
Spooky GM |

Wrath of the Righteous is kind of everything I've wanted out of tabletop gaming ever. I ran two tables of it last spring on here, but real life issues got in the way early on in the summer and I found myself in pretty shitty living conditions. Said conditions are now significantly better and life is back on track, so I'd like to start a table of this again. (Obviously, any players from my old game who are still about are welcome to reapply.)
I'm currently running my meatspace group through the game, and while we're having fun with it, they're not a group that when put together really gets down to the roleplaying much; one member in particular won't even speak in-character. Problem is, I'm really fond of the NPCs in the game and would love a chance to do things with them. So, I would like to make this table a little more roleplay-heavy. Looking for people with well thought-out characters in mind, who wouldn't object to some heavy roleplay. Especially if you feel like getting into the business of redeeming NPCs, which is a big theme of the campaign that I would love to delve into. If your character deems somebody worthy of redemption and sponsors them, I'll expect you to see that redemption through and get into the roleplaying of helping somebody turn back to the light.
Wrath of the Righteous is the over the top, high power adventure path that belongs painted on the side of a panel van, and I'd rather like to play that to the hilt. I'm looking for the noble and heroic; orphans of war climbing their way out of the gutter to become legends, devout worshipers driven by belief that the divine has chosen them for a great task, skilled warriors in search of glory and the immortalization of their names in song. You're to play the destined heroes of light, so act like it. Brooding loners and the selfish anti-heroes have no place in how I'd like to run this campaign, sorry.
That's not to say you have to play the most uptight Lawful Good players imaginable. Darker methods and a desire to spill blood blood are by no means horrible and a sure way to rejection, but I'm seeking characters with good in their hearts and a willingness to do the right thing, rather than having to be coaxed into it by circumstance and the promise of some coin. There is a heavy theme of redemption runs through the campaign, so darker zealots who take no prisoners are perhaps not the wisest choice. There can definitely be dimension; a genuine redemption seeker looking to purge themselves of the horrible acts they've committed, or someone with a deeply personal stake in the crusades, in one way or another. Just, y'know, not "angry anti-hero maybe learns to love" as a long-term character goal. They should want to do good and have a reason to risk their lives against demons better than "for money".
Character creation details:
-20 point buy
-All classes except for Gunslinger, as well as all archetypes except Synthesist Summoner and the ones that give non-Gunslinger classes access to guns (such as Holy Gun)
--Divine spellcasters who get their powers from a specific deity
-All core races, as well as Aasimar and Tiefling. Less conventional races need a good reason for being in Kenabres.
--Divine spellcasters who get their powers from a specific deity (or anyone who takes the Touched by Divinity trait) must choose a Good-aligned deity. Iomedae, Desna, Torag, and Sarenrae are all strong choices, especially the latter given her affinity for redemption. That said, non-listed deities are just fine too. Those are just ones that fit better than others.
--Paladins may be of Neutral or Chaotic alignments so long as they are within one step of their deity.
--For Aasimar and Tiefling variant abilities, you may either roll for your ability, or pick one from the list. If you pick one yourself, you may not choose any of the +2 ability score entries. You may choose whatever and however many physical qualities as you'd like, given their lack of game impact. Fiendish Heritage is not a requirement for access variant Tieflings.
-All official Paizo material is on the table in terms of equipment, feats, spells, etc.
-Good-aligned characters only. You are the titular righteous and you should act like it.
-Max starting gold for your class
-Two traits
-No 3rd party material
-I tend to welcome houseruling and refluffing, so if there is something you'd like tweaked or reflavoured feel free to ask.
-Please provide a backstory, explaining your character's history, personality, and motivation, as well as a short rundown of your character's general gameplay roll, and any prestige classes you may be considering.
We'll be using narrative combat all the way, because handling maps in Play-by-Post is more trouble than I think is worth it. I don't track encumbrance, so as long as you're within reason I won't be tracking that, and you can run a low-Strength character stocked up with supplies just fine.
A somewhat vaguely spoilery note for people who've been through the first leg of book one about some changes I'll be making:
I'll be taking six characters, one from each Mythic Path, so we can get a varied group that has the full range of Mythic toys to play with. Despite grouping players by path, I will still be taking party balance into consideration in terms of roles being filled, though six players will give some definite leeway in that regard. The fact I have a meatspace table already one session into the second book means a lot of my rebalancing for six players is already in place and ready to go. I seek people capable of making at least one post per weekday, and one on weekends. Backstory is the strongest factor for me since, like I said, looking for people who'll roleplay, so writing a strong character is a must.
It's Monday morning, so let's say recruitment is tentatively open until Sunday evening, EST. Gives plenty of time for people to get their characters done, and for me to answer any questions people have.

