Wrath of the Righteous AP - Prologue (Inactive)

Game Master Haldhin

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Well, I was joking, but now that everyone has joined in the fun, I'll come up with some way to include 3d6 as an option in the character creation guidelines. :)

O.o That is just bad, bad juju right there.

I'm really interested in this as well! I prefer option 1, definitely. I will start creating a character outline, and finalize it sometime next week :)

Sovereign Court

DM Haldhin wrote:

Well, I was joking, but now that everyone has joined in the fun, I'll come up with some way to include 3d6 as an option in the character creation guidelines. :)

I thought so, but now I rolled well ;).

Yeah, I just rolled stats as a lark, but I can definitely work with what I got.

Just in case. :)

3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (5, 6, 6) = 17
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (2, 5, 3) = 10
3d6 ⇒ (1, 2, 1) = 4

Liberty's Edge

I think I am the leading weakling in the dice rolls, and I would really like to try those stats just because I feel oppressed when I try to maximize damage by my character. The most straightforward choice would be an "apostolic" Val'Inares cleric of Anshar -- "You men of little faith!" he said.

I like both ideas, but I am wondering what the in-story goal of the first idea is. Is it a tale about the doom of the characters? (A story of their downfall can be interesting, along the line of Polaris: Chivalric Tragedy at the Utmost North...)


I think I'll take the point buy option but I might as well give 3d6 a spin.
3d6 ⇒ (6, 1, 6) = 13
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (3, 3, 5) = 11
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (5, 5, 1) = 11
3d6 ⇒ (5, 2, 5) = 12

3d6 in order? Might as well give it a spin for a laugh! :)

3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (3, 3, 5) = 11
3d6 ⇒ (1, 2, 1) = 4
3d6 ⇒ (3, 4, 3) = 10
3d6 ⇒ (1, 2, 2) = 5

Oh that is... Not good really. The 18 is nice but the 4 and 5? Damn... Haha! Think it will have to be point buy for me.

Sovereign Court

DarkestHeart wrote:

Oh that is... Not good really. The 18 is nice but the 4 and 5? Damn... Haha! Think it will have to be point buy for me.

Looks like a Orc barbarian to me ;).

Ha! Yeah that would work. Could be kinda awesome.

Pathfinder Adventure Path Subscriber

I have concepts in mind for both characters and even their connection thanks to the UCam background system.

Been looking forward to this AP since it was announced, looking forward to it and seeing what the Mythic rules are like. From what I was reading last night in the AP forum it sounds like the PC's could actually make it 20th level, which I believe would be a first in a PFRPG AP.


Well, I guess I'll join in the fun and see what my stats would look like if I rolled.

Str: 3d6 ⇒ (1, 1, 2) = 4
Dex: 3d6 ⇒ (5, 6, 5) = 16
Con: 3d6 ⇒ (5, 6, 5) = 16
Int: 3d6 ⇒ (1, 3, 2) = 6
Wis: 3d6 ⇒ (5, 2, 3) = 10
Cha: 3d6 ⇒ (3, 6, 4) = 13

Definitely a goblin!

RPG Superstar 2009 Top 16

Ah why the hell not.

STR: 3d6 ⇒ (6, 4, 2) = 12
DEX: 3d6 ⇒ (6, 2, 1) = 9
CON: 3d6 ⇒ (5, 4, 6) = 15
INT: 3d6 ⇒ (1, 5, 2) = 8
WIS: 3d6 ⇒ (5, 1, 3) = 9
CHA: 3d6 ⇒ (2, 1, 5) = 8

That's why not, looks like a barbarian to me.

Yeah, I think I'll go with point buy...

:) Amen to that.

Chickens. ;-) im going with my awesome goblin rogue all the way.
CON. 9
INT. 6
WIS 11
CHA. 8

I like a challenge.

Liberty's Edge

The 3d6 could be used for the 10th level characters. I have the feeling that being level 10 will offset most of the crappy rolled attributes.

Besides, people are seeming quite interested in giving lady luck a try, and I think we are already having some fun with these rolls and the idea of trying to work around the characters' (many) shortcomings and make them playable.

Nah, that just makes for crappy 10th level characters. :)

I could sense he was kidding, but you guys started rolling.

Seems to be a lot of interest here, plenty of ideas... and this looks like it could drag out.

I'm going to graciously bow out. You guys have fun.


I'm kinda late to this discussion, but I've got company in from out of town this weekend, so . . ..

I am VERY familiar with the Arcanis setting, and prefer it, actually.

If you go with the Arcanis option, are you going to be using any of the published D20 setting specific rules? Sadly, I don't have those books with me (They are in boxes about 1000 miles from here, waiting for my wife to finish getting the house on the market and move to join me.), but the Patrician can out-support the Bard in a big way. The Priest class is also a far better representation of a non-militant religious leader, in my mind.

Updating the Domains for the Arcanis gods should be interesting, though. Would you do them by belief system (Recognizing that the Nier worshiped by the Mother Church of Coryan and the Nier worshiped by Nishanpur are not really the same god in the mechanics of D20, even though they are simply human interpretations of the same divine being.) or generically?

Yeah, I get that people want to stay with what they know. That's why only a limited number of publishers manage to do well in the marketplace. People aren't willing to give the other material a try, even with no monetary investment required . . ..

