Wrath of the Righteous AP - Prologue (Inactive)

Game Master Haldhin

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Silver Crusade

It seems I will also have to boost my Cha to a 15 eventually.. otherwise I will not have the ability to get the Flagbearer feat and in the same vein the Banner of the Ancient Kings.. HRM I guess I must rush that +4 Wis and Cha Headband!


Joana wrote:
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

Really agreed. I was going to play a charisma mainline character but after seeing that Agyris will always just be better I have completely lost interest there. At the same time, this post personifies the number one thing I don't like about rolling for stats in PbP: Stat envy at the table leads to just sitting down anyways and having fun since you got together to game together, but stat envy in PbP leads to people rolling, not liking it and not applying at all.

Sadly, Agyris is the character I was hoping to play thematically (paladin intro hero with child following in their footsteps), so I'm back to the drawing board...

Now I'm considering playing a straight fighter or a strength-based ninja, and won't have the extra bonuses that go along with being lucky.


Have been away on holidays which is why I did not post earlier, however hat is being tossed into ring now.

I would like to put together a Red vs Blue Oni feel betwixt the elder character and the young protege.

The older character will be a fervent and fanatical follower of Ragathiel and the younger will be a cold and calculating Paladin of Dammerich.

I shall have stats and bits and bobs up for you at some point in the next couple of days (once I've gotten over jet lag and what not).


1 person marked this as a favorite.

Or to be more specific:

A Cleric / Divince Scion of Ragathiel
and
A Paladin -> Holy Vindicator of Dammerich

Silver Crusade

Ice Titan wrote:
Joana wrote:
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

Really agreed. I was going to play a charisma mainline character but after seeing that Agyris will always just be better I have completely lost interest there. At the same time, this post personifies the number one thing I don't like about rolling for stats in PbP: Stat envy at the table leads to just sitting down anyways and having fun since you got together to game together, but stat envy in PbP leads to people rolling, not liking it and not applying at all.

Sadly, Agyris is the character I was hoping to play thematically (paladin intro hero with child following in their footsteps), so I'm back to the drawing board...

Now I'm considering playing a straight fighter or a strength-based ninja, and won't have the extra bonuses that go along with being lucky.

Thats not really fair, He chose to roll and got rewarded with dice that fit his character easier, I ALSO rolled and got a comparable stat line but in places I didnt want like Wis.. the choice to play the character is up to you but I have already experienced that the difference in stats can mean alot for one character and very little for another.. You could STILL make a character that completely invalidates AK's Cav with a 20 PB. Either way I look forward to my Sensei/Ki Mystic Monk-Cleric.. Who cant casts spells but has great knowledge of his masters teachings.. but NO way to apply them well.. heh.


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I humbly present...

Introduction Character
Ciridiel Ithanduriel, the wielder of the Answerer-- male elven two-handed fighter 10

Using 20 point buy.

Ciridiel is a strong, affable looking elf with the personality of wet sand. Corded biceps, long blonde hair and piercing blue eyes betray a simple and irritatingly competitive mindset that drives Ciridiel to always try to best his peers at whatever task they set themselves to. Mithral armor covers his body and a keenly magical curved blade sits across his back, engraved with blood grooves of intertwined flames and thorned vines. A jeweled ring sits on his finger; a dragon-scale necklace hangs across his chiseled chest. He wears a permanent look of cocky derision; as a dragon-slaying master of the art of swordsmanship, he believes he has no peer or equal in the mortal world, and seeks to find an outsider worthy of his blade to test his theory.

Backstory:

Ciridiel is the son of an elven nobleman who had too little time to care for him and too much gold to spend on him. By the age of thirty he was peerless at combat in his social circles; by the age of sixty, he was considered a master at his craft. The day he turned 100, having tasted of the glory of Kyonin and what his conquest of the dueling circuit brought him, Ciridiel left the elf-state south to test himself against what lie beyond the borders of the forest.

A lot of things lie beyond the borders of the forest. After having fought for his life, shattered the bonds of slavery, held a forest stronghold against an army, solved the mystery of the death wisps, been eaten (and cut himself out of) the stomach of a tyrannosaur, discovered an ancient untouched ruin and stole the contents of the treasury in the name of finders keepers, loved more than one woman and regretted his decision immensely, unearthed the ancient blade the Answerer from its home in the stone of Celwynvian and even fought back a legion of drow, Ciridiel realized suddenly that... he was immaculate with his blade. There was no foe alive that could challenge him. He had killed monsters; his cup runneth over.

To test himself, he challenged a dragon to a duel. An enormous monster ten times the size of a mountain cat, the black dragon Ulyaoth was menacing a village in the south of Nirmathas. He set a date and a time; Ulyaoth ignored it and ambushed him long before he was ready. Ciridiel's own arrogance turned against him that night, but when he cut the head from the dragon's shoulders with a snicker-snack it told him what he needed to know: he was invincible.

So, his eye turned to the Worldwound... where the dread legions of the Abyss poured forth to do battle with the nations of men. This would be a fine place to begin. He would challenge the lords of hell themselves and find himself a throne worthy of the master of the Answerer, the elven sword-king Ciridiel Ithanduriel.

On the way to the crusades, his boatman led them astray and he spent a forgettable night on the lakeshore. In the morning, when he woke up, head heavy from drinking, he discovered that his first weapon, his sparring blade-- his father's battered practice sword from Kyonin-- was missing. Cursing the lakefolk for their obvious theft, but too far gone to turn back, he made his way to Nerosyan to take on the deadliest task the paladin lords could give him...

Statistic Block:

Ciridiel Ithanduriel
Male elven two-handed fighter 10
LN Medium humanoid (human)
Init +6; Senses Perception +3
-Defense---------------------------------
AC 25, touch 16, flat-footed 21 (+8 armor, +4 Dex, +2 deflection, +1 natural)
hp 11 (10d10+20)
Fort +12, Ref +10, Will +7
-Offense---------------------------------
Spd 30 ft.
Melee Answerer +21/+16 (1d10+11/15-20 x2) or power attack +18/+13 (1d10+20/15-20 x2) or power attack backswing/overhand chop (1d10+22/15-20 x2)
Ranged mwk composite longbow +15/+10 (1d8+3/x3) or deadly aim +12/+7 (1d8+7/x3)
-Statistics------------------------------
Str 18, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +10; CMB +10; CMD 20
Feats Power Attack, Weapon Focus (elven curve blade), Cleave, Deadly Aim, Weapon Specialization (elven curve blade), Great Cleave, Lunge, Cleaving Finish, Improved Critical (elven curve blade), Greater Weapon Focus (elven curve blade), Critical Focus
Skills Climb +10, Knowledge (dungeoneering) +13, Intimidate +7, Ride +7, Swim +10, Survival +13 All skills listed are class skills.
Traits Warrior of Old, Devotee of the Green
Languages Common, Elven
Special Abilities shattering strike (+3 CMB to sunder, +3 CMD vs sunder), overhand chop (+4), weapon training +2, backswing +4
Gear belt of physical perfection +2, cloak of resistance +3, ring of protection +2, amulet of natural armor +1, Answerer (+3 elven curve blade), +2 mithral breastplate, horse, dagger, mwk composite longbow (mighty +3), 40 arrows, cold iron longsword, explorer’s clothing, holy symbol of iomedae, potion of fly

Traits:

Warrior of Old [Link]
Source Ultimate Campaign pg. 62, Elves of Golarion pg. 15, Advanced Player's Guide pg. 1
Requirement(s) Elf
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

Devotee of the Green [LINK]
Source Ultimate Campaign pg. 54, Second Darkness Player's Guide pg. 12, Advanced Player's Guide pg. 1
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Alias: Ciridiel Ithanduriel

-------

Main Character
Nameless, the soldier, fresh recruit of Nerosyan-- male human fighter 1

Using my original 3d6 down the line rolls.

Nameless is as personable as a hunk of stone-- square, strong-shouldered and nervously stoic. His face is covered by a white mask and his head by a plate helm, either of which he does not normally remove (out of fear for falling debris or the stinking cloud of a dretch). Wearing the insignia of the Mendevian Crusades on a red tabard, Iomedae’s holy symbol, across his chest, he appears like any other rank and file soldier. A black strap and a sheathe hold his elven curve blade on his back, the exotic weapon looking out of place on such a plain person.

Personality:

Nameless doesn’t really speak; nor does he answer to any real name. Preferring to stand in the background to let the important people talk, Nameless is adept at taking orders and following them. Not that he’s without his own impetus for existence—- just that having people tell him what to do makes him feel like he’s helping more than he's not. He enjoys sword fighting and speaking to people quietly until he’s needed as well as standing just behind (but never in front of ) whomever’s in charge. Nameless personifies the mountain-- slow moving, idle, but stubborn, immovable and with an iron will. There is no one more loyal in this life or the next.

Backstory:

Nameless looked up to the paladins of Mendev for his entire life. He watched countless crusaders pass by his home on their way to glory in the Worldwound out of the front door of his home. His family lived a comfortable existence in a small fishing village in Brevoy on the coast of the Lake of Mists and Veils; simple country folk. Nameless is the fourteenth son of his mother and father, who, having exhausted all of their creativity on their first eleven children's names and phoned in the next three after, simply introduced him to his siblings as “your brother” and referred to him as "hey, you" and "son" afterwards for almost twenty years. Did he have a name? Of course. Did anyone use it? Absolutely not.

But Nameless’s fate was twined with one of the Mendevian heroes in fate's own strange, fickle way. One day, a small ship made landing on the shore not far from their home—crusaders on their pilgrimage to Mendev to fight in the fourth crusade to close the Worldwound. Nameless and his brothers and sisters sat enraptured by the crusaders’ tales and stories of honor, glory, sacrifice and battle. Each one of them was a titan unto themselves, a bastion of such great deeds that Nameless’s meager education could only hope to call them what they were-— heroes.

Before they set sail again, Nameless professed his desire to come along with them—to leave the shore of the Lake and travel to Mendev. But one of the adventurers, a lithe and battlescarred elf, took him aside and with a smile more mocking than genuine gave him a battered, beaten elf-sword that all but curved the wrong way entirely. “Once you’ve learned to wield this sword with courage, skill and dignity, come and find me in far Nerosyan,” the hero said. The ship left that day, and Nameless almost didn’t realize that he had forgotten to ask his sword-donator his name.

Two years later, against all odds, against his parents’ wishes, against his own judgment... he had, in his opinion, mastered the elven curved blade. It was time. All the while, the visions of this hero finally meeting Nameless on the spires of Nerosyan, them standing together against the horde back to back, their great triumphs and stark losses pushed Nameless forward, ever forward to grasping out to his destiny.

