
DireMerc |

I have an opening if someone wants to join.
You would be level 5 mythic 1.
However you would have the following background trait.
(Child of the Crusade): Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn't exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They've told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal.
And your path would be restricted to marshal.
If you interested post here.

sarpadian |
I'm interested; I'll go ahead and roll for stats.
4d6 ⇒ (1, 1, 4, 6) = 12=11
4d6 ⇒ (5, 3, 2, 4) = 14=12
4d6 ⇒ (1, 5, 1, 4) = 11=10
4d6 ⇒ (4, 2, 4, 6) = 16=14
4d6 ⇒ (2, 2, 5, 1) = 10=9
4d6 ⇒ (4, 6, 6, 3) = 19=16
4d6 ⇒ (4, 2, 2, 4) = 12=10
4d6 ⇒ (2, 3, 5, 6) = 16=14
4d6 ⇒ (1, 3, 5, 2) = 11=10
4d6 ⇒ (5, 1, 1, 5) = 12=11
4d6 ⇒ (6, 3, 6, 5) = 20=17
4d6 ⇒ (5, 4, 1, 1) = 11=10
I'll take the second set.

Othello Bonmarlo |

I have this guy made for being a marshal.
4d6 ⇒ (6, 1, 2, 6) = 15=14
4d6 ⇒ (2, 3, 1, 3) = 9=8
4d6 ⇒ (5, 3, 1, 3) = 12=11
4d6 ⇒ (4, 4, 3, 6) = 17=14
4d6 ⇒ (4, 5, 5, 4) = 18=14
4d6 ⇒ (1, 3, 6, 1) = 11=10
4d6 ⇒ (6, 2, 2, 6) = 16=14
4d6 ⇒ (6, 4, 4, 4) = 18=14
4d6 ⇒ (1, 5, 3, 1) = 10=9
4d6 ⇒ (5, 5, 2, 4) = 16=14
4d6 ⇒ (5, 5, 2, 2) = 14=12
4d6 ⇒ (5, 5, 1, 3) = 14=13
Set 2. Hurrah for average
Edit: He is an inquisitor, I might add.

Steave Rojerz |

4d6 ⇒ (1, 1, 5, 1) = 8
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (4, 2, 1, 4) = 11
4d6 ⇒ (5, 3, 3, 1) = 12
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (1, 4, 1, 3) = 9
4d6 ⇒ (5, 3, 1, 6) = 15 14
4d6 ⇒ (6, 5, 6, 5) = 22 17
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (6, 3, 4, 4) = 17 14
4d6 ⇒ (5, 3, 2, 5) = 15 13
4d6 ⇒ (5, 5, 5, 4) = 19 15

Dreaming Warforged |

Hi DireMerc!
Set 1:
4d6 ⇒ (2, 3, 5, 5) = 15 = 13
4d6 ⇒ (2, 1, 1, 1) = 5 = 4
4d6 ⇒ (1, 4, 1, 2) = 8 = 7
4d6 ⇒ (2, 4, 4, 6) = 16 = 14
4d6 ⇒ (1, 2, 3, 3) = 9 = 8
4d6 ⇒ (1, 3, 4, 1) = 9 = 8
Set 2:
4d6 ⇒ (3, 3, 6, 2) = 14 = 12
4d6 ⇒ (6, 3, 1, 4) = 14 = 13
4d6 ⇒ (6, 2, 3, 4) = 15 = 13
4d6 ⇒ (1, 2, 1, 3) = 7 = 6
4d6 ⇒ (4, 1, 2, 4) = 11 = 10
4d6 ⇒ (3, 3, 5, 1) = 12 = 11
Wow...

DireMerc |

Sorry but if it was just a guy that fight like captain america I wouldn't mind but giving him the same background and the same name is too much for me.
Othello is pretty much exactly what I was looking for so sure you're in.
I'll give you a bit of background and such later. For now your're among the crusader army that just marched into town.

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I might be interested actually; I like playing healers and have wanted into a WotR game now... but how flexible are you on changes to the character? For instance, can I switch the type of Aasimar Aldalric is, or even say the gender? With that avatar, I actually thought it was a woman until I actually took a gander at it.