Pathfinder Adventure Path Subscriber

DM_Haldhin - just checked out your Kingmaker game and it looks like a blast.

Looking forward to seeing the character creation rules and which options you opt to use.


Very interested as well both from the story line and the intro tying it all together. I prefer golarion and havent dealt with psionics but I am interested to see where it would go. Even if psionics are being used I will probably stay away from them myself. Will keep an eye open closely for more information on the char generation for the AP and intro. Hmmm time to get the ideas flowing. Thanks for running an AP by the way.

obernardo wrote:
The most straightforward choice would be an "apostolic" Val'Inares cleric of Anshar -- "You men of little faith!" he said.

One of my more fun-to-play D20 Arcanis characters was a point-buy construction val'Ishi Priest, with most of his attribute purchase points going to bloodrank abilities instead.

He was the epitome of the "val'Squishie", but it felt like he could do more healing during a fight than a small army could do in damage. As a Priest of Beltine, he had no armor, no BAB to note, and training with only a quarterstaff. As a bloodrank-focused build, he also had basically no physical stats as HIGH as human average.

The first time we played that character set, everybody basically left me in the wind. When the opposition started walking through our front line and began focusing on the ranged guys, and I healed ALL OF THEM back into the fight in a single action (required the high bloodrank focus, not the class), their behavior changed GREATLY. From that point on, somebody was always tasked with protecting the Priest. Heck, there were times when the group was willing to try things out of our APL simply because they knew my Priest was present.

A couple of points about the World of Shattered Empires, for those unfamiliar with it. The gods have no alignments, and their motives are, truly, outside of the understanding of men. Different religious cults DO have alignments, however. Larissa, Oracle of the Gods and the Divine Harlot of the Seventy-Six Acts of Debauchery was simply the Oracle of the gods until she followed instructions to look into the future about something specific, and then she started indulging herself with pleasures. There are cults dedicated to simple hedonism (some focused on sex, others paying it no special credence), to a purely oracular view, to flesh-crafting and Pin-Head style diversions, to simple experience of anything which presents itself, to any other way that you can think of to twist Larissa's outlook and role. In the world of Arcanis, two devout Paladins of the same god can (and do) face each other on the battlefield, representing strongly opposing views of what that one god wants from his followers.

The world of Arcanis is a VERY apt setting for religious conflict and confrontation. It is actually a center point of the design of the setting.

Evening all, sorry this is later than I expected. Got an invite to Pacific Rim, and I couldn't turn down free tix to see giant robots fighting giant monsters. :) (Mini-review: - good, fun summer action movie; 4/5 Kaiju brains)

Thanks again for the interest I've received from everyone. After reading the responses, and pondering the issues for several days, I've decided the following:

Idea #1: I'm going to run an "intro" adventure. These characters are going to have some kind of link to the main characters used in the AP campaign (as mentioned before: parents, guardians, cool guy at the bar, etc). This adventure will tie in to the beginning of the AP, as well as the fate of the main characters. Decisions made will have lasting effects on the campaign.


Idea #2: I'm going to stick with Golarion, and no psionics. I have a number of reasons for this decision, and to be perfectly honest, I was definitely leaning the other way when I started this thread.

After reading the responses, and really looking at the material and work involved, I realized that what I really liked about Arcanis: religion, nationalities, living in the gray region between "good" and "evil", and all the secrets of discovery that characters could have... just wouldn't be explored in this campaign. I mean, I could force some in, but APs are such a massive undertaking in PbP anyway, I am not convinced I could run a game that the Arcanis setting deserves.

Ultimately, my biggest concern was that by the halfway point of the second book, the fact that we were playing in Arcanis wouldn't matter since none of the best parts of the setting were being explored. I still think Arcanis would be a great setting to use for this AP, I just don't think PbP is the best option for doing so.


Character Creation
I do not need alias(es) until the game starts. Lack of an alias will not be a determining factor in my selection process.

I plan to take between 4 and 6 characters. Selection based on the main character, then on the intro character, then even more subjective criteria such as writing style, history on the boards, etc. I don't have a formula, and I won't know how important the various criteria are until I see submissions. I'll try to be as clear as possible when choosing participants how I arrived at my decision.

Right now, the playing field is totally level, and everyone has an equal chance.

I have set minimum expectations for backgrounds. If you want to write more, please feel free to do so - I'll read everything. But I'm asking people to create two characters, so I do not expect novels for either of them - just give me a good sense of who the person is and I'll be happy.

No evil. No CN to do evil stuff but then say you're not actually evil. Etc.

From what I've seen, I think this AP lends itself to having characters on the good side of the spectrum. I could be wrong, just make take on it.

Intro Characters:
These characters will start at 10th level, 20 point buy @ 1st level, average hit points and 62K gp wealth. Two traits, any paizo source. For everything else, use anything by Paizo, and I'll consider 3PP sources, just ask first. But please remember this is not your main character, so please don't deluge me with a bunch of non-Paizo requests. :)

You do not need to select all of your gear for the initial submission. I assume if you can build a 10th-level character, you are competent to choose gear! ;)

Please provide a brief background of the character, no more than a few sentences should suffice. Most importantly, please explain how this character is linked to your main character.