Thomas Vinland |

This is Tomas Vinland. Cleric of Desna who will go a bit into Holy Vindicator with the Guardian Mythic Path. Link to full character sheet
I was young, I had turned 16 just the week before and I was out for a walk with some of my friends. I would soon begin my priesthood at the temple of Densa, and I would not have so much time for my friends. Vandal, Gregory, Jack, Kellea and myself; we were good kids, just bored kids. We went for a walk in a small grove of trees not far from town we wanted to find some mushrooms and maybe a rabbit to cook over a fire, Jack ever the strong brave one hoped we would find a wolf or a bear or something so he could scare it off, and impress Kellea, we found something much worse.
We had found our mushrooms and caught our rabbit, cooked them over the fire and were having a grand time. I thought I had seen something in the trees, but paid it no mind, thinking it was just a deer or some other creature curious about us, but then Gregory wandered into the forest a bit to releave himself, and didn’t come back.
Maybe it was because we were having too much fun talking and laughing, and telling ghost stories, but we didn’t notice that he hadn’t come back for a long time. Kellea insisted she go look for him and Jack, eager to make good with her, grabbed a small glowing log from the fire and went with her. It was only moments until we heard her scream, and Vandal and I ran towards the noise.
I barely even noticed her cowering and crying on the ground, all I saw was this thing, it was at least 7 feet tall, glowing red eyes, and large claws, one of which was holding Jacks head, he was trying to wrestle his way out but it was no use. “I like it when they squirm, HAHAHA!” roared the beast as it slammed it’s other claw into Jacks stomach, ripped out his guts, and ate them. He dropped Jack’s lifeless body, and whispered “who’s next?”
Vandal was smart, Vandal ran, I was too scared to move. I just watched this thing rip one of my best friends apart, but I had to do something, I worked up enough courage to grab Kellea and run back towards our fire. Once there I grabbed a flaming log and prepared to defend myself against that thing.
It hadn’t followed us thing, it was too smart for that, it had circled around, and came from behind. I was too slow, and all I saw was it slamming Kellea to the ground, smashing her skull with its foot. Again I couldn’t move, I couldn’t think, the demon walked towards me and slashed at me with its claw. I managed to move to block it with the log from the fire, but the log shattered and I was defenseless. His second claw slammed into my chest, and I felt more pain than I thought possible, and I prayed to Desna to make it stop.
My body slumped to the ground, I couldn’t breathe, I could barely think. All I could feel was the cold creeping in. What I didn’t tell you before is that you welcome the cold. It numbs the pain, and lets you think again, but all you can think about are your failures and shortcomings. I failed to save my friends, I couldn’t do anything, I couldn’t save anyone, and there is nothing you can do the make up for those failures, because all you can do is wait for the light to fade, and cold to come.
I was given a chance however. Like I said Vandal was smart, he hadn’t just ran, he ran to the church, and told them what was happening. They came fended off the beast, and managed to save me. I survived to enter the priesthood, and become a cleric. I survived to bury my friends, and morn their loss. I survived to make up for my failures, to protect those that are too weak to protect themselves from the evils of this world. I am Thomas Vinland Shield of Densa, defender of the faith, protector of all that is good in this world.
Thomas Vinland
Human Cleric of Desna 1
NG Medium humanoid (human)
Init +7; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4+1/19-20) and
dagger +1 (1d4+1/19-20) and
starknife +1 (1d4+1/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4):
1st—magic weapon, shield of faith, true strike{super}D{/super}
0 (at will)—detect magic, guidance, light
D Domain spell; Domains Luck, Travel
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 13, Int 10, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Improved Initiative, Selective Channeling
Traits exposed to awfulness, reactionary
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4
Languages Common
SQ agile feet (6/day), aura
Combat Gear cold iron crossbow bolts (50), caltrops (2); Other Gear hide armor, light wooden shield, cestus, dagger, light crossbow, starknife, backpack, bandolier, bedroll, blanket, winter, candle (2), canteen, canteen, chalk, flint and steel, grappling bolt, wooden holy symbol (Desna), marbles, marbles, powder (2), silk rope (50 ft.), soap, spell component pouch, whetstone, 18 gp, 6 sp, 3 cp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Selective Channeling Exclude targets from the area of your Channel Energy.

