Wrath of the Righteous

Game Master Jörmungandr

Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?


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So, I've recently started running this for a live table and I'm enjoying it but I've been using mighty kiddie gloves because everyone is pretty much a new player. So, I thought I'd try my hand at running this as a PbF here on the site using Roll20 to handle images of maps and our battles. If you like to apply, please post a character here, I'll give it a few days and then select five folks (with typical PbF attrition the extra person won't hurt).

Character Creation
- Starting at first level.
- 25pt buy with no stats above 20 or below 8 after racial traits.
- 2 traits (one of which must be from the Player's Guide for WotR).
- Starting wealth is the average for you class.
- Max hit points for first level.
- No summoners (Sorry, just not my cup of tea) and I'd need a heck of a good reason for Ninja/Samurai.
- I'm down with Archetypes but I'm going to limit each character to one even if they multiclass or don't otherwise overlap.
- I'm willing to have a look at any of the races from Paizo published material but no secondary published or fan created material please.

Social Contract Stuff
- Being able to post on a daily basis (I understand that breaks have to be taken from time to time, weekends are normally lighter post wise and the like but generally I'd like to see daily posts).
- Rolling will be handled openly, using invisible castle or the inbuilt dice roller, under a spoiler tag, this way you guys can seem me rolling badly or awesomely as the dice gods will, and I can see the same for you, but we wont clutter up the flow of the game with mechanics all over the place.
- During combat I'll do my best to use maps but for very small time combat I may just use narrative description, I don't see the need for a map of "In the middle of the 80ft circular clearing stands a giant spider crouched over a dead horse".
- The Paizo books are available and I'm willing to use most of material contained within. I however, do not have an eidetic memory so if you use anything outside of the core book please tell me which book its from (I don't normally need page references but if it's particularly obscure it wouldn't hurt).


I was wondering if I could play as a trox race, a playable race from the bestiary 4? if not (and i think you'll probably say no XD) then Ill come up with a human Cayden Cailen Cleric just in case.


Applying with Crusader Daylen Valdrom, astride his valiant steed, Keldrom.

Backstory to follow shortly.


Color me intrigued. Just a few questions.

Just for clarification, is PbF (Play by Forum?) synonymous with PbP (Play by Post)?

And more related to the game itself, are the Associated Mythic Paths for each trait mandatory, or are they just guidelines?

I have a treesinger (ARG) druid in mind - I've always wanted to have a treant sapling companion.


Actually normally I'd let someone try a Trox since I don't mind new material but the Trox has the bad luck of not fitting well with Wrath of the Righteous. They just look too damn Demonic.

Also yep, typed PbF but its the same as PbP and the like.

I'll say the Mythic Paths are tied to the Traits because I haven't finished reading Demon's Heresy yet (only got it a few days ago thanks to lousy aussie mail).

No problem with the Treesinger though.

Also no problem with Daylen though Aroden being your god won't effect the overarching plot of the AP (beyond Iomedae maybe pitying you.)


is trait reflavoring allowed (to explain a Foreign Low Templar)? Also are the hybrid playtest classes available?


Reflavouring on the traits should be fine as long the general gist hasn't been changed (though the campaign ones need to be pretty close since they're tied to some revelations later in the AP). Also I'll say no to the playtest classes, they're too unstable at the moment with new updates coming out in a week or less.


SeanMartin wrote:

Actually normally I'd let someone try a Trox since I don't mind new material but the Trox has the bad luck of not fitting well with Wrath of the Righteous. They just look too damn Demonic.

Also yep, typed PbF but its the same as PbP and the like.

I'll say the Mythic Paths are tied to the Traits because I haven't finished reading Demon's Heresy yet (only got it a few days ago thanks to lousy aussie mail).

No problem with the Treesinger though.

Also no problem with Daylen though Aroden being your god won't effect the overarching plot of the AP (beyond Iomedae maybe pitying you.)

What if i pumped up his CHA? XD

Well anyway heres my Candid Cleric

http://paizo.com/people/DonVincentTheCandid

Basically this char is a bastard of the lucky drunk.


I'm interested and would like to submit a Magus. Haven't given the build too much thought yet. I was thinking a goblin would be fun but prolly wouldn't work too well for this Campaign.


Seriously tempted to make an Aasimar Empyrial Knight (Paladin Archetype). I mean, this being a Mythic game, a being of Angelic blood would make sense heading down there.


submitting a sorcerer...


The Rebel is Born:
The woman who would become known as Mordren was born in the Mendev and was raised in an orphanage. She was told at age twelve who her parents were and that they had gone missing a month after she was born. Then the witchhunters came and they spoke with the orphanage leaders, it had been Mordren's life long dream to study magic but she was denied. The witchunters hammered strange cold iron shackles onto her and she was incapable of casting any magic and any attempt for her to learn anything about magic or the shackles themselves was punished savagely with a whip. Then like all children she grew rebellious and one day she simply left, gone completely no trace of her existence for anyone to follow. It would take her well over a year of hard travel, but at age fourteen she had made it to far off Korvosa.