These characters are experienced adventurers, have seen and done amazing things, defeated the foulest and meanest enemies that have ever lived (and unlived!) and have quite a bit of treasure to show for their efforts! Please keep that in mind when writing the background. Give me a specific accomplishment, defeated enemy, or recovered treasure. Make the character stand out and come alive.

Main Campaign Characters:
Characters begin at 1st level, max gold, max HP. As above, any paizo source is approved, and I'll consider 3pp.

**Don't pick traits yet, we'll wait for the Player's Guide to come out before doing that.**

Abilities... Use either 3d6, rolled in order, or a 20-point buy. You can roll first to see the results before deciding. If you use the 3d6 scores, there will be some interesting events in your character's life as he/she grows up. Strange events, unusual events, some might even say... MYTHICAL events!

Now, I have seen some truly bad luck in the rolls that have happened so far, so everyone gets a free re-roll after this post. Same rules - 3d6, all in order.

But... if you choose to use your very first set of 3d6 rolls, in addition to the strange events, you'll get another benefit that would help any character who needs a good result on a d20 roll. You can even take the free re-roll to see what you would get - all that matters is if you use the first set of rolls to make your character.

As for background, a few sentences, no more than a couple of paragraphs should be enough. If you want to take a Story feat, please make sure to explain why it's applicable for the character. And please explain this character's view of the relationship with the main character. Why is this person living so close to the Worldwound, and how do they feel about the neverending crusades to destroy the demons? What drives them to excel, and what is the best advice they have received from their mentor (Intro character)?


What are my commitments (to you)?:
So, what do I commit to doing as the DM?

I'll post nearly every day during the week. Depending on my schedule, I may miss a day here or there, but most of the time, I'm 4/5 or better during the week, and I usually manage at least one post on the weekend.

I'll let everyone know when I'm going to be away for an extended period, or if my schedule gets wonky and my posting frequency is going to decline. This is infrequent, and I know ahead of time when it has happened in the past.

Fair, informed rulings, that generally favor the player.

Praise and rewards for creative problem-solving. Skill checks are attacks from another direction!

Maps provided as needed, hosted on a shared Google drive, along with pertinent information and documentation.

Be open and attentive to any concerns brought to me either in the OOC thread or via PM.

The goal is for everyone to have fun, and I will do my best to facilitate that for everybody.

What are my expectations (from you)?:
I expect you to try and check the board and/or post at least once a day during the week, especially if the group is in combat. I know this isn't always possible, and I know how busy life can get. And sometimes, your character may not have anything to say in a given situation. But in combat, it is vital to the game to have everyone involved in a timely manner. While I don't like to do it, if needed, I'll act for PCs who have not posted actions in a reasonable amount of time to keep the game moving.

Understand that some tweaks to the AP may occur as a result of the format. You will get 95% of what's in the AP, but I might just drop the third "ambush" by three goblins on a deserted road outside town. Or I might just let you have the DC 12 Perception check without making you roll for it.

Also understand I might add a few minor tweaks to personalize the adventure for the characters.

Act in a way that is respectful of the other players and the DM. No Player v Player behavior, trolling, etc. Really, just the "don't be a jerk" rule restated.


I think that's it. Please let me know if there are any other questions or clarifications I can make.

Final submissions, including both characters, stats, and backgrounds are due by next Sunday, the 21st, at 6pm EST.

Hmmm . . ..

Okay, let's see what 3d6 in order would create.

Str: 3d6 ⇒ (4, 3, 3) = 10
Dex: 3d6 ⇒ (4, 5, 6) = 15
Con: 3d6 ⇒ (4, 2, 3) = 9
Int: 3d6 ⇒ (2, 1, 3) = 6
Wis: 3d6 ⇒ (3, 6, 3) = 12
Cha: 3d6 ⇒ (3, 2, 3) = 8

Dex based character? Not really what I was thinking of creating. What I can find out about the AP so far SCREAMS for a spawn redemption story.

So, my first thought is for a Tiefling character rescued by the mentor character, and raised as part of a church. I was thinking Cleric, Monk or Paladin. Well, okay, a Divine Hunter Paladin Archetype of Erastil would be from that list and Dex-based, so I guess there is way to make that work.

Just thinking out loud, as it were.

I am assuming we get to roll two sets of stats, one for each character you would like us to submit?

(If I screw up the formatting here, forgive me. I'm new to this.)

1st Character:

Str: 3d6 ⇒ (4, 2, 1) = 7
Dex: 3d6 ⇒ (3, 5, 5) = 13
Con: 3d6 ⇒ (6, 5, 1) = 12
Int: 3d6 ⇒ (6, 2, 3) = 11
Wis: 3d6 ⇒ (5, 4, 4) = 13
Cha: 3d6 ⇒ (6, 2, 2) = 10

2nd Character:

Str: 3d6 ⇒ (5, 5, 4) = 14
Dex: 3d6 ⇒ (1, 1, 5) = 7
Con: 3d6 ⇒ (4, 1, 6) = 11
Int: 3d6 ⇒ (4, 4, 2) = 10
Wis: 3d6 ⇒ (4, 6, 2) = 12
Cha: 3d6 ⇒ (3, 4, 5) = 12

Hmmm...both are fairly average (very nearly textbook average). Unless I am mistaken, the first is the equivalent of a 5-point buy, the second a 6-point buy. I think I'm going to have to choose to go with the 20-point buy on both characters.

