reborn into the world. You survived the destruction, leading other refugees to Osirion to seek refuge. You were seen as a hero and praised by those you saved. When the Ruby Prince came forth with a plan to lead you to new lands, you were willing and eager, and helped get others' minds along this path. What you didn't realize was the Ruby Prince's plan for betrayal. You witnessed tens of thousands of your fellows die, along with the Ruby Prince himself. Somehow - by some miracle or sheer luck - you survived a second encounter with the Fire Bleeder. Since the disaster, you have vowed to lead others to prosperity, not ruin.
Bonus: +4 trait bonus to Initiative
Thuvia, the land of the Sun Orchid Elixir - you were once one of the adventurers hired to seek out the precious Sun Orchids in the blasted deserts. You faced the scorching suns of Thuvia, bandits, and rampant Divs - in the end, your team was successful, but only partially. While you were able to obtain a single, precious Sun Orchid, your team eventually fell to a Div ambush. You alone escaped, though you lost the plant in the process. Reputation ruined as a failed adventurer, you left Thuvia and went eastward to Osirion - with rumors of adventurers being hired in droves for expeditions into the deserts, you sought new work in a new location where your reputation was unknown.
Bonus: +2 Trait bonus to any three skills
Campaign Theme
Road to Damnation will be a Mythic Campaign that revolves around a road trip through the Outer Sphere. During this campaign, the players will face off against the varied inhabitants of these planes, survive some of the harshest landscapes of the Outer Sphere, and do their best to resist the corruption within their souls from this journey.
As a result, there are three major themes to Road to Damnation:
1) Planar Travel and harsh landscapes.
2) Outsiders representing each of the alignment axis - Good, Evil, Law, and Chaos, with Evil being the most represented.
3) A custom Corruption Mechanic, similar to the Redemption mechanic found in Wrath of the Righteous.
In addition, the religions and faiths revolving around Nurgal, Charon, Trelmarixian, Dispater, Vildeis, and Tabris will all make appearances in the campaign – for better or for worse.
This is not a sandbox campaign, and you will not have ample opportunity to craft or research – there will be places and times when you can, of course, but they will not be common. You will be in the wilderness for a good chunk of the time, while dungeon-delving most of the rest of the time.
Finally, this campaign will not use experience, and instead the players will level and gain mythic tiers based roughly on check-points. As a result, there will be fewer combat encounters, but each encounter will further the campaign along – there will be no 'filler' combats that serve no real purpose except to use the party's resources and give them experience. All combats will be more or less dangerous and harrowing. We will be leveling at a rapid pace compared to most Play by Posts. My goal is roughly one level per month, though it may go slower or faster depending on circumstances.
OPTIONAL RULES USED
Though not everyone will be required to use these as part of their character design, certain optional rules will be used or allowed in Road to Damnation. These are as follows:
Words of Power: Players may choose to use Words of Power if they wish to do so. The feats based around them are available as well.
Called Shots: Both players and enemies may use Called Shots if they wish to do so – the feats based around these called shots are also allowed.
Leadership Feat: Players may take the Leadership feat if they wish to do so at the appropriate time – finding cohorts and followers may prove a more difficult task, however.
Retraining: Given time and money in an appropriate locale, players may retrain as per the Ultimate Campaign rules.
Bargaining: For rare or unique items, players may find merchants to bargain with, potentially gaining more or less money for their rare items.
POSTING CONSIDERATIONS
When the campaign begins in earnest (not during the prelude/recruitment period) you will be expected to post at least once every 48 hours. If you are going on a vacation, very busy, or otherwise unable to post just let me know and I will consider you on "standby" for the amount of time specified and you will be DMPC'd for that time.
If anyone disappears for 7 straight days without posting or leaving notice you will be killed off without hope of resurrection. This is extremely generous in terms of time span, so please don't let it get to that level of uninvolvement.
EMBARK FROM SOTHIS TO ETO!
Once you have created and submitted a character (and only one) for consideration, please head over to the gameplay thread and participate in the caravan passage from the Ruins of Sothis to Eto. This scene takes place mere weeks before Dr. Pinkerton plans on leaving on his expedition - you will be traveling among a caravan filled with adventurer-hopefuls who head to Eto to find work among the numerous expeditions being planned. The journey takes place over four days from Sothis to Eto by foot or camel.
Please refrain from rolling dice or otherwise making any sort of mechanical check during this prelude period, it is unnecessary. The gameplay thread will be up very soon, either the 26th or 27th.
SELECTION
I will be selecting 7 expeditionaries from the submitted characters who participate in the gameplay prologue journey. An eighth player, a close real life friend, will also be joining the party. Recruitment ends on September 8th 2013 at 11:PM Mountain Time Zone (UTC-7). Late submissions will not be considered.
ITS TIME FOR A ROAD TRIP!