There she plumbed the depths of books and eldritch tomes of lore for what the shackles adorning her were and then she found the answer...the shackles were a device made by the priests of Asmodeus to restrain those of "corrupted" blood in particular those who possessed the blood of demons. The cuffs themselves had a "side effect" once they were put onto a person that person was damned to Hell forevermore, the price that Asmodeus requires for his magic. Something rose in her then, she felt fear...and the need to avoid her fate but how? She spent months researching the answer and then she realized what it was, one legendary diabolist known as the "Abaroth the Crimson"(the name itself is a pseudonym that the diabolist adopted upon his ascension to the rank of Lord of Hell which are basically above pitfiends but lower then archdevils in Hell's Hierarchy ) said "better to rule in Hell then serve in Heaven".

Mordren knew that there was a way to avoid damnation...she could go to Hell either as a Lord of it or Slave of it. For those who had damned their souls for power tended to become Slaves of Hell...but a small few went to Hell as Lords. These were beings who had demonstrated beyond a shadow of a doubt that they were worthy to be Lords of the Pit...beings that not even Asmodeus himself could ignore. These beings had come to their status by performing acts of legend, acts which showed true worthiness. To avoid the fate of damnation Mordren must become a Lord of the damned, for fate has dealt her damnation against her will and since she is damned Mordren decided that she might as well use it.

There are many rituals and rites which Diabolists are unwilling to use due to what they require: that one's soul already be bound to the Pit or will become bound to the Pit as a result of the ritual or rite. As the Diabolist likes to believe that he is in control and that he himself ultimately determines his own fate... However because Mordren was already damned she had nothing to lose that had not already been lost by invoking these rituals and rites. So she once again took to forbidden tomes of infernal power and grandeur to find what she required and find it she did. In the depths of one old, forsaken tome she found the "Rite of Transformation", it offered the power that she needed and at a price that she had already paid.

The "Rite of Transformation" was so simple yet so horrible, the Rite allowed the user to master the magics of Hell by making the mortal body more "suitable" for them. For the reason why outsiders are able to use magic without end is that their forms are "suitable" for it, they are free of mortal "imperfections" which hamper the use of magic. The "Rite of Transformation allows a mortal to rid herself of these "imperfections" by removing her soul and replacing it with power wrought from a plane of existence...in this case Hell. As her soul is already damned Mordren had nothing to lose by invoking the "Rite" and she did, she let the power of Hell take hold where her soul had left. Most records of the Rite clearly stated that it was painful because the soul had to be removed so that planar power could fill it, this was not the case with Mordren for her soul was already gone.

What she felt when the Rite was complete was not pain...it was "completion" as if some long lost part of her spirit had finally returned in another form. Another consequence of the Rite was that her shackles simply disintegrated, for her blood was no longer the "impurity" of a demon...now she was by the standards of Hell a creature of true "purity". Within just minutes she was able to conjure forth magic which came forth from a body and spirit that while not yet "perfected" had come significantly closer to achieving the "purity" of the planes. Mordren now has come back to Mendev to wage war for her own "salvation", to destroy the worldwound would be a feat worthy of a Lord of Hell and she will not fail...Mordren will fight with the tenacity that only a member of the damned can truly muster.

Mythic Advancement:
Mordren will be going the way of a sorcerous archmage and will be picking up the "divine source" line of mythic abilities at mythic tier 3,6 and 9 respectively. As for where her Mythic power comes from the Rite of Transformation itself can provide that if you want and it makes sense considering the nature of Hell's pacts and bargains which are slow, corrupting and insidious affairs that take a while to fully manifest their power. This is of course up to you.

Appearance:
Mordren possesses raven dark hair and pale skin which clearly mark her as a woman of Chelexian descent. Her eyes are dark black and when she becomes angry they glisten with the one clear(as she increases in power the signs will become more numerous and evident) sign of her true nature. Gaze upon her angry eyes and you will see the depths of a personal Hell reflected within them. Mordren is slim and is not a "traditional" beauty, her face is simply too sharp and determined for those who like soft, round faced women who are considered beautiful. Yet you cannot rightfully call Mordren ugly, she is truly her own being and cares nothing for what others think of her...she went past the point of caring a long time ago.

Personality and Ethics:
Mordren is ultimately a product of the hand that fate dealt her, she has lost any faith in the "good" of mortals. She gazes upon the world with pure cynicism, Mordren knows full well how fallible and evil mortals can be and isn't liable to give them the benefit of the doubt. On the other hand Mordren is not likely to fall for the lies of others and by her very world view she is unbiased (in the sense that she already expects the worst from everyone and everything). Mordren is also a determined individual who refuses to give up, for to give up is to embrace eternal torment and pain. This tenacity can allow Mordren to achieve things that others simply could never hope to accomplish, for Mordren is not empowered by fleeting hope and piety. She is empowered by the fact that she will for once in her life determine her own fate and she will not surrender to fate just because the odds are against her...