Jolly Roger |

Dubbing between making him ranged and melee. His companion will be the real damage dealer with the divine hunter and primal companion archetypes.
Then there is the mythic class. Apparently only the hierophant and guardian have something that enhance companions. But the hierophant is too focussed on druids and clerics (not a lot of abilities to take) and guardian is pretty popular mythic class. So thinking about mixing the trickster with guardian abilities.

Thomas Vinland |

I updated Thomas's equipment. I missed the line about Max gold, and I forgot to buy trail rations.
Thomas Vinland
Human Cleric of Desna 1
NG Medium humanoid (human)
Init +7; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4+1/19-20) and
dagger +1 (1d4+1/19-20) and
starknife +1 (1d4+1/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4):
1st—magic weapon, shield of faith, true strike{super}D{/super}
0 (at will)—detect magic, guidance, light
D Domain spell; Domains Luck, Travel
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 13, Int 10, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Improved Initiative, Selective Channeling
Traits exposed to awfulness, reactionary
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4
Languages Common
SQ agile feet (6/day), aura
Combat Gear cold iron crossbow bolts (50), caltrops (2); Other Gear hide armor, light wooden shield, cestus, dagger, light crossbow, starknife, backpack, bandolier, bedroll, blanket, winter, candle (2), canteen, canteen, chalk, flint and steel, grappling bolt, wooden holy symbol (Desna), marbles, marbles, powder (2), silk rope (50 ft.), soap, spell component pouch, whetstone, 18 gp, 6 sp, 3 cp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Selective Channeling Exclude targets from the area of your Channel Energy.

Spooky GM |

Gah, knew I'd forget something. Shouldn't have made the thread on hour 20 of being awake. One of the two traits you choose must be from the Wrath of the Righteous Player's Guide. Since this trait will decide your Mythic Path, it's kind of important. Pleae consult those traits before backstorying because the events mentioned in them will be expanded on as the campaign goes on.
@Nohwear: You can try.
@Mark_Twain: Nope, sorry, I prefer only one submission per player.

Tim Woodhams |

Sorry stuffed up my link earlier. Here is the Link to Cinna. I'll rework the crunch now for your game.

Eibon Elders |

I'm also interested in playing in this Campaign. I will say in advance that this will be my first time playing by post, but here’s my submission.
Male Paladin 1 (Hospitaler)
LG Medium Aasimar / Humanoid (Aasimar)
Init +0; Senses Perception +1 , Low-Light Vision
Aura Good
==DEFENSE==
AC 18, touch 10, flat-footed 18 (+6 armor, +2 Shield)
HP 14 (1d0+4)
Fort +6 Ref +0 Will +3 (+2 vs Blind, Dazzled)
Armor Chain Mail, Heavy Steel Shield
==OFFENSE==
Spd 30ft; 6 Squares
Melee Longsword + 4 (1d6+2) 19–20/×2
Special Attacks
Smite Evil - 1/Day +4 Hit, +1 Damage
Aasimar Spell-Like Abilities (CL 1st)
1/Day - Light
1/Day - Corruption Resistance
Will - Light (Halo Only)
==STATISTICS==
Str 14, Dex 10, Con 18, Int 12, Wis 12, Cha 18
BAB +1, CMB +3, CMD 12
Feats Armor Proficiency (Light,Medium,Heavy), Weapon Focus (Longsword)
Skills Diplomacy +8, Heal +5 "+7 with Healers Kit, Knowledge (Nobility) +5, Knowledge (Religion) +5
SQ Aura (Good), code of conduct
Traits Chosen of Iomedae (Faith), Child of the Crusade (Marshal)
Gear Longsword (Masterwork), Chain Mail, Heavy Steel Shield, Healers kit (10), Paladins Kit (backpack,
a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10),
trail rations (5 days), a waterskin, and a wooden holy symbol.)
Wealth 75 GP, 9 SP, 10 CP
Languages Common, Elven, Celestial
Aasimar Racial Traits
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Halo: Some aasimars possess the ability to manifest
halos. An aasimar with this racial trait can create light
centered on her head at will as a spell-like ability. When
using her halo, she gains a +2 circumstance bonus on
Intimidate checks against evil creatures and on saving
throws against becoming blinded or dazzled. This racial
trait replaces the darkvision racial trait.
Incorruptible: Occasionally, aasimars arise with the
ability to further ward away evil. Aasimars with this
racial trait can cast corruption resistance (Pathfinder RPG
Advanced Player’s Guide 212) against evil once per day as a
spell-like ability. If an aasimar uses this ability on herself,
the duration increases to 1 hour per level. This racial trait
replaces the spell-like ability racial trait.
Celestial Crusader: Some aasimars follow their destiny to
war against the powers of ultimate evil. These individuals
gain a +1 insight bonus on attack rolls and to AC against
evil outsiders and a +2 racial bonus on Knowledge (planes)
and Spellcraft checks to identify evil outsiders or items
or effects created by evil outsiders; they may use these
skills untrained for this purpose. This racial trait replaces
celestial resistance and skilled.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence
scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling,
and Sylvan.
Paladin Favored Bonus: Add +1/6 to the morale bonus on saving
throws provided by the paladin’s auras.
His eyes shine with a determination that shows his conviction to protect and fight for the
country and people he's grown to love.
Book. He will mostly be a controller and party helper using the Marshal mythic path
Backstory will be on the Character's page