Taking the pilgrimage was short—- paying for it took days of work. Walking the long road to Nerosyan was hard—- but days of battering tree trunks with his curved blade was harder. Convincing the recruiter to take him despite his thin build tested him—- but he had already tested himself enough. Donning the mantle of the swords of Iomedae and taking the crusader’s pledge was honor enough—- but joining the fight would be the most glorious thing this nameless soldier had ever done.

The fight wasn't as easy as he thought. Over and over again, he held the line with many others who, to Nameless, looked just like him. Over and over again, they died and on some sad stroke of fate, he didn't. He learned early on that those who introduced themselves to him over a pot of warm gruel just before the bells that told them that the hell-beasts were coming again often had forgettable last names, or strangely left them out entirely. Names like Nik, Jan, Simpo, Barnes, Majo... but never last names. This endless cycle of introduction, battle, death and introduction brought the man to a single conclusion: Nameless refused to give out his name, as doing so would kill him. His sergeant coined the sobriquet "Nameless" for him-- and he has been that (and "hey" and "you, there" and "recruit" and "get over here hells damn it") ever since.

Statistic Block:

Nameless
Male human fighter 1
LG Medium humanoid (human)
Init +2; Senses Perception +1
-Defense---------------------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1
-Offense---------------------------------
Spd 30 ft.
Melee elven curve blade +4 (1d10/18-20 x2)
Ranged longbow +3 (1d8/x3)
-Statistics------------------------------
Str 11, Dex 14, Con 13, Int 9, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse, Exotic Weapon Proficiency (elven curve blade), Weapon Focus (elven curve blade)
Skills Climb +4, Swim +4, Survival +5 All skills listed are class skills.
Traits
Languages Common
Gear dagger, longbow, chain shirt, elven curve blade, 40 arrows, 40 cold iron arrows, 41gp

Alias: Nameless the Soldier


Endoralis wrote:
You could STILL make a character that completely invalidates AK's Cav with a 20 PB.

At fighting? Of course. I could make a ton of characters that could wipe the floor with him or push his Str 13 Dex 9 butt around.

But the thing is that I wanted to play the diplomacy/bluff sorcerer with Perform (oratory) from the Martyred bloodline-- a kind of vox populi symbol of the people character, a leader who would inspire the rank and file soldiers to hang on just for one more day!... and if I make that character, I am his character. If I try to one-up him by making my charisma 18 and racialing it to 20 or taking skill focus to dunk on his skills by 1 or 2... I'm a jerk.

His character is awesome. So is my new one, which, honestly, looks fun to roleplay (probably not fun to play but hey whatever! PbP is roleplaying > rollplaying imo). I was just disappointed that he was boss as all get out AND nabbed the role first.


Endoralis wrote:
It seems I will also have to boost my Cha to a 15 eventually.. otherwise I will not have the ability to get the Flagbearer feat and in the same vein the Banner of the Ancient Kings.

This is exactly the set up Argyris is going for (already has Flagbearer), with the banner mounted on Longspear :).


Plane was delayed 3 hours yesterday so didn't get in in time to finish characters. I will have them done this afternoon.


@Ice Titan

I really like your intro character and your main submission, pretty interesting.

Nice images for Nameless too.

Silver Crusade

@DM

Really the only question I have here is if you consider a Sensei's advice bardic Performance for all intensive purposes like Extra Performance and things that increase such..


bi0philia wrote:

@Ice Titan

I really like your intro character and your main submission, pretty interesting.

Nice images for Nameless too.

It was Joana's comment that anyone else's character would be a sidekick that got me thinking and then, well... Of course! I'll actually make a character who is, by all means, a sidekick. My charisma is low enough that I can actually just play someone like Guy from Galaxy Quest, who is a red shirt meant for death who somehow survives.

I'm still debating if I want to actually take Weapon Finesse though. Mechanically it's superior but I'm not sure if I want to be that good. I think this character should just flat-out not be mechanically powerful, but on the other hand, it's nigh necessary to carry what little weight I can. Honestly, I'm already relying A LOT on the other players to drag me through the game.

Scarab Sages

So just to keep track of everything and to help out the GM :) Thus far we have

Intro Characters
Dwarven Paladin (Melee)
Dwarven Fighter (Melee-CM)
Elven Fighter (Melee-TH)

Main Characters
Human Cavalier (Buffer)
Dwarven Ranger (Melee-TWF?)
Human Fighter (Melee?)

Looks like we are very melee heavy :P I'll have my characters soon.


Oladon
Correct.

And to everyone, please don't stress too much about the "benefits" I'm planning to give people who use the 3d6 rolls. Any mechanical benefits will be small and limited use, nothing that would unbalance the game. My intent is definitely not to create a disparity between rollers and point buyers, and I'm aware of that potential problems it would cause if I don't implement this the right way.

Endoralis
Sensei's Advice ability: Yes, the sensei Advice ability counts as the Bardic Performance class ability (oratory only, if that matters).

Dakcenturi
Thanks, I appreciate it!

People returning from trips on airplanes
No rush, plenty of time left to finish everything!

Also, I wanted to confirm I'll start looking through character details tonight. This isn't a change, just an update to let everyone know where I am in the process.


Here is Mool the Brilliant, my introductory Adventure powerhouse.

Stat Block

Spoiler:

Mool the Brilliant
Male Goblin Barbarian (Spirit Totem) 5 Rogue 5
NG Small Humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 28, touch 18, flat-footed 23 (+8 armor, +5 Dex, +1 size, +2 natural, +2 deflection)
hp 85 (5d12+5d8+34)
Fort +11, Ref +14 (+2 bonus vs. traps), Will +5; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, improved uncanny dodge (lv >=14), trap sense
--------------------
Offense
--------------------
Speed 40 ft., climb (walls only) (20 feet)
Melee Atlatl dart +11/+6 (1d4+2/x2) and
. . Blade of Fury +12/+7 (1d10+4/19-20/x2) and
. . Longspear +11/+6 (1d6+3/x3)
Ranged +1 Atlatl +16/+11 (1d4+3/x2)
Special Attacks rage (21 rounds/day), sneak attack +3d6
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 17, Int 10, Wis 8, Cha 8
Base Atk +8; CMB +9; CMD 26
Feats Extra Rage, Extra Rage Power, Low Profile, Mounted Combat (1/round), Weapon Finesse
Traits Advantageous Distraction (1/day), Indomitable Faith
Skills Acrobatics +18 (+22 jump), Bluff +3, Climb +15, Diplomacy +4, Disable Device +17 (+13 to checks if more than five feet away from device), Disguise +9, Escape Artist +11, Fly +7, Handle Animal +5, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (local) +5, Knowledge (nature) +4, Perception +11 (+13 to locate traps), Perform (oratory) +5, Ride +16, Stealth +25, Survival +4, Swim +6, Use Magic Device +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ creeping (1/day), fast movement +10, rage powers (energy resistance: fire, ferocious beast, superstition +3), rogue talents (offensive defense, wall climber), trapfinding +2
Other Gear Sneaky Clank, +1 Atlatl, Blade of Fury, Atlatl dart (6), Longspear, Amulet of natural armor +2, Bag of holding I (13 @ 34.87 lbs), Belt of physical might (Dex & Con +2), Chime of opening (10 uses), Cloak of resistance +3, Hat of disguise, Ring of protection +2, Rope of climbing, Bedroll, Belt pouch (1 @ 2 lbs), Holy symbol, gold (Zarongel), Thieves' tool extenders, common, Thieves' tools, masterwork, 856 GP
--------------------
Special Abilities
--------------------
Advantageous Distraction (1/day) Like most goblins, you're easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat
Climb (walls only) (20 feet) You have a Climb speed.
Creeping (1/day) Activate to add armor's enhancement bonus as a bonus to Stealth for 1 min.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance: Fire (Ex) Fire Resistance while raging
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Beast (Ex) When raging, animal companion also rages. Spend 1 extra rd if adjacent, or 2 rds if not.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low Profile +1 Dodge bonus to AC vs. Ranged attacks. You do not provide soft cover when ranged attacks pass through your square.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Rage (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Wall Climber (Su) A rogue with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Brief History

Spoiler:

Mool never intended to be a hero. He only wanted to have the choice of the hottest female goblins, and the best portion of food. He never expected how his life would change, after he decided to explore that hole that had just developed underneath his favorite sleeping crypt...but it did...

...Mool was poking around the old crypt; more of the same dusty skeletons, and scraps of cloth, minding his own business when the floor gave way beneath him. When he awoke with his aching head, he found that he was in a spotless chamber. Before him lay an unopened sarcophagus with a strange but holy symbol engraved upon the lid. The casket was short, so he knew it must hold a silly halfing or gnome...therefore was fair game. As he struggled to lift the lid, he somehow felt guilty. This shouldn't happen.

Finally, he was able to pry off the lid. Inside was indeed a halfling skeleton, clad in a fine shiny breastplate, and with a shiny sword clasped in his hands. He had some other goodies too. A red velvet cloak, some rings, an amulet, and some gems. He took them all of course, and stuffed them into a sack tucked into the bottom of the tomb. He slung it over his shoulder, and prepared to leave. The bag felt too light, he looked back to see if there was a hole in the bottom, and that maybe the stuff had fell out. Nope, then he looked inside and everything was there. Maybe that bump on the head was messing with his imagination. Mool quickly ran to his Hidey-hole, and stashed his new stuff.

That was the day the dreams began. He kept having these weird dreams about wanting to help people. Even humans and elves. What was wrong with him. He took to donning the stolen gear and prancing around fencing, and pretending he was brave enough to do battle...OK Something is definitely wrong here. Finally he decided to visit a Harrow Witch he was familiar with and see what the problem was. She went into some kind of dizzy spell, and spouted off something about following the way of the Paladin.

"THE PALADIN" What was she thinking. Those stupid fools would take on a Reek Giant by themselves thinking they're god would help them to victory. No way he was that stupid. Then he had the deciding dream. Zarongel came to him in his dreams, and told him that it was time for the Goblin race to have it's first Paladin, and that Mool had been chosen. Wasn't it obvious, he had all the paladin gear and magic stuff.

Now neither Mool nor Zarongel for that matter really knew what a Paladin was all about, and being Goblins they couldn't read about it, so they just faked it as best they could. Other races laughed when he announced that he was a Paladin of Zarongel, but he usually put an end to that laughter quickly. Maybe that's what being a Paladin was all about. Anyway life was pretty good. He only took stuff that was obviously meant for the Paladin of Zarongel, and begin to refer to himself as Mool the Brilliant. The name stuck. Before long he started doing deeds which he thought were definitely "Paladiny". Saving babies, and helping old ladies cross the street, and what not. Why he'd even stood with the city watch of Absalom when the Rune Lord Riots began, and more than held his own, even saving some noble kid when he was about to be speared by some kind of demon.