On the ethical front Mordren is a pragmatic but ruthless being, if she has to torture a demon cultist she will do so without remorse...however if she can extract the information from him via magic she will use that because it is simply more efficient. Mordren isn't the type to harass, beat or murder children either, they are while not innocent a step above most adults and don't deserve her anger. Mordren also believes strongly in the phrase, "there is no innocence, only degrees of guilt". Mordren is not a righteous person either, she is perfectly willing to use assassination, poison and other so called "evil" methods to achieve victory in the worldwound. Ultimately Mordren is neither good nor evil but a line of gray that frustrates both to no end.

stats:

Human female sorcerer 1
LN Medium humanoid (human)
Init +4; Senses Perception +0
Defense
AC 10, touch 10, flat-footed 10
hp 9 (1d6+3)
Fort +3, Ref +0, Will +2
Offense
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged
Sorcerer Spells Known (CL 1st; concentration +7)
1st (4/day)—Color Spray (DC 15), Charm Person (dc 17)
0 (at will)—Acid Orb, Detect magic, Ray of Frost, Message and Mage Hand
Bloodline Infernal, Corrupting Touch (Sp) 7/day

Statistics
Str 10, Dex 10, Con 16, Int 14, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +0; CMD 10
Feats Improved Initiative and Fast Learner
Sorcerer favored class options 1 extra skillpoint per level and 1 extra spell per level that is below the highest level spell available to her.
Skills Intimidate 8+, Use Magic Device 8+, Spellcraft 6+, Knowledge(Arcana) 6+, Sense Motive 5+ and Knowledge (The Planes) 3+
Languages Common, Infernal and Abyssal
Traits Riftwarden Orphan and Suspicious
SQ bloodline arcana (Whenever you cast a spell of the charm subschool, increase the spell's DC by +2)
Equipment quarterstaff (0 gp) and robes (reflavored Scholar's Outfit), 70 gp.

gm your review?


Interested!

Sovereign Court

Mario Nedraid, at your service! *Raises a mug of ale in salute*


A Magus or Empyreal Knight would both be fine to submit (I've literally never had a Magus in a game before).

Can't say I'm a big fan or Mordren sorry. A souless sorcerer whose thrown her lot in with becoming a big bad devil since she's already damned doesn't mesh with Wrath of the Righteous in my mind. Sure devils aren't demons but Paladins won't see a distinction and this Path has a lot of them as NPCs (a whole crusade worth).

Both Mario and Don Vincent sound like good characters for this style of AP :)


I've been itching to play a bard for sometime, especially trying out the Dawnflower Dervish archetype. What's your thoughts GM?


I've no problems with you submitting a Dawnflower Dervish


Outstanding! I'll start working on it right away! Also... recommendations from the rest. Which Path would you guys recommend for the DD? I know the default for bard is Trickster, but after looking over it I'm not sure if that really has the feel for a melee based bard. I've been thinking about going Champion path. What are your guys' thoughts?

Liberty's Edge

I would be interested in submitting a character for this game...will submit a character soon...looks like you might need a skill monkey!!


Pathfinder Adventure Subscriber

How about the playtest classes from the new Classes book?

If not I'll work on a Paladin of some sort...this seems the perfect AP for that class.


Sheet

Here's what I've got so far, pretty much done. Just need to finalize a name, make an alias, and fill in all the pertinent information.

Liberty's Edge

Please take a look at this submission and do tell me if you think he'll be a good fit in your game. I can edit him later.

thank you.

if there's still space.


I am submitting this character she is currently in a wrath game that appears to be dying, If not already dead (have not heard from the DM in about a week and no PM response either)

If the other game returns, I'll withdraw from this.

we still have not even finished meeting each other yet.

stuff in the profile.


Aasimar paladin angelkin coming.


Pathfinder Adventure Subscriber

First run with Human Paladin - Lief Brighthelm

Spoiler:

Lief Brighthelm
Human (Ulfen) Paladin (Oath against Fiends) 1
LG Medium humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 15 (1d10+5)
Fort +4, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +3 (1d4+2/×2) and
. . bastard sword +3 (1d10+2/19-20/×2) and
. . punching dagger +3 (1d4+2/×3)
Special Attacks smite evil
Spell-Like Abilities
. . At will—detect evil
Paladin (Oath against Fiends) Spells Prepared (CL 0; concentration +3):
--------------------
Statistics
--------------------
Str 15, Dex 11, Con 14, Int 10, Wis 15, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Exotic Weapon Proficiency (bastard sword), Toughness
Traits child of the crusades, rich parents
Skills Diplomacy +7, Knowledge (religion) +4, Ride -4, Sense Motive +6
Languages Common, Skald
SQ aura of good
Combat Gear Potion of cure light wounds, Potion of sanctuary; Other Gear Banded mail, Heavy steel shield, Bastard sword, Punching dagger (2), Belt pouch (empty), Holy symbol, silver (Iomadae), 18 GP, 9 SP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Child of the Crusades (1/day) Against possession/incapacitation, free action: Reroll failed save, keep 2nd result.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

--------------------

Matt
Horse, Heavy
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5/×2) and
. . 2 hooves +0 (1d6+2/×2) and
. . (M) warhammer -1 (1d8+5/×3)
Ranged (M) light crossbow -4 (1d8/19-20/×2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Perception +8
SQ combat riding
Other Gear Light crossbow, Warhammer, Backpack, masterwork (2 @ 8 lbs), Bedroll, Bit and bridle, Holy text (Iomadae), Military saddle, Saddlebags (empty)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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How do you feel about Coldborn Skinwalkers? Book called Blood of the Moon.


