Wrath of the Righteous (Inactive)

Game Master Diamondust


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GM:

Would you allow me to use the Mighty Godling class?

Grand Lodge

Dotting to get things posted for later.


@Vrog Skyreaver I am willing to see what you come up with though I'm cautious about godlings.


Presenting Sebastion Gwerm for your consideration.


Okay, I'll get my character finished then. Thank you for your response!


Here is my character submission:

Tilda Auronis:

CG Human Mighty Godling 2 | Trickster 1

STR 18
DEX 10
CON 14
INT 10
WIS 10
CHA 10

HP 33
AC 20 (10 base + 6 armor + 4 str) T14 FF 16
BAB 2
Init +2

Fort +7
Ref +8
Will +2

Speed 30'

Unarmed Strike: +5 to hit; 1d3+3 damage; 20/x2 crit

Skills: Climb r1 +7, Perception r2 +5, Stealth r2 +5, Swim r1 +7

Feats: Improved Unarmed Strike, Luck of the Gods

Traits: Fate's Favored, Reactionary

Class Features: Lineage Domain (Travel), Divine Traits (Divine Portfolio I: Sidestep Secret [Based on Str]; Paramortal I: Don't need to eat or drink, but can if I want. Age 1 year for every 2 that pass.)

Mythic Path: Guardian

Base Mytic Abilities: Hard to Kill, Mythic Power (9/day), Surge +1d6

Mythic Feat: Mythic Paragon

Trickster Attack: Surprise Strike

Path Abilities: Path Dabbling (Enduring Armor)

Equipment: Clothing, 1000 gp in diamond dust.


This is Trinam's character submission, Zaniah Riverthorn.

She's a gunslinger/life oracle crusader who is going to dole out life with one hand and death with the other (because it is holding a gun)!


Zaniah Riverthorn wrote:

This is Trinam's character submission, Zaniah Riverthorn.

She's a gunslinger/life oracle crusader who is going to dole out life with one hand and death with the other (because it is holding a gun)!

Just make sure of which hand you use on who, 'kay?


”That is simple. I use the healing hand on allies, the harmful hand on enemies, and both hands on idiots.”


Zaniah Riverthorn wrote:
”That is simple. I use the healing hand on allies, the harmful hand on enemies, and both hands on idiots.”

Inheritor's Crown, but I hope her judgment's as good as she thinks it is...


2 people marked this as a favorite.

She dumped con, for crying out loud. How good can her judgment be?


thinking about a Tetori Tiefling, let's see what shakes out.


@Vrog Skyreaver Remember it is gestalt. Are you still working on a backstory?

Completed Submissions
Marco Ongrew the human Paladin(Tempered Champion)/Medium
Dennis the human Fighter/Barbarian
Pan He Ah the Undine Unchained Monk/Unchained Rogue
Oleksandar Andvaru the Aasimar Blacksmith/Incanter
Jarik Delevanivek the Human Fighter/Sorcerer
Godwin Solace the Aasimar Warpriest/Bloodrager(Steelblooded, Celestial)
Sebastion Gwerm the Human Fighter(Unbreakable)/Oracle(Inerrant Voice, Warsighted)
Zaniah Riverthorn the Human Oracle/Gunslinger(Mysterious Stranger)
If i've somehow missed your completed submission please let me know, sorry.

About a week left to go folks.


Sorry, I had thought that my answers to step one included her backstory sufficiently. I can write something out.

As far as the Gestalt thing goes, I couldn't come up with a class that I wanted to add to her, so I am perfectly fine without using Gestalt, as long as you don't have a problem with that. If I need to create a gestalt character, then I'll withdraw my submission and make something else.


I thought I was a completed submission.


Lethyr wrote:
I thought I was a completed submission.

It looks like you still need your crunch. Was it put somewhere offsite?


Ah, we need full character sheets? I tended to not do that until accepted. The class workup and stats are there. Will have that in about 30 then.


@Vrog Skyreaver My apologies I forgot about your previous post. You are on the list now.

@Lethyr A full character sheet isn't required(though I didn't state that because people usually make their sheet first). My apologies for completely missing your 'hat in the ring' post. I think I mistook it for a dot post when I first saw it. You are on the list now.


No worries. Yeah I tend to not dot. If I am interested in something I just go whole hog on it.