Teller of Tales |

Dotting here too.
My monk/champion of the enlightened by now kinda moved more towards monk(1-3)/cleric of Irori to avoid possible problems with corruption.
Will post the character once I worked in a campaign trait (not sure yet which. Planning to probably dual Hierophant/Trickster and not yet sure how to include either of those 2^^).
You are planning that at least 2-3 people take the same Mythic Trait?

DM Jelani |

I want to be an archmage, and I want a revolver. I have two ideas for this.
1) I was born and raised in Nex, but my father was from Alkenstar. I inherited the gun from him. I would take the heirloom weapon trait and pay 400 GP for it.
2) I am from Alkenstar and somehow am going to become an archmage. I take the heirloom weapon trait to get proficiency and pay 400 GP for it.
I'd prefer option 1 as it makes more sense to me. Are you cool with that Crusty?
Edit:I'm doing something I've never done before. I'm creating a bard. >:0

Steady Hand of Totra |

Introducing the Steady Hand Of Totra, former risen guard armor master fighter going guardian path. took me forever to get everything put together so it made sense story wise so I am getting a nap in and will post backstory and such after that. Also yes I know taking Khopesh and not being able to at least take improved trip is silly but I did it for the flavor... so sue me :P

DM Crustypeanut |

I want to be an archmage, and I want a revolver. I have two ideas for this.
1) I was born and raised in Nex, but my father was from Alkenstar. I inherited the gun from him. I would take the heirloom weapon trait and pay 400 GP for it.
2) I am from Alkenstar and somehow am going to become an archmage. I take the heirloom weapon trait to get proficiency and pay 400 GP for it.
I'd prefer option 1 as it makes more sense to me. Are you cool with that Crusty?
Edit:I'm doing something I've never done before. I'm creating a bard. >:0
I'll allow an Arcane Bond weapon to be a revolver, if whatever class you pick ends up gettin that.
Also.. just because you're an Archmage, does NOT mean you cannot be from Alkenstar - you just were in Nex at the time. You can work into your story that you were born, possibly raised, in Alkenstar, but learned whatever magic you learned in Nex.
I'm probably shooting myself in the foot with the whole Alkenstar stuff.. but ah well.
ALSO I WOULD LIKE TO ADD TO EVERYONE that although those from Alkenstar may purchase firearms at the reduced price and treat them as simple weapons, There are no changes to the gunslinger class when it comes to Gunsmithing and Gun Training - this was brought to my attention, and I completely forgot about that part of the changes to firearms. I think a 1st level Gunslinger would be a bit too powerful with Gun Training.. and they will need Gunsmithing in the long run if they are to make their own ammunition, as firearms are not common at all in the outer planes.

DM Crustypeanut |

You are planning that at least 2-3 people take the same Mythic Trait?
Considering there are 8 spots (7 after my RL friend) but only 6 Mythic traits, I figure there will be overlap with some extent - as mentioned in the OP, I'm willing to work with the player to slightly alter a mythic trait if someone has a solid idea.
But yes, I feel that the traits are open-ended enough to allow overlap. I tried not being as rail-roady as the Wrath of the Righteous campaign traits, even if I perfectly understand their reasoning with the rail-roadyness.

DM Crustypeanut |

Gunsmithing for both, Jelani. You need 1 rank in Craft(Alchemy) to make Alchemical Charges, but those aren't needed for advanced firearm ammunition.
Hm.. yes you can have a battered advanced firearm if you're a Gunslinger from Alkenstar.
Do note, guys, that firearm ammunition will be full price to purchase (half to make) outside of Golarion, where we'll be for most of the campaign. Thats 15 gp to purchase per bullet, 7.5 gp to craft, for advanced firearm ammunition.
Just wanted to make sure you guys are aware of that.