Dotting. I have some adjusting to do for this character as he was made for RoW. I will try and do it at work tonight!


Hi, dotting with my first ever monk. I have some nuts and bolts to tighten on him, and a backstory to do but lots of the crunch is done. Thanks!


Throwing my hat into the ring for this one - I've been wanting to play an Inquisitor for a long time, and this seems like the perfect AP for it.

Going for a ranged, Solomon Kane type, hunter of Evil. If it fits, I'll crunch it out ;)

Sovereign Court

Very interested.

Question #1- GM would it be possible to mix Urban Barbarian with Invulnerable archetype for my submission? I appreciate its two archetypes but I have quite a specific halfling submission in mind.

Question #2- How would an Oread strike you? Its a Paizo featured race so seems to meet your criteria.

Liberty's Edge

Time to get righteous, it seems. I'll toss around some ideas, but may not have a submission ready for a day or so (I'm at folks house, probably for the evening.) Been waiting to lay into some demons, so I should be back in the very near future.


I would very, very much like to join.
This character was made for the same game Abigail was in, but the GM vanished even before the first encounter.

Currently made for 25 point buy, but that's easily adapted.

Background:
Orphaned only a few weeks after birth, Lethander was adopted by a family close to his parents. Both humans, they did what they could but grew old quickly and before passing on because of their age, they told him about his parents.
Despite being 40 years old, in Elven society Lethander would still have been considered a child when he learned about his parents disappearance inside the Worldwound while on a mission for a group called The Riftwardens. His young mind became obsessed and ever since that moment, Lethander has devoted his life only on finding out everything he could about their deaths, the Riftwardens, the Worldwound and how to fight the foul demons it spawned.
Showing great intellect and a natural talent for magic, Lethander had no trouble finding tutelage under a group of wizards who specialized in demonology.
Now several decades into his studies, Lethander he knows he's not yet ready to take the obvious next step: battling demons. He must first gain more experience and power and seeks to adventure until he's convinced he's powerful enough to face his enemy head-on.
Lethander specializes in Conjuration -something used quite often by the demons he studied and he plans on fighting fire with fire- and Abjuration spells to protect against their evil powers and magic.
He has a burning desire to enter the Worldwound and fight demons. But while confident of his power, he is also smart enough to understand that he needs more preparation and possesses the patience -and the natural longevity- to take the time to grow in power and knowledge.

Physical Description:

Little over 5 foot tall, Lethander isn't nearly as tall as other members of his race. Also unlike most elves, he is completely bald and instead of their typical long hair has a large, strange looking birthmark covering large part of his scalp.
Having spent most time inside in candlelit rooms, bent over books and scrolls in, he has a very pale skin complexion and often squints his eyes in daylight. The lack of physical exercise also visibly had had its toll on his muscles. He's not just slender like you'd expect from an elf, he's much thinner; weighing only 85 pounds, many would even call him scrawny.
All this combined, he'd appear to be sickly and weak if it were not for the extraordinary confident way in which he talks and behaves and if not for the passion burning in his eyes. His manners are almost arrogant. He obviously thinks he's the smartest person in the room -but, let's be honest, he usually is- and he is confident in his goals and the means to achieve those goals.

OOC Character Info:
Not immediately an offensive powerhouse, Lethander tries to make up for his lack in straight firepower with an array of protective magic, summons, utility spells and generally being well prepared.

His plan is to continue gaining power and knowledge as a wizard until he has proven to be capable of following his parents footsteps by becoming a Riftwarden (PrC).

Mythic path will be Archmage, not sure which abilities to take yet.


Michael: Empyrial Knight and Mythical Guardian who smites evil with a two handed sword. I plan to take at least some of the angel blooded feat tree, and most of his Mythical feats will involve laying waste to the demonic filth.

That being said, I assume it's OK for him to willingly "associate" with evil beings, provided they genuinely want to be redeemed?


this is my submission. still need to buy gear.