Grand Lodge

So, I have a confession to make. I may have started this application process, and then kept going. And going. And going. Until I hit 12 pages, then stopped. My sincere apologies. I've summarized below, but if you care, and so I don't feel like I've wasted 4 hours of my life, here's the link to my 12 page Backstory Monstrosity.

Concepts:
a). Lostface is scarred and tattooed all over his body- the scars are bruns from the fire that occurred when he was young, while the tattoos have mysteriously appeared since he could read. He keeps them mostly covered up, as best he can, often wearing long sleeved clothes and a mask, even during the summer.
b). Lostface is extremely smart- he’s been planning thieving raids since he was young. Not because he wants to be a bad guy; in fact, he desperately wishes he wasn’t- but out of a sense of loyalty to his foster parents, Abaos and Squiggles, who are, in fact, thieves.
c). Lostface has been training with the bastard sword since he was 10, getting training from an associate of Abaos’- an old palace guard named Jostin. He’s worked on incorporating magical techniques into his sword fighting, though no one knows this.
d). Lostface loves to read- in fact, he has half a library filled with books.
e). Lostface believes he has uncovered a collection of magical items, including three thus far- an amulet, a mask, and his sword. Of these, only his sword is magical (See Bladebound archetype).

Goals:
a). Lostface desperately wants to get out of the criminal underworld he’s tied to. However, he’s been forbidden, either with threats or physical violence, that he cannot leave.
b). Lostface wants to establish a shop, filled with books and other ends to make a living.
c). Lostface wants to find his real parents.
d). I’d love to see Lostface’s good side show through. He’s not evil, and has instinctively good tendencies; but he can be a little jaded, at times. I’ll probably work towards having him be more champion-like as the story goes on.

Secrets:
a). Lostface knows his parents are alive; he just cannot prove that. He wants the evidence from Abaos, but cannot get it. But he is haunted by the connection that something is out there, he is bound to, and he is convinced it is his parents.
b). Lostface is being hunted by a demon, and his soul was bound to that demon. In fact, the odd connection that he has he believes are his parents is really his connection to the demon, Gravirr.

Characters:
a).Abaos- Master thief and Lostface’s adopted father, or so he considers himself; was once in love with Verys Padgett, despite her choosing another; upon request, immediately adopted the young Lostface, and fled to an unknown city to keep him safe; steals to keep his community protected.
b).Squiggles- Abaos’ partner and expert lockpick; helps Abaos in all his endeavors, including keeping Lostface safe
c).Verys Padgett- Lostface’s mother, wanted and one the run; an ex- crusader and Riftwarden until until she was attacked and forced to go into hiding; she still searches for her son, Lostface
d).Gravirr: A Demon Apostle of Yhidrothus, Gravirr was meant to absorb the energy Lostface’s sacrifice would provide; instead, it is now left wandering the Worldwound, desperately hungry, as it is denied its energy until Lostface’s sacrifice happens. It only has one thought; kill, and energize, Lostface.

Quirks:
a). Lostface has a soul connection to a demon. He believes this connection to be to his parents, however.
b). Lostface is deathly afraid of fire, having lost half of his face to fire. He will do anything and everything to avoid it.
c). Lostface can be a bit arrogant, which can alienate him from others. In fact, he oftens seems to go out of his way to avoid others, though this is not the case.

Look forward to seeing who's selected, and thanks for the opportunity to apply, GM!

Dark Archive

Not a particularly original idea, but I like stories about ambiguously aligned characters with bad powers ending up as good people, and I've had this idea rolling around for a while in regards to WotR. Presenting Zhakar, barbarian and oracle, blacksmith's apprentice, and really grumpy tiefling.

Concept Elements:

Tall, with broad shoulders, a strong chin, smooth tanned skin, and long black hair. Fine clothing, not necessarily opulent, but much nicer than what most would expect a blacksmith's apprentice to be wearing. A tattered scarf wrapped around the enck, almost but nto quite concealing the mouth. A mouth mostly hidden, but when you see it the teeth seem to large and sharp, the face always snarling in the corner of your eye. Blue eye's that briefly flash an inhuman green. A voice that is almost to smooth, with word's being pronounced slightly wrong. Heavy muscles from working the forge, holding the weight of heavy armor made at it. Long powerful limbs with joints that, when not covered, look wrong somehow, like they don't belong to a human.