DM Crustypeanut |

Its a feat, not a skill - Gunsmithing is found in Ultimate Combat. Firearms and their ammunition are crafted basically the same as magic items - 1/2 price, 1 day per 1000 gp of the item's base price.
10% is for early firearm ammuniton - black powder and bullets/pellets.
50% is for Alchemical charges and Metal Cartridges. The former allow for faster reloads with early firearms, though at a risk of increased misfire. The latter are for advanced firearms.
These are before the regional reduced prices due to Guns Everywhere and Commonplace Guns.
So, for someone starting in Alkenstar, they may craft early firearm ammunition for a total of 1% of the usual price, while alchemical charges and metal cartridges can be crafted at 5% the usual price.
Everwhere else on Golarion, the former can be crafted at 2.5% price, while the latter can be crafted at 50%.
Elsewhere, not on Golarion, the former can be crafted at 10% while the latter at 50%.
For the Firearms themselves, both Early and Advanced Firearms may be purchased in Alkenstar for 10% of their usual price, or crafted for 5% (Yeah thats really cheap), while elsewhere on Golarion the early ones can be purchased for 25% and crafted for 12.5%, while the advanced ones can be purchased for 100% and crafted at 50%. Not on Golarion, both are at 100% for purchased price and 50% for crafted.
So you see, if you want to work with firearms, you basically need to be able to craft them yourselves.
--
Jel, you need either Gunsmithing to repair the firearms, or a simple Mending spell.

DM Jelani |

Ouch, so I have to take that feat huh? I have mending. I guess I don't have to take the feat, but then I'm paying full price for ammo. I have a plan to mitigate that but it's still something to consider. I was mainly worried about my gun breaking and not being able to fix it, but if mending will do that I should be ok.

DM Jelani |

Cuàn |

Hmm...this is quite an interesting position to be in, as far as crafting and such. I think that gives me great ideas. So close to the Mana Wastes, I'm betting that there were a fair number of alchemists there too, in Alkenstar?
Now I just have to choose the feat.
Actually Nex is the go to place for Alchemists in the area, they even have their own archetype in the Oenopion Researcher.
As for me, I'll be submitting the Arcane Duelist Bard I mentioned in the previous thread using the Katapeshi Refugee campaign trait (and actually intending to go Marshal, though perhaps with Dual Path and grabbing either Champion, Archmage or Trickster next to it).
Unlike the character idea I pitched in that thread I might try for a Suli or Ifrit instead considering those fit better with Katapesh than a Fetchling does and would fit with being a worshipper of Valani, an Azata Empyreal Lord who sees destruction as a necessary tool to change the world for the better and as such would fit with someone who wishes to make the best of it after witnessing all the destruction the Katapeshi Refugee has seen.
EDIT: As an aside, it's still odd to me that an Empyreal Lord called the Fireshaker, whose symbol involves lava and who lives in a volcano does not grant the Fire domain.

drbuzzard |

OK, here's the build.
Wu Cheng
Background:
As they say, out of the frying pan and into the fire. He could not have imagined that anywhere would be a worse mess than from whence he came. He soon learned to expand his imagination. Finding that much of the area was in dire straights due to incredibly powerful agents of destruction and tyranny. He simply settled into a regimen of self improvement. He felt that by honing his mind and body that some day he could become mighty enough to make a difference in freeing his homeland. Perhaps that might be a better place to make a stand that in Avistan which is truly teetering on a precipice.
Of course self improvement requires a few things, resources to stay alive and a teacher. Given the turmoil in the area, a serene place to learn was not an option. Hence he decided to work as a guard, figuring that experience was the best teacher. Working in various locations, and honing his mind and body as he travelled, he eventually picked up a job as a caravan guard in the Mana Wastes. A mana storm manifested and eruptions of magical energy ravaged the caravan. He was struck by one and somehow transferred to Osirion. Finding himself in a new location with no job, he set out to find employment once more to continue his training.
Personality:
Appearance:
Wu is a Tien man of slightly below average height. He is very stocky however, and while he would generally wear baggy clothes to de-emphacize this, armor doesn't fit like that, so while in his work garb (that being armor), he looks very wide and solid. He keeps his head shaved as he learned in the monastery. While he prefers to fight unarmed, since that is where his skill lies, he carries a peace bonded longsword at his side. This tends to re-assure prospective employers who might question hiring an unarmed guard. He does not really own any finery. Just his weapons, armor, and a backpack full of gear and some books. He is, however meticulous about his appearance. His gear is maintained as well as he can, and he loathes going for a length of time without a bath.
Crunch
Wu Cheng
Male Human (Tian-Shu) Fighter (Lore Warden) 1 Monk (Master of Many Styles, Monk of the Sacred Mountain) 1
LG Medium Humanoid (human)
Init +2; Senses Perception +5
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 18 (1d10+1d8+4)
Fort +6, Ref +4, Will +3; +2 bonus vs. sleep, paralysis, and stunning
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Offense
--------------------
Speed 30 ft.
Melee Longsword +4 (1d8+6/19-20/x2) and
. . Unarmed strike +5 (1d6+7/x2)
Ranged Sling +3 (1d4+4/x2)
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 18
Feats Crane Style, Dodge, Dragon Style, Foeslayer (Oni), Improved Unarmed Strike, Power Attack -1/+2, Stunning Fist (1/day) (DC 11)
Traits Indomitable Faith, Mizu Ki Hikari Rebel, Mana Storm Survivor
Skills Acrobatics +5, Appraise +0, Bluff -2, Climb +7, Diplomacy -2, Disguise -2, Escape Artist +5, Fly -1, Heal -2, Intimidate -2, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +5, Ride -1, Sense Motive -2, Stealth +5, Survival +4, Swim +7
Languages Azlanti, Common, Osiriani, Osiriani, Ancient, Tien
SQ fuse style (2 styles), hard to kill, meticulous, stunning fist (stun), surge, unarmed strike (1d6)
Other Gear Studded leather armor, Longsword, Sling, Backpack (empty), Chronicler's kit, Monk's kit, Silk rope, Survival kit, 895 GP
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Special Abilities
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Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Foeslayer (Oni) +1 to AC & the DC of spells and abilities vs Oni.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Meticulous -2 on all untrained skill checks
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day) (DC 11) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Steady Hand of Totra |