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DireMerc, are you opposed to a few feat modifications? I was thinking of dropping the fey feat, and picking up an extra revelation feat for energy body.

Aeron Stillwaters |

DireMerc, are you opposed to a few feat modifications? I was thinking of dropping the fey feat, and picking up an extra revelation feat for energy body.
** spoiler omitted **
Heya Calinthas, I'm one of the PC's in DireMerc's campaign. If you are sticking with the whole life oracle thingy, I would argue that the Fey foundling feat is the most important one. It basically doubles your self healing and with life link you end up taking huge amounts of damage. I would recommend swapping out any other feat before giving up that one. Anywho, just my two cents.

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Sounds good; maybe I'll dump the Celestial heritage then... Energy Body is pretty sweet too, since it can equal to 1d6+1/Lv for up to five rounds per day (though only one target per round). In other words, for the cost of one feat, you get an additional 30 - 55 hp healing.
Edit: Part of the reason I opted to replace fey founding with this is that Energy body can be used to heal oneself as well, so I'm still deciding whether I needing both.

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Honestly, I agree with everything you've said DireMerc... fey foundling works well for a fey bloodline sorcerer, but not a celestial healer; it was taken purely for the game mechanic in this instance, and doesn't jell with the character in my opinion. Since Energy Body heals more efficiently anyway, I'm just going to dump the whole fey thing.
Just a heads up, I'm out of town for the next few days, so I'll have something up and running for you by Sunday night/Monday.

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N Medium Humanoid (Native outsider)
Init +3; Senses Perception +15
------------------------------
DEFENSE
------------------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 dex, +0 shield)
hp 60
Fort +8, Ref +6, Will +11
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
Longspear:
To Hit: +9
Damage: 1d8+6
Ranged
------------------------------
STATISTICS
------------------------------
Str 16, Dex 16, Con 14, Int 12, Wis 20, Cha 15
Base Atk +4; CMB +0; CMD 10
Traits Touched by Divinity(war), fate’s favored
Drawbacks
Feats
1- Combat reflexes
3- Selective channel
5- Augment summoning or power attack unsure
Skills 4/level
Heal-1 (+9)
Know. Religion-4 (+9)
Know. History-1 (+6)
Diplomacy-2 (+8)
Acrobatics-2 (+5)
Climb-2 (+5)
Sense motive-2 (+10)
Perception-6 (+15)
Know. Planes-2 (+7)
Spellcraft-2 (+7)
Know. Arcan-1 (+6)
Linguistics-2
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, celestial, infernal, abyssal, elven, dwarven, Sylvan
------------------------------
Spells
------------------------------
Domains: Good/War
0th (at will)
Create water
Light
Detect magic
Purify food and drink
Read magic
Resistance
1st 6+1/day
Divine favor-2, endure elements -1, Obscuring mist-1, shield of faith-1, bless-1, protection from evil (domain)-1
2nd 5+1/day
Bulls strength-2, Resist energy-1, shield other-1, summon monster II-1, Align weapon (domain)-1
3rd 4+1/day
Summon monster III-1, Bestow curse-1, Magic circle against evil-1, searing light-1, magic circle against evil(domain)-1
------------------------------
Arms and Armor: +1 longspear, +1 breastplate
Magic Gear: Phylactery of positive channeling, cloak of resistance (+1), pearl of power (1st level)
Gear: MWK backpack, belt pouch, silver holy symbol, waterskin (1), caltrops (3), 100ft silk rope, grappling hook,
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
------------------------------
SPECIAL ABILITIES
------------------------------
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains-
Good Domain: Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.
here is a good idea of how I would do it with the cleric. Thoughts/opinions? I tried to keep a theme but other than Iomeadea(a very warlike deity) healing+ protecting companions and other good folk didn't have a lot to work with. I'm also unsure for the 5th level feat... power attack or augmented summoning. If you would rather I not summon a lot I can cope with that easily enough. I can lose any spell to cast a cure spell, (I love that versatility) and I channel for 5d6 5 times a day.

