I'd like to apply. WotR is my favorite AP and I'm also currently GMing it here on the forums (My guys are a little bit ahead of yours).
I have an idea for a Sanctified Slayer Rogue who is an agent of Iomedae's Church and is currently scouting Citadel Drezen secretly for Queen Galfrey. (The Queen hopes that the heroes she sent will succeed but dispatched him in case they fail to gather intel for a second strike.)
I noticed that the party has Heirophants, Archmages,Champions and Guardians but no Marshall or Trickster....so I'll make one.
Not 100% on the mechanics yet except that it'll be Rogue 7 Trickster 1.
Not sure on race....I'd like to be something other than Human. What races are fair game?
Ok, so I put some things together. And the backstory makes a little more sense...
The character is a Sylph Fighter1 Rog6, (fighter level is to get Martial Weapon proficiency to wield starknives). The Sylph is an agent of Desna or Desna's church (dropped Iomedae), tasked to search for a "special" person rumored lost in the Worldwound.
Male Sylph Fighter 1/Rogue 6
CG medium humanoid
Init +4 Senses Darkvision (120) Perception +12
AC 18, touch 14, flat-footed 14
Fort 6 Reflex 9 Will 5
Speed 30 ft
Melee Starknife/[Starknife] +8/[+8] (1d4+4/[1d4+4]/x3/[x3])
Special Attacks Sneak Attack
Space 5 Reach 5
STR 11 DEX 18 CON 12 INT 14 WIS 14 CHA 10
BAB 5 CMB 5 CMD 19
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Starknife), Deepsight, Demon Hunter
Skills Acrobatics 12, Appraise 2, Bluff 6, Climb 2, Diplomacy 0, Disable Device 13, Disguise 0, Escape Artist 10, Fly 2, Heal 2, Intimidate 0, Knowledge (dungeoneering) 6, Knowledge (engineering) 6, Knowledge (geography) 3, Knowledge (local) 6, Knowledge (planes) 13, Knowledge (religion) 3, Linguistics 7, Perception 12, Lay Priest 6, Ride 2, Sense Motive 11, Sleight of Hand 7, Stealth 15, Survival 8, Swim 2, Use Magic Device 5
Languages Auran, Common, Elven, Gnome, Hallit, Abyssal
Gear Starknife, Starknife
Sylph Traits (ARG 156)
• Alternate Racial Traits: Storm in the Blood, Whispering Wind
• Type (ARG 157): Sylphs are outsiders with the native subtype.
• Energy Resistance (ARG 157): You have electricity resistance 5*.
• Storm in the Blood (ARG 157): You gain fast healing 2 for 1 round anytime you are subject to electricity damage. You can heal up to 14 hit points per day.
• Whispering Wind (ARG 157): You gain a +4 racial bonus on Stealth checks*.
• Chance Encounter (APWoR 5): Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action.
• Scholar of the Great Beyond (Knowledge (planes)) (APG 329): You gain a +1 trait bonus on Knowledge (history)* and Knowledge (planes)* checks, and Knowledge (planes) is always a class skill for you.
• Archetype(s): Sanctified Rogue
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (including Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Additionally you are proficient with the following weapons: Crossbow, hand
• Sneak Attack (Core 68): If your target would be denied its Dexterity bonus or you are flanking the target, on a successful hit you deal an additional 3d6 points of damage.
• Trapfinding (Core 68): You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks*. You can use Disable Device to disarm magic traps.
• Evasion (Core 68): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage. A helpless character does not gain the benefit of evasion.
• Rogue Talents (Core 68): You have acquired new skills. Only one talent can be applied to any one attack.
• Major Magic (Sp) (Core 68): You can cast a 1st level wizard/sorcerer spell (Shield 3x day)(Caster Level: 6, DC 13)
• Minor Magic (Sp) (Core 68): You can cast a 0 level wizard/sorcerer spell (Detect Magic 3x day)(Caster Level: 6, DC 12)
• Sacred Sneak Attack (CoP 25): When making a sneak attack against an undead creature or evil outsider, your sneak attack damage is considered good-aligned for the purpose of overcoming damage reduction.
• Trap Sense (Ex) (Core 69): You get a +2 bonus to Reflex saveto avoid traps and a +2 Dodge Bonus to Armor Class on attacks made by traps
• Divine Purpose (Su) (UC 73): You gain a a +1 sacred bonus on Fortitude and Will saving throws.*
• Two-Weapon Fighting (Core 136): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.*
• Weapon Finesse (Core 136): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls*. If you carry a shield, its armor check penalty applies to your attack rolls*.
• Weapon Focus (Starknife) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
• Deepsight (APG 157): Your darkvision has a range of 120 feet.
• Demon Hunter (ISC 286): You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.
• Armor Proficiency, Heavy (Core 118): You are proficient wearing heavy armor.
• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.
• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*
• Weapon Finesse (Mythic) [MA 77]: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls*.
• Hard to Kill (Ex) (MA 12): Whenever you’re below 0 hit points, you automatically stabilize. You don’t die until your total number of negative hit points is equal to or greater than 24.