The Steady Hand was once a respected warrior in the Risen guard, having joined at the age of 12 after throwing himself in front of a run away ox barreling towards the Prince. He had learned his place in life was that of servitude. His new life dedicated to the Prince, or more precisely running down the dune runners and bringing them back to their fathers court. Now he is merely a man, he claims no master and tries to pick up his shattered life and move on. His only skills being to throw himself in the way of trouble, he has hired himself out as a bodyguard on more than one occasion and this now seems to be his only source of income. Where ever he goes there is always someone in need of his shield and the shield of his body. It does not matter why anymore, as long as there is food in his belly his shield is ever at their service.
Nothing else matters now. His services payed for, only death with stop him from delivering his charge safe and sound through their trials.
Making some major changes to the characters feats as the backstory I was going with changed slightly. Also would it be ok if one of the other characters be the person I had contracted to protect until they are returned safely home?

DM Crustypeanut |

I have an idea for a Hobgoblin character, but would it be better if I went with Half-Orc? On a similar topic, given that the game is taking place in Osirion, would a Gnoll character be allowed?
The gnoll variant from ARG could work - my RL friend I mentioned will likely be going that route, in fact. Just make sure you put a good backstory into it.
Hobgoblin.. could work as well.. but again, because its a bit of an odd race, you'd have to make it work. Also, do note that both are generally evil, so you'll have to make sure you work around that.

Unafe Two-Hearted |

Gyrfalcon here, introducing Unafe Two-Hearted, Saurian Shaman of the Goapeke tribe who will walk the path of the Heirophant, possibly going into Guardian as well over time. I like the idea of playing someone who'll start out quite lost and discouraged, and someone who at her heart is really just a seventeen year old who's over her head.
Background and crunch in profile.

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Morning Crusty,
You know I could not pass on another ruins of pathfinder AP. Like we talked about before I will be working Ali Al'Zahrid into the current history. He previously served as a guide for a group of pathfinders that were seeking out Kelmarane. I plan to work in some backhistory to bring up what happened after the group reached Kelmarane and how he went onto surviving the attack by the Firebleeder. The thing is, I want Ali to be more of a Champion and less of a Marshal. Would you mind if I took the Champion trait, but instead had the backstory of the Marshal?
-Cel

DM Crustypeanut |

Morning Crusty,
You know I could not pass on another ruins of pathfinder AP. Like we talked about before I will be working Ali Al'Zahrid into the current history. He previously served as a guide for a group of pathfinders that were seeking out Kelmarane. I plan to work in some backhistory to bring up what happened after the group reached Kelmarane and how he went onto surviving the attack by the Firebleeder. The thing is, I want Ali to be more of a Champion and less of a Marshal. Would you mind if I took the Champion trait, but instead had the backstory of the Marshal?
-Cel
Yeah I can allow that. Unlike in Wrath of the Righteous, theres not going to be some big spoiler based around your backstory later on.. so these mythic traits were mainly just trying to describe how you've ended up in Osirion.

Kel the Guardsman |

Doomed Hero here.
I wanted to get my submission in tonight even though he won't be mechanically updated and formatted until tomorrow.
Kel is a Tiefling who's spent his life rebelling against his nature and trying to be good. He managed to get a fallen angel named Asara bound to him. Now he's trying to redeem her.
Please take a look at his background and give any feedback you'd like. If anything needs clarified or changed, let me know.
I'll have the properly formatted sheet and submission up tomorrow.