This is going to take a bit of thought. At the moment though, I'm leaning towards a paladin and a sorcerer. I'm also considering a barbarian or bard.


Strength: 3d6 ⇒ (3, 3, 3) = 9
Dexterity: 3d6 ⇒ (5, 6, 6) = 17
Constitution: 3d6 ⇒ (4, 1, 3) = 8
Intelligence: 3d6 ⇒ (1, 5, 6) = 12
Wisdom: 3d6 ⇒ (3, 2, 6) = 11
Charisma: 3d6 ⇒ (6, 5, 4) = 15

As this is just 20 point buy with sad placement, I'm thinking I may go with this for the bonus or I might just re-work it (looking like 12 14 14 13 8 17 if I do). Race isn't chosen yet, but it might be aasimar or just plain old human.

What I'd like to do is have my main character be a Martyed Bloodline Sorcerer whose bloodline is a result of the ill fate of the paladin character I'd like to play in the intro. The problem is that it relies on the intro character having an ill fate.

So, if that's in the realm of possiblity, GM, I can go ahead making a character ASAP.

Str: 3d6 ⇒ (5, 6, 1) = 12
Dex: 3d6 ⇒ (3, 6, 1) = 10
Con: 3d6 ⇒ (2, 5, 3) = 10
Int: 3d6 ⇒ (4, 3, 3) = 10
Wis: 3d6 ⇒ (4, 4, 4) = 12
Cha: 3d6 ⇒ (2, 3, 1) = 6

Would love to join, and my stats would make pretty much anything that isn't a spontaneous caster, but I have to ask, because everybody is different on this; Gunslingers? Nea or Yea?

I think I'll make my first character the 20-point buy*, and my second stay with my original pitiful Goblin...just change around the alignment. As if his life's not hard enough, he has to live up to his...Grandfather's reputation.

3d6 ⇒ (6, 1, 4) = 11 STR
3d6 ⇒ (6, 2, 1) = 9 DEX
3d6 ⇒ (4, 3, 4) = 11 CON
3d6 ⇒ (4, 6, 2) = 12 INT
3d6 ⇒ (5, 4, 6) = 15 WIS
3d6 ⇒ (1, 5, 1) = 7 CHA

*But just in case I roll a great hero...



3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (2, 1, 1) = 4
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (6, 4, 1) = 11


Sovereign Court

A question, I has.

Masterpieces for Bards- in or out?

So I think I'll probably end up as 20 point buy, but just in case, let's do ourselves a re-roll of the 3d6 and one for intro figure.


Str: 3d6 ⇒ (4, 6, 5) = 15
Dex: 3d6 ⇒ (1, 6, 4) = 11
Con: 3d6 ⇒ (1, 1, 6) = 8
Int: 3d6 ⇒ (5, 2, 4) = 11
Wis: 3d6 ⇒ (1, 5, 4) = 10
Cha: 3d6 ⇒ (2, 4, 4) = 10


Str: 3d6 ⇒ (2, 4, 3) = 9
Dex: 3d6 ⇒ (3, 1, 1) = 5
Con: 3d6 ⇒ (5, 4, 6) = 15
Int: 3d6 ⇒ (2, 5, 2) = 9
Wis: 3d6 ⇒ (5, 3, 3) = 11
Cha: 3d6 ⇒ (3, 2, 3) = 8

Edit: With the ungodly awfulness of those rolls, I'm going with 20 point buy.

All, my intent is for the Intro characters to have 20 point buys - no rolling. Just trying to keep it simple for everyone since the Intro characters aren't the main focus of this campaign. So only the Main characters can be created with the 3d6 options (and associated benefits). Sorry for any confusion!

Ice Titan
Martyred bloodline sounds good to me.

Gunslingers? Yea.

Bard masterpieces? In.

Pathfinder Adventure Path Subscriber

Couple things before I get my work day started.

#1 Story Feat - would this be in place of our 1st level feat or in addition to? I'm good either way just want to turn in as complete a submission as possible.

#2 Drawbacks - yes or no and would we get the additional trait? Same as above.

#3 I know you ok to all Paizo stuff but figured I would check on what you think about the Hippogriff Rider arch for the main character?

The original 3d6 I rolled does not really work for either of my concepts so I'll roll again later today and post those.

Thoughts so far on characters...
Intro - Dwarven Fighter "Foe Hammer" two weapon war hammer / shield.

Main - Dwarven Ranger looking at either two weapon (earth breaker / armor spikes) or Hippogriff rider using dwarven waraxe, lance or short bow.


Liberty's Edge

Question to the DM along the lines of Ice Titan: if our background for the second character involves the death of the first character (especially due to ill fate), are you up to the challenge of killing him in a fun way? (You would have to convince the character that his time has come :) )

Edit: my English is not the most gentle one, I meant if you are interested in the challenge of killing the character in a fun way.

Sovereign Court






Introduction Character-

Presenting Lothar Graelson, 10th Level Dwarf Stonelord.


Lothar Graelson is a Dwarf approaching middle-age; his black hair is cut short and has mostly weathered his one hundred and five years but it is greying at the temples, adding authority to a stern and severe gaze. The steely-eyed glare the Dwarf boasts is uncompromising; his greyish eyes seem to have once been brown but have gradually changed colour under the influence of countless forays into the Worldwound. His face and body are covered with numerous scars- magically healed over in most instances, but portraying a life of warfare and close-calls; especially to the vast minority who have seen the warrior out of his armour. With both a long and short axe strapped to his back, Lothar proudly wields a Dorn-Dergar into battle; an ancient Dwarven weapon consisting of a ten foot long chain weighted by a ball of solid cold iron.