Zhakar hates. He hates the city of Kenabres and almost all the people in it, with very few exceptions. He hates Mendev, for not having done anything but slow down the demons, but he hates all the other natiosn fo the world even mroe, for not even trying. He hates demons, which rather goes without saying, but he also hates devils, because as far as he's concerned they're basically the same thing. He hates the gods because they didn't stop the Worldwound (and all the terrible things that have happened since) and he hates priests for telling him to pray to them regardless. He hates it when his master drinks, when his master rages, and when his master is disappointed in him. He hates himself, how easy he finds it to break things, how much eh enjoys breaking things, how hard it is for him to make things, and how hungry he always is. He hated the orphanage that raised him, the other children, and how the nuns just couldn't understand. He hates, and he hates, and he wishes he could stop.

Zhakar has spent all his life in Mendev. He's never known a world not at war with the Abyss, never known a world free from the priests, the crusaders, the low templars, and the witch hunters. When he thinks of honor and glory, of the good and the righteous, he thinks of the brutish thugs and paranoid murderers who he has been surrounded by all his life. He deliberately puts on a facade, to appear more moral and charitable than he is, because that's how he thinks the world works; good people act like good because it benefits them.

Zhakar is bad at reading faces. When he first moved to Kenabres, he was terrible at it, and as a child, he was almost of completely incapable of telling what emotions the people around him were feeling. Whether a birth defect, or some sick "gift" from whatever his father was, he doesn't know, but he had to work to learn how to emote, and to read the emotions of others. He's come a long ways, but he still isn't great with jokes or sarcasm, or telling if people are lying to him.

Zhakar is always hungry. His jaws are built for latching onto things in a way that a humans aren't, and he can strip flesh from the bone with his teeth. He'll eat just about anything, but what he wants is meat. While how fresh the meat is doesn't matter, raw and bloody tastes, not divine, but right, and when Zhakar is to close to injuries he makes sure to pull up his scarf. As a child, the nuns at the orphanage were quite lucky to have capable healers among them, because a biting child can be deadly when their teeth were made to feast upon the flesh of mortals.

Goals:

Zhakar wants to find out who his mother was. He wants a culture to connect to, something beyond his fiendish heritage to connect to. All he has to go on is an old scarf covered in strange designs, which was once a blanket, and before that was hsi mother's tattered dress. He also, want may be to strong a word, but is idly curious about what precisely his father was, and if his father still lives. He isn't really certain what he would do with that information, but given his mother crossed the Worldwound to give birth to him away from the clutches of the abyss, he thinks he would be rather upset if his dark suspicions were confirmed.

Zhakar wants to make armor that can stand up to the threats of the Worldwound. His skill at the forge is the one talent he has that is not influenced by his heritage, and while he's not as good as his mentor, he sometimes dreams that he might even be better. Instead of simply tearing threats from limb to limb like the savage he is, giving out shining swords that could pierce the flesh of demons, and armor that will turn their claws.

I want Zhakar to end up being Good aligned, and a better person overall. Specifically, I want him to make friends, either with the party or with NPCs, who he can rely on and be honest with. I want him to understand that good people do exist, and that he doesn't have to be defined by his demonic heritage, or the tragedies of his past.

Secrets:

Zhakar isn't great at keeping what he is a secret, and he only really bothers to do so from the idiot masses, those who would try and kill him for it. He isn't proud of what he is, but he knows he can only hide so much. If you can get him to talk about it, he'll talk about what he is, and what should be known to travel safely with him. He knows how to control his urges, but he doesn't want those around him provoking him if he can't help it. What he does hide, however, is how far he once went, and his old name. His mother survived long enough to name him, and destroy herself with a great working of fire that left him untouched in the ashes of what was once a bed. As Ghanof, whispered to be the child of a demon and a witch, he was raised in an orphanage run by devotees of Iomadae, in a small village near Estrovian Forest. While the staff of the orphanage treated him fairly, the inhabitants of the village and most of his fellow orphans feared him, and as his oddities grew that fear increased. When that fear grew to hate in Ghanof "Demonspawn" twelfth year, the hate turned into violence, and it ended in blood. Ghanof healed quickly, but a fellow orphan and a local girl where both injured, and the girl's father, a hunter, ended up dead. The staff knew Ghanof was not to blame, but they also knew he couldn't stay, so the head of the orphanage called on a favor from an old friend, and Ghanof Demonspawn became Zhakar, smith's apprentice. Zhakar has not seen his old home in a decade, and he has tried his best to forget it, and how good the flesh of his friends tasted.