Of course he couldn't be truly accepted by the population as a goblin, so that handy hat he "found" that let him take on others appearance really helped... But now what had he gotten himself into. His reputation had spread both among goblins, and among the lords of Absalom. Now they had summoned him for a mission...

He longed for the days of chasing rats, and children sometimes.

Goblinese explanations

Spoiler:

Sneaky Clank: +2 Mithril, Agile, Creeping Breastplate.
Blade of Fury: +1 Furious, Adamantine Greatsword


Posting the 3d6 rolls now and will have something created later.

3d6 ⇒ (5, 1, 4) = 10
3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (3, 4, 3) = 10
3d6 ⇒ (2, 5, 3) = 10
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (6, 2, 3) = 11

Wow will be going the traditional 20pt buy after all instead of the negative point buy those rolls are.


And here is Unx, the not so Brilliant.

Stat Block

Spoiler:

Unx
Male Goblin (Varisian) Rogue (Burglar) 1
N Small Humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d8-1)
Fort -1, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club -3 (1d4-4/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 3, Dex 17, Con 9, Int 6, Wis 11, Cha 8
Base Atk +0; CMB -5; CMD 8
Feats Skill Focus (Stealth)
Traits Rich Parents
Skills Acrobatics +7, Bluff +3, Disable Device +6, Fly +5, Knowledge (local) +2, Perception +4 (+5 to locate traps), Ride +7, Sleight of Hand +7, Stealth +18; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin, Varisian
SQ trapfinding +1
Other Gear Club, 900 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Brief History

Spoiler:

Unx's Grandfather was the first, and as far as anyone could recall only Goblin Paladin. He always wished for a male heir...but ended up with only 22 daughters...and 127 grand-daughters...until Unx was born. Mool the Brilliant (Everyone must call him that) was so proud to finally have a male heir.

Unx's early childhood was great. He was spoiled, and given all kinds of rancid but interesting things to chew on / play with. The only problem was that he never got any stronger than he was when he was born. His Grandfather tried to teach him to use a sword, but he even had to wield a dagger two handed. Finally, when Unx was 5 his grandfather died. Many blamed Unx, saying that he died of heartbreak that his only male heir would never be a warrior, so Unx was left to fend for himself. And he got very good at it.

He learned if you couldn't beat anyone fair and square it was OK to hide until where they weren't expecting you and take of advantage of them then. It was amazing how much you could hurt someone bigger and stronger, if they didn't know you were coming. He also found that one of the best places to hide was behind things they knew were locked...chests, cabinets, closet doors etc...so he became very good at that as well. He would show them all. Despite his lack of strength his grandfathers blood flowed through him.

So he hid aboard a wagon headed for the Worldwound. He'd show them.

DM

Spoiler:

I think it would be cool if Unx's somehow had sold off all his Grandfathers treasures, and that Unx was left only with his grandfathers battered hat. I was thinking of taking the "Rich Parents" feat, and spending most of that money (Maybe san's some thieves tools)to purchase this "defective" hat of disguise. Maybe it only takes on one persona now, and it's the same one all the time. I'll come up with an unusual appearance (read disadvantageous) so that he won't always be considered a goblin. Let me know what you think.

[/spoiler]

Liberty's Edge

I call dibs on the diplomat for intro character, and the cleric/healer for the main character.

As I am generally more excited about thinking characters than picking items, I have part of it done. I will assemble the application as soon as I have the characters ready (the intro is ready except for equipment, with horribly formatted stats), but I think what I have so far can be amusing :)

The main character is called
Exekias of Botosani, and the intro character is called Paolo Cagliari.

Exekias is based on my crappy roll back then. With the +2 of his humanity (not yet added in), his WIS should do for decent divine spellcasting.

I have abused a few rules in the background, but I did not exploit them. Most of these abuses play no significant role in the future of the character, and they are: I treated negative levels as equivalent to loss of XP, rather than the way they are treated in Pathfinder, and I ignored penalties to age because, quite frankly, in the end they will not matter. Whatever it is in the story which depended on unusually high rolls (e.g., the outcome of the battle), I claim that to be part of the MYTHICAL event in the character's past.

Background for Exekias of Botosani:

I

A cunning bard and a loremaster attentive to the demons' motions throughout the Worldwound would be able to piece together the truth about what happened to Exekias of Botosani, a renowned cleric of Iomedae, valiant to his last breath.

This is an account of the events pertaining to Exekias's last battle, his alleged death, and his period of imprisonment in the hands of demons as well as cultists of these abyssal denizens, during which he was believed to be dead by all.

II

Many times the demons attempted to sabotage the wardstones and breach the Mendevian defenses, and it would be only natural that they would employ some of their cultists on the other side of the string in the task of "maintaining" the stones. So it happened that eventually the boundary of Mendev was broken into, west of Valas's Gift, and two abyssal companies entered the lands. The non-cultist sentinels at the station were decimated by the commanding Balor himself, he, who stepped into Mendev before all his soldiers, and started directing his company south. The other company came through along with the first one, and started moving east. It was much smaller, led by a Marilith, with a number of deceitful demons meant to scatter throughout Mendev and beyond, so as to expand the demonic sphere of influence.

Now, an Oracle in Kenabres named Ula Drzewny had foreseen that invasion, and while her prophecies were given due credit, many other divinators' uncanny senses were constantly being triggered by potential threats from the demons, so she failed to mobilize a squad suitable for eliminating the cultists and repairing the wardstone on time. She was forced to recur to her liaison to the Church of Iomedae, the priest Exekias, then not in charge but of a small group of capable paladins and clerics. On those days, they were readying themselves for an excursion that would scout surveyors of the current geography of the Worldwound, a quest requiring swiftness and much protection for the venturers.

In the Church of Iomedae disobedience was dealt with harshly, but Exekias had faith. He understood the situation and so did the paladins and clerics under his command. Nevertheless, the high-priest interpreted the flickering of his candle as a sign of Iomedae's utter disapproval of Exekias's request, and as the cleric was insisting on his dismissal from the scouting trip, trying to convince his superior of the importance of securing the wardstone that was to be attacked, Ula, who was by his side, strongly grabbed his arms, digging her long fingernails into his flash in her ecstasy, announcing "The Demon has stepped into Mendev."

Clad in his silver armor, Exekias abandoned the presence of the high-priest and joined his fellows, they became as the wind and with their light feet they swiftly moved northwest. They would not be able to stand ground against those enemies, and that was the moment of death for all the zealous warriors at Exekias side.

This is how the paladin Fionnghal of Absalam, the youngest in the company, chose to die: he stepped amidst the smaller company, slain two glabrezu and other lesser demons, and succumbed.

The cleric Eugène Delvaux, loyal to Exekias and Iomedae, as well as three other paladins restored the wardstone and prevented the entrance of a third of the larger company into the lands of Mendev. Only, they had to do so from the outside.

With his silver tower shield in hand, the ironclad Exekias materialized in front of the Balor, who immediately raised his whip and sword against Exekias, but the cleric was faster. His shining towershield flew directly into the powerful demon, attaching to him as a seal, as the priest chanted and joined his hands together as they were heavy doors being closed; soon there was an empty circle around Exekias: Banishment.

Spears rained onto his armor, and the pain was great, but the battle was not finished for Exekias, it was not yet the time of his rest. Again he dispersed as a cloud of dust from amidst the lesser demons, and materialized behind the Marilith. The cunning demon struck Exekias what felt as an uncountable number of times, but the war priest's chant did not falter, and soon the straps of his armor untied themselves, its pieces were hurled onto the Marilith, and, in simiar fashion to the tower shield flung at the Balor, banished the demon.

Unarmored and severely wounded, Exekias was an easy pray for the demons, and all that remained from those few moments were the ensuing accounts arriving at church offices about a horde of disbanded lesser demons penetrating Mendev, and being easily dealt with by crusaders on the fields.

The group was declared valiant, and posthumously given a standard for their gallantry in battle and faithfulness to the cause of Iomedae. Since no remains of demonic commanding officers were found, the laurels awarded to the squad were not the due ones -- rather, the invasion was taken to be a rather large, disorganized incursion exploiting the servitude of human cultists, one deemed to fail from the outset.

III

Since the old days, the denizens of the countless layers of the Abyss have been intrigued by human faith. Clearly, and even more so after what the mortals would call "the Worldwound" was open, faith was a strong weapon in the mortals' hands, turning them from weaklings into powerful armies -- a mysterious force, as strong as magic. Understanding faith was not a simple matter of counteraction, but rather one of tapping its immense potential. As such, the demons set out to isolate faith in mortals. Where was faith located? Could it be extracted, manipulated, reinserted?

An excellent specimen for the demons that was, Exekias, one of the survivors to the fiasco of Zumnar's and Ykh's invasion. So it happened, that barely to death by the demons surrounding him, Exekias was carried and "taken care of" by a cunning succubus named Uexar, who took him to Ustalav, and left him in the hands of a Nalfeshnee who had been secretly dominating a small vineyard a few centuries. That one particular demon was very interested in faithful individuals, and he diligently worked through Exekias's body, mind and soul, tearing them to pieces, reassembling them together, and then again, again and again. It was undeserved pain and condemnation to Exekias, and all in the cleric was destroyed, but his faith. Exekias succeeded his test of faith; rather than fading away, it maintained him alive as a steady fire -- sometimes strong, sometimes faint, but never absent -- when nothing else would, it brought him back to life when his soul was pulled from the netherworld back into his body by the demonic arcana of the Nalfeshnee.

Who knows how much time passed within the cold walls of that empty castle, populated by cries of pain and evil chants, frequented only by a few demons and cultists? It is of no matter. One day a group of adventurers, having found out about the cult (but not the Nalfeshee) raided the vineyard and took all alive as prisoners, in the name of Mendev. In their ignorance of religion, they deemed Exekias, lying in dreadful appearance in what seemed to be an altar of evil, to be a cultist, in the process of making himself a demon, and so it was that the broken cleric, deprived of memory, without parts of his brain, and health, with torn muscles and broken bones, but not faith, for his faith did not falter, arrived again at the settlement of Kenabres, amidst cultists, to be hung for associating with the demons. Who was to believe Exekias, if he were to speak? Who was to testify on his behalf, that he was a servant of Iomedae, never aligned with the demons? Who was to even recognize him as Exekias of Botosani?