BIO::

Dallion Elvenmere is the son of Tallen and Solena Elvenmere. Dallion's parents vanished while he was a just a babe, after his parents vanished he was sent to be raised by his aunt Selvea. Selvea was a mage in the city of Kenabres. Growing up in his aunt's home exposed him to magic and knowledge. At an early age Dallion showed an affinity for the arcane arts. He picked up on the required semiotic components easily and was able to focus with great ease.
One day while he was roaming through the streets of Kenabres Dallion stumbled upon a man bleeding to death. When Dallion went to check on the man his hand grazed the man and the bleeding suddenly stopped. Dallion panicked and ran from the man, when he burst into his aunt's home she stopped him. He explained to her what happened, after hearing his tell she explained to him about his parents. His parents were Riftwardens and that after he was born they went on a mission into the Worldwound. It was that day he swore to avenge his parents and eradicate all evil he came a crossed. Dallion left Kenabres to further his training in the arcane arts and melding it with his swordtraining.
Now 35 years later Dallion has returned to Kenabres to see his aunt to only find out she has disappeared less than a month ago.

intro::

Dallion looked around at the people near him, some of them seemed familiar but it has been a long time since he has been home Greetings friends how be you, I am Dallion Elvenmere are you all enjoying the festivities? It is so nice to be back. By the way do any of you know a Selvea Elvenmere? He awaits response when none is given he stares at the people. She is my aunt and she seemed to have vanished I am sure someone here knows her. Robert Kraven is that you? He yells at a man walking by but seems to ignore Dallion

appearance::

Dallion stands tall for an Elf in fact he is taller than most races at 6 feet and 6 inches, he isn't very muscular but there is quickness about him. He has blonde hair hanging from his head like straw. His slightly tan skin seems to bring out his sea green eyes. He seems to carry himself with a slight edge about him.

Mythic:
Dallion is going the Archmage path


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AK's Oread Monk submission. Note I'd love to be able to give him the Sacred Mountain archetype in addition to Four Winds as it fits the character nicely. Got inspired by the Stolen Fury campaign trait, which is a very large part of this character's history and motivations.

Andanan Sumna-

Background Story/Appearance-

Bala Sumna was a devout, happy Vudran. A strong, tall young man with ebony black hair, and an especially extravagant beard. Bala took a great deal of pride in his hair; which only made the complete loss of it more painful.

Born into the middle of society, Bala had just exited his teenage years. A little slower than average in his studies, Bala was more devout than scholarly. His relatively simple mind took great pleasure in learning the mantra's of the many hundreds of Vudrani deities, and his family was pleased to see that he would likely be born into a higher caste in his next rebirth. He had, of course, heard of the Inner Sea Region, but he never expected to visit it. He was more than content to live out his life in one of the smaller Impossible Kingdoms- he used his prodigious strength to work as a labourer and split his time between that job and serving in the temple. While he dabbled in martial arts as many Vudran did, he never truly committed to it despite a certain aptitude. At the age of nineteen, Bala could truly say what many in the chaotic continents of Avistan and Garund could not; he was genuinely content with his lot.

Enter Stolen Fury, Andanan's campaign trait.

Alas, it was not to be. His strength and general heartiness of body, combined with a low caste and a simple mind, made him a near-perfect candidate for the demonic-worshipping cultists, whose influence had spread as far as the Impossible Kingdoms. Deceived and kidnapped, Bala had been chosen for a nefarious ritual.

Bala did not truly understand what happened that day in the ritual chamber. His memories of it are somewhat foggy, but he distinctly recalls being tortured with acid upon a stone table. He remembers the howls of frustration, near-drowned out by his own screams of pain- as something clearly went awry. Somehow, the acid and the magic Bala was subjected to did not have the desired effect. Whatever the cultists were hoping for did not come to pass. Bala's swarthy Vudrani skin hardened as his frame grew, enhancing his already potent muscles. His soft, almost curved features gained a hard, chiselled edge to them. Bala literally crystallised, granite rocks spontaneously forming upon his twisted body. His eyes became glazed over with a thin layer of gemstone and he lost his hair in the transformation; his new "skin" now an earthy-grey colour.

His new form at least gave him the strength to break his bonds, and Bala escaped, his rock-like fists shattering many bones in the panicked fight that followed. His hands and forearms left small shards of rock and crystal lodged in his foes bodies, causing tearing and bleeding beyond the mere bludgeoning of his fists.

Re-fluffing Belier's Bite essentially, so that Andanan's own rocky texture is what causes the bleed damage.

Although Bala escaped, he was barely able to come to terms with his new form, one he considered, quite frankly, hideous. He instinctively knew he would have no place in the caste-dominated Vudrani society which he was so fond of; he would be treated like a beggar by his own family, cursed or worse. His travels began the very same day he escaped the ritual.

A few years have passed since that day. Bala, now styling himself with an Oread name, Andaran (given to him at a remote monastery in Jalmeray by a reclusive order of those rare earth-touched people); passed the gruelling physical and mental trials they set before him before training him. He has embraced his new life with a calmer, more enlightened outlook, although he kept his last name as an honorific to his Vudrani people. Deeply connected to the natural world, Andaran has become very intuitive and has learnt to channel the elements into his fists; although it takes great concentration on his part. He finds that he has a particular affinity with acid; something common to the Oread's; the human off-shoot race he now seems to have unwillingly joined.

