Wrath of the Righteous (Inactive)

Game Master Diamondust


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For several weeks, excitement has been building in Kenabres—Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event. Armasse is a citywide celebration, but the majority of the event, including its jousting matches and other entertainments, takes place at Clydwell Plaza, just west of the cathedral. It is here that the campaign begins, with you in attendance near the cathedral’s facade—you've been (un)lucky enough to get good close spots to observe the opening ceremonies at noon.

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16 Arodus - 12:00
Armasse officially began at noon, with the blessing of the festival by Lord Hulrun himself, ruler of Kenabres. The crowd gathered in Clydwell Plaza quieted as the aged inquisitor took the stage, clad in shining, resplendent armor. He cleared his throat, but just as he was about to speak, a bright light shone from the west, as if the sun were rising from the wrong direction. Hulrun’s shadow fell huge and distorted across the cathedral’s facade. A moment later, the sound of a thunderous explosion ripped through the air and earth, along with a violent tremor.

To the west, the fortress known as the Kite—the location of Kenabres’s wardstone—had vanished. In its place, a brilliant plume of red fire, lightning, and smoke erupted into the heavens. A moment later, a powerful roar accompanied a welcome sight rising from the crowd—Kenabres’s greatest guardian, the ancient silver dragon Terendelev, who had until that moment been attending the opening ceremony disguised as a human. Above, another form appeared, as nightmarish as the dragon was breathtaking. A humanoid shape three times the size of any man, with skin coated in fire and lightning, gripped a flaming sword and whip. The creature’s identity was immediately obvious: Khorramzadeh, the Storm King of the Worldwound, had returned to Kenabres!

As the ground continued to shake and disgorge demons into the streets, the dragon and the balor lord clashed above. The fight was over in a few harrowing moments, as the balor cut deep into Terendelev’s body, swooping down to strike the dragon and arresting her charge. A few more blows, and the titanic duo spiraled downward toward the crowd. The sight of the dragon smashing into the facade of the Cathedral of St. Clydwell is one no witness would ever forget. At that moment, a titanic demon erupted at the far end of the plaza, reducing several buildings to ruins as it smashed into this world. The rift it created shot across the plaza, and this time there was no escape—it opened below your feet, angling away into darkness.

Even as you fell, the wounded dragon noticed your plight. Though she saw death standing over her, she seized this final chance to save a few more souls. After she uttered a few arcane words and stretched out a bleeding talon, you felt her magic take hold of you and those around you as you fell in the chasm, slowing your plummet into the darkness as if you were feathers falling into a pit. Yet the fall remained as inexorable, and as you drifted downward into the depths, the last thing you saw was the Storm King standing before the ancient silver dragon, his sword lashing out and cleaving full through her neck. As her severed head fell, you felt a rush of unknown energy hit you and a strange voice whisper, "Keep hope alive." The rift above you slammed shut, and the light of the world above was gone.

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Hello everyone. Welcome to the recruitment for Wrath of the Righteous (now with extra wrath). I am recruiting 3 PC's with a 4th already locked in and taking the role of the arcane specialist archmage. We will be doing things a little different to start, though the main story will remain mostly the same. Instead of fresh level 1 characters, you are level 2 characters with a little experience under your belts. You have come to or are in Kenabres for whatever personal reasons you decide as the Armasse festival starts. You will see in the creation rules that you start with 1 mythic rank. When you write your backstory you are not mythic and have not done anything really major or special yet. From the teaser above you can see that your mythic power is transferred to you from Terendelev as she dies. What I want to see included in your backstory though, is the reason that you were given this power. This can be based on the campaign traits in the players guide or be something totally different. Because of this there are no campaign traits(instead you get to be MYTHIC!).

If you want to lay out your character and backstory to especially help me integrate them into the story, here are a few steps to follow and fill out.
Step 1 Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
Step 2 List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Step 3 List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4 Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5 Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Character Creation Rules:

Starting Level 2, Gestalt 2 classes, Mythic 1(with alterations)
Races Any Paizo(ask for 3rd party)
Classes Any Paizo(ask for 3rd party)
Stats 15 pt. buy(max stat 16 before racials)
Traits 2 non-campaign traits
Skills background skills, classes with 2+int skills get 4+int instead
Feats Feat tax reduction(if you have other sensible additions that don't cover the core feats in this blog post let me know)
Wealth 1,000gp(no magic items)
Hit Points Max every level
Magic items Automatic Bonus Progression

I'm planning to have recruitment open for 2 weeks only and I'm sure I'll still have plenty vying for the 3 spots that are open. To give yourself the best chance to be chosen, make those backstories compelling. I enjoy reading a backstory and getting to know a character far more than looking at a statblock. Good luck all. Now let's make an epic story together!


ill drop a dot for this.

I will end up building an oracle, assassin-y type character.

The combo will probably be Oracle-Slayer, emphasis on Dex and Charisma.

The long story short of the character is she's an orphan whose parent's died when she was but an infant as such she can't really remember them. She was raised by her older brother, who has been driven insane by demonic voices and is now a serial killer.

Ashling herself is an assassin known as The Phantom, secret identity and all.

Gonna start working on the backstory and stuff first. Ill give progress reports as i work over the course of the week.


Dotting.

Thinking of a Paladin/Medium, channeling the spirits of past warriors who fought in the crusades in order to once again push back the demonic assault.

Grand Lodge

Hmmmm Might try my hands as either a Monk/Cleric or possibly a Cleric/Fighter

Thinking a Devoted Soldier of Shelyn. Maybe a Cleric/Paladin?

A devouted Follower who comes to spread love and peace! Oooo or a Paladin Swashbuckler! Will work on something


I’m definitely interested. Paladin/Socerer and Magus/something are the first two concepts that come to mind.


Considering the point buy, I might just make something simple. A fighter/barbarian perhaps.

Gonna have to think about a detailed background.


Dotting for a dwarf paladin (stonelord)/inquisitor (monster tactician).


Throwing him out there even though 2 WotR people have passed him up because I love him and want to prove he can be just as good as a good guy.

Bastion Grimmore Inquistor/Slayer, though I'll alter his stats to meet the point buy. I'll keep his backstory involving the Child of the Crusades trait, but remove it add an actual taken trait.

That just means I'll remove the drawback and only have the two non campaign traits.


I'm definitely interested. This is the AP that I most want to play. I just need to come up with a concept. I have an alias made to apply to a previous game, but I'm not sure I'm going to rebuild it as I'm not entirely sold on the concept in this AP. So I'll probably do something different. Just not sure what.