Zayne Iwatani |

ALL OF THE DOTS!
This sounds pretty fun and I have a concept in mind but it is probably going to get vetoed. Would you allow a natural werewolf? Probably Ranger then Mythic Trickster. Here is something I wrote up a while back for her to give you an idea of her upbringing:
It was a misnomer that the moon was the source of our power but none of my people could deny its allure. Off in the distance I could hear the howl of our brethren. Many of my own called back. The moon drew us to it for some reason but we all knew we could never reach it. All we could do was unite our voices in the hopes that the moon would hear our lament and come closer. It was all in vain but, one could hope.
Just like one could hope for a future for my people. Others say we are cursed, that we are abominations of nature. I beg to differ. I think we have been given a gift that comes with its own challenges that we must overcome. We can track a sent 2 days old, see at night as easily during the day, and in moments of need, transform ourselves to take full advantage of the wolf's natural strength.
With this great strength comes great challenges though. We can no longer live normal lives for others do not understand us. Its rather difficult when one doesn't even try. Very few can look past the so called "curse". Those that do are welcome here in Luna.
It is true that we are different, altered, because of this gift. The hunt is now a part of us. It is something instinctual now. For some it is easy to repress. It only shows as a small twitch towards a scurrying animal. For others it is not so easy. They must periodically transform and hunt wild animals or any of the other fearsome creatures that roam this land to satisfy the beast within. We understand and we do not judge so long as they can find an outlet. We do not, however accept any that would harm the innocent, even in their blood lust. Normal people do not accept deviants among their ranks and neither do we.
What others can't see is that we are much like them. If you hurt us, we feel pain. If you shun us, we feel sadness. But if you love us, we feel happy. We can lead normal lives. Our village proves that. We take in the those that cannot find a place among normal people, and not just werewolves. Those that the other races of the world shun, despise, and ridicule, just for being different, are welcome. Here they are free to live and love in peace.
"Father, you did it again." A young female voice startled the man out of his reverie.
"Oh, sorry honey. I'll head back in now," he said, giving the moon another look of longing.
"Like that?" she said, stifling a giggle with here hand. He looked down at himself and quickly realized what she was amused with. He had transformed without realizing it. He was unique, even among his kind, as he transformed into a large white wolf. Everyone's transformation was different. Some became wolves while others were more humanoid. He was the only one that was white though. But the amusing part would have the transformation back. If one did not remove their clothes first they would loose them forcefully. So when he did transform back, it would be quite embarrassing.
"Oh dear. That could have been embarrassing. Could you fetch me some clothes?" He asked rather sheepishly. A hard look to pull for a wolf.
"Sure," his daughter said with a resigned smile. Her figure began to grow taller and bigger. Her bones popped and cracked as they broke and reformed. Her face grew longer as her teeth grew larger and sharper. White hair that shined silver in the moonlight erupted all across her body. In a few seconds an imposing, yet strikingly beautiful, humanoid wolf stood before him. She was one of the few who didn't change enough to need new clothes each time.
With a single bound she was gone. She was a first generation for this village and her leader and father couldn't have been more proud though he feared the day she would leave. He could see the adventure burning in her eyes but worried about the day she ran into people that did not take kindly to those like her. He looked one more time at the moon shining brightly in the sky. He had never believed in the gods but prayed to the moon his people were so infatuated with. He prayed for her well being, for the villager's well being, and for all those like them, to find a place in this world.

