Way of the Righteous (WOTW Alternate History) (Inactive)

Game Master Darkfire142

In ages past the forces of Mitra let by the Paladin Markadian marched his armies to battle against the foul Asmodians and their champion King Jaraad of Barca. It seemed that Goodness would once again defeat a great evil and bring prosperity to the land. Such was not to be for with an act of dishonor Markadian was slain and his armies fell in battle. Since then Talingarde has lived under the iron grip of the Barcan regime and the church of Asmodeus. Now the forces of light must rise again and this time bring an end to the evil that rules Talingarde. To save Talongarde, great heroes must be born. Will you be among them?


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Hello? Someone still here?

Shadow Lodge

Ok well lets do a roll call here to see what characters are still aboard. Probably going to extend character recruitment in case we have a shortage of players.


Randu Marcel cleric of Mitra on the run (well, once he escapes) is still available


Bron Frostbreath here. PC complete, only thing left is to pick my gear... oh, wait...


Libris Mortis. Armoured Hulk Barbarian. Future Soul Drinker!


Still interested and still working on it.

I moved away from the tiefling pyromancer to an Undine Hydromancer. He'd be of Yutak origin and the son of a tribal chief that submitted to House Barca and now pays tribute. His son despises his weak father and actually attacked the Barca officer that came to collect. He was arrested as a warning and the tribute was doubled.


I am also ready to make my escape from Branderscar.

Shadow Lodge

I would not mind one person being an Arcane Caster to round out the party. You'll be working a lot on your own and lacking an Arcane Caster means that you have an entire list of spells you won't have access too. You could be a poor individual who practiced magic illegally as they could not afford the fees (Or refused to pay them) and didn't want to make a Hell-Pact with the Asmodian Church. We already got like 3 fighter types always (1 Barbarion, 1 Fighter, 1 Ranger).


I have been working on a human street urchin summoner, but could definitely respin the idea of the character as a witch or bard if you would like.

The original crime i was going to have for the summoner was "Consorts with Celestial Beings". The illegal practice of magic could be labeled a "Sedition", as direct access to such arcane power outside the tenants of the Government/Church is clearly a defiance of the Ruling power.

@BlackShadow, do you have a preference? Would a 9-level caster be most beneficial?


Working on an arcane caster - will submit by Sunday :)

Shadow Lodge

I would allow a summoner so long as it is not A. A Master Summoner or B. A Synergist Summoner. I also would prefer the Unchained version over the normal summoner. Still a full caster with LV 1-9 spells would be far more versatile as well as give access to valuable spells that Summoners simply cannot cast.


I'm working on a Sorcerer, most likely an elementalist or illusionist. If it's okay to submit it Sunday, then I'd like to be on the run :)


The sorcerer I spoke about. If you guys feel he's a good fit, I'll put together some background (by the sheet you can see he already has a theme and supporting structure).

Alliah:

Alliah
Male human (Jadwiga) sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
CG Medium humanoid (human, orc)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +0
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
Special Attacks claws (2, 1d4, 7 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—snowball (DC 16)
. . 0 (at will)—detect magic, ray of frost, read magic
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 19
Base Atk +0; CMB +0; CMD 13
Feats Elemental Focus[APG], Eschew Materials, Irrisen Icemage
Traits affable, child of the temple, unlicensed magic practice
Skills Diplomacy +8 (+10 to gather information.), Knowledge (religion) +5, Linguistics +1, Perception +4, Use Magic Device +8
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), hero points
Other Gear 0 gp
--------------------
Tracked Resources
--------------------
Claws (7 rounds/day) (Ex) - 0/7
Irrisen Icemage (3/day) - 0/3
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Irrisen Icemage (3/day) All of your spells with the cold descriptor are cast at +1 caster level. Any spell with a different energy descriptor is cast at –1 caster level.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.


Hi, this is Wanderer82, submitting Maxim "Ash" Ashvayne, a human witch for your consideration. Both fluff and crunch are included within the profile.

Shadow Lodge

Ok here is what we have so far as player characters

Randu Marcel Human Cleric of Mitra
Bron Frostbreath Half-Orc Fighter
Sedelion Deighstalach Elf Ranger
Alliah Human Crossblooded Sorcerer
Maxim Ashvayne Human Witch

I want a full 6 players as with an NPC character (Yet to be revealed) you will be Seven, which is a sacred number of the Seven Heavens. This will have a bearing on the campaign. If we lose players or deaths happen, the numbers will be filled by new players (Or NPC's if that is not feasible)


What about Seth86's character, Libris Mortis, the armoured hulk barbarian?

Shadow Lodge

He didn't submit his character yet until I can see his sheet I won't be able to approve him.

Shadow Lodge

Just so you know, I've updated the campaign info to give further information on Talongarde in its current state.