Quick question, though: do the character creation guidelines mean gestalt and mythic, or gestalt or mythic? I'm figuring the former, but just want to make sure.


Thinking about applying, but not sold on the process, yet.

One thing that comes to mind is an Unchained Monk/Unchained Rogue. Leaves the Will save poor, but it is a potentially very powerful combatant and utility character.

Gotta figure out which mythic path best fits the concept as it floats in the back of my mind, too . . .. Always options.


@alexgndl I forgot to mention it in my first post. My bad. But I won't be selecting any summoners or summoning focused classes such as Monster Tactician.

@Bastion After thinking about it for a bit I have decided that in spite of your character being pretty interesting I won't be considering any evil aligned characters.

@Fobok It is both.

@ALL I left out some character creation guidelines. To have the best chance of being selected, avoid the things in the below line.

Banned/Won't be considered Summoners(summoning based class abilities), Leadership feat, Evil or Chaotic Neutral Characters


Naw, thanks for thinking about it though :3

I'll get him into a campaign one day.

Am I allowed to make another character?


Would Spheres of Power and Spheres of Might from Drop Dead Studios be on the table?


Crud, there goes that idea. Back to the drawing board.


They added a PDF TODAY (28 Jan 2018) that expands greatly on the over 5-year-old article.

I assume said document will require some processing before it can be accepted, but it seems to define what the guys who made the original proposal think should be the current state of feat tax avoidance.

Improved Unarmed Strike appears to be rebuilt as Unarmed Combatant, for instance. But I've looked at it for about 3 minutes so far.


I might throw together an elven Ranger (Tanglebriar Demonslayer/Transporter) | Hunter (Forester/Roof Runner) as the strange agent of Ng originally intending to lend surreptitious aid to the efforts made to contain the Worldwound.


Also how useful is mounted combat generally going to be in this AP? I'm not familiar with WotR at all.


Ouachitonian wrote:
I’m definitely interested. Paladin/Socerer and Magus/something are the first two concepts that come to mind.

I think I'm going to go Magus (Bladebound/Kensai)/Swashbuckler(Inspired Blade). You can do some silly things with a rapier using that combo and Mythic Weapon Finesse.


@TheoreticallyYours Of course you are.

@Aipaca It's possible. I would need to see what you want to use. And how it would work with Mythic. Mounted will be a problem at the beginning of the game and I don't think I would recommend a character focused on mounted combat.

@hustonj I will have a look at that document. Could be useful.


I've got an idea I'm starting to kick around my brain a little bit. A (something stabby)/draconic sorc that is a descendant of Terendelev. I'll start writing it up, and will submit her as soon as I finish it and feel comfortable with the write-up.


Minor change in plan, I'm going Ranger (Tanglebriar Demonslayer/Transporter) | Mesmerist (Fey Trickster) instead. It loses a bit of raw combat prowess and is more MAD but shores up a bad will save and I like the flavor for my character concept a lot more.

Silver Crusade

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

GM, are you serious when you say any Paizo race? I'd like to make a paladin/cleric goblin (Sarenrae). He will be aiming for Dervish Dance as the key feat to make his build come together. I just wanted to make sure that goblin is not a problem.


Redelia wrote:
GM, are you serious when you say any Paizo race?

I hope he is. I'm struggling to finish off a character right now, and based on that statement in his recruitment post, I've been building a "Mostly Human" Undine.

Having that choice be a problem can be overcome, but it would be pretty frustrating at this point, as it is woven through his backstory and defines the backstory's extensive timeline.


Okay . . .. Pan He Ah (He Ah meaning little stream).

Description This small, frail-looking young man stands only 5'2" and weighs barely 120 pounds. He appears to be in the neighborhood of 18 years old. His skin has the slight bronze color that well-tanned pale skin can achieve, but his eyes are a piercing, almost crystalline ice blue, and his hair displays other shades of blue, running from the palest blue of a clear sky to the slightly darker blue visible in waves right before they come crashing down. Given his inability to hide this extremely distinctive feature, his simple breeches and shirt are made from dark blue cloth, but the sashes wrapped around him are in contrasting scarlet and deep green. The red sash about his waist has a blue hand embroidered on it, which he wears visible to the front. His sandals, waist pouch, and pack are all the more natural browns expected for most tanned leather goods. Both containers appear nearly empty. He displays no weapons or other ornamentation, but there is something strange about how his hands are built . . ..

Step 1 - 5 important elements:

Description See above.
Oldest Information The infant Pan He Ah was presented to the community of monks who later founded the Monastery of Tala by a wandering Paladin of Iomedae named Shyrean Drover, 54 years ago. Shyrean provided the monks with enough justification to accept the child, the boy's name, and the red sash with the embroidered blue hand. All she would say about the boy's parents was that she regretted their inability to raise their son. None of the monks have seen Shyrean since, or know what happened to her.
Bullied As boys everywhere tend to establish dominance, He Ah's small size and unusual coloration brought him a great deal of unwanted attention. He was constantly reminded that he came from nothing, he had nothing, and he was too small to keep anything he might acquire. The other children aging so much faster than he did made it worse, as the younger boys became the older ones, again and again through the decades of his youth. The monks helped him not become bitter or abusive in return, but to recognize the fear and weakness driving the older and larger boys to this behavior. He learned to recognize the strength required not to bully, not to retaliate, but the lesson did not come quickly nor easily.
Internal Focus Yes, monasteries tend to teach their students to look inward. Tala is dedicated more to Iomedae than any other god, and He Ah arrived marked for Irori. His research into the teachings of The Master of Masters showed him perspectives on how to focus internally that didn't seem to match the Iomedaen outlook. Judging others and imposing your morality upon them forces you to focus externally. Imposing your will upon others instead of simply demonstrating the right path and allowing others to choose it requires focusing externally. Choosing to do what is right and proper for and by yourself comes from internal vision and understanding. Stopping those who do evil can be right, but you can not force them to do good instead.
Different It has been impossible for He Ah not to learn and understand that he is different from the other boys around him as he grew up. Once he first spit acid, though the monks made finding a working theory a major goal. Research and experimentation (with a test of his abilities to swim for confirmation) led to the conclusion that He Ah is an Undine. Not that he feels any association with the word, or any sense of community with others that might exist.