Rarely seen out of his meticulously maintained, Ninth-Battalion customised polished full-plate and distinct winged helm, Lothar is tall, as muscular as one would expect of a Dwarven warrior and especially sturdy; even by the formidable standards of his race. Usually heavily laden with weaponry, armour and supplies, the holy sword of the Inheritor is emblazoned boldly upon the main chest plate of his armour.

Background & Personality:

In his youth, Lothar was a proud former lieutenant of the Ninth Battalion; until the blessed Inheritor's missionaries convinced him of both his true calling as a Paladin and that the best way to defend Dwarven homelands was to halt the encroachment of the Worldwound.

Lothar Graelson has been an active Crusader since the middle of the Second Mendevian; and a critic of the tactics employed by the crusade's commanders since that time. A veteran of several campaigns and dozens of battles and skirmishes in those hellish lands, Lothar has always found the fortitude to survive where his allies continued to fall. Lothar's philosophy in battle is that a good defence is the best offence and this is so ingrained in him that it shines through to his character and his own strategic views on the Worldwound- never shy to express his own mind as stubbornly as an ox, he continually called for the Crusaders to push deep into the Worldwound and set up a mighty fortress with the help of his people; a Sky Fortress worthy of the great evil it would stand firm against. Only from such a bulwark, he reasoned, could greater victories be claimed against the blight.

It was Lothar's continual demands, impassioned speeches claiming that the Wardstones were a "cowardly half-measure", endless letters, rallies and general fuss that eventually led to the exasperated crusader commanders to deploy him to a strategic pass with a small contingent of Mendevian infantry several months ago- leading to a bridge across the West Sellen River to Mendev. Having received word of a large demonic host approaching the pass, the crusaders set up their defences at the bridge, aiming to sacrifice the upstart Lothar in order to buy time for the real defence; a move that was deemed as serving a dual purpose.

Unaware that no one expected him to succeed, Lothar and his small force of fifty fresh recruits dug into the pass and held out against sheer legions of demons, the stalwart Dwarf always holding the centre of the narrow line with his flexible chain-flail against countless Dretches and their demonic masters. After a long week of bloody resistance and unanswered requests for reinforcements to command, the Hezrou leading this force became impatient and joined the fight itself, risking itself to push through the pass. Slaying this Hezrou in single combat during the melee, despite the grievous wounds inflicted upon him, was Lothar's greatest achievement to date, although it almost killed him. The remainder of the demonic host fled and only Lothar himself, his stout Earth Elemental "Ore" and the company's young standard-bearer survived. The crusaders stationed at the bridge could scarcely believe their eyes when they finally arrived at the pass, sent there by a curious crusader commander who reasoned that Lothar's forces must have fallen many days ago. The stout Dwarf was hailed as a public hero, much to the chagrin of many crusaders, and the pass was named Lothar's Stand in his honour. The young standard-bearer was awarded an honour far beyond his years for his small part in the victory- an honoured sunburst emblazoned banner, which could be earned by a soldier of any rank, from the lowest to the highest.

As the only two survivors of the week-long skirmish that took place there, Lothar and the young standard bearer from Mendev formed a deep bond, the former's influence and way of thinking rubbing off on the impressionable youth as he became something of a mentor and father figure to him...


With no spells and limited Lay on Hands ability, Lothar is very much an anvil in combat upon which his enemies, whether a single target or a multitude, are broken. His normal strategy would be to drink a potion of Enlarge person and assume his Defensive Stance wherever the fighting is thickest. His limited strength is off-set by his Stonelord abilities. His feat and weapon choice allows him some limited battlefield control as well, through the use of a flexible reach weapon and AOO's granted by Combat Reflexes and Unexpected Strike.


Lothar Graelson



Main Character-

Presenting Argyris al'Thend, 1st Level Human Cavalier (Standard Bearer).

Note- Using the first 3D6 rolls used.


Argyris al'Thend is clearly from a prosperous upbringing; smooth, unblemished skin, fit and healthy, of Taldan stock. A young man of 20 years of age, of average build and standing 2 inches over 6 feet tall, Argyris sports flowing, golden blonde hair and green eyes. The young noble-born is quite charming in both physical appearance and mannerisms. He views the world around him with a mixture of both wide-eyed curiosity and deep, discerning intelligence. When not garbed for battle, Argyris walks with a smooth, confident posture- a remnant leftover of the years of sword training during his adolescence.

When garbed for battle, Argyris garbs himself in a simple suit of chain mail armour and proudly wields his banner/longspear, the sunburst emblazoned banner waving enthusiastically as he inspires his comrades. A longsword is usually strapped to his belt, although it rarely leaves its sheath. Merely an average warrior, Argyris' true strength is in leadership and persuasion, something his mentor Lothar sensed in him after they had bonded. Lothar has passed many of his beliefs on to Argyris and secretly hopes that his young friend will possess the persuasive leadership talents Lothar himself lacks, in order to establish a fortress in the Worldwound.