Adventurer#33 |

just a couple questions about fluff things. First, what is your take on the ages of Aasimars and Tieflings? The way they are setup in the books don't make a lot of sense to me, I could understand a little slower developement and a longer life span, but not reaching maturity for 60 years is absurd. Most of the mortal parents wouldn't live to finish raising the kid.
Second, some of the Aasimar abilities have no real mechanical benefit like not appearing to age or armor appearing to be made of gold or silver. Can we select more than one ability as long as only one has a mechanical benefit?
Thanks

Spooky GM |

@Zayne: I wouldn't allow a werewolf, and having skimmed the backstory nothing about it seems like it really fits in with the flavour of the adventure path. You should give the player's guide for the AP a read and go back to the drawing board.
@Cardboard Tube Knight: Fiendish Heritage is houseruled out of existence. I don't know why they need a feat to do what Aasimar can do for free but I disagree with it.
@Adventurer#33: I'd keep the ages the same way, personally. Makes sense to me. As for visual effects, you may take as many of them as you wish; they do nothing, so all it does is create a visually distinct character. Just, y'know, maybe don't go overboard.
@Steave: Good to see you again, Cap.
@Fuego: You misspelled "cleanser"; not sure if that's due to the name you wanted being taken or not, but thought you should know while you're still under ten posts and able to change the name. Beyond that; I don't usually say people should aim for a set amount of words, but I will say that typically, anything below a couple paragraphs is a little troubling.

Jens Varmodsson |

I've played this character before, and would love to do so again. Cavalier, honor guard archetype, order of the dragon, guardian mythic path.
Mechanically, he's heavily built around his shield, using it as a weapon as much as for defense. Conceptually, he's a middle-aged veteran of the Fourth Crusade who was present when the Wardstine was cracked, and lost his wife and children in the subsequent attack. He's lost touch with Desna since, turning to Pharasma and hoping for a glorious death in battle. He's a highly protective character, particularly of young characters, walking a fine line between fatherly and patronizing.
I'm playing him in another game, but unfortunately, it appears the GM has gone missing. I'm still holding out hope, however, and if she comes back, I'd probably like to continue playing him in that campaign, as well.

Olivia Wormwood |

Awesome, the Olivia will keep her toughness for now. I'm not sure if that fits the flavor of what she's supposed to be. I might go for "Weapon Focus" or "Point Blank Shot" to kind of fill out the ranged options for her.
While her crunch isn't finished, here's her back story and the like.
========
Backstory: Her parents had wished for a little boy named Oliver. What they received instead was Olivia.
Her father perished in the struggle against the fiendish nation that borders their city and neither of her parents would tell her the tale of how she came to be conceived or how her mother lost her legs and sight.
Their family comes from a long line of Crusaders and there was a tradition that when a fiendish bastard be born that it take a surname such as "Wormwood" or "Abbadon" to signal to others the taint in their blood. Olivia didn't need that. With her purplish skin, tail and hooked horns there was never any question about where she had come from. Still her parents treated her like their own and after her father died behind enemy lines and her mother passed from old age, she took it upon herself to take on the name Wormwood as a badge of honor.
She would redeem herself and see a great stride made against the nation that stole her mother's eyes and father's life. Her parents were both worshipers of Sarenrae and she strongly believed that there was redemption to be sought for her own fiendish blood and the horrors done in the name of the Crusade.
She spent time in the temple of her Goddess praying and meditating on peace, forgiveness and steeling herself against the dangers she might face. She hardened her body with training and avoided strong drink and unhealthy foods.
And when she felt the time had come and the Goddess was calling to her, she let the temple to await the coming Crusade.
Appearance and Personality: Olivia stands five foot six and is of a slender but muscular build. She has curly red hair, light purple skin and dark ram-like horns rises from either side of the top of her head. Despite the horns and tail and skin color the rest of her looks rather human in appearance. And despite her fiendish blood she's always smiling. Always ready to be there for others and lift them up to greatness.
Role in Campaign: Olivia is going for the Marshal Mythic Path. She's a ranged fighter and she's got some healing ability because, Paladin.