Zhakar is not a tiefling, strictly speaking. Those who raised him have told him that his demonic ancestry is a couple of generatiosn back, that his father was likely a powerful half fiend of some sort at most, but they're wrong. He's half human, half demon, the son of a former riftwarden, and a powerful minion of Deskari. During the pregnancy, his mother, a powerful spellcaster in her own right, sealed away most of his abyssal heritage, half to spite the father, and half to make life easier for her child. She had been rather broken by that point, and, when she reached a place where she new her child could be raised in (relative) safety, she ended things on her own terms. When Zhakar uses his bloodrager powers, he isn't drawing power from a distant ancestor, but rather briefly weakening the hold his mother's spells have on him, and reclaiming what might have been his power at all times.

Related NPCS:

His master, Truddig Steelbeard, dwarven master smith and retired soldier. Truddig's wife was a paladin of abadar who served in the First Crusade. She survived the first two crusades, but she, and his children, died in the chaos and mismanagement of the third. Truddig is something of a walking stereotype. Think generic dwarf, gruff old man with the heart of gold, silent brawny smith, drinking problem (even by dwarven standards he drinks a lot), and survivor's guilt. He's done his best to teach

Lumanita, the head of the orphanage he was raised at, a positively ancient cleric of Iomedae, who served as a squire in the first crusade after a paladin caught her trying to steal from his saddlebags. She was never the most devout, and hasn't reached the heights of magical power that most would expect a cleric to reach after surviving so long, but she is an expert healer and teacher, and is well respected throughout Mendev although not particularly famous. She's on her last legs, but is more than willing to die for what is right, and still ahs a good deal of fondness for every little demon, both literal and metaphorical, that she's had a part in raising.

Della, a local girl who Zhakar was friend's with in his childhood, who he almost ate, and whose father he killed. While she still has the scars from her mauling, she has chosen to keep them as a reminder, of what ignorance and blaming chidlren for the sins of the father can cost. She doesn't blame Zhakar, and has in fact tried to help a number of tieflings come to grips with their heritage. She's joined the force of Mendev, and the Faithful of Sarenrae, and believes that all have the potential for good in their hearts. She tries to help those who have fallen under the sway of evil, or who were born with it in them, and proudly bears the Righteous Medal of Command for having redeemed enemy combatants.

Jord, a friend and fellow orphan who Zhakar almost killed in their childhood days. The experience was rather traumatic, and every time Jord limps with his left leg, he remembers what the demonic can do to a child. While Jord does have good intentions, and tries his best, his superior's and teachers methods have rubbed off on him, and he has slowly begun to start seeing demons in every shadow.

While Zhakar's mother managed to escape the clutches of his demonic father, she was not the only women to fall into them, and Zhakar has a large number of half siblings who still survive. The most prominent one is Rokta the Winged, a powerful half fiend who leads a number of demon blooded Kellids, some unrelated, some of whom are his siblings, and some of whom are his own children. Rokta worships Deskari, and seeks to gain the power and status that his father once held in Deskari's legions.

Quirks:

The shock on Della and Jord's faces, the scent of blood, the hate in Della's fathers eyes, the shuddering pain from a spear stuck in his shoulder, and the delicious taste of human flesh. To forget those things, he pulls his scarf up over his face, and lightly strokes the patterns. When his teeth must be bared, he doesn't look people who he says are friends, or people who say they're his friends, in the face. After every fight, he makes sure that his teeth are cleaned, and the taste of blood washed away. It wouldn't do to get used to the flavor.

Zhakar acts saintly around strangers, selfishly among friends, and cautiously, hesitantly charitable when he's certain that nobody is watching. Children bring back memories bad and good, and so, if they cannot be avoided or foisted off onto others, he'll do everything he can to protect and entertain them.

Zhakar might get powers from them, but he doesn't actually "talk" to his ancestors, at least not precisely. He feels only rage and pain when drawing upon his oracular powers (given that they're mostly from Sarkoris, it's understandable), and they've given him powers that have made his time as a smith's apprentice a lot more difficult and seem rather ominous, so he just swears and gnashes his teeth until they work properly. The more lucid ancestral spirits are rather amused by this.