Background & Personality:

Argyris is the son of a true Mendevian noble family; which is to say, his family's status has declined sharply in the past several decades as endless crusaders, low templars and opportunist's have continued to trample over the (increasingly rare) indigenous Mendevian's. While better off than many in his home city of Kenabres, Argyris' family could scarcely afford to raise him in the manner which his family was accustomed, nor could they pay to afford him a position in politics- something he was originally being groomed for. Instead, Argyris was placed as a standard bearer in the crusader army; one of the few positions the al'Thend's still had the influence to land him.

Ambitious, perceptive and influential, Argyris has the makings of a great orator; but since childhood he has always dreamed of leading forces into the Worldwound, following in the footsteps of great commanders and war leaders. Charming almost to a fault, Argyris makes friends easily and projects an air of easy confidence in most situations, provided he does not get in over his head.

Disillusioned with the crusader army's leadership from childhood due to their constant presence in Mendev, Argyris was already pre-disposed to Lothar's belief that a fortress inside the Worldwound itself was needed, if only to free his homeland from their lingering presence. Argyris hero-worships Lothar despite the Dwarf's sternness, and has taken on Iomedae as his patron god in honour of his new mentor.


Argyris is designed to provide buff's left right and centre, as well as act as a strong party "face". His planned progression is to follow up 1st level with 4 levels in Bard (Arcane Duelist) and then go all the way into Battle Herald. Using performances, commands, teamwork feats, spells and his trusty banner, Argyris will enable others to greatness. The choice of which of these he selects will depend on the party chosen.

Notes to GM:

If possible, Argyris would be interested in the Leadership feat, as Battle Herald builds off of it (Improved Leadership). I know first hand how nightmarish that feat can be though, so if it is not permitted that's fine. Alternatively, he can fill up the fortress he wants to build with his cohort and followers, using a "stay-at-home" leadership feat.

As hinted at throughout Lothar and Argyris' character, the latter will want the Stronghold story feat as early as possible, if its possible to tie into the campaign at all. The bonus it gives is highly appropriate for a battlefield commander and gives Argyris another way to bolster his comrades :). I don't know if mass combat plays any part in Wrath of the Righteous but obviously that would also be right up Argyris' street.

I'm nothing if not flexible as a player though, so I thought i'd run all of this by you.

Finally, i'd like the Banner/Flag to be mounted upon a Longspear. I think RAW this is fine, but its not explicitly stated. This item (which Argyris is very likely to acquire if at all possible) seems to give mechanical precedence to this-

Banner of Ancient Kings

Happy to answer any questions you have! Hope you enjoyed the pitch as much as I enjoyed writing it :). Admittedly Argyris is not quite as fleshed out as Lothar is, but i'm leaving a bit of wiggle room intentionally for changes I may need to make.

P.S- You might notice all of the aliases used have some posts on them already. I tend to re-purpose NPC aliases with few posts as Paizo doesn't allow you to delete them and I am loathe to add more to my collection.


Argyris al'Thend

3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (6, 3, 3) = 12
3d6 ⇒ (1, 1, 1) = 3
3d6 ⇒ (4, 1, 3) = 8
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (6, 5, 5) = 16

3 on con. Don't think I can manage that.

I'll see if I have time for this one, but it definitely looks interesting.


I'll be home tomorrow evening and able to finish up my characters but the basics are.

Intro character - Goblin, Barbarian 5, Rogue 5. Hero of the Goblin people. Thinks he's a Paladin, but of course he's to chaotic for that. But don't tell him to his face or he'll rage and show you.

Main character - Goblin Rogue. (Using pitiful rolls) It's bad enough to be the grandson of the greatest Goblin Paladin of all time...but to not even be strong enough to lift his sword... Well there's more than one way to survive.

Unx is not strong, nor wise, and tends to be a bit ugly, but he knows how to hide and survive. And maybe just maybe slip a spear in here and there. Plus he's getting really good with locks, and stealing things. And he still has the treasures of his grandfather. The Crown of the Goblin Paladins. (tarnished silver tiara)


intro character- Angelkin Aasimar Oracle(Purifier), likely the mother of my

main character

who looks to be an aasimar angelkin barbarian wardog with the Celestial Servant feat

Sovereign Court

Selfish bump. This looks like it could be an awesome game, where are the submissions :O.

Well, I suppose since it was bumped and I've just gone to all the trouble of reading through the thread, I could just roll some dice while I'm here...

Str: 3d6 ⇒ (3, 1, 1) = 5
Dex: 3d6 ⇒ (4, 1, 5) = 10
Con: 3d6 ⇒ (2, 2, 1) = 5
Int: 3d6 ⇒ (4, 2, 3) = 9
Wis: 3d6 ⇒ (1, 3, 2) = 6
Cha: 3d6 ⇒ (1, 2, 5) = 8

Yeesh, those are ugly... I'm not even sure what I could do with stats like those. Certainly not a caster or melee... maybe an archer of some sort...

Sovereign Court

Theres a re-roll available and/or 20 point buy.

Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

At which point-buy, everyone's still a bumbling cohort to AK's 37-point monstrosity who also gets Mythic goodies to "make up for" using rolled stats. You couldn't pay me enough. ;P

Sovereign Court

Heeeey! There's a reason he's designed as a mass buffer ;).

Pathfinder Adventure Path Subscriber

Ok, here is my second set of 3d6 in order, just to see what happens.