Harakani |

Hey Spooky,
I've got a concept I'd like to play. Sarkorian Godcaller who wants to redeem the Worldwound and his people's gods.
Mechanically it's a Summoner
Thematically it's a godcaller nursing the last remnant of his tribe's gods.
As he gains in power so too does his tribe's god.
This does play with the idea that all the Sarkorian gods were corrupted (this would be the last uncorrupted one) and that extant other gods could be uncorrupted.
Not really a divine caster, so is this okay?
Also, I'm tempted to represent the link between him and his gods by making him a Tiefling, but if I did this I'd like him to morph Assimir over time. I am concerned this is going too far, though. Perhaps simply going human is a better way to play this?

Spooky GM |

@ginganinja: Whoops, missed your question, sorry. I guess the question would be what your intention with it is; I'm wary of it, but that's because the main reason to take it that I see being for followers gained by Leadership, and Leadership will be off the table for all except maybe the really metal mounts you can get. So, maybe elaborate a little on how you'd be thinking of using it?
@Harakani: Interesting idea, but I'm unsure about it. Mainly because the campaign is written such that Sarkoris is sort of kept out of mind until the very last book, and I can't find much about Sarkorian religion outside of druids and the empyreal lord Pulura, so I don't know how deep into the idea we could really go.

Jens Varmodsson |

I have a lot of ideas on role-playing this character. He's the type who'd put himself right at the front of the battle, the better to protect everyone else, or to sacrifice himself for the good of the party. When you have nothing to live for, you find something worth dying for.

Harakani |

RE Religion
I've got Lost Kingdoms, which goes into a bit of detail. Mainly it brings up that the Sarkorians were really pantheistic. They worshipped not just gods and demigods but even local spirits and flat out made-up things. Explicitly way more than hundred gods in their pantheon.
They had huge levels of detail on who they thought was sired by who. Often wrong.
Summoners (God Callers) seem to have thought they were able to enflesh one of the gods.
Deskari got as much influence as it did in the first invasion by just looking like another Sarkorian god (albeit a popular one) until too late.
RE Sarkoris
I'm not expecting we'll be going into Sarkoris any time soon, but a lot of the people in the crusade are Kellids of Sarkorian extraction (as per player's guide).
The player's guide seems to suggest that there'll be opportunities to help redeem people or things... I'm imagining at least some of these would be Kellids or some sort of 'corrupted' monster (that could have been a lesser demigod).
This is a PC whose goal is to redeem Sarkoris. That gives him a reason to care about redeeming the things that were of Sarkoris.
Incidentally Champions of Corruption recently came out and had an explicitly evil Sarkorian Godcaller archetpye that is linked to Evil Outsiders. My reading is this is what happens to corrupted god callers. It is very clearly NOT what I'm looking at.
This is a strange concept. If you'd prefer not to have it I would understand.