Stats:

Zhakar, N medium outsider (native)
Tiefling (demonspawn) Dual Cursed Oracle (Ancestors)/Steelblood Bloodrager (Abyssal) 2
Str 18, Dex 12, Con 14, Int 8, Wis 7, Cha 14
while in a bloodrage Str 22 and Con 18
initiative +3, darkvision 60
AC 18; 11 touch; 17 flat-footed (+6 armor, +1 Dex, +1 natural)
hp 28 (2d12+4), 4 temp hp in a bloodrage
Fort +5 (3+2), Reflex +1 (+1), Will +3 (3-2+2), Bab +2
resist cold 5, resist electricity 5, and resist fire 5
Speed 25, 30 without armor
Melee +6 bite (1d6+4)
while bloodraging, +8 bite (1d6+6), +8 2 claws (1d4+6)
Ranged +3 sling (1d4+4)
while bloodraging, +3 sling (1d4+6)
Feats: Iron Will
Skills: Acrobatics +1, Climb +4, Diplomacy +7, Bluff +10, Intimidate +10, Perception +5, Swim +4
Background Skills: Craft (armor) +4, Craft (weapons) +3, Linguistics +3
Languages: Common, Abyssal, Dwarven
Traits: Reactionary, Extremely Fashionable

Soul Sear (deathwatch at will)
Misfortune (can force others to reroll d20 rolls, 1/day per person, no action)
Hunger Curse (cannot benefit from food based benefits, starts combat sickened, and that lasts until he bites an enemy)
Demonic Curse (-4 to Diplomacy with Good or Lawful creatures, doesn't stack, +2 to bluff and intimidate)
Bloodrage (8 rounds/day, +4 morale bonus to Str and Con, +2 morale bonus to Will saves, -1 penalty to AC, grow 2 claws that deal 1d6 damage)
5 cantrips known (Create Water, Detect Poison, Purify Food and Drink, Mending, Stabilize), 2+1 1st level spells known (Cure Light Wounds, Divine Favor, Ill Omen)
5 1st level spells/day

Mythic Rank 1; Mythic Path: Champion
Mythic Power: 5
Mythic Feats: Mythic Power Attack (-1 to hit for +3 to damage)
Champions Strike: Fleet Charge (swift action, move up to your speed, at any point in that movement you can make a single melee attack, in addition to any other attacks you make this round)
Mythic Powers: Mythic rage (free action, spend 1 mythic power, get back 2 rounds of rage, attacks ignore any sort of damage reduction for the rest of the turn)
Hard to kill (automatically stabilize below 0, die at twice Con score)
Mythic Surge (1 mythic power, add 1d6 to any d20 roll, immediate action)


Here is the non-crunchy bits for Han's submission. I'll try to sit down tomorrow and polish off the character sheets.

I was planning on doing two builds, one using the Spheres of Might material and one not using it. Depending on if I get in and any of the rest of the party is using the SoM will determine if I do as well.

On a related note, would you mind if I put together a custom Martial Tradition for the SoM build? I was thinking of something akin to:

Warrior of Elven Antiquity:
Equipment: Custom Training (discipline) (Elven Thornblade, Elven Leafblade, Elven Curve Blade, Elven branched spear, and one more open slot I can't find a use for)
-Note: Elven weapon familiarity lets me treat all 'Elven' weapons as martial weapons
Equipment: Either Critical Genius (Longbow) or Unarmored Training
Sniper Sphere
Fencing Sphere


Recruitment Closed*

*If you're still working on submissions that is fine. There is still 4-5 more days to get them finished. So far I have 12 finished characters for the 3 slots available so it will be tough to choose.


I meant to get them done last night but I had migraine auras showing up in my vision after my workout and had to retreat to bed and brace for impact. Still feel gross. I'll get it done soon.


The best of luck to all y’all then!

If this isn’t preemptive. If it is, then luck at the proper time.


Ah shoot, i lurked too long!

Have fun!


Sapiens' submission in this alias (assuming I'm not too late, I dotted earlier). There are a few points that will require some joint work about Spheres Mythic abilities, but otherwise it should be complete.

A small question as Spheres wands are permanent items (unlike standard Pathfinder ones, Spheres wands work like a bit like Pathfinder staves) is it ok if I make one intelligent with the Legendary Item path ability?


1 person marked this as a favorite.

Good luck all.


Alright, I've got the non-spheres stats for Wyr worked up. I was unsure how the Feat Tax rules interacted with the mythic versions of the feats they replaced, so I just went ahead and took the mythic versions of Weapon Finesse and Deadly Aim.

I'll tack on some spheres stuff for if I end up accepted and others in the party intend to use them as well but for now my character is tentatively finished.

Dark Archive

As mentioned, best of luck to all other applicants.