Step 2 - 2 goals:

Character He Ah has taken it upon himself to do what he can to help oppose the forces of the Worldwound. He has no expectation that he will have a major impact on the conflict, but he knows that stopping these forces of evil is the right thing to do, so he wants to make as much difference in the conflict as he can. He is aware of the previous failure of the monks of the monastery of Tala, but he has not accepted the fear of additional failure as justification to avoid trying to do the right thing.
Player Despite all the opportunities I've created for circular story references and chances to deal with the past, I really don't want to go there. He Ah would have no reason to know he was doing so, anyway. He has no idea who they are, and they should have no idea who he is . . .. What I think I would like to see, is for him to find someone with a similar lifespan that he can form a strong bond with. PC/NPC, friend/lover, doesn't really matter. With the exception of an isolated student or two, everybody he's grown up knowing has grown old before his eyes, or left. The creation of an honest, long-term relationship . . ..

Step 3 - 2 secrets:

Known The Orb of Tala, and the betrayal of the demoness Isilda, would have never happened without the involvement of a powerful Pathfinder Guild Wizard named Truluev. He was the one who provided the corrections to the process which finally created the clean, perfect orb. The involvement of a Pathfinder agent has been forgotten by all but a few who were in the monastery.
Unknown He Ah is 1/4 mephit. His grandsire, Stashion, served Areelu, because the water mephit found it entertaining. Stashion was serving the demons long before the Crusades formally began, and was there when the Worldwound first opened. During this initial effort, he sired an Undine on a half-elven woman whose name is lost to history. This Undine, Leestolk, grew up serving the demons, and never knew anything else. He sired a bastard on a captive human crusader, Doreena Cobbler, in the earliest part of the Third Crusade. Shyrean was leading a party into the Worldwound who stumbled upon the camp where Doreena was dying in childbirth. Leestolk was nowhere close, making both his fate and his name unknown. Shyrean's team was able to save the child, but permanently lost one of their own during the fight, Pan Jiang, an Iroran Monk. Never knowing the woman's name, Shyrean named the child as a descendant of Jiang, and left him with the monks with Jiang's sash of dedication. - There could be aunts, uncles, brothers and/or sisters out there. How would He Ah ever know?

Step 4 - 3 ties:

Friendly Faruk Taseem, one of the oldest humans in the monastery. He has effectively inherited a position as an elder of the monastery, but he is not the abbot, nor was he ever considered for the position. Faruk was, however, one of He Ah's instructors. During his middle aged years, He Ah was working through the basic physicality of the teachings, learning how to stand and move. He Ah has referred to Faruk as his foundation for 20 years at this point.
Friendly Dame Trellia Wormwood, a junior knight (and officer) in the Crusade. Dame Wormwood has been leading the group He Ah has been training with, and they are in final preparations to begin a long patrol through the Worldwound. The young elf is still older than He Ah, but she doesn't dismiss the team members as transitory shadows. Instead, she works to develop a working relationship with each.
Hostile Stephon left the monastery as soon as the elders gave him permission. He had to get away from He Ah, because he was afraid of what he might do, but mostly because he was afraid of the punishment that would follow. Stephon, reasonably, blames He Ah for his disfigurement, but he unreasonably blames the Undine for all the ongoing troubles that he has. Should they encounter each other again outside the monastery, the odds are high that Stephon will want to find a way to make He Ah pay for everything that has ever gone wrong in Stephon's life. Stephon should be over 25, and could be approaching 30 years old.

Step 5 - 3 memories/mannerisms/quirks:

Acid cone? Nearly a dozen years ago, the first time He Ah became seriously ill after entering puberty, he was alternating between aggressive sneezing attacks and whole-body racking coughs. One of the older boys, Stephon, had stopped to check on him. A new sneezing fit struck, and suddenly He Ah spewed acid out across his friend. Stephon survived, though disfigured. This was an unusually brutal way to learn how easy it is to hurt others without intent. He Ah had to heal before he truly understood, but he has been cautious in both word and deed since in order to avoid hurting anyone else.
Rub the belly He Ah has caught himself a few times, but he still rubs the hand of Irori at his waist when he is deep in thought, trying to understand something.
Transitory nature of beauty One day, while cleaning a practice yard outdoors, He Ah spotted a small, purple flower shaped like a bell, dangling from a stem with a few additional leaves clinging to the sides, growing up between stones at the outer edge of the yard. Not recognizing it, he sought one of the teachers to ask what the flower might be. When they got back, a few students had taken up practice in the yard. The stem was still there, but only two of the purple petals could be seen on the ground nearby, the rest trampled and scattered in the breeze.


Dotting. I'm considering applying with an Inquisitor/something of Asmodeus into Hellknight, but that of course depends, GM, on your willingness to accept an evil character.


@FedoraFerret

The GM answered that question already in bold for us. Evil and Chaotic Neutral are Banned.


Throwing my proverbial hat into the ring.


Applying with Sir Alaion Olocyne. He uses Spheres of Might to support himself but is a pretty typical Paladin in most respects when it comes to combat.

Biography/Background:

Step 1 Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Alaion always wanted to protect his family and town. To stand at the forefront and hold back the darkness. Unfortunately his body was too frail to do so in a traditional way. So Alaion put his prodigious mind to work, and spent his time tinkering in his uncle's smithy. Eventually he emerged, encased in his Warsuit, a powerful suit of armour which gives him the strength he needs to protect his town.
2) Alaion's Warsuit is a strong wooden frame around his body, extending his arms and legs to the size of a tall human's. Alaion managed to install his creation into the inside of an old suit of full plate armour, which grants him protection against the dangers he faces.
3) After constructing his suit, Alaion was finally accepted as a Squire into his region's Paladin Order, the Sword's of the Inheritor. This was the best damn day of his life.
4) Alaion's mentor and teacher, Sir Bredon Talbert, was slain during their last mission together to root out a vampire. Alaion was raised to full knight on his return, but is still scarred by the events of that mission.
5) Alaion has travelled to Kenabres in order to get away from his order for a while and to attempt to prove his mettle against the horrors of the Worldwound.

