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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attempt number 2...this should mesh well with the AP as it makes sense since the debacle of the previous crusades that Mendev would be calling upon (old) allies.

The Veteran Armiger:

Born during the First Crusade Talos was an ordinary boy who was the son of Chelexian Crusaders who came to the worldwound with son in tow...it seemed for a time that he was destined to follow in their footsteps, in a way he has. The fact that many Chelexian's have a tiefling ancestor is an unknown fact to most, tiefling blood can lay dormant for generations and instead of manifesting at birth can manifest at puberty... This was the case for Talos and after the sudden, horrendous transformation at the age of thirteen he was nearly killed by his parents... The First Crusade was in full swing at this point and having no where to turn to Talos joined up with a group of Hellknight's from the Order of the Pyre (who would later become the Order of the Godclaw).

As while the Order of the Pyre was bound to exterminate those tainted with demonic blood it was also an institution that even then was filled with many diabolists... These diabolists quickly realized that Talos was not the spawn of the Abyss, he was the spawn of Hell and as such they decided to let him live...they wanted to know whether or not if his hellish ancestry would make him an asset. As it turned out Talos's hellish blood had gifted him with a devil's mind, byzantine, scheming and capable of enduring intense punishment. Talos also proved to have a remarkable ability to ferret out information either by the tongue or in the case of the more "hardcore" demon cultists by the rack.

Talos served with the Order of the Pyre crusaders until the third crusade when they packed up and left Mendev citing the idiocy of the crusaders who had fallen into infighting. The Order of the Pyre then sponsored these Hellknight crusaders and they became the Order of the Godclaw. As it turned out this had been one of the reasons for leaving Mendev, the politics behind the Godclaw's rise had been in the works for years and others reasons compelled the withdraw from Mendev... The first was the fact that during the First crusade especially many demons had escaped out into Golorian to spread their influence and the number of secret demon cult had boomed greatly thanks to the focus upon the worldwound itself. As such the Godclaw had decided to first contain these dangerous cults before they became a threat that could rival the worldwound itself. The second reason for leaving Mendev was to build up for the Godclaw's own crusade.

The Order of the Godclaw has been recruiting hundreds of new armigers (the grunts of the Order) along with an army of mercenaries and the Order has the complete and official backing of Thrune, the Order of the Pyre and many wealthy, independent sponsors. The Order of the Godclaw is preparing to launch it's own crusade against the worldwound, this will be a crusade that will not fall into the bickering and infighting of the Mendevian idiots. The Order of the Godclaw has offered it's "assistance" and Mendev needs all the help it can get even if the help comes from diabolical Cheliax. Talos enjoys a rather strange ranking in the system of the Godclaw while technically a lowly Armiger he is a veteran and a master interrogator.

As such he is often entrusted with leading groups of raw Armigers on missions to purge demon cults and put down the more minor demons that escaped the worldwound. Now he finds himself teaching at Kenabres during it's festival as part of a program to normalize relations between the natives and the Hellknights who have a newly established presence in the city of over five hundred. As Kenabres it deemed by the Godclaw to be an important staging ground for the eventual invasion of the worldwound itself...

personality and ethics:
Talos is a relentless being with a byzantine mind that is perfectly capable of understanding the motives of others and manipulating them towards Talos's own goals (and by extension the Godclaw's). Talos is also a professional, he is not the superstitious idiot that fills the ranks of the Mendevian witch hunters...Talos is the real deal and is quite competent when it comes to sorting the false from the guilty. While many consider the order of the Godclaw to be a bunch of dark armored crusaders who go into the lairs of demonic cultists to purge them Talos is the side of the Order most don't see (often because they don't want to see it). Where as others go in with swords Talos goes in with the forked tongue of a devil, he understands that a chain is as only strong as it's weakest link and if that weakest link turns the entire chain breaks into pieces.

As such Talos is perfectly willing to assist a demon cultist in achieving "redemption" so long as that "redemption" involves the cultist in question assisting Talos in putting the demon cult out of business. If unwilling to change however Talos is more then willing to use brainwashing, mind altering magic and drugs to "coerce" a cultist's redemption, although it rarely comes to that Talos has a talent for picking the weakest link in the chain to pull.