Tchirash Suntouched |

I'd like to submit Tchirash Suntouched, Aasimar Warpriest of Sarenrae for the campaign. I know her feats and stats probably aren't the best min-max, but they do fit the character concept.
Tchirash came into the world in the camps closest to the Worldwound, her mother hiding the pregnancy as long as she could, and then refusing to leave the camp until her husband could as well. Neither happened. Her father disappeared into the Worldwound during a skirmish, and no trace of him nor his company was ever found. Shortly after, Tchirash’s mother went into labor, and just as the baby was born, the lights in the birthing room blazed to sunlight intensity, seeming to focus on the birth. The labor was hard, and Tchirash’s mother died on the birthing bed. The priests of Sarenrae took the flaring of the lights as a sign, and raised the child at an Abbey in Kenabres.
Tchirash grew up in the faith, and always felt the touch of Sarenrae deeply. Yet even she knew, early on that she was meant for more than the peaceful teachings of the Goddess. Still, the martial restrictions of the Paladins she found didn’t leave her the freedom she felt she needed to pursue what she thought the Goddess was directing her towards. She continued to practice arms with the Paladins, and grew her prowess with Sarenrae’s own Scimitar and a shield.
She continued to practice both her divine calling and martial practice, knowing that she had a different path, but it didn’t become evident until the Dretch came loose of the Worldwound and found its way to the lands around the Abbey. Tchriash grabbed her Scimitar and shield and moved to face the creature, which was menacing a woman and her child. The woman already bled from several claw marks that scored the woman’s arms and side from where the beast toyed with her, while the woman tried to protect her child. Tchirash felt righteous rage boiling inside her, and felt the touch of Sarenrae when she went to the family’s aid.
Many accounts of what happened then exist, with differing details, but a few things follow each story. As Tchirash moved closer, her blade glowed yellow-gold, and when Tchirash brought it to bear on the demon, it howled in agony at the touch of the blade, which left garish wounds that did not heal, where other weapons made barely a mark. These blows quickly led to the demon fleeing the battle. Reports also claim that Tchirash herself glowed dimly with that same yellow-gold sunlight hue, but Tchirash herself discounts that as people embellishing the normal shine of her hair. She also exhibited healing abilities that were beyond her current skill, according to other members of Sarenrae’s clergy who witnessed the fight. Tchirash did not escape unscathed from the battle. She suffered grievous wounds from putting herself between the demon and the family, and needed the constant attention of the clergy of Sarenrae to survive, despite being at death's door for near to ten days.
Once she regained her health, Tchirash knew from that moment on what Sarenrae wanted of her. She felt it in her blood and soul. She was born to fight demons in Sarenrae’s name. She was meant to be a Warpriest.
Tchirash Suntouched
Female aasimar warpriest of Sarenrae 1 (Pathfinder RPG Advanced Class Guide 60; Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 dexterity, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy shield bash +3 (1d4+3) or
scimitar +4 (1d6+3/18-20)
Spell-Like Abilities (CL 1st; concentration +0)
1/day—daylight
Warpriest Spells Prepared (CL 1st; concentration +3)
1st—bless, shield of faith
0 (at will)—detect magic, guidance, mending
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Statistics
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Str 17, Dex 12, Con 14, Int 11, Wis 15, Cha 9
Base Atk +0; CMB +3; CMD 14
Feats Improved Shield Bash, Saving Shield[APG], Weapon Focus (scimitar)
Traits exposed to awfulness, flame of the dawnflower
Skills Knowledge (religion) +4, Perception +3
Languages Celestial, Common
SQ blessing (good blessing, healing blessing), blessings, celestial crusader, holy strike, powerful healer, sacred weapon
Other Gear scale mail, heavy steel shield, scimitar, backpack, masterwork, belt pouch, blanket, wooden holy symbol (Saranae), hemp rope (50 ft.), torch (2), trail rations (4), 10 gp, 9 sp, 9 cp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Holy Strike (Su) Touched weapon deals +1d6 dam vs. evil foes for 1 min.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Powerful Healer As a swift action when casting cure spell, empower spell for free.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
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Indrana |