STR: 3d6 ⇒ (1, 1, 2) = 4
DEX: 3d6 ⇒ (3, 5, 2) = 10
CON: 3d6 ⇒ (6, 5, 2) = 13
INT: 3d6 ⇒ (2, 5, 1) = 8
WIS: 3d6 ⇒ (5, 1, 5) = 11
CHA: 3d6 ⇒ (1, 4, 2) = 7

Well those are not any better than my first set, so as I suspected Point Buy it is.

Hope to have stuff up in the next day or so.


Pathfinder Adventure Path Subscriber

Character Submission

Intro Character
Delgras Hammerfall - Dwarven Fighter "Foe Hammer"


Delgras Hammerfall
Male Dwarf Fighter (Foehammer) 10
NG Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +10
AC 27, touch 13, flat-footed 24 (+11 armor, +3 shield, +3 Dex)
hp 104 (10d10+40)
Fort +10 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +6, Will +3 (+3 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bravery +3, defensive training
Speed 20 ft.
Melee Light Shield Bash +13/+8 (1d8+3/x2) and
. . Knuckle Buster (+1 Evil Outside Bane War Hammer) +16/+11 (1d8+9+2d6 vs. Evil Outsiders/x3)
Special Attacks hammer to the ground, hatred, relentless +2, sledgehammer
Str 18, Dex 17, Con 16, Int 13, Wis 10, Cha 10
Base Atk +10; CMB +14 (+16 Bull Rushing, +18 Disarming, +16 Overrunning, +16 Sundering, +16 Tripping); CMD 27 (27 vs. Bull Rush, 29 vs. Disarm, 27 vs. Grapple)
Feats Break Guard, Combat Expertise +/-3, Greater Disarm, Improved Disarm, Improved Shield Bash, Improved Two-weapon Fighting, Power Attack -3/+6, Shield Slam, Two-weapon Fighting, Weapon Focus (Warhammer), Weapon Specialization (Warhammer)
Traits Armor Expert, Iron Liver
Skills Acrobatics +1 (-3 jump), Appraise +6 (+8 to determine the price of nonmagic items with precious metals or gemstones), Climb +10, Craft (blacksmith) +7, Escape Artist +1, Fly +1, Perception +10 (+12 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +1, Stealth +1, Survival +8, Swim +2
Languages Common, Dwarven, Terran
SQ bane (evil outsiders), greed, hardy, rhythmic blows, slow and steady, stonecunning +2
Other Gear +2 Mithral Full plate, +2 Bashing, Shield Spikes Mithral Light steel shie, Knuckle Buster, Belt of physical might (Str & Dex +2), 17157 GP
Special Abilities
Armor Expert -1 Armor check penalty.
Bane (Evil Outsiders) +2 & +2d6 damage vs chosen type
Bravery +3 (Ex) +3 to Will save vs. Fear
Break Guard May attack opponent you attempted to disarm with your second weapon
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hammer to the Ground (Ex) Make a trip check vs foe after successful bull rush.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rhythmic Blows (Ex) +1 for each consecutive blow against a target.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Sledgehammer (Ex) +2 bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

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Delgras Hammerfall
Delgras has devoted his life to defending his people and clan from its enemies. Most of his life has been spent fighting goblins, orc's and giants, but a few years ago on an extended campaign his group ran in to a group of Vrock's looking for easy prey outside the World Wound. The Vrock's caught the group unaware and they learned the hard way the danger of the Vrock's Dance of Ruin. The lightning bolt having incapacitated several of the less experienced members of the party before they really knew what was happening. The fight continued on for what seemed like hours and before it was over, much to Delgras' sorrow several of his life long companions fell. Having survived the deadly encounter he turned his focus on fighting the demon's of the World Wound, a trait he has now passed on to his sister's son Berrag.

While home for a short rest a little over a year ago, he was witness to Berrag hitting bottom. Delgras determined he would help Berrag recover and take control of his life. Using many of the contacts he had acquired over the years and calling in a few favour's he helped Berrag get the training he needed to truly hunt the demons in their homeland.

Main Character
Berrag Underforge - Dwarven Ranger


Berrag Underforge
Male Dwarf Ranger 1
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Earth breaker +5 (2d6+4/x3) and
. . Handaxe +4 (1d6+3/x3)
Special Attacks favored enemy (evil outsiders +2), hatred
Ranger Spells Prepared (CL 0):
Str 16, Dex 14, Con 15, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Weapon Focus (Earth breaker)
Skills Acrobatics -2 (-6 jump), Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Bluff -1 (+1 vs. evil outsiders), Climb +3, Craft (armor) +3, Escape Artist -2, Fly -2, Knowledge (planes) +2 (+4 vs. evil outsiders), Perception +5 (+7 vs. evil outsiders, +7 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Sense Motive +1 (+3 vs. evil outsiders), Stealth +2, Survival +5 (+7 vs. evil outsiders, +6 to track), Swim -1
Languages Common, Dwarven, Terran
SQ greed, hardy, slow and steady, stability, stonecunning +2, track, wild empathy
Other Gear Scale mail, Dagger, Earth breaker, Handaxe, Blanket, winter, Grappling hook, Hammer, Iron spike (10), Mirror, Ranger's kit, Signal whistle, 30 GP, 1 SP, 5 CP
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Berrag Underforge
Life has never been easy for Berrag, his bloodline having been obviously tainted by fiends at birth his parents and siblings were distant at best and abusive more often than not. It did not take long for all of the community to learn of his disgrace and mercilessly taunt, bully and harass him. This horrible treatment continued as he grew and only got worse when he tried to defend himself. The bullying and harassment finally came to end just over a year ago while he was a local ale house, and once again being harassed by known trouble maker. Some how the man knew just the right things to say to cause all the pent up rage of his life to boil over and before Berrag knew it the man was dead at his hands.