Talos is also an adept manipulator and politician, over his career he has gone into town after town with only a few armigers to hunt down cults that often had easily a hundred members. He succeeded in all of these missions by turning the government of these towns against the cult in question and when he left the reputation of the Godclaw grew. While capable in the social and political spectrums Talos is not the greatest combatant the world has ever seen and he has more experience dealing with cultists then demons (he has fought a few of the minor ones).

Talos is also ethically an intriguing individual, he sees good and evil as nothing more then tools to be used to further the cause of the Godclaw and by extension Order. Talos is willing to work with the agents of both Hell and Heaven but he won't tolerate an idiot being in charge, good soldiers are a valuable resource and Talos isn't willing to let such a resource be wasted on a commander who isn't fit to be in charge. Talos while willing to torture another does draw the line at children even if they are the sons and daughters of cultists (although he isn't hesitant to manipulate them into betraying their parents).

appearance:
Talos wears an armored coat and deliberately leaves his head exposed to showcase his infernal lineage, this would normally get him killed in Mendev until one considered the sigil that he bore upon his shield. It has been made painstakingly clear by desperate Mendevian commanders and leaders in need of whatever support they can get that the hellknights are so long as they do not break any laws "untouchable". Talos's face is harsh and proud, in his yellow, bloodshot eyes you see the glint of a byzantine mind and his horns jut from his bald head. His flesh is the color of darkened blood and one can sense the sheer vitality contained within. On his back Talos carries a light Crossbow which has seen much use, on his hip he carries a Morningstar and also on his back you see the shield with the symbol of Godclaw emblazoned upon it.

stats:

Tiefling (Hellspawn) Inquisitor (Conversion Inquisition)1
LN Medium humanoid (native outsider)
Init +2; Senses Perception +8
Defense
AC 16 (18+ with shield), touch 12, flat-footed 14/16+ (4/6+ armor, +2 Dex)
Resist fire, electricity and cold 5
hp 11 (1d8+3)
Fort +5, Ref +2, Will +6
Offense
Speed 30 ft.
Melee Morningstar 0+, damage 1d8/2x
Ranged Crossbow, Light +2, 1d8+2/19-20x2
spell like ability Pyrotechnics 1/day
Racial bonus 2_ to Sense Motive and Diplomacy
Inquisitor Spells Known (CL 1st concentration +5)
1st (2/day)—Command (DC 15), Protection from Chaos
0 (at will)—Enhanced Diplomacy, Detect Magic, Brand and Guidance
Inquisition Conversion
Statistics
Str 10, Dex 14, Con 16 (14+2), Int 14, Wis 18 (16+2), Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alternate Heritage (Hellspawn)
Traits Unearth Secrets and Child of the Crusades
Skills Intimidate 9+, Bluff 8+, Diplomacy 10+, Sense Motive 11+ (13+ while ferreting out secrets, cravings etc...), Perception 8+, Knowledge (Arcana, Religion, Planes) 6+ (10+ when identifying the strengths and weaknesses of creatures)
favored class bonus, Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Languages Common, Infernal, Abyssal and Elven
SQ Stern Gaze, Monster Lore
Gear Armored Coat (50 gp), Crossbow, Light (35 gp), crossbow bolts, Cold Iron 40 (8 gp), Morningstar, Cold Iron (16 gp) and Heavy Steel Shield (20 gp) and 9 gp.

does this character fit in more with your idea of Wrath of the Righteous gm?

Sovereign Court

Hitting F5 is getting repetitive :D.


The tension is killing me!


Name Ulysses Sizemore ..........................Race Elf
Classes/Level Oracle 1 .........................Gender Male
Campaign Repent from your Wicked Ways ..........Homeland
Alignment Neutral Evil .........................Deity Zarongel
Size Medium ....................................Age 129
Hair Brown .....................................Eyes Brown
Height 6'0" ....................................Weight 190
Skin Tan ...................................... Languages Common, Draconic, Elven, Goblin, Orc

Spoiler:
Character Traits

Courageous Your childhood was brutal, but you persevered through force of will and faith. No matter how
hard things got, you knew you'd make it through as long as you kept a level head. You gain a +2 trait bonus on
saving throws against fear effects.
Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger
was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on
Survival checks, and Survival is always a class skill for you.