DireMerc |

Here is your background trait
Touched by divinity: As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals
your character level).
Don't have time to go over everything right now since I'm busy today but then I get home tonight I'll look it over. At first glance it looks fine.

Tyeal |

I happened across Aeron's post in the forums for this game, and I'm more than willing to fill the boots of your missing Oracle. Got the sheet made, just have to roll up some stats.
4d6 ⇒ (5, 6, 4, 3) = 18
4d6 ⇒ (4, 6, 6, 5) = 21
4d6 ⇒ (3, 5, 1, 2) = 11
4d6 ⇒ (1, 1, 1, 6) = 9
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (1, 3, 2, 6) = 12
Set 2:
4d6 ⇒ (6, 2, 5, 3) = 16
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (5, 1, 3, 4) = 13
4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (6, 1, 2, 3) = 12

DireMerc |

Sounds good thank you. I see you made a new character, At this point that's fine change the background to however you want just keeping the background trait and using that to get you started. Adalric will fade into the background and you will join the party probably as one of the prisoners being rescue currently. You can change the name too if you want.

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Rolling stats for my divine caster.
Set one
Stat: 4d6 ⇒ (3, 2, 6, 4) = 15
Stat: 4d6 ⇒ (6, 3, 2, 2) = 13
Stat: 4d6 ⇒ (4, 4, 1, 1) = 10
Stat: 4d6 ⇒ (5, 2, 6, 1) = 14
Stat: 4d6 ⇒ (4, 3, 4, 5) = 16
Stat: 4d6 ⇒ (2, 5, 4, 4) = 15
Set two
Stat: 4d6 ⇒ (3, 6, 2, 2) = 13
Stat: 4d6 ⇒ (3, 1, 2, 6) = 12
Stat: 4d6 ⇒ (2, 3, 4, 5) = 14
Stat: 4d6 ⇒ (4, 6, 1, 1) = 12
Stat: 4d6 ⇒ (4, 1, 5, 1) = 11
Stat: 4d6 ⇒ (2, 1, 1, 3) = 7
First set is slightly better than a 25 point buy so I'll take it.

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You can reroll any set that is 15 points or less.
OK. That would be both sets. And I PMed you on my build I am very close but wanted to hear back before sending you something to look at.
Set one: this is a nice set of rolls! I will happily take these.
Stat: 4d6 ⇒ (6, 6, 5, 6) = 23 18
Stat: 4d6 ⇒ (4, 6, 1, 5) = 16 15
Stat: 4d6 ⇒ (6, 6, 3, 5) = 20 17
Stat: 4d6 ⇒ (4, 1, 4, 1) = 10 9
Stat: 4d6 ⇒ (5, 6, 6, 3) = 20 17
Stat: 4d6 ⇒ (5, 1, 4, 2) = 12 11
Set two: 11 ponts
Stat: 4d6 ⇒ (6, 6, 2, 3) = 17 15
Stat: 4d6 ⇒ (3, 3, 1, 4) = 11 10
Stat: 4d6 ⇒ (6, 4, 1, 5) = 16 15
Stat: 4d6 ⇒ (5, 1, 2, 3) = 11 10
Stat: 4d6 ⇒ (3, 1, 6, 3) = 13 12
Stat: 4d6 ⇒ (2, 2, 2, 2) = 8 6
Set two redo: 17 points,
Stat: 4d6 ⇒ (1, 1, 3, 6) = 11 14
Stat: 4d6 ⇒ (5, 3, 2, 4) = 14 12
Stat: 4d6 ⇒ (6, 3, 2, 5) = 16 13
Stat: 4d6 ⇒ (1, 2, 4, 5) = 12 11
Stat: 4d6 ⇒ (4, 6, 3, 5) = 18 15
Stat: 4d6 ⇒ (1, 3, 4, 1) = 9 8

DireMerc |

After reviewing I will give this one to Karl because he has played female characters before and looks to be a good roleplayer. Also the less changes the better I feel.
So Karl just make and alias for yourself. and you can take over.
Her sheet is here.
http://paizo.com/people/Tessai
Talk to me if you have questions.