• Mythic Power (Su) (MA 12): You gain 5 points of mythic power each day.
• Surge (Su) (MA 12): You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result.
• Surprise Strike (Ex) (MA 44): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet. When you make a surprise strike, the target is considered flat-footed and you add +1 to the attack roll. Damage from this attack bypasses damage reduction.
• No One of Consequence (Ex) (MA 46): Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 11) to recall anything beyond vague details. In addition, you’re under a permanent nondetection effect with a caster level equal to your character level plus your
Tier (8). You can end this effect at any time, and can resume it as a swift action.
____________ was born and raised in Mendev. His parentage was fairly normal, but early on his unusual heritage made itself known. He favored windy days and thunderstorms and his skin began to take a bluish tint. Whorls began to show on his skin, especially pronounced when the wind blew or storms were in sight. He also felt drawn to the worship and patronage of Desna. He spent most of his time in Nerosyan serving the church. As he gained in experience and expertise his missions began taking him into the Worldwound itself, and he began the study of Demons and how to slay them most effectively.
Cut off for submissions will be Thursday with a selection made Friday. That will give me the weekend to coordinate the new character into the story and give a decent introduction.
With the dynamic the group has pretty much all of the basics are covered which really gives the newcomer license to play what he or she wants.
Eastern characters are welcome as Reiko, the character that we are replacing was from the East already. Her deity that she followed shared most of the same traits as Iomedae. As such for boon and RP purposes I rules that they were actually the same deity with 2 different names. Much like how Zeus and Jupiter were equivalent in Ancient Greek or roman mythology.
Hmmm, well if you feel all the basics are covered, then I think I'll submit an Oracle that has started a few previous WotR games, but sadly none of them progressed past the very first starting area in Book 1. I really love the character, and would appreciate the chance to be able to play her in an active campaign. I'm perfectly happy to level her up to Level 7 / Mythic 1 or just provide a written explanation as to what route she is planning on taking.
Here is my application:
Male Dwarven Barbarian (Invulnerable Rager) 7; Mythic Tier 1 (Champion/Trickster)
CG, M, Humanoid (Dwarf)
Init +1; Senses Perception +9, Darkvision 60 ft
Languages Common, Dwarven
AC 13 (-2 raging), touch 11, flat-footed 12 (armor, nat +2, dex +1, defl, dodge)
HP 73 (+14 raging) (7d12 + 14 Con + 5 MT); DR 3/-
Fort +8 (+2 raging), Ref +3, Will +2 (+2 raging)
Resist Steel Soul (+4 vs Poison, Spells and Spell-like)
Spcl Def. Defensive Training (+4 dodge to AC vs giants), Damage Resistance, Hard to Kill, Extreme Endurance (cold, as Endure Elements).
Speed 30 (Armor, Slow and Steady, Fast Movement)
Melee 2-h Club +11 or +10 PA (1d6+6 or +9 PA; 20/x2, B) Raging: +13 (1d6+12)
Range Sling +8 (1d4+4; 20/x2, B) Raging: +7 (1d4+6)
Spcl Att. Rage (4 + Con + 2 / lvl (18) rounds, +4 Str & Con, +2 Will, -2 AC), Relentless (+2 CMB for Bull Rush and Overrun), Hatred (+1 to hit vs Orcs and goblinoids), Combat Reflexes.
Mythic Power 0/5 used; Surge 1d6 (d20 roll, after the result as ImA).
Str 17+1, Dex 12, Con 12+2, Int 10, Wis 8+2 (0), Cha 14-2; (20-pt buy; Dwarf +2 Con and Wis, -2 Chr, Str +1 at 4th)
BAB +7/+2; CMB +11 (+2 raging) (+2 Bull Rush and Overrun); CMD 22 (+2 raging)
Feats 1-Power Attack, 3-Combat Reflexes, 5-Steel soul, 7-Cornugon Smash.
Rage Powers 2-Reckless Abandon, 4-Lesser Beast Totem, 6-Beast Totem.
Mythic Feats 1-Dual Path (Trickster - Deadly Throw).
Mythic Powers B-Sudden Attack, B-Deadly Throw, 1-Display of Charisma.
Traits Honeyed Tongue, Chance Encounter (Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse).
Skills (Barbarian 4x7 + 7xFC = 35)
Armor Check Penalty: 0
Acrobatics (Dex) +7 reroll = 3+1+3
Appraise (Int) +0 (+2) = 0+0+2 (Greed: non-magical w/ precious metals or gemstone)
Bluff (Cha) +6 reroll = 3+1+2 campaign
Climb (Str) +8 = 1+4+3
Craft (Sewing) (Int) +4 = 1+0+3
Diplomacy (Cha) +7 = 2+1+3+1 *trait
Intimidate (Cha) +10 = 7+1+3
Knowledge (nature) (Int) +5 = 2+0+3
Perception (Wis) +9 = 6+0+3
Ride (Wis) +4 = 1+0+3
Sense Motive (Wis) +4 = 4+0
Stealth (Dex) +5 reroll = 4+1
Survival (Wis) +6 (+2) = 1+2+3
Swim (Str) +8 = 1+4+3
Languages Common, Dwarven
SQ Fast Movement
Carried or Worn
Baldek harbors the mix of cultures that has shaped him. His golden hair and beard are worn long and carefully braided in Dwarven traditional style. Silver blue eyes shine with determination above a square stout nose and a muscled jaw, and captivate those they set upon into great fear or friendship, depending on how he uses his mien.