Alright, this is what I would like to submit instead of Iolana Torlinni.
Indrana, control bard (using whip), and support caster. While I may tweak a few things if chosen, this is the basis of it.
Inrdranna
female tiefling (pitborn) bard 1
CG medium outsider (native)
Init +6; Senses Darkvision 60ft, Perception +5
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Defense
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AC 16, touch 12, flat-footed 15 (+3 armor, +1 shield, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
Defensive Abilities Fiendish Resistance (resist cold, elec, and fire 5)
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Offense
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Speed 30 ft.
Melee whip +3 (1d3+2/ x2) and
. . dagger +3 (1d4+2/ 19-20 x2) and
. .light mace +3 (1d6+2/ x2)
Ranged shortbow +3 (1d6/×3)
Special Attacks bardic performance (8/8 per day), inspire courage +1, Fascinate (dc 13)
Spells (CL 1; concentration +5):
1st (2/day)—grease (dc 15), cure light wounds
0 (at will)—detect magic, prestidigitate, dancing lights, spark
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Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 9, Cha 18
Base Atk +0; CMB +2;CMD 14
Feats improved initiative
Traits chance encounter, prehensile whip
Skills knowledge (arcana) +5, knowledge (local) +5, knowledge (planes) +5, perception +5, perform (keyboard) +8, perform (sing) +8, spellcraft +4
Languages common, abyssal
SQ favored class (bard), darkvision, fiendish resistance, prehensile tail, skilled, spell like ability (shatter), bardic knowledge, spells, cantrips,
Combat Gear whip, dagger, light mace, shortbow, cold iron arrows (40), studded leather, buckler; Other Gear gear 1
Misc Gear bard's kit (This includes a backpack, a bedroll, a belt pouch, a common musical instrument (auto harp), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.), sack (10), 66 gp in assorted gems
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Special Abilities
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Bardic Knowledge (Ex) -A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance -A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Counter Song (Su) -At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate(Su) -At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Couage (Su) -A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Skilled -Pitborn tieflings gain a +2 racial bonus on Disable Device and Perception checks.
Spell-like Abillity (Sp) -Pitborn tieflings can use shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Indrana is a tiefling woman with short, stubby horns, glowing reddish eyes, a flexible tail, and a body to die for. Her hair is a long blond fall to her waist, and her skin tone is that of an average human. She prefers clothing in blacks and blues, usually fairly revealing or at least suggestive. She carries a whip at all times, as well as a dagger. When fully outfitted for a fight, she has a light mace, shortbow, and wears studded leather armor and a buckler.
Indrana was born born as an experiment by the demons of the Worldwound. A succubus had managed to capture the crusaders who would be her parents and used them as part of an experiment to break the morale of the crusade by corrupting the offspring into reflections of what they most hated. The project failed as a way could not be found to project the effects to crusaders not under her direct power. Before being able to exterminate the test subjects, the place came under attack, leading to mutual annihilation of the crusaders and demons (excepting the succubus, who got away) and the death of Indrana's would be father. Her mother made her way back to Kenabres, not knowing she was pregnant with a tiefling.
When Indrana was born her mother was unable to survive the birthing, still to weak and damaged from being held as part of the experiment. The priests who delivered her were horrified but, being Shelynites, saw the beauty in her and felt that the child deserved a chance to break from her evil heritage and put her in an orphanage where they could keep track of her.
As Indrana grew, she found herself drawn towards people, and towards much darker acts as well, and eventually found herself apprenticed to a bard in the service of Shelyn. Indrana proved adept at singing and playing keyboard instruments and, when she could bring herself to go, enjoyed the music and sense of companionship. Unfortunately, as she began to blossom into a woman, the dark urges began to become much more potent. She found herself being drawn to the Worldwound by her demonic nature. which came more to the fore and caused her to be increasingly aggressive, destructive, and drawn to men and women whom she found attractive.
After being rejected by a man she had found herself drawn strongly too, her anger got the better of her, causing her to attack and nearly kill him. Horrified at what she had done, she fled blindly, finding herself drawn to the Worldwound and unknowingly ventured within it. She became badly lost, and found herself wandering aimlessly, looking for a way out when she was set upon by a pair of dretches that had their own designs for her. As she was about to succumb to them, she was rescued by a mysterious woman who slayed the demons, and led her to a patrol of crusaders who helped her return to Kenabres.
Her return was not all that she had hoped, ashamed of what all she had done, Indrana began to avoid those she knew and found herself more and more drawn to her darker nature. While she has yet to give in and fall from the light, her struggle is becoming almost untenable and it seems it is only a matter of time before she begins to slide into darkness. Then came the day when everything changed...

Olivia Wormwood |

Ah man, I have an idea for this but getting rejected for games is painful :). Ah well. Hopefully I'll have time tonight to make up an inquisitor idea that I've come up with.
[dice=roll for variant tiefling ability]1d100
If I understood correctly you only have to roll for the ability score variants and that's a d10 dice roll.

Spooky GM |

[spoiler=Jens]Perhaps something where his mount is nearby and Jens is to participate in the festival in some way with him, but for the opening ceremonies there's no way to fit him into the crowd so he's stabled nearly with a lot of other horses?
@gingajinja: In that case I'd probably allow it.
@Harakani: It would definitely be interesting to see it; it's all just down to whether or not you'd mind a lot of the character's goals in their entierty kept on the backburner for almost the entire path.
@Olivia: No, the variant heritages don't have to be rolled. I'm restricting the +2 ability score entries on the d100 table because that seems a bit too strong to let people just up and take. Variant heritages are all decently balanced compared to each other, but the d100 table is a different story.