Had his uncle Delgras not been at the ale house and immediately stepped in, Berrag would have likely been locked up for life or even killed for his crime. Delgras used the contacts and favours he had accumulated over his years of service to allow Berrag to be exiled instead of imprisoned. Berrag has spent the last year being trained by his uncle and another demon hunter and soon hopes to set out on his own and prove to his family and clan that they were wrong about him.

Other Notes:

Traits Drawbacks & Story Feats
I plan to take the following as my primary trait in addition to the campaign trait. Using it to get Knowledge (Planes) as a class skill.
Fiend Blood: The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

If you are open to Drawbacks I plan to take the following.
Doubt: You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a —4 penalty on that type of skill or ability check for the next hour.
This is a result of the way others have treated him growing up.

For the bonus Trait from the drawback I would take the following.
Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

For my birth circumstances I rolled Cursed Birth, which gives me access to the the Accursed story feat.
Cursed Birth: When you were born, a powerful fiendish entity tainted your blood in some way and cursed you as an agent of dark prophecy. You gain access to the Fiend Blood bloodline race trait and the Accursed story feat.

Accursed (Story)
Your curse weighs down your soul like a millstone around your neck.
Prerequisite: You must carry a curse that can be lifted only by a quest or similar great undertaking, or have the Cursed Birth background.
Benefit: You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell resistance, it can't voluntarily be lowered, though your own spells and magic items still automatically affect you.
Goal: Your curse is lifted or you are able to purge the corruption of your fiendish blood (the circumstances of either vary widely based on the nature of the curse, and are up to the GM).
Completion Benefit: You lose the spell resistance described above. You gain spell resistance equal to 11 + your character level, but only against harmful enchantment, necromancy, and transmutation spells and spell-like abilities—your aura resists further attempts to curse you. Harmless spells automatically bypass this spell resistance whether you desire it or not. This spell resistance can be voluntarily lowered.

The circumstances of his birth is the primary thing that has driven Berrag's life so far, and he's now hoping to take control of his life.
If you will let me use the story feat I will take it in place of the Weapon Focus I currently have listed if you don't do it as a bonus.

The goal for the story feat should make a good plot hook, and expect it might even make a good tie in to the Mythic process, but I'm open to ideas.

Let me know if you have any questions of if anything looks off.


Story feat: in addition to 1st level feat.

Drawbacks: Sure, if you want to take one, get the extra trait (only for intro characters at this time since we're not choosing traits for main characters yet).

Hippogriff Rider: Sure, but given the fluff, I expect quite a nice backstory if you're taking that class. (Also, it's a large, flying animal companion. Insert typical warning for expecting to take large animals in medium-sized dungeons.)


Killing characters: Yes, definitely. :)


I like the ideas I'm seeing so far, some really creative stuff. Due to my schedule, I'm going to start reviewing characters tomorrow and I'll answer specific questions then.

Scarab Sages

I'll see how my second roll shakes out as well.

Str: 3d6 ⇒ (3, 4, 4) = 11
Dex: 3d6 ⇒ (2, 1, 5) = 8
Con: 3d6 ⇒ (6, 2, 2) = 10
Int: 3d6 ⇒ (6, 5, 5) = 16
Wis: 3d6 ⇒ (5, 6, 2) = 13
Cha: 3d6 ⇒ (1, 5, 3) = 9

Going to liekly use the rolls above. I'll spec out my character hopefully tonight, possibly tomorrow.

Alexander Kilcoyne wrote:
Theres a re-roll available and/or 20 point buy.

My understanding was that the re-roll was only for those who posted their first set of rolls before the DM's announcement of the re-roll.

Silver Crusade


Str: 3d6 ⇒ (3, 5, 4) = 12
Dex: 3d6 ⇒ (2, 2, 5) = 9
Con: 3d6 ⇒ (6, 5, 6) = 17
Int: 3d6 ⇒ (3, 4, 6) = 13
Wis: 3d6 ⇒ (4, 1, 1) = 6
Cha: 3d6 ⇒ (5, 3, 2) = 10


Str: 3d6 ⇒ (1, 5, 6) = 12
Dex: 3d6 ⇒ (2, 5, 6) = 13
Con: 3d6 ⇒ (5, 3, 1) = 9
Int: 3d6 ⇒ (3, 2, 4) = 9
Wis: 3d6 ⇒ (2, 2, 2) = 6
Cha: 3d6 ⇒ (2, 1, 2) = 5

Hrm I was gunna go with a Monk. I think I am STILL going to do that, EFF THE ROLLS! I'll just make up for my Wis later. I also noticed the Monk and Cav are similar.. perhaps some background sharing in there.. Who knows either way the dice chose his wis to be 6.. and dex 9.. but he is hardy. I'm gunna have to work on that wis and ki..

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