Step 2 List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Alaion: Wants to use his suit to it's fullest ability, defending those who need defending while striking out against Evil. He also wants to ensure that his Order remains pure (see below).
Aipaca: Want's to test Alaion's resolve, possibly face off against Bredon (see below) and to test the Technician class (especially in combination with a not particularly synergistic class like Paladin)

Step 3 List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Alaion knows: Sir Bredon Talbert was not slain by the vampire, but by Alaion himself after falling from Good to Evil and stopping Alaion from striking down the vampire. Alaion discovered that Sir Bredon had been capturing Evil creatures and attempting to enlist them to his shadowy cause. He has been unable to tell anyone, as he does not want to sully the memory of the well-respected Sir Bredon.
Alaion doesn't know: Sir Bredon survived, but chose to let his squire leave and spread the word of his death.

Step 4 Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Friend #1: Uncle Prion Olocyne, who allowed Alaion to use his smithy and occasionally helped in the construction of his Warsuit. Uncle Prion is a wise older man who Alaion often goes to for guidance, somewhat to the annoyance of the Elders of his Order, who believe that their members should only seek guidance from them. Alaion has seen his trust in his order shaken by the betrayal of Sir Bredon, and now is even more inclined to seek out Uncle Prion in his times of need.
Friend #2: Squire Bartholomew Forewhirl, Alaion's companion during his training as a Squire. Barty is yet to be knighted, and is keen to prove himself.
Hostile: Captain Durgi the Plate, second in command of the Sword's of the Inheritor. He believes that Alaion should not have been accepted as a Squire, let alone a Knight, given his inherent physical weakness and his reliance on his Warsuit.
Nemesis: Sir Bredon Talbert, Ex-Paladin, believed to be dead.

Step 5 Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) As a child, Alaion was often told that he should give up on his ideals of physically defending his people. He reacts badly to being told that he is unable to accomplish something, and will do anything to prove his detractors wrong.
2) When he's not wearing it (and sometimes when he is) Alaion will often be found tinkering with his Warsuit, as he values it more than perhaps is healthy, given how much it has changed his life.
3) Alaion has not yet gotten over the betrayal by Sir Bredon, and will not be quick to trust again, especially within his own order.


FedoraFerret wrote:
Dotting. I'm considering applying with an Inquisitor/something of Asmodeus into Hellknight, but that of course depends, GM, on your willingness to accept an evil character.

I already asked.

Iomedae's Chosen wrote:

Banned/Won't be considered Summoners(summoning based class abilities), Leadership feat, Evil or Chaotic Neutral Characters


@Redelia/hustonj Yes. To be fair, normally-seen-as-evil races will need a good backstory for how they have come to be accepted/tolerated. A mostly human Undine would easily fit in. A redeemed goblin would be possible too. As long as you write interesting and convincing backstories I will definitely be considering those characters.

@FedoraFerret Sorry but no. This game will focus on the good guys being heroes.

Silver Crusade

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Are you OK with a very customized paladin code, especially with the gestalt? I would start with Sarenrae's code from Inner Sea Gods, and then alter it based on a goblin's perspective. It will be about the same difficulty to adhere to as standard, just more flavorful.


This is PixelsAreGod submitting Marco Ongrew, a Paladin/Medium that uses spirits in order to bolster his holy prowess.

Backstory is in the alias, as are the Backstory steps. Crunch is in there as well.


DM, a little question re: gestalt additions. One of the ideas I was thinking about would really sort of "Lean into" the idea of a draconic heritage, a Dragonheir Scion fighter paired with draconic bloodline sorc. Both sides of that gestalt get +Natural armor, and +Energy resistance. They don't stack, right?


hmm, thinking about this. have always wanted to play wotr. not the final submission yet, just sort of thinkin


OK, have it worked up. This is like work.

5 Aspects:

Dennis was brought up by two paladins of the Medavian Crusade.
They were fully intending their child to follow in their footsteps and become another paladin in the crusade. He was trained in weapons and the nature of his future enemies. He was a model student, and devoted child.

At an early age he was kidnapped by cultists to be used in one of their foul rituals. He managed to escape somehow by cutting through his bonds with a sharp rock. However the experience changed him. The dark energies tainted him somehow. He was unable to remain on the straight and narrow. He became a wild child. This led to a cycle of discipline an rebellion which eventually led to him leaving home in Mendev and trekking to Kenabres where he joined a mercenary company-the Rampant Manticores. He also associated himself with the church of Cayden Callean. As his parents were successful crusaders, he was able to equip himself much better than a normal starting soldier.

He's a bit too into the drink (which suits his church) as he needs help to sleep. The ritual that he narrowly escaped still haunts his nightmares, and he will often drink himself to sleep without disturbance.

He's rather impulsive, and quick to anger. However he's not a mean individual. He means well, but just has a streak of recklessness. He is committed to fighting demons, just not as his parents intended.

He is of slightly over average height 5'11", with a solid build. He has brown hair and eyes. He often looks rather bleary eyed from the pangs of hangover.

2 Goals:

Dennis would like to understand what the ritual was, and why was he chosen for it. It still haunts him, and would like to exorcise that particular demon.

Be nice to get him recognized as a major demon hunter who followed a non standard god of the crusade.

2 Secrets:

Known: He still has nightmares from the escaped ritual. He's not told anyone about that. He shrugs his nightmares off as something that plenty of people get fighting demons.

Unknown: He was given to cultists by rivals in the Mendavian court as a way to strike against his parents, who are prominent members of the royal court.

3 People:

Mother- Duchess Gewendolyn of Oppara: Formerly a nobel in the Taldan empire, she decided to abandon the indolent court of her empire and save the world from the demonic hordes. Showing great martial prowess as well as courtly acumen, she quickly became a favorite of the queen of Mendev.

Father- Sir Roger of Egede: A local boy who grew up on the far end of Mendev from the bad side. However he grew up on tales of the virtuous deeds done to save Golarion from the Worldwound, and with the blessings of the local church of Iomedae, he joined the crusade and worked his way up the ranks. After fighting alongside Gwendolyn for many years, they moved beyond comradeship and became lovers, then married. He's not a big fan of the courtly like, but as his wife is so well loved in that area, he grudgingly accepts it.

Count Oliver Cromly
A courtier in Mendev, and a local noble. He is a truly amoral man who cares only for his position and prestige. The bright and rising star that was Gendolyn, who brought both martial prowess and the latest trends in fashion and style from Oppara rankled him. He tried to woo her, but his lack of martial experience left her cold. Insulted by her snubs, especially once she married a commoner (or former commoner as Roger was knighted on the battlefield), he bided his time for revenge. Able to find a way to convince cultists to kidnap their son and sacrifice him, he was sorely disappointed when the child escaped. However the child was affected, and it was very hard on the parents, with their family on the rocks, it hurt their marriage and standing in court. Hence Oliver did ultimately get his revenge.