Background for Paolo Cagliari:

"My mentor's name was Exekias. He went through many hardships early in his life, and he proudly introduces himself as a cleric of Iomedae born in the Land of Man. He came to life in the early days of the Rahadoim Church of Iomedae, and his call was not to stay and strengthen the faith there, but to leave. He settled at the Windsong Abbey for many years, and this was where I met him. We ventured together with a few other religious men throughout Varisia, northern Nidal and even the Hold of Belkzen. We had some rough times moving into then retreating from the orclands, but we learned a lot not just about combat, but about our own paths as holy men. Eventually we realized that clashing against orcs in their own lands was not going to make people's lives better, as long as these people were protected from orc incursions.

Shortly after, some five years ago, we had to topple a Nidalese lord who was convinced that the settlements in southern Varisia, to the north of Barrowmoor, were part of the Nidalese burial lands. He seized control of those settlements and what he did to the people there... only time will heal. I still shiver when I recall the things I saw happening there, but at that time I a young zealot under the guidance of Exekias, and we just went in and took the Nidalese down! He was never expecting that someone would simply knock at his front door and dare to attack him, but we dared, and we succeeded.

I owe much to Exekias, not only in the field, but also in how much he portrayed of that which Milani wanted me to witness. He would always testify to Iomedae's valor in battle, but through his actions he brought hope and a better life to many people, I must say. Not just him, but all of us in our troop.

Unfortunately, after that raid, our group of religious men was never the same... We saw some horrible things being done to the people of the village, and we began to question ourselves; some questioned their faith, I questioned my approach to good deeds, Exekias realized that he had to do more.

Ultimately he was called into Mendev, as many outstanding clerics of Iomedae are, and so I also set out to seek my path. I knew that I was not as fit for battle and as valiant as Exekias, in fact not even close to that, but I knew I could do something to help people. I did not know where, and in fact I still do not, but I do know what: bring hope; and bringing hope is about harnessing people's abilities, and putting them together to a greater good; it is about showing them that they have the potential to do great things and to help each other, and that the world has many problems that they can solve -- it is not all about demon invasions, even though they are the most evident threat to us these days.

But exactly because paladins these days tend to think that our problems are summarized in our battle against the demons is that for the last four years I have been performing deeds that would help me increase my fame on these lands, and putting out word that I wished to meet the paladins of Milani, and any others that shared my approach to faith, in the city of Kenabres.

(About a year ago I heard a rumor that a certain Exekias of Iomedae was dead, but it brought me so much grief that I would rather not talk much about his death. Occasionally I pursue the truth about what happened to him, but I still have trouble accepting that he died at the hands of demons in such... mundane circumstances; I guess it blemishes the heroic image I built of him throughout our years together, a true one I must say, and to accept the more reliable accounts of his death, even though they are also true, feels like living a lie, so contradictory they are to what I have seen.)

As I was saying, I hope that after so many years of marketing that hope is not brought only through crushing enemies, I have managed to get my invitation to the ears of worthy paladins, and I think we will be able to do great things if we join efforts."

When it comes to Alexander having a secret advantage to "compensate" for his "horrible" 3d6 rolls, I think it will be for the benefit of the group. If his character were a scoundrel, then I would be worried about exploitation ;)

Silver Crusade

Oh yeah this will be the best party ever

Im adding my Intro Character an Unarmed Fighter/ MoMs of Irori
And his stubbornly unwise yet resilient student a Sensei Ki Mystic Qigong Monk/ Cleric. Im just getting the story on my notepad done so I can copy it up here. We will have ALL the TEAMWORK. Btw they are both LG.

Silver Crusade

Quote:
Any mechanical benefits will be small and limited use, nothing that would unbalance the game.

Ah, so I may be going back to point buy so that I can drag a cleric with 6 con, a cleric/monk with 6 wis and a rogue with 3 strength through the game.

I want to say that it's hilarious that a character who is by all rights a stereotypical NPC would be pulling you guys through this, but... :P


I think your starting to see why I am playing a heavy buffer Nameless ;).

Although Endoralis' Sensei Flagbearer offers plenty of redundancy too (Inspire Courage and Flagbearer x2 don't stack). When the A team's dead, the B team isn't available and the C team is on holiday... bring in the D team ;).

I love Nameless's concept, but I do hope you go for point buy with him, for the sake of Mendev :P.

Silver Crusade

Not really considering one main thing, ONE I will have it online faster than you and get it much longer and have buffs you could only dream of doing and Two your bonuses will not be used on Inspire courage all the time or your wasting time in the PRC. Thus it would make a situation where you would be using OTHER abilities that stack while My guy is Handing out Rerolls and True Strikes and Whatnot.

IE Sensei + Qigong = Barkskin for other people. or ALL THE PEOPLE.. among other things.


well, may as well try my luck on the reroll and see where it takes me. I'll most likely end up using point buy for both.

str: 3d6 ⇒ (4, 5, 1) = 10
dex: 3d6 ⇒ (6, 5, 6) = 17
con: 3d6 ⇒ (1, 4, 1) = 6
int: 3d6 ⇒ (5, 2, 6) = 13
wis: 3d6 ⇒ (4, 2, 1) = 7
cha: 3d6 ⇒ (2, 6, 4) = 12

Yup, point buy it is. Anyway, we look pretty well taken care of on the martial and divine front. I think I might just whip up a wizard and apprentice combo. I'll get something posted soonish.


Wow! Great submissions so far. Tough competition!

My first set of 3d6-in-order stats came out as:
Str 14, Dex 11, Con 15, Int 13, Wis 16, Cha 11

Let's see what the free re-roll gives:
Str: 3d6 ⇒ (6, 5, 4) = 15
Dex: 3d6 ⇒ (6, 6, 2) = 14
Con: 3d6 ⇒ (5, 2, 4) = 11
Int: 3d6 ⇒ (2, 1, 4) = 7
Wis: 3d6 ⇒ (1, 3, 1) = 5
Cha: 3d6 ⇒ (3, 3, 5) = 11

Looks like the original set is best, so I'll go with that. Now to get the characters together!

Silver Crusade

I put up a 20 point buy version of Nameless in my alias who is much more adept at what he does.

Silver Crusade

Okay, With the massive amount of buffs and whatnot Nameless might gain a name without actually trying. Also I hope both of you don't mind me utilizing the format presented in previous submissions they are quite organized compared to what I was gonna do.


Some more framing information for my characters - they are still works in progress but I am chugging away at the details. Like AK - I will be reusing defunct PC aliases for my characters

Intro Character: Lorth Blood-Seer - a Human Cleric 5 / Divine Scion 5

Fluff Detail:
One of the Miusunnit Erutaki of the northern ice-wastes, Lorth was chosen early in life. Stricken with a disease that robbed his body of strength and spirit of potency he was laid low and a spirit-talker called to see what could be done. In trance the spirit-talker walked the lucid dream of the sleeping Lorth and watched through closed eyes as he kenned the heart of the wasting Erutaki.

The avatar of his soul cast dark shadows upon the ground and was chained by denigrate beasts of chaos and evil. The beasts held the chains that kept his spirit captive... when a lance of fire descended from the heavens and set the avatar aflame. Roiling within the incandescent light a scream of primal terror erupted as the avatar sprung forth glorious and terrible with blade of flame and righteous ferver etched on a yet burning face. The denigrate beasts were dispatched and the avatar revelled in the slaughter... but there was also hunger unsated, a desperate need to shed more blood... and slay more beasts of the realm below.

As the avatar turned it's gaze upon the spirit-talker both healer and Lorth awoke in a cold sweat... Lorth with no sign of illness, but with a wing of crimson shade etched upon his chest. The spirit-talker recalled all he saw... and was afraid. Lorth was exiled from the Erutaki... sent south to more temperate lands - and his path led to Castle Firrine and service with the Knights of Ozem.

More to come - I know it's a lot, but it helps me frame ideas.
Lorth will be a suicidally aggressive and blaster focused Cleric / Divine Scion. Very much burn it with fire as the standard approach, though will carry secondary healing.

Main Campaign Character: Glorfin Umbar-Caeli - Archon Blooded Aasimar Paladin 1 (eventually aiming for Holy Vindicator PRC)

Further Detail:
Assuming that Archon Blooded Aasimar is allowed?
Str: 14, Dex: 12, Con: 16, Int: 11, Wis: 14, Cha: 14
Will be a melee combatant with a reasonable defensive focus - wielding a bastard sword two handed.

Glorfin will be a protege of Lorth, but there will be a critical framing point in their relationship. Glorfin was originally a follower of Ragathiel also, but in one assault upon a village beset by demons from the Worldwound - Lorth made a terrible mistake. A succubus had swayed one of the peasantry and was using him as a human shield. In his fervor and righteous anger Lorth immolated them both .

Lorth was unrepentent - arguing acceptable collateral damage, whereas Glorfin argued that the loss of innocent life could have been avoided. A rift opened between the two - resulting in Glorfin having a crisis of faith.

Still needs some further work, which shall occur - just wanted to get what I had down so you know I'm still interested :)

Scarab Sages

Used 20 Point Buy on both, as the 3d6 just didn't fit with any of my concepts

Intro Character: Efwin Albaster Male Elf Alchemist (Chirurgeon) 10

Stat Block:

NG Medium Humanoid (elf)
Hero Points 1
Init +4; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 20 (+8 armor, +4 Dex, +1 natural, +1 deflection)
hp 63 (10d8+10)
Fort +11, Ref +14, Will +7; +2 vs. enchantments, +4 bonus vs. poison, +2 trait bonus vs. fear
Immune magic sleep; Resist elven immunities, poison resistance +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gauntlet (from Armor) +7/+2 (1d3+2/x2) and
. . Masterwork Cold Iron Longsword +8/+3 (1d8+2/19-20/x2) and
. . Unarmed strike +7/+2 (1d3+2/x2)
Ranged +1 Seeking Composite longbow (Str +2) +10/+5 (1d8+3/x3) and
. . Bomb +10/+5 (5d6+5 Fire/x2)
Special Attacks bomb 5d6+5 (17/day) (dc 20), discoveries (explosive missile, healing touch, holy bombs, precise bombs, spontaneous healing [50 hp/day])
Spell-Like Abilities Comprehend Languages (1/day), Detect Magic (1/day), Detect Poison (1/day), Read Magic (1/day)
Alchemist (Chirurgeon) Spells Prepared (CL 10):
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 20, Wis 13, Cha 8
Base Atk +7; CMB +7; CMD 24
Feats Brew Potion, Bullseye Shot, Extra Bombs, Point Blank Shot, Precise Shot, Ricochet Splash Weapon, Skill Focus (Heal), Throw Anything
Traits Alchemical Adept, Child of the Crusades (Mendev), Sacred Touch
Skills Acrobatics +2, Appraise +18, Climb +0, Craft (alchemy) +18 (+20 to craft alchemical items, +28 to create alchemical items), Disable Device +12, Escape Artist +2, Fly +10, Heal +25, Knowledge (arcana) +14, Knowledge (nature) +13, Linguistics +6, Perception +16, Profession (merchant) +14, Ride +2, Sleight of Hand +10, Spellcraft +13, Stealth +12, Survival +7, Swim +0, Use Magic Device +7; Racial Modifiers +2 Perception, alchemy +10
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, Infernal, Sylvan
SQ anaesthetic, avarice, fast poisoning (swift action), hero points, infused curative, mutagen (dc 20), swift alchemy
Combat Gear Boro bead (1st level) (1/day), Boro bead (1st level) (1/day), Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Oil of bless weapon (10), Potion of protection from chaos (10), Quick runner's shirt (1/day), Wand of cure light wounds; Other Gear +2 Mithral Chainmail, +1 Seeking Composite longbow (Str +2), Arrows (100), Blunt arrows (100), Cold Iron Arrows (50), Cold Iron Arrows (50), Cold Iron Arrows (50), Masterwork Cold Iron Longsword, Amulet of natural armor +1, Belt of physical might (Str & Dex +2), Cloak of resistance +3, Efficient quiver (350 @ 52.5 lbs), Handy haversack (6 @ 56 lbs), Headband of vast intelligence +2 (Stealth), Healer's gloves, Ring of feather falling, Ring of protection +1, Alchemist's kit, Dungeoneering kit, deluxe, Formula book, Silk rope (3), Thieves' tools, masterwork, 4335 GP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/100
Blunt arrows - 0/100
Bomb 5d6+5 (17/day) (DC 20) (Su) - 0/17
Boro bead (1st level) (1/day) - 0/1
Boro bead (1st level) (1/day) - 0/1
Cold Iron Arrows - 0/50
Cold Iron Arrows - 0/50
Cold Iron Arrows - 0/50
Comprehend Languages (Envoy) (1/day) (Sp) - 0/1
Detect Magic (Envoy) (1/day) (Sp) - 0/1
Detect Poison (Envoy) (1/day) (Sp) - 0/1
Feather Fall (Constant) - 0/0
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Oil of bless weapon - 0/10
Potion of protection from chaos - 0/10
Quick runner's shirt (1/day) - 0/1
Read Magic (Envoy) (1/day) (Sp) - 0/1
Spontaneous Healing (50 HP/day) - 0/50
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Alchemical Adept Raw materials are not consumed on failed craft checks for alchemical items.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.

He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Avarice Must gain at least 10% more treasure than allies or cannot Aid Another for 1 week
Bomb 5d6+5 (17/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Boro bead (1st level) (1/day) Recharge a consumed extract of the chosen level.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Child of the Crusades (Mendev) +2 trait bonus on all saves against fear.
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Explosive Missile Use bomb with ranged weapon.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Holy Bombs Bomb does divine dam & staggers Evil foes for 1 rd (Fort neg). Half/no dam vs Neutral/Good.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spontaneous Healing (50 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Background:
Efwin always had a knack for putting things back together as well as a very inquisitive mind. Later in life he applied his skills to healing and caring for people. Of course, being as inquisitive as he was it didn't take long before he found himself in dangerous situations hunting down the most recent knowledge. Luckily for him he was able to recieve training from a great elven Alchemist which helped in keeping him alive while hunting down the next piece of lore or great mystery. It also helped that his love for healing and fixing people came in handy to keep himself alive.

Eventually he found his way to the Worldwound after several years of adventure. Here to research new ways to improve his healing arts, utilizing some of the demons abilities to quickly heal themselves when injured. He has setup a local business and has become well known for his potions and brews that not only help to heal individuals but grant them other boons to assist with continued battles of the Worldwound.

Main Character: Asura Vanil Garuda-Blooded Aasimar (Plumekith) Inquisitor 1

Stat Block:

LN Medium Outsider (native)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 6 (1d8-2); judgement of sacred healing 1
Fort +1, Ref +3, Will +4
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist acid 5, cold 5, electricity 5, judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/x2) and
. . Morningstar +2 (1d8+2/x2) and
. . Unarmed strike +2 (1d3+2/x2)
Ranged Longbow +3 (1d8/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Forced Quiet (DC 13), Cure Light Wounds
0 (at will) Disrupt Undead, Acid Splash, Detect Magic, Create Water
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 7, Int 14, Wis 14, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Point Blank Shot
Traits Criminal (Disable Device), Reactionary, Toxophilite
Skills Acrobatics -2, Appraise +0, Climb -3, Diplomacy +6, Disable Device +5, Disguise +0, Escape Artist -2, Fly -2, Heal +6, Intimidate +7, Knowledge (planes) +6, Perception +6, Ride -2, Sense Motive +9, Spellcraft +6, Stealth +6, Survival +0, Swim -3; Racial Modifiers silver-tongued haggler (+1) (5/day)
Languages Abyssal, Celestial, Common, Elven
SQ domains (trade), hero points, hide tracks, judgement (1/day), judgement of sacred escape, meticulous, truespeaker
Other Gear Kikko armor, Arrow, durable (10), Arrows (40), Blunt arrows (40), Longbow, Morningstar, Backpack, masterwork (empty), Belt pouch (empty), Blanket, Candle (10), Flint and steel, Holy symbol, wooden (Abadar), Holy text (Abadar), Manacles, Mess kit, Soap, Spell component pouch, Thieves' tools, Trail rations (5), Waterskin, 4 GP, 5 SP
--------------------
TRACKED RESOURCES
--------------------
Arrow, durable - 0/10
Arrows - 0/40
Blunt arrows - 0/40
Judgement (1/day) (Su) - 0/1
Silver-Tongued Haggler (+1) (5/day) (Su) - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Trade) Associated Domain: Travel
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Meticulous -2 on all untrained skill checks
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Silver-Tongued Haggler (+1) (5/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
Toxophilite +2 bonus to confirm critical hits with bows.
Truespeaker Learn two languages for each rank you put in Linguistics.

Background:
Asura grew up in Nerosyan. Her father was a crusader who died fighting the demons of the Worldwound. After the money ran out she had to resort to other means to continue living. She spent several years on the streets stealing to survive and became very good at it. On one of her failed hesits she tried to robe a grand cleric of Abadar, as those of Abadar generally held great wealth and treasure. The cleric took pity on the girl and recognized her celestial heritage. Taking her under his wing he taught her of Abadar and his holy ways. With such a rough past and the still burning hatred for the demons who took her father and put her in this situation she turned Abadar's tenants to fit her hunger for revenage against the demons and to seek out their destruction.

After some time she split ways with her mentor trying to etch out her own path. Once again in Mendev she started looking for work, something where she could use her talents, get some money and do some good. She found Efwin an well respected alchemist who needed help with his business as well as someone with skills that fit Asura's description. Now working for the alchemist she helps him run his business as any good follower of Abadar is apt to do, while assisting him on the side in obtaining hard to find reagents and dealing with any pesky lesser demon threats Efwin doesn't have the time to bother with.

Scarab Sages

Updated characters list:

Intro Characters

  • Lothar - Dwarven Paladin (Melee) [Alexander Kilcoyne]
  • Delgras - Dwarven Fighter (Melee-CM) [JDragon_ITTS]
  • Ciridiel - Elven Fighter (Melee-TH) [Ice Titan]
  • Mool - Goblin Barbarian/Rogue (Melee Finese?) [scranford]
  • Paolo - Human Cleric (?) [obernardo]
  • Lorth - a Human Cleric/Divine Scion (?) [Mark Sweetman]
  • Efwin - Elf Alchemist (Ranged) [Dakcenturi]

Main Characters

  • Argyris - Human Cavalier (Buffer) [Alexander Kilcoyne]
  • Berrag - Dwarven Ranger (Melee-TWF?) [JDragon_ITTS]
  • Nameless - Human Fighter (Melee?) [Ice Titan]
  • Unx - Goblin Rogue (Melee Finese?) [scranford]
  • Exekias - Human Cleric (?) [obernardo]
  • Glorfin - Aasimar Paladin (?) [Mark Sweetman]
  • Asura - Aasimar Inquisitor (Ranged) [Dakcenturi]

Liberty's Edge

Thanks for the updated list, Dakcenturi; Paolo is a Paladin 10, and Exekias is a Cleric 1.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks for the updated list.

Berrag will be doing two weapon fighting, using the Earth Breaker and armor spikes.

DM Haldhin are you open to multiple submission's? I'm seeing some gaps in the proposed characters and figure I would like to do what I can to increase my odds of getting to play.

JDragon


I have the idea formulated for both characters just need to flesh them out and add stats to them. Right now I am going with a level 10 cleric that is a party buffer and hp soak mentoring an upstart gnome stargazer oracle of the heavens.


I really like what I'm seeing so far! Character designs and backgrounds are really blowing me away. Even the rough ideas are pretty good, excellent work from everybody. And I appreciate people continuing to indicate interest even if you're not finished yet. No worries though, still looking at the 21st for the deadline so you've got time to finish.

I think the only question for me at the moment is JDragon's inquiry about multiple submissions. I have mixed thoughts about this one. After thinking about it, because of the two characters I'm asking people to prepare, I prefer it if players just choose one set of characters for consideration.


Great list, Dakcenturi!

Couple of questions for DM Haldhin:

1.) Do you have any objections to an Introductory character being older? I'm considering an old (150+ years) gnome Archivist Bard who remembers adventuring in Sarkoris before the Worldwound appeared. He would serve primarily as a buffer for the rest of the party.

2.) How much time will pass between the introductory adventure and the first adventure of the AP? It may have bearing on my Main character's background.

Thanks!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks for the quick response.

Makes sense to me.

JDragon


Hey Haldhin, working on my wizards, half-elf mercenary crusader for the intro and tiefling foundling for the main. Is it ok to use starting funds on the main (and the intro as well) to scribe scrolls and add to spellbook?

Also, how far back will the intro adventure be taking place from the main campaign? I just want to figure out what my main character is doing while the intro adventure takes place.


Korvus
1. Not at all. Feel free to make either or both characters old enough to remember a time before the Worldwound.

2. Roughly 5 years is what I'm thinking. This is a loose number though, so I'm flexible if the story needs more or less.

Pyschic
Don't worry about using starting funds for the intro character to scribe spells, just give yourself a reasonable spellbook for the level. As for the main, I'm fine with it.

Roughly 5 years, though as I said above, I'm open to changing that around if people really feel strongly about needing longer or shorter time between adventures.

-----

I don't really have any questions for the people who have submitted characters so far. Depending on how many finals we get, I may send some PMs tomorrow night to iron out a few details, but as I've said before, I'm very pleased with the quality of submissions I've seen.