His voice is like a knife scrubbed on white porcelain, which adds to the sense of foreboding brought by the terrible scar the rope has left on his neck. When he speaks, his speech alternates between the remnants of his severe and formal upbringing, to the drill sergeant’s cussing and yelling he mastered during the rebellion.
When in battle, Baldek often wears war paintings to instil fear in his enemies, and swing his father’s don dergar at their heads, though that weapon was lost when he got arrested. At this point in time, he favours a simple tunic made of thick an uncomfortable canvas, shredded and the bottom and loosely fitted to allow movement, leaving bare his massive tattooed arms. He without a doubt waits for the right opportunity to improve his wardrobe.
When Baldek's ancestors extended their voyage from Sky, to Crusade, they joined a group of Varisian crusaders bound for Mendev. This intrepid and, as wiser dwarf would say, foolish blood still flows in the veins of Baldek and turned him away from a life of comfort and compliance, into the arms of adventure... and trouble.
Having seen so many die, Baldek’s father and mother wisely chose to make their living around crusaders, instead of amongst them, making uniforms. They prepared their son to take over the family business, but Baldek had broader interests. He tried many different business ventures, most of them erring dangerously on the wrong side of the law. Once, he even found himself beyond the protection of the Wardstones, but was guided back to safety by a woman with an exquisite smile. This encounter probably pushed Baldek further away from his parents and a life of toil. Looking for an excuse to be rid of the seamstress’ life, he went ‘adventuring’ in Lastwall.
Armed only with the skills of his ancestors, namely sewing and business, Baldek set out with some friends and joined the Ninth Battalion. He grew to become a fierce warrior, known then as Baldek the Bold, leading dangerous expeditions in the Hold of Belkzen.
Military life fitted well with the wild spirit of the young dwarf, until he went too far and got his group captured that is… That’s when they stopped calling him The Bold.
Baldek and his companions were caught by a vast horde of orcs and tortured for many atrocious days, then hung from an old tree. The Fates were watching over him though, for his rope snapped before strangling him, leaving him with a rasping cough and voice and a nasty scar, lying on his back. His executioner, trying to lift him back up to be strangled again, slipped as he was getting off his horse and broke his neck with a sickening sound. Confused, restless, and filled with a sense of doom, the horde decided not to defy the gods any further and hung him upside down by his feet, leaving his fate to others. For days he hung there, listening to the sound of the crows feasting on his companions, until he finally freed himself.
Wearing only the rags for his execution, a bag of flour cut with four openings, and a few gems he had managed to hide in a most private hiding place, Badluck Baldek made his way back to Lastwall, but he found no home in his old Ninth. Feeling rejected, he hopped on a caravan bound for Mendev, hired as a guard and a seamstress.
Sitting on the edge of the last wagon with needle and thread, he can hear his father laughing...
(of a person or their actions) showing a deliberate and obstinate desire to behave in a way that is unreasonable or unacceptable, often in spite of the consequences.
• contrary to the accepted or expected standard or practice : in two general elections the outcome was quite perverse.
Baldek is a free spirit, meaning he regularly follows his perverse instinct, though remains filled with a great sense of purpose and a love for humanity. These mix and match in creative ways to produce predictable unexpected behaviour and general commotion, mayhem and havoc.
He likes to go and meet people, getting to know them and find ways to trade or build enterprises with them. He’s always trying to be the man with the plan. No wait, he’s always trying to be the man with the wackiest and most out of this world plan. And once in a while, it works!
He has the annoying tendency to state what he thinks the person he’s trying to say or thinking, making the mistake of putting words in their mouths or intentions in their actions. That has gotten him in trouble enough that he’s recently tried shutting up once in a while, but that proves harder than he had expected.
Recent events, namely the death of his companions, and his new nickname are forcing him to reflect on his current trajectory. He takes long walks and stares at the rising sun, feeling the rays on his skin and the fresh wind in his air. Not even the gods can predict where that will lead.
Creation Notes: Some of Baldek's inspiration is taken from the character of Jack Shaftoe, King of the Vagabonds, also known as L'Emmerdeur from Neal Stephenson's Baroque Cycle trilogy.
Let me know if you have questions or comments.
|Hykan the Traveller|
|Hykan the Traveller|
Hey everyone thanks for applying once again. After looking at the submissions I am going with Javell and his character Morgrym Ironfist. It was a very difficult choice especially considering that Javell and Dreaming Warforged had almost identical characters. Both dwarven invulnerable barbarians. The rest of you I will keep in mind should we have another character drop out.
Good luck to the rest of you.