Andaran has taken vows of Truth, Cleanliness, Fasting and Celibacy in order to live a pure life and be rewarded in his next. He is driven and serious in his intent; which has now become clear in his travels. He is not sure what the cultists tried to do to him, but he knows first-hand the evil demon's and their ilk can inflict on unwilling victims. Thus, Andaran has travelled to Mendev; seeking to join the Crusades and serve as best he is able. He gladly pledges himself to a life of service and justice, fighting demons and the chaos they leave behind them in their wake at every opportunity.

Andaran prefers to fight with what Fate gave him; two hardened, stony fists; but he often uses his new-found Oread heritage to enchant pebbles he keeps in a pouch on his person, to be used either with his trusty sling or simply hurled at foes. He carries two Kama upon his belt as well, used more often for helping with harvest's when volunteering as a farm hand to work his way to Mendev than on living foes. He also favours a quarterstaff, having grown accustomed to the traveller's favoured tool during his long journey. A firm believer in being ready for whatever life might throw at him, Andaran carries a surprisingly large array of tools and mundane items in his hefty backpack.

Refluffing-

As mentioned, both his trait choice (Stolen Fury) and feat choice (Belier's Bite) have been re-fluffed somewhat, but mechanically are untouched. I've tried to leave Stolen Fury reasonably vague in case it has repercussions later in the game.

Second Archetype Request-

Its not a deal breaker for me by any means, but i'd love to be able to use the Monk of the Sacred Mountain archetype as well as Four Winds (they stack with no problems). It primarily replaces evasion with rather more stoic abilities such as Toughness feat, a natural armour bonus and DR. I think these abilities are far more fitting fluff-wise for a living hunk of rock than imagining him leaping away from fireballs. At level 1 there is absolutely no difference between the two archetypes anyway.

Crunch/Mechanics-

Andaran's statblock is listed in the following spoiler, as well as fully visible on this profile.

Andaran Sumna:

Andaran Sumna
Oread Monk (Monk of the Four Winds) 1
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+1 Dex, +1 natural, +1 dodge, +4 untyped)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+4/19-20/×2) and
. . kama +4 (1d6+4/×2) and
. . kama +4 (1d6+4/×2) and
. . quarterstaff +4 (1d6+6/×2) and
. . unarmed strike +4 (1d6+4/×2+1d4 bleed)
Ranged sling +1 (1d4+4/×2)
Special Attacks flurry of blows
Spell-Like Abilities
. . 1/day—magic stone
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 18, Cha 8
Base Atk +0; CMB +4; CMD 20
Feats Belier's Bite, Dodge, Elemental Fist, Improved Unarmed Strike
Traits stolen fury, wisdom in the flesh
Skills Acrobatics +8 (+4 jump), Perception +8, Sense Motive +8
Languages Common, Terran
SQ ac bonus, crystalline form, monk vows (vow of celibacy [+1 ki], vow of cleanliness [+1 ki], vow of fasting [+1 ki], vow of truth [+1 ki]), unarmed strike
Other Gear Dagger, Kama, Kama, Quarterstaff, Sling, Sling bullets (30), Backpack (19 @ 43.5 lbs), Bedroll, Belt pouch (36 @ 31 lbs), Blanket, Bucket (empty), Cooking kit, Flask (6), Flint and steel, Folding chair, Grappling hook, Rope, Sack (empty), Sewing needle, Shovel, Trail rations (6), Waterskin, Whetstone, 11 GP, 8 SP
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Fist (1d6) (1/day) You can add 1d6 energy damage to an attack.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stolen Fury +2 trait bonus to CMB vs. Demons
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Vow of Celibacy (+1 Ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Cleanliness (+1 Ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
Vow of Fasting (+1 Ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
Vow of Truth (+1 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wisdom in the Flesh (Acrobatics) Acrobatics becomes a Wisdom-based, class skill.

Player Details-

I've been active on Paizo forums for about 3/4 years now, running three of my own games. I'm not going anywhere anytime soon :). Timezone is GMT+0 but I keep strange hours so that is not much of a guide.


I'm an aussie so I keep weirder times (+8.5). Sorry have commented much today, been a busier than normal weekend.

As I said earlier, not using the new classes, they're in too much of a state of flux at the moment.

A coldborn doesn't bother me (and thanks for the link, I would have assumed from name it was a Were-crocodile/lizard).

Since redemption is meant to play a large part in this campaign I won't be requiring folks to run around hacking everyone apart, the only reason I mentioned Paladins earlier is because someone who's literally sold their soul to devils doesn't mesh with the AP as written easily (and since this is PbP its a bit hard to tailor the AP for characters).

No problems with the Oread though you would be limited to one of the two Archetypes.

Dark Archive

hello. is a CN oracle of battle acceptable in this campaign? planning on taking veteran of battle religious trait and exposed to awfulness campaign trait so i can submit a war-scarred sarkorian refugee.


Andiemus here, I present Oso, Coldborn Cleric of Andoletta.