[spoiler]Offense

Init +2 Base Attack: +0 CMB: -1
Weapon attack bonus critical * type range damage 1d
Weapon attack bonus critical * type damage 1d
Weapon attack bonus critical * type damage 1d
Weapon attack bonus critical * type range ammunition damage
Weapon Unarmed Strike attack bonus -1 critical *2 type B damage 1d3

Defense

HP 3/3(4-1)
CMD 13
AC 13, Touch 13, Flat-Footed 10
Fort Save: +1, Ref Save: +2, Will Save: +2
Spell Failure Chance 0%

Statistics:

Ability Scores: STR 13(+1), DEX 14(+2), CON 12(+1), INT 16(+3), WIS 14(+2),CHA 14(+2)
Feats:
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Class Features:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Flame
Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.
Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body* (18th).
Revelations: An oracle with a flame mystery can choose from any of the following revelations.
Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.
Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Wasting: Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle's mystery.
Skills:
............Total.....Abiltiy..Ranks..Misc.
  • Acrobatics ......................+2=DEX+2+0+0
    []Appraise .........................+3=INT+3+0+0
    []Bluff ............................+2=CHA+2+0+0
  • Climb ...........................+1=STR+1+0+0
  • Craft (Alchemy) .................+7=INT+3+1+3
  • Craft (Leather) .................+3=INT+3+0+0
  • Craft (Weapons) .................+7=INT+3+1+3
  • Diplomacy .......................+6=CHA+2+1+3
    []Disable Device ...................--=DEX+2+0+0
    []Disguise .........................+2=CHA+2+0+0
    []Escape Artist ....................+2=DEX+2+0+0
    []Fly ..............................+2=DEX+2+0+0
    []Handle Animal ....................--=CHA+2+0+0
  • Heal ............................+2=WIS+2+0+0
  • Intimidate.......................+2=CHA+2+0+0
    []Knowledge (Arcana) ...............--=INT+3+0+0
    []Knowledge (Dungeoneering) ........--=INT+3+0+0
    []Knowledge (Engineering) ..........--=INT+3+0+0
    []Knowledge (Geography) ............--=INT+3+0+0
  • Knowledge (History) .............+7=INT+3+1+3
    []Knowledge (Local) ................--=INT+3+0+0
    []Knowledge (Nature) ...............--=INT+3+0+0
    []Knowledge (Nobility) .............--=INT+3+0+0
    []Knowledge (Planes) ...............--=INT+3+0+0
  • Knowledge (Religion) ............+7=INT+3+1+3
    []Linguistics ......................--=INT+3+0+0
    []Perception .......................+5=WIS+2+1+2
  • Perform (Dance) .................+6=CHA+2+1+3
  • Perform (String Instrument) .....+2=CHA+2+0+0
  • Profession (Brewer) .............--=WIS+2+0+0
  • Profession (Soldier) ............--=WIS+2+0+0
    []Ride .............................+2=DEX+2+0+0
  • Sense Motive ....................+2=WIS+2+0+0
    []Sleight of Hand ..................--=DEX+2+0+0
  • Spellcraft ......................--=INT+3+0+0
    []Stealth ..........................+3=DEX+2+1+0
    []Survival .........................+3=WIS+2+0+1
    []Swim .............................+1=STR+1+0+0
    []Use Magic Device .................--=CHA+2+0+0
  • Racial Abilities:

    +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
    Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
    Normal Speed: Elves have a base speed of 30 feet.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
    Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
    Keen Senses:]/b] Elves receive a +2 racial bonus on Perception checks.
    [b]Arcane Focus:
    Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Equipment:

    Coins .......................lb.

    Total ....................... lb.

    Light Load 30 lb. Medium Load 60 lbs. Heavy Load 90 lb. Lift Over Head 90 lb. Lift Off Ground 180 lb. Drag Or Push 450 lb.