I'll also remind people to have completed submissions posted by 6pm EST tomorrow, Sunday, July 21st.

Silver Crusade

Roger, Roger


I've come to the realization that I'm just not going to have character concepts that I really like put together in time for the application deadline, so I'm going to bow out. But I can tell from the applicants so far that I'm really going to enjoy watching this one. Good luck everyone! You're in for a fun ride with a great DM!


Taking a look at the entries thus far I am switching gears. Instead of a cleric and oracle I will be going with a wizard and his daughter a sorceress tainted by the proximity to the worldwound. Will have it up by the deadline. Good luck everyone.


Ok, here is Merten Falstaff, grizzled Mercenary Wizard for the Intro Character:

Appearance:

A gruff, stocky, half elf with light brown hair and beard, turning to grey. Laugh lines and crows feet mar his skin, which is by turns ruddy from the elements or pale from long study. Merton typically wears buff colored breeches and shirts under richly dyed tunics of red, grey and gold. His hair and beard are long and full, but well groomed. Numerous scrolls usually hang from his belt, and a small, red dragon typically perches on his shoulder and asks overly personal questions telepathically to passerby.

Backstory:

Merton was raised in shadow of the heavy woods of Darkmoon Vale in Andoran by half-elven parents. He studied the arcane arts in Korvosa and Magnimar, always more concerned with knowledge, wealth and prestige than the causes which captivated his fellow countrymen. As he progressed in skill, he began to hire himself out to merchants, nobles, and even adventurers, funding his further studies by serving as an interpreter, tutor and “field leveler” to his employers. Many times he scryed and spied on the rivals of this Chelaxian duke or that always committing his contracts to writing and leaving satisfied customers until he chanced to spy a beautiful consort of a Taldan merchant prince. Merten was immediately smitten by her beauty, and arranged to meet with her. While he had never been successful with the fairer sex prior to this encounter, Griselle seemed to hang on his every word, and was soon whispering tantalizing promises into his pointed ears. Merten broke his contract, divulged his employer’s secrets and fled north with his paramour. They shared two dizzying weeks together before the mage awoke, naked in a roadside inn, his spellbooks, his coin, his enchanted goods, and even his clothing gone.

With his reputation ruined, he could not return south. He managed to feed and clothe himself by the sweat of his brow and a few well placed cantrips, and began the long, arduous process of rebuilding his spellbook. As soon as he could, he tried to find Griselle, but no matter the spell, no matter the coin, she seemed to have disappeared from all of creation. Merten migrated further and further north, eventually taking up work as a field mage with the Mendevian crusaders. He worked hard, kept his head down and his mouth shut, and traded spells with every other mage he encountered for seventy-five years. As the years passed, he developed a reputation as a competent and no nonsense, if expensive, addition to any expedition into the Worldwound. He studied the demonic forces arrayed against humanity, and learned their strengths and weaknesses, and preferred tactics. He also invested in many inns and brothels in Egede, and though the monetary return is small, he is often privy to information regarding events around the Inner Sea before it reaches Nerosyan.

On one foray into the edges of the Worldwound, Merten and the crusader band who had hired him came across a ruined farmhouse and a squalling, foundling tiefling, covered in gore. When the party, all devout worshipers of Iomedae, turned their backs on the child, meaning to leave it to an inevitable death, Merten chided them all and took the child as his own. He has raised Haroon as his own son, by turns astounded by the boy’s aptitude for magic, and fearful of his hunger for knowledge of his origins. Merten has done his best to shield Haroon from the hatred and suspicion of the people of Mendev, worried for the boy’s safety, and concerned at what his foster son might do if greatly provoked.

Merten prefers to study, analyze, and then attack, and has become wary and suspicious as he approaches middle age. This suspicion has served him well, as he has often discovered unscrupulous crusaders, employers who do not intend to pay, and even crusader generals under the thrall of Succubi. He typically avoids the first, turns the tables on the second, and saw the last ripped to shreds by a pack of celestial dire wolves he personally summoned for the occasion.

Statblock:

Merten Falstaff

Male half-elf wizard (diviner(foresight)) 10
N medium humanoid(half-elf)
Init +11; Senses low-light vision, Perception +18(+22)
-Defense--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 dex, +1 deflection)
hp 61 (10d6+30)
Immune sleep, +2 vs. enchantment
Fort +8, Ref +9, Will +10
SR 15
-Offense--------------------
Spd 30ft.
Melee cold iron dagger +5 (1d4+0)
Ranged light crossbow +7 (1d8)
Special Attacks
Arcane School Spell-Like Abilities (CL 10th; concentration +17)

3 + Int Mod / day - Prescience (Su)
10 rounds / day - Foretell (Su) 30’ aura +2 allies or -2 enemies luck bonus / penalty to ability checks, attack rolls, caster level checks, saving throws and skill checks.

Wizard Spells Prepared (CL 10th; concentration +17)

5th 4/day - prying eyes, quickened invisibility, summon monster V, wall of stone
4th 5/day - dimension door, dimensional anchor, scrying, stone shape, summon monster IV
3th 6/day - clairaudience/clairvoyance, fly, haste x2, dispel magic, summon monster III
2nd 7/day - glitterdust (DC 20), mirror image, resist energy, see invisibility, stone call, web, 1 open
1st 7/day - feather fall, mage armor, magic missile, protection from evil, true strike, unseen servant, vanish
0th (at will) 4/day - dancing lights, detect magic, prestidigitation, read magic

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 25, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 18
Feats Skill Focus (Perception), Scribe Scroll, Elven Spirit, Spell Focus (Conjuration), Reach Spell, Augment Summoning, Superior Summons, Improved Familiar, Quicken Spell, *Alertness
Skills acrobatics +3, appraise +11, bluff +0, climb +0, craft(alchemy) +15, diplomacy +0, disguise +0, escape artist +13, fly +13, handle animal +0, heal +0, intimidate +0, kn(arcana)+20, kn(dungeoneering) +15, kn(engineering) +11, kn(geography) +11, kn(history) +11, kn(local) +15, kn(nature) +20, kn(nobility) +11, kn(planes) +20, kn(religion) +20, linguistics +13, perception +18(+22), perform +0, profession +0, ride +3, sense motive +10(+12), spellcraft +20(+22), stealth +3, survival +0, swim +0
Traits Elven Reflexes, Focused Mind
Languages Common, Elven, Draconic, Abyssal, Infernal, Celestial, Terran, Ignan, Auran, Aquan, Aklo, Sylvan
SQ adaptability (skill focus(perception)), arcane bond (faerie dragon), arcane training, elf blood, keen senses
Gear +1 haramaki of spell resistance 15, headband of vast intelligence +4 (escape artist & sense motive), belt of physical might +2 (dexterity and constitution), cloak of resistance +3, cracked dusty rose prism ioun stone, pearl of power I, pearl of power II, ring of protection +1, ring of sustenance, 2727 gp
Scrolls burning hands (CL 5), comprehend languages (CL 1), disguise self (CL 6), enlarge person (CL1) x2, expeditious retreat (CL 1), mount, communal (CL 10), sleet storm (CL 5), slow (CL 10) (DC 20)
Spellbook
0th - acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st - burning hands, charm person, color spray, comprehend languages, crafter’s fortune, disguise self, ear-piercing scream, enlarge person, expeditious retreat, feather fall, floating disk, grease, mage armor, magic missile, mount, obscuring mist, protection from evil, shield, silent image, true strike, unseen servant, vanish (22 total)
2nd - communal mount, darkvision, glitterdust, gust of wind, invisibility, locate object, mirror image, pyrotechnics, resist energy, rope trick, see invisibility, stone call, web (12 total)
3rd - ablative sphere, arcane sight, clairaudience/clairvoyance, dispel magic, fly, haste, mad monkeys, phantom steed, sleet storm, slow, summon monster III (11 total)
4th - dimension door, dimensional anchor, scrying, share senses, stone shape, summon monster IV (6 total)
5th - contact other plane, prying eyes, summon monster V, wall of stone (4 total)


And here is Haroon Falstaff, foundling Tiefling Wizard for the Main Character:

Appearance:

Haroon has ruddy flesh, thick black hair, kept close-cropped on head and jaw, an aquiline nose and maroon eyes. He typically wears a long cloak to try to hide the small, batlike wings and long hairless tail that evidence his fiendish heritage.

Background:

Haroon was found, naked and squalling in a field, surrounded by slain Mendevian crusaders. Though the priest of Abadar and his cohort intended to abandon the infant, or even slay the obvious fiend, the grizzled mercenary mage they had hired interceded on the babe’s behalf, and took the shrieking tiefling as his own. Haroon grew up in taverns and campsites, and proved a quick study of every arcane art that his adopted father, Merten Falstaff, imparted to him. Despite the fear and outright hostility towards his appearance, Haroon does his best to maintain a positive outlook, seeking the good in himself and others. As Merton once advised him, “Whatever you seek for in others, good or bad, that you shall find.” Unfortunately, Haroon’s appearance has stunted his facility with social interactions, and while he is usually polite, he has a hard time picking up on social cues, and can come across as strange and callous.

As Haroon grew to adulthood, he began to question whether there was more to learn of his heritage. Though his father counseled him that no good would come of any knowledge he should find, Haroon’s curiosity outstripped his father’s wisdom. Determined to learn where he came from, Haroon seeks to travel into the Worldwound and learn its secrets for himself.

Haroon sees Merten as a loving father, but feels that the old man is holding him back from knowledge that he needs. Out on his own, he feels that he has the chance to truly understand himself, and reach his true potential.

Haroon understands the need to repel the demons from Golarion, but believes most crusaders to be thoughtless sheep, lacking the intellectual capacity to understand the creatures and master them.