The Black Shadow wrote:
He didn't submit his character yet until I can see his sheet I won't be able to approve him.

Thought that his submission was in an earlier post. Could be mistaken though.

Shadow Lodge

Ah ok, I see that it is there. I still would appreciate that you put your character sheets into an alias so that I can easily access it.

So we've got the following:

Libris Mortis, Aasmiar Armored Hulk Barbarian
Randu Marcel Human Cleric of Mitra
Bron Frostbreath Half-Orc Fighter
Sedelion Deighstalach Elf Ranger
Alliah Human Crossblooded Sorcerer
Maxim Ashvayne Human Witch

Should work ok, although we lack a dedicated Skulldugger. The Ranger might do ok, so long as he takes a trait that will give him some thief skills like disable device. BTW I don't put the Rogue Requirement for disarming magical traps in my games. Anyone can attempt to disarm a magical trap so long as they are trained in disable device. Otherwise it pigeon holes you to take a Rogue every time.


Do you allow drawbacks? If so, I will happily take one and pick up disable device. My character already has the larcenous background (my two non-campaign traits both give me "rogue" skills), so it fits with the theme.

Edit: hahaha, just remembered I have a perception of +2, so even if I could disable them I likely would not be able to find them in the first place. Oh well, nevermind. Sedelion, it's on you!


I can probably retool him a touch to make that work, though it would require that I change his backstory a tad. The Urban Ranger archtype from APG makes Disable Device a class skill (along with Knowledge: Local) at the cost of Handle Animal and Knowledge: Nature. I would also gain trapfinding at level 3 (instead of endurance) and most of my nature-themed class abilities would become city/community based ones instead. Like I said, would need a little time to rework my backstory to fit (also I might drop the racial subtype of Arctic elf and just stick with regular elf, as arctic elves wouldn't have been "common" in Talingarde proper). If you are fine with those changes, TBS et alia, I will get to revising and should have the updated char sheet/story by no later than tomorrow.

Shadow Lodge

Ok sounds fine with me, you can retool your character as needs be. I just would like someone who can do the thief. I will allow taking a drawback for an extra trait I suppose as that might be required if we end up lacking some skill support.


Roger, will get to tweeking.


Ok, I have sleight of hand covered. You are grabbing disable device. Is there anything else roguely we need? Anyone have some bluff?


need to go to work early. So only posting a short post :(

Will have to make an alias tomorrow. Will put profile up then

Thanks for remembering me :P =^^=


Greetings


Recruitment for this is done then I assume?

Shadow Lodge

Yes we have six players although there is a chance that someone will drop before the game begins. I am willing to Redcannon the hell out of things at least at the start. The number of players is important because the number Seven will be an important plot point.


And now I am ready to escape, this time remembering that I know some elements of lockpicking from my previous life experiences.

Summary of changes: Dropped Arctic subtype from elf, going with vanilla elf (though keeping appearance the same... what can I say, I like it). (Net changes of this are loss of darkvision, cold resistance, and bonuses to fort checks on forced marches etc., gain of regular low light vision, elven immunities to sleep/resistance to enchantment, and bonus to spellcrafting checks to ID magic item properties/overcome DC checks).
Gained Urban ranger architype. (Net changes of this immediately are I gain disable device and knowledge: local as class skills in place of handle animal and knowledge: nature.)
Dropped skill ranks in Handle Animal, Knowledge: Nature, Swim, Craft: Bows, and Ride to take ranks in Disable Device, Knowledge: Local, Spellcraft, Intimidate, and Craft: Locks.
Dropped Deadly Aim feat for Deft Hands feat. (Net change is that I lose the ranged ability to take a penalty on ranged attack rolls to gain a bonus on damage rolls, and I gain +2 on Disable Device.)
Random Crunch updated to reflect above changes.
Backstory tuned to reflect change in upbringing, culture, and part played in underground abolitionist movement.

To The Black Shadow:

This will also probably mean that I go two handed fighter style instead of ranged style... feels more appropriate to a ranger who feels more at home in a town/city somehow.


Well, gaming has started, so far only
Libris Mortis, Aasmiar Armored Hulk Barbarian
Randu Marcel Human Cleric of Mitra have posted. :)

So I hope the others see this soon


Lol, thx. I wouldn't have noticed if you hadn't said.
Shall I assume everyone is picked then? Will create the profile and check in.


Quote:

Libris Mortis, Aasmiar Armored Hulk Barbarian

Randu Marcel Human Cleric of Mitra
Bron Frostbreath Half-Orc Fighter
Sedelion Deighstalach Elf Ranger
Alliah Human Crossblooded Sorcerer
Maxim Ashvayne Human Witch

looks like they all made it, assuming they are still around . :)

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