Backstory:
Oso's tribe of Werebear-kin lived in the territory of the Demons from the Worldwound eons ago. After the demons pushed the line past their ancestral home, many went on an exodus to the human lands. Many didn't make it, but some did. Oso's ancestors made it as far as Kenabres before being separated. As a result, Oso is more used to dealing with cities and humanoids than most Coldborn. He joined the Cult of Andoletta at a young age as he was concerned with the protection of the common folk, a trait common to many of his people. He doesn't often display the quiet rage commonly associated with his kind, however. He seeks to join the crusade because he feels compelled to both help his kind return to their ancestral home, and to protect the people and place that have been his personal home his entire life, even accepting his unusual heritage and gifts.

Touched By Divinity:
Shortly after developing his abilities as a Skinwalker, Oso was living on his own as a young adult. Lacking any real skills or connections because of his race's usual reclusiveness, and the only family he ever knew being separated and in hiding he was likely going to starve to death. He had a dream where a crow flew down and landed on his chest and gave him a pearl. When he awoke he followed a murder of crows to a meeting of a cult of Andoletta. They were instructed to welcome and clothe any people who they met there. He was adopted by the leaders of the Cult and trained to be a defender of the city. Because of his mixed-race background, Oso has an odd relationship with his nonhuman heritage. He has no issue with transforming when the situation requires it, and he likes his powers, but he feels disconnected with his race having not met many of them.


I only asked because by default, Paladins aren't allowed to willingly associate with evil characters at all; regardless of whether they can be/want to be redeemed, and I'd actually like to help some NPCs find redemption. Far more interesting than slicing them all to bits.

Sovereign Court

SeanMartin wrote:

No problems with the Oread though you would be limited to one of the two Archetypes.

Ok thanks. Have settled on Four Winds in that case. The Oread profile is Andanan's.


Backstory completed on profile page. If there is anything else missing or wanted, just let me know.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Here is my submission. Do you have an objection to players making multiple submissions? I also have an idea for a Sarkorian descended Tiefling Druid that I would be interested in playing. If that would be acceptable, I will post that as well.


I'll have my finished sheet and alias tonight.


For your consideration: Phonkin Hoddypeak, Half Elf Paladin, Sorcerer, Eldritch Knight. His background, 1st level build and level progression are within his profile.


Hey folks, I'll close this tomorrow morning (its early evening my local time) so about 13-14hrs to get any final submissions in. Really like the look of quite a few characters so thanks to all who have applied thus far.


Is there anything else you'd like more details on?


Faelyn here with my submission. All pertinent information is in the profile with a link to the character sheet and picture link at the top of the sheet.

Good luck everyone!


I have updated Dallion's gear

The Exchange

Submitting Thelonius Mistborn, LN Cleric of Asmodeus

Thelonius was found at a very young age by a couple of Asmodean inquisitors tasked with finding and eliminating a demon worshipping cult in Sargava, Cheliax's lost colony. When they found him, as they told the story, he had created a pentagram out of twigs. Seeing this noble savage, who even at a young age would seek order despite his chaotic peers, convinced them that he was destined to serve the infernal prince. He was soon sent to Isger to be brought up by the Sisters of the Golden Erinyes with the orphans of the Goblinblood Wars. Before sending him off one of the inquisitors, Jude Hallowfax, gave him his name, Thelonius Mistborn. Her reasoning behind it she once explained in jest, "He probably won't meet any other savages else of Mwangi growing up in Isger. He'll be the loneliest child born of the mist."

Early on in his upbringing, Thelonius felt a calmness about his faith. While others reveled in fervent devotion, screaming "hail Asmodeus" or "great is Asmodeus", Thelonius would stay quiet. He always felt the presence of the Infernal Prince, and he always knew that the whooping of worshippers did nothing for him, only their obedience and commitment to preserving the order of the world. His chosen path of a subdued worship, one defined by humble faith as opposed to charismatic devotion, alienated him from his peers but impressed the devil nuns who raised him, and they eventually found a contract to send him to priestly training in Cheliax proper, the catch? He was to hunt demons.

Its very rare that one hears of those crusading for the hellish kingdom, and some in the church felt it was nigh time that they too joined in the good fight against the demon hoards of the world wound. To that effect they began a loose order of knights, clergy, and inquisitors to train and send crusaders to the Worldwound in the name of mighty Cheliax. This order, known as Her Infernal Magestrix's Own Hellbound Abyssal Quellers, is an underfunded, rarely advertised, almost exclusively political talking point that is only occasionally mentioned at parties attended to by Egorian's elite. Despite this, Thelonius took the opportunity and saw it as his chance to work his way up through the bureaucracy of the church while avoiding most of the politics and red tape involved in getting ahead. With the skills learned from years of living with the devil nuns, he knew that this shell of a company could prove fruitful for his rise through the church.

He used his new grant to travel to Egorian to begin training as a barrister and demon hunter. Though he would have done well to have joined the church's inquisition, he elected to be trained as a cleric, seeing himself as having life that extended beyond the great demon hunt he was contract bound to go on one day. While there, he took the opportunity to find Jude, one of the inquisitors who took him in instead of killing him back in some god-forsaken jungle deep in the Mwangi mists. As he went through the church records, looking for signs of her current whereabouts, he eventually happened across her obituary. Reading through it he found that the inquisitor had left the church (but apparently not the faith) and died on the field of battle crusading in the Worldwound. As he filled with anger and sadness, the record burned in his hand, even though he had no such spell prepared that day. Those inquisitors who found him, for better or for worst, were the first ones to recognize his talents, to have faith that he would one day do great things, that he was gifted by Asmodeus to serve a purpose. That's why they spared him.