Statblock:

Haroon Falstaff

Male tiefling wizard 1
CG medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1 (+3)
-Defense--------------------
AC 13, touch 13, flat-footed 10 (+0 armor, +3 dex)
hp 11 (1d6+5)
Fort +2, [b]Ref +3, Will +2
Resist cold 5, electricity 5, fire 5
-Offense--------------------
Spd 30ft.
Melee cestus +0 1d4 (19-20/x2) (B or P) (5gp, 1lb),
or dagger +0 1d4 (19-20/x2) (P or S) (2gp, 1 lb)
Ranged light crossbow +3 1d8 (19-20/x2) P, 80 ft., (35gp, 4 lbs),
or dagger +3 1d4 (19-20/x2) (P or S), 10 ft.,
or acid dart +3 1d6 (7 / day), 30 ft.
Special Attacks
Spell Like Abilities (CL 1st, concentration +5)

1 / day-darkness

Arcane School Spell-Like Abilities (CL 1st; concentration +5)

7 / day-acid dart (1d6)

Wizard Spells Prepared (CL 1st; concentration +5)

1st - color spray (DC 15), grease (DC 15), protection from evil
0th (at will) - dancing lights, detect magic, read magic

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMB 13
Feats Scribe Scroll, Toughness
Skills Acrobatics +3, Appraise +7, Bluff -1, Climb +0, Craft +4, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +7, Handle Animal -1, Heal +0, Intimidate -1, Kn(arcana)+8, Kn(local) +8, Kn(nature) +8, Kn(planes) +8, Kn(religion) +8, Perception +1(+3), Perform -1, Profession -1, Ride +3, Sense Motive +0, Spellcraft +8, Stealth +3, Survival +0, Swim +0
Traits
Languages Common, Abyssal, Draconic, Elven, Infernal, Orc
SQ arcane bond (raven), prehensile tail, summoner’s bond, vestigial wings
Gear
Spellbook
0th-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st-color spray, enlarge person, grease, mage armor, protection from evil, sleep, vanish

GM Haldhin:

I haven't done gear yet for Haroon, and Merten still has some outstanding gold for purchases. In terms of the Intro Character, I know you've discouraged crafting in other AP's, but if you're ok with it, I'd like to sub in Craft Rod for one of the wizard bonus feats and whip of a couple of half-price lesser metamagic rods. I don't want to abuse it, and I've resisted the urge to grab Craft Wondrous Item and make a half-price robe of the archmagi. Anyway, please let me know how you feel about some rod crafting, and I'll adjust accordingly if I get picked.


Philip the Transmuter 10:

Phillip Transmuter 10
CG Medium Humanoid (human)
Init +9 Perception +11, detect magic at will

Defenses

AC: 15 touch: 15 flat footed: 12
HP: 92 (10d6+50)
Fort: +8 REf: +8 Will: +10
CMD: 18

Offense
Dagger: +5 1d4 19-20/x2
light crossbow: +8 1d8 19-20/x2
BAB: +5 CMB: +5

Statistics

Str 10 Dex 16 Con 16 Int 24 Wis 12 Cha 8
Skills:
Acro: +13 (headband)
appraise: +7
climb: +5
perception: +11 (headband)
swim: +5
know (arcane, dung, geo, local, nature, planes, religion): +20 (10 ranks each)
spellcraft: +20 (10 ranks)
(the rest are stat based only)
Feats and Traits:
- Arcane Strike: Swift Action, weapons deal +3 dmg and are considered magic vs. DR
- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor
- Improved Initiative: +4 bonus on initiative checks
- Spell Penetration: +2 bonus on level checks to beat SR
- Toughness: Gain +10 hit points
- Scribe Scroll: Create magic scrolls
- Extend Spell: 1 spell level higher; spell lasts 2x as long as normal (spells w/ duration of concentration, instantaneous, or permanent are not affected)
- Quicken Spell: 4 spell levels higher; casting spell is Swift Action that does not provoke AoO; spell w/ casting time of more than 1 full-rnd action cannot be quickened
- Silent Spell: 1 spell level higher; spell can be cast w/ no verbal components
- Still Spell: 1 spell level higher; spell can be cast w/ no somatic components
Reactionary: +2 Trait bonus on Initiative checks
Focused Mind: +2 Trait bonus on concentration checks

Racial Abilities:
• Bonus Feat: gain one extra feat at 1st level
• Skilled: gain 1 extra skill rank/level
Class Abilities
Cantrips
Scribe scroll
Bonded Item Ring
Spells: (4/7/7/6/5/4)
Spellbook: TBD upon party composition

Gear:
Belt of +2 dex and con
quick runner's shirt
gloves of swimming and climbing
Helm of comprehend languages
headband of int +4
brooch of shielding
ring of counterspells
ring of protection +2
cloak of resistance +2
7013 in scrolls, potions, spellbook, and mundane materials

Phillip was a family man who also like to see the world. His travels took him from far reaching jungles to isolated desert ruins. His last location was near the Worldwound were his wife and constant companion of 6 years passed away upon giving birth to their daughter, Selena. Distraught and half crazy, Phillip went to destroy himself in a final fight with the demons that spawned forth. Alas it was not to be as he continued to fight and win against the demons. The last was a pair of Nabasu. After finishing the fight he looked around at the carnage and realized that to find himself he would need to devote his time to his daughter and find solace there. Ever since he has been protecting his daughter and raising her to follow in his footsteps.

Selena arcane sorceress 1:

Selena Arcane Sorceror 1
CG Medium Humanoid (human)
Init +2 Perception +0,

Defenses

AC: 12 touch: 12 flat footed: 10
HP: 11 (1d6+5)
Fort: +1 REf: +1 Will: +1
CMD: 11

Offense
Dagger: -1 1d4-1 19-20/x2
BAB: +0 CMB: -1

Statistics

Str 8 Dex 14 Con 12 Int 14 Wis 10 Cha 18
Skills: 5
know arcane +6
spellcraft +6
diplomacy +5
Will be based partly on traits due to adding class skill
Feats and Traits:
Spell focus: enchantment
Toughness

Spells:

Detect magic
Acid splash
Light
Resistance
Sleep
Charm Person

Racial Abilities:
• Bonus Feat: gain one extra feat at 1st level
• Skilled: gain 1 extra skill rank/level

Class Abilities
Cantrips
Bloodline Power, Bonded Item Ring
Spells: (4/4)
Eschew materials

Gear:
dagger
backpack
bedroll
caltrops
flask
belt pouch
trail rations x2
sack
waterskin
more based on party and character handout

Selena grew up without her mother. That always made things interesting when she was having difficulties with her father. The most common fight was always about following in his footsteps. She did not have the same passion as he did nor his abilities. In fact her abilities were all innate not learned the way his were. To this end she was able to hide that fact but soon she would have to admit her deception. Thus far it was easy to fool him as he wanted to believe her. What that would do to him she was unsure, but she knew she would have to have this discussion before long. She was afraid though that he would make another solitary trip like he did when her mother passed away.

She always knew that her father had pursued demons and slain them as if they were at fault for her mother passing. She ddint know what the real purpose was that he was there. She saw many others take similar journeys. She just thought that others felt the same on the many excursions that she saw. Someday she knew that she would also join them to carry on her father's tradition.


Updated gear and spellbook for Haroon:

Gear scroll of burning hands, enlarge person, mount, magic missile all CL 1
backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, a mess kit, soap, spell component pouch, torches (5), trail rations (5 days), waterskin, light crossbow, 20 bolts, scroll case, dagger, 4gp
Spellbook
0th-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark
1st-burning hands, color spray, enlarge person, feather fall, grease, mage armor, magic missile, mount, protection from evil, sleep, vanish


Thanks all, I'll have choices up later tonight.

Liberty's Edge

Hm, late submission... EST = PST in my memory ¬¬

Anyhow, sorry and there goes it.

Main character: Exekias of Botosani

Bakground:

[Exekias of Botosani]

I

A cunning bard and a loremaster attentive to the demons' motions throughout the Worldwound would be able to piece together the truth about what happened to Exekias of Botosani, a renowned cleric of Iomedae, valiant to his last breath.

This is an account of the events pertaining to Exekias's last battle, his alleged death, and his period of imprisonment in the hands of demons as well as cultists of these abyssal denizens, during which he was believed to be dead by all.

II

Many times the demons attempted to sabotage the wardstones and breach the Mendevian defenses, and it would only be natural that they would employ some of their cultists on the other side of the string in the task of "maintaining" the stones. So it happened that eventually the boundary of Mendev was broken into, west of Valas's Gift, and two abyssal companies entered the lands. The non-cultist sentinels at the station were decimated by the commanding Balor himself, he, who stepped into Mendev before all his soldiers, and started directing his company south. The other company came through along with the first one, and started moving east. It was much smaller in number, but not in menace, for it was led by a Marilith, with a number of deceitful demons meant to scatter throughout Mendev and beyond, so as to expand the demonic sphere of influence.

Now, an Oracle in Kenabres named Ula Drzewny had foreseen that invasion, and while her prophecies were given due credit, many other divinators' uncanny senses were constantly being triggered by potential threats from the demons, so the not-so-socially-apt clairvoyant failed to mobilize a squad suitable for eliminating the cultists and repairing the wardstone on time. She was forced to recur to her liaison in the Church of Iomedae, the priest Exekias, then not in charge but of a small group of capable paladins and clerics. On those days, they were readying themselves for an excursion that would scout surveyors of the current geography of the Worldwound, a quest requiring swiftness and much protection for the venturers.

Exekias heard Ula's plight; he understood the gravity of the situation, and so did the paladins and clerics under his command. Nevertheless, the high-priest of Iomedae in charge of Exekias interpreted the flickering of his candle as a sign of Iomedae's utter disapproval of the cleric's request. While Exekias was insisting on his dismissal from the scouting trip, trying to convince his superior of the importance of securing the wardstone that was to be attacked, Ula, who was by his side, strongly grabbed his arms, digging her long fingernails into his flash in her ecstasy, announcing "The Demon has stepped into Mendev."

In the Church of Iomedae disobedience was dealt with harshly, but Exekias's faith was then stronger than his obedience: clad in his silver armor, the Garundi abandoned the presence of the high-priest and joined his fellows; they became as the wind and with their light feet they swiftly moved northwest. They would not be able to stand ground against the invading demons, they knew it, and that was the moment of death for all the zealous warriors at Exekias side.

This is how the paladin Fionnghal of Absalam, the youngest in the company, chose to die: he stepped amidst the smaller company, slain two glabrezu and other lesser demons, and succumbed.

The cleric Eugène Delvaux, loyal to Exekias and Iomedae, as well as three other paladins restored the wardstone and prevented the entrance of a third of the larger company into the lands of Mendev. Only, they could only do so from the outside.

With his silver tower shield in hand, the ironclad Exekias materialized in front of the Balor, who immediately raised his whip and sword against Exekias, but the cleric was faster. His shining towershield flew directly into the powerful demon, attaching to him as a seal, as the priest chanted and joined his hands together as though they were heavy doors being closed; there became a circle around Exekias, empty of demons: Banishment.

Spears rained onto his armor, and the pain was great, but the battle was not finished for Exekias, it was not yet the time of his rest. Again he dispersed as a cloud of dust from amidst the lesser demons, and materialized behind the Marilith. The cunning demon struck Exekias what felt as an uncountable number of times, but the war priest's chant did not falter, and soon the straps of his armor untied themselves, its pieces were hurled onto the Marilith, and, in simiar fashion to the tower shield flung at the Balor, banished the demon.