    Money

    CP
    SP
    GP
    PP

    [spoiler]

    Born in a desert village I was born from a water merchant father who raped one of his many servants. My mother raise my brothers and sister and I under the
    servitude the man who stole her innocence. When we came of age our father committed his first and only act of parenthood he set my siblings and I free of
    servitude. After our final farewell to our mother we turned toward our future. In our travel we went our separate ways my sister became a sailor and my
    brother an entertainer. Soon afterword I joined a contest to test my intellect on a game of riddles this jumped me to into the spotlight of lower-level
    nobility. I continued to travel when I came on a necromancy. This man spread pestilence and would have killed me too had I not miraculously been touched by
    the gods. Soon after my adventure I met a craftsman who became one of my few true allies. I soon worked with this man in smuggling his inventory on ships and
    an array of traveling entertainers. My criminal career soon turned toward armed robbery of honest merchants and lying to the origin of were our items
    came from.


    Koba-Jol CG Kobold Fighter with some arcane heritage (using the magical talent trait) heading towards a Dragon Disciple. Have the stats at home and can post them in a few hours but wanted to get my submission in.

    Background:
    Koba-Ja, an oddity even amongst other kobold members of the Ja clan, left his mine when he felt the call of adventure and excitement. He ventured briefly into the surrounding areas and met up with a strange group of people who welcomed him into their small adventuring band. It was here that he learned to hone his abilities as a fighter and learned many valuable morals commonly accepted by other civilized races.

    After a few skirmishes with some evil goblins, the group was overwhelmed by a cultist group that took Koba and his companions, prisoner. They tried to sacrifice him as part of a demonic ritual, (as best as he could figure), but something went wrong. Instead of destroying him, Koba embraced the energy expended in the ritual, heightening his small arcane tendencies, and was able to break free. What these have done to him he is not sure, but he knows the depth of evil which touched him. He decided that his clan could no longer follow their old ways and must advance into their proper place; accepted amongst the “goodly races” should be something to be desired. To accomplish this they needed to set out at once and join the crusade upon the demonic hosts pouring through the World wound.

    Upon reaching the leader of his tribe Koba immediately tasked him with this new cause. The leader, a cowardly wretch, ordered Koba from the tribe and mine to wander alone. Koba swore to return, lead the faithful and brave members of his tribe or kill anyone standing in his way when he was powerful enough and took up the new name of Koba-Jol intent on starting his own Jol clan.


    Hey Turin, not to dissuade you from submitting whatever character you'd like, but... ummm... I'm not sure a NE Oracle who worships a demon god from the Abyss is the best fit for a Wrath of the Righteous campaign that focuses pretty much on slaughtering demons. Also, you should take a look at the WotR Players Guide to figure out which AP Trait you want since that was requested by the GM. Just trying to help you out man.

    The Exchange

    I'm with Faelyn, Truin. Maybe you should explain why your character is crusading in the Worldwound. Also the wait is killing me too. Good luck to everyone who's submitted.


    I'm posting in interest with this character, a bit of a lone wolf with a troubled past who believes himself corrupted and broken. The full story write-up will come as soon as I have time, but the crunch is there. The quick summary is that he's an Aasimar who grew up among Kellids in (former) Sarkoris, and has been struggling all his life with his heritage, his need to do something to combat the plague of the Worldwound, and the traumatic events he was subjected to just over a year ago.

    Thanks for your consideration!


    Reposting for stats, if anything needs changing please let me know.

    Stats:
    Koba-Jol
    Kobold Fighter 1
    CG Medium humanoid (Reptilian)
    Init +2; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 21, touch 13, flat-footed 19 (+5 armor, +2 shield, +2 dex, +1 size, +1 natural)
    hp 15 (1d10+1, +3 toughness, +1 favored class)
    Fort +3, Ref +2, Will -1
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Longsword +5 (1d6 +2/19-20 X2)
    --------------------
    Statistics
    --------------------
    Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 13
    Base Atk +1; CMB +2 (+2 against demons); CMD 14
    Feats Weapon Focus(longsword),Toughness
    Traits Magical Talent, Stolen Fury
    Skills Knowledge (arcana) +1, Linguistics +1
    Languages Common, Draconic