Memories, mannerisms, quirks:

He drinks too much.

He's not very good about discipline, and has had trouble advancing far in the mercenary company because of this even though his is a very talented warrior.

He plays dumb most of the time, not wanting any extra responsibility.

Dennis Stats:

Dennis gestalt
Human (Taldan) barbarian 1/fighter 1/gestalt 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 21, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 shield)
hp 14 (1d12+2)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee mwk cold iron scimitar +6 (1d6+3/18-20)
Ranged composite longbow +3 (1d8/×3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 17 (18 vs. awesome blow, 18 vs. grapple)
Feats Combat Expertise, Dodge, Power Attack, Recovered Rage[ACG], Weapon Focus (scimitar)
Traits deft dodger, scholar of the great beyond, stolen fury
Skills Acrobatics +0, Climb +1, Intimidate +3, Knowledge (engineering) +5, Knowledge (planes) +6, Perception +4, Profession (soldier) +4, Survival +4
Languages Abyssal, Common
SQ fast movement
Combat Gear cold iron durable arrow (50), alchemist's fire (2); Other Gear breastplate, heavy steel shield, composite longbow, mwk cold iron scimitar, candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 30 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Recovered Rage When red foe to 0 or less hp while raging, regain 1 rd of rage if foe has at least 0 HD.


Hi, I have used this alias on a game that sadly died and other recruitments. I'm really hoping to get him into a good game. Here is Godwin Solace An Aasimar Warpriest/BloodRager. Really heavily into the angelic demon slaying aspect of the whole thing. He's very much a front liner.

Background:

For many in this troubled and demon cursed land dreams are the stuff of nightmares and horrors. They speak of gibbering horrors and demonic screams. Their sleeping hours, they say, are haunted.

The same is true of me. But my dreams are not of my imagination. They are of a horror I was subjected to in my youth.

I grew up in one of the many orphanages of Kenebras. One of the countless orphans created by the ceaseless war against the damned fiends of the abyss that press against the wardstones constantly. It was obvious from the start though that my origin was... other.. than purely human. There is some celestial blood in my veins. This is probably what led to me being snatched from my home when I was just a child of 12, forced into a horrific ritual, seeking to use me as an angelic sacrifice. By the grace of the good goddess Iomedae the ritual was broken up before it completed. The crusaders of her name rescued me.

The memories of that terrible day have haunted me and I have exhibited my fear and disgust as rage against the ones who subjected me to this desecration of all that is good and holy.

Seeing my rage against demon worshipers and demons as well as my devotion to The Inheritor whose crusaders saved me I was accepted into the church at its lowest levels. I grew up both strong and devout, catching the attention of the ecclesiastical and the military leadership of the church and was adopted by both.

I do not know anything of my parents but Iomedae, by her grace, provided me with both. An Aasimar Paladin from the military wing of the church by the name of Godwin Ember is who I consider my father, he taught me to to control the fruits of my divine heritage and how to channel my rage and anger into martial deed. Any foul blood that I spill should be attributed by right to him and his mentor-ship, not to me.

Emeria Solace a cleric in service to Iomedae is who I consider my mother. She... saved me from being just a rage filled weapon. She is a tiefling and it was through a godly amount of patience and persistence on her part that I was able to overcome my.. hate and prejudice towards her. From her I learned that anyone may be redeemed no matter their origins or what was done to them. Any wisdom or ability to lead I may have comes from her grace.

It is from both of these that I take my name, leaving behind the name slapped onto me by the orphanage. I am Godwin Solace.

Fifteen years to the day that I first stepped foot in the church, at 27 years of age, I stand ready to do battle with the accursed demon hoardes as a fully adorned warpriest. May Iomedae bless my sword and my armor as I step into battle in her name and lead others to do so as well. The foul designs of the foe has been turned against is. I have learned to resist whatever they did to me and use it in battle against their foul forces by word and deed. I know as long as I fight them, the dreams will haunt me no more.

Step 1 Background and Concept:

* His divine/archon heritage runs very strong in his blood, both in terms of his mechanics and in his fluff and background. His eyes glow white, he can manifest a halo at will. The Celestial bloodrager side of him reinforces the Archon Aasimar heritage and the Angelic blood feat choice also reinforce my image of him as hewing strongly towards the angelic side of his heritage.
* He had a troubled youth as an orphan in Kenebras. His upbringing in the martial arm of the Iomedean church is what allowed him to embrace and control the power of his divine heritage and he is fully devoted to the church because of it.
* He respects his Paladin Aasimar adopted father. His martial abilities are modeled after him.
* He loves his Cleric Tiefling adopted mother. Her being a tiefling has done a lot to keep him from becoming a zealous bigot like many crusaders are. His attempts at being a diplomatic and cooperative person free of prejudice are entirely due to her influence.
* Depsite this his Archon heritage makes him a bit serious and stiff. Though he does try to tamp it down for the sake of putting people at their ease.
* He values honour and straightforward plain dealing.

Step 2 Goals:

* The goal for Godwin before the attack is to become a stalwart crusader facing the threat of the WorldWound and he would trust in his superiors to use him best as he joins the ranks.
* After the initial attack Godwin's goal is to first try and save Tenabres and then bring righteous justice to the demons that dared attack the crusader city.
* My goal for him is to really grow into the whole angelic demon slayer conept I have for him. There are so many fun little mechanics in Pathfinder that support that fantasy and I'd really like to have Godwin get to most of them (The Aasimar racial feats all look like so much fun). Celestial Bloodrager and Warpriest both really help out with that as well.
* My goal for myself is to be an active and valuable part of a fun game and help get it to completion :)
.

Step 3 Secrets:

* Godwin found out by accident that one of his fellow graduates into the Iomedean military got into the program on false pretenses. She lied about coming from a well regarded crusader family. He kept her secret as he believes her to be devout to Iomedade and committed to the fight against the demons as well as being very capable. He's uncomfortable about concealing the truth though.

* Godwin does not know that his adopted father, the Paladin Godwin Ember, had initiated a plan to use planetouched orphans in Kenabres as bait to draw out the cult that had been sacrificing children instead of working to protect them. It worked but quite a few other children had died before the Iomedeans were able to track down the cult and shut it down right before they sacrificed little Godwin Solace.