It was in that moment that he realized that it was his calling to go and fight the demons of the Worldwound, that they are more than a stepping stone on his path up the bureaucracy of the church. They are a stain upon this world and it was self-evident that they have to be beaten back to the terrible abyss that they rose from for the safety of the inner sea, the sanctity of Asmodeus' faithful, and the glory of mighty mighty Cheliax. He would redeem himself for being so self-focused as to think of the Worldwound incursion as little more than a burden and show the world the power of his god and the righteousness of his endeavor.

With his church and his order's blessing, he set off to Kenabres to fight the only good fight he will ever know.

Statblock:

Thelonius Mistborn
Male Human (Mwangi) Cleric 1
LN Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +4 (1d8+4/×2) and
. . longspear +4 (1d8+6/×3)
Ranged sling +2 (1d4+4/×2)
Special Attacks channel energy
Cleric Spells Prepared (CL 1st; concentration +3):
1st (2/day)—burning hands (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Combat Reflexes, Spell Focus (conjuration)
Traits asmodean demon hunter, touched by divinity
Skills Acrobatics +1, Diplomacy +3, Knowledge (planes) +4 (+7 on checks related to demons), Perception +3
Languages Common, Polyglot
SQ aura, cloud of smoke, domains (deception, smoke), spontaneous casting, sudden shift
Other Gear Lamellar (leather) armor, Heavy mace, Longspear, Sling, Sling bullets (20), Backpack (34 @ 41.6 lbs), Bedroll, Belt pouch (1 @ 2 lbs), Candle (10), Flint and steel, Holy symbol, silver (Pentagram), Holy text (Asmodean Disciplines), Mess kit, Pot, Rope, Soap, Spell component pouch, Torch (10), Trail rations (5), Waterskin, 46 GP, 9 SP
--------------------
Special Abilities
--------------------
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Associated Domain: Trickery

Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Smoke) Associated Domain: Fire
Cloud of Smoke (5/day) (Su) 5' radius cloud inflicts -2 to attack and Perception while inside + 1 round and grants concealment.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sudden Shift (5/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.

Appearance:


My submission, a human ranger. If selected I hope to tie the background together with some of the other players.

Oliver Cross

Crunch:

Male Human Ranger 1
N Medium Human
Init +2; Senses Perception +6

--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armour, +2 shield)
hp 13 (10+2+1)
Fort +4, Ref +4, Will +2

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +5(1d8+4/19-20/x2)
Ranged Longbow +3(1d8/20/x3)

--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Quick Draw
Traits Scholar of the Great Beyond, Stolen Fury
Skills Climb +8, Handle Animal +4, Knowledge (Nature)+4, Knowledge (Planes) +5, Perception +6, Stealth +6, Survival +6
Languages Common
Combat Gear Arrows 40, Arrows cold iron 20, Dagger, Heavy wooden shield, Longbow, Longsword, Scale mail,
Other Gear Explorer’s outfit x2, Ranger’s kit
3gp

--------------------
SPECIAL ABILITIES
--------------------
Favoured Enemy +2 Outsider (evil)
Track
Wild Empathy

Background:

According to priests and bards there is good and evil. The sermons and tales are black and white, no shade of grey is ever mentioned. For a long time Oliver believed them.

Why shouldn’t he? Life was peaceful in the small hamlet east of Kenabres. They rarely felt the crusade and the evil just west of the river. All the crusaders he knew had retired to the hamlet, working in the fields to produce food for the ones that still fought. The local pastor was a kind benevolent man, working as much as he was preaching.

His life shattered when they took him. He wasn’t sure who or why, but one afternoon as he was tending livestock they grabbed him. Bound and gagged they dragged him and half a dozen others with them to a large stone near the border. Then they started chanting and killing, killing and chanting. His turn came but something was different, the chanting sang to his soul, invigorated him, forces beyond his ken lashes out killing or driving the cultist away and he laughed. He laughed like he never had before enjoying the fear, the suffering.

A few walked away, they departed ways and headed home. However he never arrived, someone must have told the church, hey he would properly have done it himself, and now the witchhunters had caught up. He was weighted and measured in numerous ways, looking for demon and evil within. Finally satisfied they ceased and he was let go.

While he arrived home this time, something was gone the youth was no more. His parents were uneasy around him and the town began to shun him only the preacher kept in contact trying to rebuild what was lost.

Appearance:

Age: 22 (Adult)
Size: Medium, 5'11", 219 lbs
Type: Humanoid (Human)

A true child of the melting pot the crusades brought with them Oliver has no one true heritage. His size could hint at an Ulfen somewhere in his ancestry, but his darker hair, dark eyes and pale skin points towards Chelaxian influence.

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