I find it highly entertaining that every single submission I've been able to find, aside from the gunslinger, focuses on melee combat and some other thing. Most frequently divine casting, we've got a good range of combos but full-bab-damaging-class/oracle is the only one with any repetition.


You make a good point @Craig Tierney, although I would say the WotR kinda screams out for Paladins/Paladin analogues.


I'm personally going for a switch hitting Ranger/Mesmerist with an archetype that gives the Mesmerist the Hunter spell list. I've always viewed gestalt as a way to open up options so two modes of combat and a solid chunk of utility casting appeals. I guess that still falls under Full BAB/Divine Caster but I was hoping to be a swiss army knife in terms of a lot of my options.


Ahh beans. I should have taken Mythic Finesse or Mythic DA instead of Mythic RR. Ahh well, crossbows being free should help with early game anyways.

Anyhoo, I also find it interesting that we have like... 7? 8? Champions submitted, alongside 1 trickster, 1 guardian, 2 hierophant, 1 archmage (+1 preselected archmage), and 1 marshal.

I think we know what the popular mythic archetype is, guys.


I can't speak to anybody else's motivations, but I was trying to avoid Trickster, as I'm experiencing that in another game. So I looked at the options from the character's perspective (as I currently understand it), and Champion just felt right. He could easily have taken Champion, Guardian, or Trickster and could have forced himself into Marshal, even, but most of them just don't fit how I think Pan He Ah thinks, how he approaches his life and obligations.

<shrug>

If that choice ends up hurting my chances, so be it. I'm still going to try to make the right choice for this character.

Edit: And, yeah, if your character is a Dex build that uses Finesse weapons, Mythic Finesse is hard to beat for long-term benefit. For Pan He Ah, it is a difference of +4 damage per hit, forever. Pretty big difference.


I think there's also the mere fact that, if you're asking folks to take two different classes and mix them together, the odds that one of those classes will be some kind of martial are really high.


Given the low point buy, I went for two classes which use the same stats but can stack abilities.


Zaniah's a gunner, so she'd prefer not meleeing... but she does have a dagger just in case. DA is going to be my tier 3 for sure, and then EH I'll figure it out from there.

But yeah, there's nothing saying he won't pick two or even three champions. We all just went with what felt right. :P


EH?

Grand Lodge

I mean, this is a war. Don't see many tricksterish thieves or Arcane Scholars in the front lines of a war, usually- but you would see a lot of martial champions. Like everyone's said, you play what you feel the character is, but I'd imagine more Champions than anything else is to be expected.


Redblade8 wrote:
EH?

A very loud, noncommittal 'meh' sort of noise which probably translates to 'mythic precise shot.'


Damn I saw this recruitment last week and I put it off because of traveling with work too long.

Good luck to those who get in! My Slayer/Bard will find another home.


In a WotR I ran, there were tricksters, guardians, champions, archmages, and I believe maybe a heirophant... though that last one may have gone to guardian or champion. Maybe even a Marshall... I could be wrong. We had a trickster for sure though.


Wrath of the Righteous is a very thematic AP and it just makes sense to play to that theme :). It also helps that divine + martial is a combo that is very well supported in Pathfinder.


Alright, finished slapping some Spheres of Might stuff onto Wyr for if the need arose.

My intended party role is that of Social/Survivalist with switch hitting in combat, very limited healing for emergencies, and some general utility spellcasting. Trickster seemed to fit best with the concept. I'm probably going to take Beyond Morality at some point for flavor reasons and because it will be hilarious to just slough off effects that knock my more morally polarized companions on their butts.

Dark Archive

Zhakar is straight damage. A very capable party face, although with a deliberate lack of Sense Motive that may bite him (and the rest of the party) in the ass if people aren't paying attention. Divine spell selection will depend on the exact party make-up, if I make it in of course.

Also, I did a rough drawing of my character. Not really showing off the Cha 14 as much as I'd like, but I don't want to put to much effort in just yet.


Tilda is a melee combat capable character who also can fit the sneaky rogue type, as she likes to explore the world around her.


Lethyr is a ranged combatant, with some utility as a divine caster.


Moriko is mainly a support character, going to lay down buffs and battlefield control, with a smattering of magic hurt.


Pan He Ah should prove a formidable melee combatant, with the important rogue support skills fully available without any negative/selfish rogue attitudes in the way.


Oleksander is a full on buffer/defender, with both martial and magical abilities focused on protecting and enhancing the abilities of his allies.

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