Step 4 People:

* Godwin Ember Aasimar Paladin of Iomedae. Excellent Tactician and General. Invokes the Greater Good as an argument in favor of his porposals often. Father figure for Godwin. Friendly.
* Emeria Solace Tieflic Cleric of Iomedae. Supports the crusaders from the backlines as a healer and counsellor to many. Her good nature and easy manner have made her a confidante of many but they mask a steely passion to protect those she cares aobut. Mother figure for Godwin. Friendly.
* Pristo Portas. A young human who is fellow initiate of Godwin's into the military wing of the Iomedean church in Kenabres. Outright unfriendly to Godwin and seems to have been jealous of Godwin's obvious inborn connection to the divine plane.

Step 5 Memories, mannerisms, or quirks:

* Memories of hunger and begging growing up in Kenabres
* Memory of the first time his halo manifested when he was angry at almost losing a duel in his early days in training.
* Mannerism of polite and stiff using formal language
* Looks at the floor when talking to people to avoid making them uncomfortable from his pure white pupils. He looks people straight in the eyes though if the matter is serious.
* Makes sure to keep up a correspondance with Godwin Ember and Emeria Solace. The former letters are very formal the latter are more loving.

Crunch:

Male Archon Blooded 2 Aasimar Warpriest of Iomedae/Steelblooded Celestial Bloodrager | Mythic Tier 1
LG medium humanoid
Init +0 (0 dex )
Perception + 2 (2 wis)

STR 16
DEX 10
CON 15 (+2 from race)
INT 8
WIS 14 (+2 from race)
CHA 12

DEFENSE: Hide
AC 17 (10 + 7 armor +0 dex )
T 10 (17 - 7 armor )
FF 17 (17 - 0 dex )
hp 26 ( 10 + 10 + 2x2 (con) + 2x1 (class bonus))
Fort 5 (3 base + 2 con )
Ref 2 (0 base +0 dex)
Will 6 (3 base + 2 wis +1 trait)
CMD 15 (10 + 3 Str + 2 BAB)

Conditional:
+1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype
+2 bonus on saving throws against effects with the evil descriptor and on Con checks to stabilize.

OFFENSE: Hide

Speed 60ft/50 ft in armor (Heavy armor plus Impossible Speed mythic and Armored Swiftness Celestial Bloodrager)
Melee Falchion 7 (3 str + 2 mythic weapon focus + 2 BAB) (2d4+4/18-20/x2)
Space 5 Reach 5
BAB 2
CMB 5 (3 STR +2 BAB)

LANGUAGE:: Hide
Common, Celesital, Abyssal

TRAITS:: Hide

Race
Good Influence: You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region.
These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.

Religion:
Purity of Faith: +1 trait bonus on Will save and +1 trait bonus on saving throws against spells and effects from evil outsiders

FEATS: Hide

Class: Weapon Focus Blades, Heavy
First: Angelic Blood (Aasimar)
Mythic: Weapon Focus Blades, Heavy (Mythic)
Feat House Rules Effects:
Martial Mastery means Weapon Focus bonus feat applies to all heavy blades.
Combat Expertise combat option
Power Attack combat option
Deadly Aim combat option

SKILLS: Hide

3 per level (4 bloodrager -1 int)

Adventuring:
Skills with ranks

Diplomacy +6 (1 cha + 1 rank +3 class) 2 Rank
Intimidate +6 (1 cha +1 rank + 3 class) 2 Rank
Knowledge (religion) +3 (-1 int +3 class +1 rank) 1 Rank
Knowledge (planes) +3 (-1 int +3 class +1 rank) 1 Rank (+5 to identify demons due to MW tool)

Skills without ranks

Acrobatics +0 dex - 5 acp

Bluff +1 cha
Climb +3 str - 5 acp
Escape Artist +0 dex - 5 acp
Fly +0 dex - 5 acp
Heal+2 wis
Perception +2 wis
Ride +0 dex - 5 acp
Sense Motive +6 (2 wis)
Stealth +0 dex - 5 acp
Survival +2 wis
Swim +3 str -5 acp

Skills that can't be used without ranks and untrained

Spellcraft -1 int (+2 to identify evil spells)

Background skills:
Skills with ranks
Profession Solider +7 (2 wis + 2 rank +3 class) 2 Rank
Kn:History 0 (-1 int +1 rank) 1 Rank
Linguistics 0 (-1 int + 1 rank ) 1 Rank

GEAR: Hide

Weapon: Falchion with weapon cord ( 75.1 gp)
Armor: MW Banded Mail +7 armor bonus +1 max dex bonus -5 Armor check Penalty (400 gp)

Misc:
Warpriest's kit (16 gp)
MW backpack (50 gp)
MW tool for religion checks on identifying demons (Demonslayer Tome) (50 gp)
Explorer's outfit (free)

3x Potions of CLW 150

741.1 GP spent
258.9 GP left

Special Abilities: Hide
Racial:

Celestial Crusader: +1 insight bonus to AC and attack against evil outsiders, +2Kn:Planes and Spellcraft to identify evil outsider or evil outsider effects

Incorruptible: Cast Corruption Resistance evil 1/day as a spell like ability

Halo: Can create light centered on her head at will as a spell-like ability. When using halo gain a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Warpriest:

First Level:
Aura: Lawful Good

4 minor Blessings per day

Good: Glorious Presence (Minor)
War: War Mind (Minor)

Bonus feat Weapon Focus (Heavy Blades)

Second Level:
3 uses of fervor a day.

Bloodrager:

Bloodline - Celestial:

First Level:

Bloodline Power: Angelic Attacks - melee attacks are considered good aligned weapons for the purpose of bypassing DR. Deal +1d6 additional damage against evil outsiders

Bloodrage: Can bloodrage for a number of rounds per day equal to 4 + 2 (con modifier) = 6 rounds. Gain +4 morale bonus to Str, Con, +2 morale bonus to Will, -2 penalty to AC, 2 hp per HD

Indomitable Stance (Ex) : At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Second Level:
Armored Swiftness (Ex)

At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed. This ability replaces uncanny dodge.

Mythic:
Path Champion:

Tier 1
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. 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. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Feat

Champion's Strike - Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Champion Ability - Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Spells Warpriest: Hide

Orisions (DC 12)
Detect Magic
Enhanced Diplomacy
Create Water

Level 1 (DC 13)
Divine Favor

Future feat:

Additional Traits

Faith:
Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Combat:
Demon Smiter: You grew up around those who fight the demons streaming out of the Worldwound, and from their stories you learned about the demons’ weaknesses. You are likely from Mendev or have joined that nation’s cause as a crusader. Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.