    SQ: Light Sensitivity

    Combat Gear Other Gear Arrows (20), Quiver, Backpack, Bedroll, Belt pouch, Dagger, Flint and Steel, Heavy Steel Shield, Loaded Dice, Longsword, Rope(50 ft.), Scale Mail, Shortbow, Tent (small), Trail Rations(7), Warhammer, Waterskin, Whetstone, 15gp, 3sp, 8cp
    --------------------
    Special Abilities
    --------------------
    Acid Splash (1/day)(Sp)


    As promised, here's Jokum's story. It's also on his alias page, but I figured I'd leave it here for ease of access.

    Spoiler:
    Jokum never wanted to be particularly special. But from the moment he was born, his large golden eyes promised a different fate.

    Born to parents who were both (apparently) human, Jokum grew up scratching out a meager existence with his tribe, the Breakbones, in the countryside south of Gundrun. His father was a hunter and trapper, like his father before him, and all that Jokum wanted to do was to follow in their footsteps. He was a promising candidate, with a steady aim, a strong arm, a keen eye, and an innate sense of direction. He was a popular boy in town, and had even won the attentions of Nalket, the beautiful raven-haired daughter of Gundrun's "mayor" (though the man was more of a chieftain than a mayor).

    His path--if it had ever truly been aligned with that destiny to begin with--veered sharply one day when Jokum witnessed a woodworker, an older man living in Gundrun, spit on his father while his father was trying to broker a deal with him. Jokum's family was hard up--his mother had disappeared six months ago and both father and son were confused and distraught--and in the situation there was nothing for Jokum's father to do but stoically accept the abuse, and continue to try to persuade the man to buy their kills. But Jokum seethed with a desire for revenge.

    That night, he sneaked into the woodworker's home, and stole away a gold-headed cane he had seen the man fondling earlier that day. Little did he know that the woodworker had allies powerful and unnatural enough to guarantee retribution. Jokum was apprehended five days later, and awoke finding himself as the centerpiece of a demonic ritual dedicated to Aponavicius, with the woodworker himself holding the knife.

    Something went awry, however. Just when Jokum's body should have been torn apart by horrifying demonic energies, it surged with power. As he blacked out, the young man felt a strange sense of comfort, as though he were settling into a huge pile of soft furs. When he awoke, he found himself free of restraints and all the cultists dead, their throats ripped out. He was covered in blood.

    Jokum has been on the run and living on his own ever since then. He believes something is terribly, profoundly wrong with him; in his heart of hearts, he believes that he has been corrupted by the demonic forces he was exposed to. The fact that he has hardly aged, physically, over the past fifty years has done little to shift his concerns. And he's nearly right: at the moment of the ritual's completion, his body was bathed in Abyssal energy. But his angelic heritage--a gift not even he knows the full extent of--protected him and, caught between the divine and the demonic, Jokum's soul was rejected by both and became attached to the world itself.

    Jokum, of course, has no idea about the truth, and is constantly seeking to punish himself and make amends for what he believes is his own evil nature. He fears the dreams he has of running through the forest as a wolf, or flying through the air as a hawk, believing them to be manifestations of his chaotic, bestial nature. But he has discovered one thing: for whatever reason, he is good at killing demons and other interlopers into reality. Hoping to make amends in the only way he can, he has left his secret guardianship of his father (who is at this point an old man) and struck out for Kenabres...hoping to find some way to confront the demons that did this to him, or some way to unmake himself.

    The Exchange

    So is this still a thing?


    I surely hope so!


    Here's hoping.


    Sent the DM a PM a couple of days ago.

    Sovereign Court

    Am Looking for a fighter but I'll wait until the GM has made his selection before extending the invitation.


    I'll throw my hat in, in case this is still ongoing.


    I think it's safe to say this recruitment is probably dead ... I will keep an eye on it off a few more days.

    The Exchange

    I think its pretty much over. A lot of us have already migrated to a new recruitment.

    Sovereign Court

    So quickly? I must have missed it.

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