Unarmored and severely wounded, Exekias was an easy prey for the demons, and all that remained from those few moments were the ensuing accounts arriving at church offices about a horde of disbanded lesser demons penetrating Mendev, and being easily dealt with by crusaders on the fields.

The group was declared valiant, and posthumously given a standard for their gallantry in battle and faithfulness to the cause of Iomedae. Since no remains of demonic commanding officers were found, the laurels awarded to the squad were not the due ones -- rather, the invasion was taken to be a rather large, disorganized incursion exploiting the servitude of human cultists, one deemed to fail from the outset.

III

Since the old days, the denizens of the countless layers of the Abyss have been intrigued by human faith. Clearly, and even more so after what the mortals would call "the Worldwound" was open, faith was a strong weapon in the mortals' hands, turning them from weaklings into powerful armies -- a mysterious force, as strong as magic. Understanding faith was not a simple matter of counteraction, but rather one of tapping its immense potential. As such, the demons set out to isolate faith in mortals. Where was faith located? Could it be extracted, manipulated, reinserted?

An excellent specimen for the demons that was, Exekias, one of the survivors to the fiasco of Zumnar's and Ykh's invasion. So it happened, that barely put to death by the demons surrounding him, Exekias was carried and "taken care of" by a cunning succubus named Uexar, who took him to Ustalav, and left him in the hands of a Nalfeshnee who had been secretly dominating a small vineyard for a few centuries then. That one particular demon was very interested in faithful individuals, and he diligently worked through Exekias's body, mind and soul, tearing them to pieces, reassembling them together, and then again, again and again. It was undeserved pain and condemnation to Exekias, and all in the cleric was destroyed, but his faith. Exekias succeeded his test of faith, but it is yet for the world to know how he came to succeed; rather than fading away, faith maintained the cleric alive as a steady fire -- sometimes strong, sometimes faint, but never absent -- when nothing else would. Faith brought Exekias back to life in the many times his soul was pulled from the netherworld back into his body by the demonic arcana of the Nalfeshnee. Faith was all that remained with Exekias: his powers vanished, his memories dwindled into oneiric sensations.

Who knows how much time passed within the cold walls of that empty castle, populated by cries of pain and evil chants, frequented only by a few demons and cultists? It is of no matter. One day a group of adventurers, having found out about the cult (but not the Nalfeshee) raided the vineyard and took all alive as prisoners, in the name of Mendev. In their ignorance of religion, they deemed Exekias, lying in dreadful appearance on what seemed to be an altar of evil, to be a cultist in the process of making himself a demon, and so it was that the broken cleric, deprived of health, strength, memory, even, without parts of his brain, with torn muscles and broken bones, but not faith, for his faith did not falter, arrived again at the settlement of Kenabres, amidst cultists, to be burnt for associating with the demons. Who was to believe Exekias, if he were to speak his name? Who was to testify on his behalf, that he was a servant of Iomedae, never aligned with the demons? Who was to even recognize him as Exekias of Botosani?

Intro character: Paolo Cagliari

Background:

I

"My mentor's name was Exekias. He went through many hardships early in his life, and he proudly introduces himself as a cleric of Iomedae born in the Land of Man. He came to life in the early days of the Rahadoim Church of Iomedae, and his call was not to stay om the land and strengthen the faith there, but to leave and do other great things. He settled at the Windsong Abbey for many years, and this was where I met him. We ventured together with a few other religious men throughout Varisia, northern Nidal and even the Hold of Belkzen. We had some rough times moving into then retreating from the orclands, but we learned a lot not just about combat, but about our own paths as holy men. Eventually we realized that clashing against orcs in their own lands was not going to make people's lives better, as long as these people were protected from orc incursions.

Shortly after, some five years ago, we had to topple a Nidalese lord who was convinced that the settlements in southern Varisia, to the north of Barrowmoor, were part of the Nidalese burial lands. He seized control of those settlements and what he did to the people there... only time will heal. I still shiver when I recall the things I saw happening there, but at that time I, a young zealot under the guidance of Exekias, and the others just barged in and took the Nidalese down! [Chuckles.] He was never expecting that someone would simply knock at his front door and dare to attack him, but we dared, and we succeeded.

Ah... I owe much to Exekias, not only in the field, but also in how much he showed of all that which Milani wanted me to witness. He would always testify to Iomedae's valor in battle, and through his actions he brought hope and a better life to many people, I must say. Not just him, but all of us in our troop.

Unfortunately, after that raid against the Nidalese, our group of religious men was never the same... We saw some horrible things being done to the people of the village, and we began to question ourselves; some questioned their faith, I questioned my approach to good deeds, Exekias realized that he had to do more.

Ultimately he was called into Mendev, as many outstanding clerics of Iomedae are, and so I also set out to seek my path. I knew that I was not as fit for battle and as valiant as Exekias, in fact not even close to that, but I knew I could do something to help people. I did not know where, and in fact I still do not, but I do know what: bring hope; and bringing hope is about harnessing people's abilities, and putting them together to a greater good; it is about showing them that they have the potential to do great things and to help each other, and that the world has many problems that they can solve -- it is not all about demon invasions, even though they are the most evident threat to us these days.

But exactly because paladins these days tend to think that our problems are summarized in our battle against the demons is that for the last four years I have been performing deeds that would help people in more day-to-day ways. I have gone through a few cities healing the sick and settling down as the healer for a few weeks, occasionally facing local tyrants or venturing into forests or caves after bands of kidnappers or thieves. All that helped me increase my fame on these lands...

Now, yes, I want to be famous, but do not get me wrong! It is not because I wish to be remembered for something, or praised for my deeds, or repaid in gold or other benefits, no... The fact of the matter is that it is a lot easier to get people to do good things if you are famous. Besides, if I have a reputation that precedes me, and I stick to that (which I do), then people know they can come to me in times of need: if I healed a bunch of sick people in a town, it is good that other people hear about that, because if they need a healer, they can come to me.

Of course reputation is not such a simple thing, after all it quite often works against us as well, but I accept it for good or bad. I say also for bad because I have done certain things that are right, but people are not very happy to hear. For example, the time I healed the wounds and curses of a near-dying Red Mantis. Yes, a Red Mantis. It was the one time I went to Absalom, a few months ago, a woman was ditched on an alley of the nobler part of Absalom, surrounded by two men and women in very high-class garments, I was nearby and heard a few cries of mercy, but as they were being consistently repeated, I figured mercy was not what the woman was going to get. I thought it was a noblewoman being abused by criminals, but as I approached and spoke to the men and women, they explained the situation to me: the female elf bound on the ground, nearly dying, and clearly cursed, was a member of the Red Mantis who attempted to assassinate High Councilor Thomas Ulrich and was caught by the councilor himself, a cunning wizard. Councilor Ulrich had his private guards deal with the assassin in a way that sent the Red Mantis a message from the High Councilor. So the guard had the woman bound and put outside, and they were deciding whether it was better to kill her there and hand the body over to the authorities, or to turn her in alive. That is where I came in, and instead of helping them, I interceded in favor of the lady. She was clearly afraid and begging for mercy -- to think that a member of the Red Mantis, possibly after decades and decades of cold-blooded murder would ever do that... I saw her heart when none of the others were, and I told them to release her, that I vouched for her. They were perplexed with my confidence in vouching for her, and they knew that if word came out that a paladin had done something as such for a Red Mantis after she begged for mercy, she was as good as dead, and dead she would be if she fell in the hands of the Mantis. They agreed; they trusted my word and left. Can you believe it? I could not either, but, well, it happened... I do not know how it happens, but I am just... convincing. So I unbound her, healed her -- and cleansing her curses was no easy task, what a powerful wizard Thomas Ulrich must be! --, and asked her name. She said 'Felma Korrani', which clearly did not sound like an elven name. I asked again, 'Tell me your name.' She said 'Felma Korrani'. A third time I asked for her name 'Tell me your name.' 'Clitemnestra Lafendel is my name.' 'Go and repair your misdeeds, Clitemnestra Lafendel,' I commanded, turned my back to her, and left.

Of course, the day after, Paolo Cagliari was the man who had just healed and released a Red Mantis back into society, which did not make anyone in Absalom happy to hear my name. I am guessing soon enough people are going to hear about it, and it is somewhat ironical that my most spoken-of deed should be this one... Well, I did what I did, and that... I would have done that again.

It was not a very good week, the ensuing one I spent in Absalom. People kept expelling me from public places when they heard my name, and Thomas Ulrich was clearly upset with what I had done. Eventually he realized that shame would not make me leave, so he 'invited out' of Absalom. I headed to Almas. A few days later, though, I heard of Exekias's death, and the grief that struck me completely wiped out my concerns about the Absalom episode. I joined a squad of paladins heading here [to Mendev] a few days later, and so I came north, in order to learn in detail about the circumstances of Exekias's death. I was guessing I would even run into some of our past comrades, perhaps Alpein or Ferdinando, who, I heard, had also been travelling the land."

II

"Even though Exekias's death was confirmed to me by the priests of Iomedae, I still had trouble accepting that he died at the hands of demons in such... mundane circumstances; I guess it blemishes the heroic image I built of him throughout our years together, a true one I must say, and to accept the more reliable accounts of his death, even though they are also true, feels like living a lie, so contradictory they are to what I have seen."

III

Feeling contradicted by the facts, Paolo went after Ula Drzewny, of whose association to Exekias he had heard about, so as to ask her whether the cleric had indeed fallen in battle. "Do not meddle, do not ask questions about that which has happened, and was not already told you," advised Ula to Paolo after he insisted on asking the deities about Exekias. The paladin was, however, quite persuasive, and convinced Ula to use her oracle powers to find out more about the circumstances surrounding the death of his mentor. "Is Exekias of Botosani alive?" asked the paladin to the entranced oracle. "Wait, and see," responded the voice of an angel, who then withdrew from Ula's perception. Paolo thus had no choice but to accept that he would have to find out his answer later in the future, but he knew he would find the answer out through his eyes.

As a final note, Exekias shares an aspect with Paolo in that Exekias will not claim fame for things he cannot "repeat" (or the equivalents of which they cannot perform). This is particularly important to know that he will not claim to have done what he did in his past as a means of gaining advantage, because there is no purpose in saying that he did something if people cannot resort to him to do something else just as hard.


Dang it I should have kept my gnome oracle and submitted before the deadline. Anyways good luck everyone.


All, sorry but it's going to be tomorrow before I can choose my final group. My kid got sick so my free time tonight was spent dealing with that. Apologies for the delay.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Thanks for the heads up. Hope the little one is doing better.

JD

Liberty's Edge

I hope he rolls a 20 on his next Fortitude check. (Does anyone not say this? :) )

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