Hey, those mythic alterations, they don't seem to include anything done to the Wild Arcana and Inspired Spell mythic abilities. Was that an oversight? Cause those are like, the top two most problematic mythic abilities there is, I think.


@Redelia That will probably be fine. Do you want to post it for me to read?

@Redblade8 They will not stack but overlap. It will go... Level 3(+1NA, ER5), Level 7(+2NA, ER10), Level 13(+3NA, ER20), Level 15(+4NA, ER20). Other overlapping abilities are Wings and Might/Power of Worms. So you may not want to have so many overlapping and essentially wasted abilities.

@Groundhog The only thing targeting those abilities is the errata HERE which makes them take a standard action to cast.

Liberty's Edge

Another fan of Spheres of Power here: my idea would be combining the Spirit Mender druid with the Wandslinger. The idea would be a support caster who can, however, hold her own in ranged combat using wands.

There are no Mythic rules for Spheres of Power out yet, but if you'd like we could work something out. I'd likely take either the Hierophant or the Archmage Path.


Iomedae's Chosen wrote:

@Redblade8 They will not stack but overlap. It will go... Level 3(+1NA, ER5), Level 7(+2NA, ER10), Level 13(+3NA, ER20), Level 15(+4NA, ER20). Other overlapping abilities are Wings and Might/Power of Worms. So you may not want to have so many overlapping and essentially wasted abilities.

Indeed, I started realizing there was a lot of overlap there, so the plan is currently "vanilla" fighter paired with draconic sorc. I'll post Jarik ASAP; I'm still answering those questions.

Thanks for getting back to me!

EDIT: I also haven't got his Mythic Tier stuff resolved yet, mainly b/c I don't yet have that module for HeroLab. :)


Iomedae's Chosen wrote:

@Redelia That will probably be fine. Do you want to post it for me to read?

@Redblade8 They will not stack but overlap. It will go... Level 3(+1NA, ER5), Level 7(+2NA, ER10), Level 13(+3NA, ER20), Level 15(+4NA, ER20). Other overlapping abilities are Wings and Might/Power of Worms. So you may not want to have so many overlapping and essentially wasted abilities.

@Groundhog The only thing targeting those abilities is the errata HERE which makes them take a standard action to cast.

Somehow I’ve never seen that Wild Arcana errata before. How does that interact with a Magus? Can you Spell Combat with a Wild Arcana spell?


Apologies Iomedae's Chosen, I have been thinking a lot about this recruitment and have come up with a character that I believe fits a lot better if you don't mind me changing my submission.

Oleksander Andvaru is an Archon-Blooded Aasimar, a child of Torag who wishes to see his friend safely through whatever trials may come their way through both mundane (Blacksmith class from Spheres of Might, buffing allies and defending them with his shield) and magical (Incanter class from Spheres of Power taking 'divine' spheres and focusing on buffing, healing and debuffing as well as some creation magic building off of the Torag angle) means.

Would love to hear any feedback on integration of Spheres of Might and Power into your game.

Biography/Background:

Step 1 Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Despite having the physique of a large human, there is just something about Oleksandar that screams 'Dwarf'. Whether it is the briaded beard spilling from his chin, the well maintained warhammer on his hip, or the unknowable runes spiralling across his bald head constantly clunking from one arrangement to the next... you aren't sure, but it's definitely something.
2) Oleksandar forged all of his weapons and armour by his own hand, crafting them to fit 'just right'. While he doesn't mistrust other smiths exactly, he feels that if you make a piece of equipment yourself it will always serve you better than if someone else made it.
3) Oleksandar recently went on a journey to make a delivery of weapons crafted by himself and Teodosi to an outpost closer to the Worldwound. While on their way back, the caravan was attacked by a swarm of small demons who harried them all the way back to the safety of Kenabres. This was the first time Oleksandar had revealed his powers to people other than his father and Imeon, but he was glad to play his part and managed to save several lives.
4) Mechanically, Oleksandar is focused on buffing and protecting his allies through both magical and mundane means, with some debuffing/physical combat ability. With his shield arm ready to hold fast and his healing abilities, the party will be able to stay up and fighting through tough challenges.
5) Oleksander is a community oriented young man, but is willing to travel away from those he loves if it will allow him to do good both for them and for the general populace.

Step 2 List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Oleksandar Andvaru: To find a cure for Imeon, his childhood companion (see below), and to protect his adoptive father and the whole town of Kenabres from the dangers of the Worldwound, which he has now been personally acquianted with.
Aipaca: I wish to test Oleksandar's strength of conviction when faced with difficult challenges. I also hope that Oleksandar can be an asset to the party, with his wide array of buffs and boni. Also would love to sunder a Balor's sword (and then fix it to be even better).

Step 3 List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Oleksandar knows: Imeon recently found a strange amulet with runes similar to the ones on Oleksandar's head, but jagged and scratched. After bringing it to Oleksandar for his opinion, she put it on, laughing "now we can be matching" despite his warnings otherwise. As she suddenly rose into the air, eyes aflame and chanting in a language unknown to Oleksandar, he whipped up his warhammer and smashed the amulet to smithereens. A wave of crackling energy filled the room, and Imeon crashed to the floor and has been in a coma ever since, with no magic that they can afford seeming to help at all. Oleksandar was terrified that the Inquisition would kill her out of fear, and so has hidden what happened, saying that she arrived at his door and fell into the coma almost immediately, for no good reason.
Oleksandar doesn't know: The Inquisition has been watching Oleksandar and his strange runes and untrained magic for some time, and does not believe his recount of the events of Imeon's coma.

Step 4 Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Friend #1: Teodosi Andvaru is the man who found Oleksandar, and the one who gave him his name. Kind, but a hard taskmaster, Teodosi instilled the value of good effort and teamwork into Oleksandar. Life is not always easy in Kenabres, but there is always work for a smith of Teodosi's calibre. Teodosi had always wanted a son, but after the death of his wife only 3 weeks after they were married, he believed that the chance for that was behind him until he found infant Oleksandar layed atop his anvil.
Friend #2: Imeon Carlisle was the girl next door for as long as Oleksandar could remember. When he wasn't working in the smithy or quietly practising his magic in his room, Oleksandar was out playing with Imeon, who was always getting into trouble. Luckily, Oleksandar was always there to pull her out of it. Especially the one time she bit off more trouble than either of them thought possible.
Friend #3: Antionne Brek was a guardsman on the caravan who fought back to back with Oleksandar on their journey home. He admires the strength of conviction of his young friend, and was definitely glad to have him there, especially when he went down to a blow that probably would have been the end of him if not for Oleksandar's healing magic. Loves to catch up for a drink with Oleksandar and ask the wise young man's opinion on his latest misadventure with the elligibile bachelors of the town.
Hostile: Marcus Spatz is the Guard-Captain of Oleksandar and Imeon's neighbourhood and has had it in for them ever since Imeon 'accidentally' tipped a barrel of horse dung into his chimney. Almost too zealous in carrying out the exact letter of the law, Marcus is well known as a bit of a bastard.
Nemesis: One of the demons from the attack has brought word back to his dark master of a young man with strange, powerful magics and a bald head of shifting runes. Will this fit into the demon's plans, or will he be forced to take action?

Step 5 Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Oleksandar enjoys constantly tinkering with his arms and armour, and those of his friends. If someone didn't let him improve their gear, he would be quite annoyed.
2) Oleksandar will put himself in harms way to protect his friends, giving everything of himself to make sure they come out ok.
3) Oleksandar remembers the first time he met Imeon, and how mischevious she was, and remains to this day. While Lawful Good, Oleksandar definitely sees the positives in those of a more Chaotic bent (but still abhors Evil).


@Sapiens I don't think it would be too hard to make that work.

@Ouachitonian If you use D20PFSRD they have it posted there too. They should work together, standard action to cast a spell by expending a spell slot or standard action to cast a spell by expending mythic power.


Throwing a dot in here.

Step 1:

My character's name is Tilda Auronis. Tilda stands 5'6" and weighs about 95 lbs. soaking wet. She has blonde hair, but she keeps it cut in a "pixie" style haircut. She is in great shape and lacks body fat, as she runs about 5 miles every morning and routinely engages in unarmed combat with much larger opponents.

Tika was found amongst the wreckage of a bodies of a man and woman who were riding horses that were clearly fleeing something powerful. She was rather uninjured, other than a large scar that ran over her left eye. Tika lived, but when she was found no sign of her assailant was left.

Tika is, in a lot of ways, like the son that her parents never had. She started working the plow when she was eight, and by ten was pulling it herself.

As she grew, her power began to manifest. She was stronger and faster than anyone in her village, but her parents also noticed that she had constant waking nightmares. After replacing her furniture several times, a priest was sent for. When he arrived, he informed her parents that she had been possessed. He then engaged the possessing entity for over a day, but eventually it relented and left Tika's body.

Rather than turn sickly from the possession, she remained incredibly healthy, but she ceased growing.

Unsure of what to do, her parents asked that the priest take her with him to his Academy, so that she could be studied to determine the extent of the supernatural effects on her body. After several months of being cooped up in dusty old classrooms and hospitals, Tika eventually decided that she had enough and fled the hospital after kicking the window out of it's frame.

Step 2:

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Tika has been infected by wanderlust, desiring to see what is beyond the horizon.

I want Tika to find the course her destiny has set her on.

Step 3:

Tika "knows" that she likely still has power gained from supernatural sources (specifically the "demon" that possessed her).

The truth is that Tika is a Demigod, specifically the child of one of the minor gods (I'm currently leaning towards Alseta, but ultimately I'll leave that up to you).

Step 4:

Father Bernard is the priest who freed her from her possession. While she found him to be a stifling bore, she knows that he has a good heart and cares about the people around him.

Devin is the leader of the first adventuring group she joined (which didn't last past the first job); Devin likes to get handsy with the females in his group, and he didn't much care for it when she broke his jaw.

Finally, Tika still sends letters and money to her mother, Rosemund. Tika's father was against her being sent away (he was from Rahadoum) but her mother ultimately persuaded him. She loves her mother very much, and they still talk in secret, as she will often send her letters describing her adventures.

Step 5:

Tika is something of a smartass, and has trouble taking people who make grand speeches seriously.

Tika's favorite memory is of the first time she lifted something Superman style over her head. She often remembered her father's scared face, and her mother's proud one.

Finally, Tika will always accept any challenge from anyone.

I'll have my submission up tomorrow.


Well then, I suppose it's time to try making an offense-based Fighterbard, because the ultimate warrior is a Fighterbard. Just give me a few to rummage through my stock anime tropes barrel and then roll randomly my 'but how can I make this seem new and fresh' table until I come up with the proper combination of 'interesting' and 'not abjectly terrible.'

EDIT: Actually, what are your feelings on gunslingers?


And because I'm past where I can still edit, for Automatic Bonus Progression, are we doing standard level ABP, or are we doing the 'no magic items' ABP of level+2?

Also, because of the 'no magic items' rules up there, I'm assuming that the 'Legendary item' mythic trait is also a no-no, right?


Ouachitonian wrote:
Iomedae's Chosen wrote:

@Redelia That will probably be fine. Do you want to post it for me to read?

@Redblade8 They will not stack but overlap. It will go... Level 3(+1NA, ER5), Level 7(+2NA, ER10), Level 13(+3NA, ER20), Level 15(+4NA, ER20). Other overlapping abilities are Wings and Might/Power of Worms. So you may not want to have so many overlapping and essentially wasted abilities.

@Groundhog The only thing targeting those abilities is the errata HERE which makes them take a standard action to cast.

Somehow I’ve never seen that Wild Arcana errata before. How does that interact with a Magus? Can you Spell Combat with a Wild Arcana spell?

Strictly speaking it's its own seperate standard action, it just happens to let you cast a spell, like how spell combat is its own special fullround action that happens to allow you to full attack and cast a spell.

Allowing it would be a houserule. Maybe it would be reasonable to make it part of the Coupled Arcana archmage path ability, although that would also be a houserule.


So Spheres of Might/Power are on the table? I might put together two builds for the same character then. One with Spheres and one without.


@Groundhog I think you're right that they don't work together now that I read it again. I think we'll leave it separate too.

@Trinam ABP is just your level for this game. Gunslingers are fine.


Hello,

This is Redblade 8's submission, a Fighter/Sorcerer/Champion. He still needs a bit of polish. I haven't finished gearing him up, and I want to go over the mythic stuff, make sure I didn't make any terrible choices.

Cheers, have a great weekend!

Redblade8

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