
GM Tierce |

I think it is time to step back into the pbp GM'ing ring, and what better way to do that then with a campaign I have been preparing for over the course of several weeks.
That campaign my dear friends is Wrath of the Righteous.
Recruitment starts now and will finish by Saturday, September 7th, 2013 at 11:59pm EST. Choices will be posted the following day on Sunday.
Applications need the following:
Crunch
Abilities: 15 Point Buy
HP: Max at level 1, Average every level after
Class: Any Paizo or Third Party. (need link for third party so that it can be reviewed before approval)
Race: Any, keeping in mind that anything unusual may cause problems in game
Alignment: This campaign has high benefits for “good” aligned characters, so anything not good will require a good reason.
Traits: 2, one of which must be from the Player’s guide. Each trait ties in with a Mythic Path.
Mythic Path: Will not come into effect until book 2. However as it would benefit the party that each character was a different Mythic Path, you may want to choose a Path in your planning before you choosing a class and working backwards.
Backstory
Doesn't have to be much, a paragraph explaining who you are and why your in Mendev during the end of the 4th crusade. Also if your a character outside the norm, then I need reasons for it.
Determining Factors
I will be taking a party of six, one for each mythic path. (So make sure to post which path you want to take with your character) I will also be making sure there is a proper party balance. Your backstory will also help give me justification on your character.
And finally, I will be starting a RP event for all applicants on Wednesday or Thursday, once we have a few characters done. This will help me see your RP style.
Time to make some characters, and CRY HAVOC!!!

Phillip0614 |

Dotting for interest, GM Tierce. I actually have a character already created for this AP, but I have the stats on my home PC. When I get home I'm going to finish writing the backstory for the character and submit him, I just wanted to go ahead and put the character idea forward here to make sure it was ok.
I would like to submit a Dwarven Paladin (Stonelord). Stonelord is an archetype of the Paladin class specifically for Dwarves that can be found in the Advanced Race Guide. My goal would be to pursue the Guardian path with him and eventually turn him into a character that uses the Dorn-Dergar (found in Dwarves of Golarion; Dwarven Chain Flail on d20pfsrd).
EDIT: Hey there, Omni! Seems like Leralt and Songan's adventures together may get a little bit of an extension in an alternate life, eh?

CyberMephit |

This character was conceived for another WotR recruitment that never took off. I will post the stat block for him later.
Thogrim Scorched-Axe, LG Male Dwarf Inquisitor(Preacher) of Angradd.
Child of the Crusade campaign trait & Marshal mythic path.
Thogrim is rather tall and lean for a dwarf (but still shorter than any human or broader than any elf). He has hazel eyes and reddish-brown hair. He bears a burnt scar on his left cheek and chin which splits his otherwise respectable beard into two uneven parts. He is good-natured and maintains an optimistic attitude, but shows a ferocity bordering on bloodlust when faced against injustice or evil.
Thogrim is the youngest child in a family of dwarven crusaders who were dispatched several decades ago to aid in the battle against the demons at Worldwound. Thogrim is the only one in his family born after his parents have joined the crusade. His father taught him at young age that he had higher stakes than most others battling in the Worldwound - not only are the vile demons threatening his homeland clans, but there is also a long-lost sky citadel rumored to be within the region, which the clan records say Thogrim's ancestors hailed from many generations ago.
While many dwarves knew that tale, most dismissed it as too distant and too hopeless to act upon. Thogrim, on the other hand, found it resonating especially strong with him. For some inexplicable reason, he had a bizarre confidence he was going to play a significant part in rediscovering his people's legacy. He did not share this conviction with anyone for fear of being seen as whimsical or arrogant, but nevertheless it gave him hope and the will to persist against all odds.
Thogrim struggled to understand the crusaders' strategy of containing the demons but never pressing the advantage. He found faith in the teachings of Angradd, who taught that victory over the enemies of the dwarves can best be achieved with swift and decisive assault. Exactly three years ago, not long after he completed his military training and officially joined the Crusade as a battle priest, he has accidentally managed to detect a possession in one of his fellow recruits. Rather than quietly turning him over to the witch hunters, he has confronted the man on the spot. But his naive attempts of exorcism have only cajoled the powerful demon into manifesting immediately, instantly killing the possessed man, leaving a terrible scar on Thogrim's face, and wreaking havoc in the war camp. While the demon was soon banished by the officers and Thogrim survived, witnesses blamed him for triggering the calamity. Thogrim was court-martialed, banished from Kenabres for 3 years and forbidden from serving in the battle clergy.
In exile, he has found that his ties with Angradd were not severed but instead became more direct and personal than ever. His term now over, he returns to the city of his hopes and miseries, determined to somehow make an impact on the everlasting battle it wages.
A scarred dwarf in worn, patched in places, armor leans on his dented greataxe while reading a poster detailing the latest news from the battle front. His expression is one of skeptical disdain. Catching your glance, he harumphs loudly.
"Bah, does anything ever really change in this place?! A critically important height successfully held, a bastion defended, minimal casualties - is that all we can ever boast? Minimal casualties? I swear those same words were written on this very spot three winters ago! Has anyone up there in their fancy towers ever thought that the demon tide is endless, and with anything other than zero casualties they will eventually win? They can kill one good dwarf or man every day and in just a hundred years there will be no good people left to kill! By the Forge-Fire, if we even hope of winning this war we must stop defending what we have and instead attack what we can! What say you, good stranger? The name's Thogrim, by the way."
1) Redeem himself for the soul whose demise he inadvertently caused, and avenge it against the demons
2) Make progress in the search for the sky citadel through use of Angradd's offensive tactics

DM Bigrin |

I am definitely throwing my hat int he ring here. I have an invulnerable rager barb I've been dying to try out.
Needs tying in with Mendev, but that's easy enough...
Standing a hand over six feet tall, the heavily muscled Reinnwulf Storvagson looks to be the typical young Ulfen adult male. His green eyes and shaggy silver mane stand out in a crowd, even among a crowd of other Ulfen. The wolfhide cloak that adorns his shoulders is composed of beasts he himelf killed, as is his clan's custom. He has a solid look about him, and a perhaps cynical outlook on the world.
Reinnwulf was born into a small farming cummunity a few leagues outside of Jesengarde. His parents worked the soil, as did most of the Silverwolf Clan, and hunted to make ends meet and provide furs for extra money. His sister Esgvah was three years younger, and the family was very close-knit. Reinnwulf grew fast, and trained with bow and hunting spear like most of the other boys of the clan. At the age of 8, he killed his first wolf, with nothing more than a knife and stalking abilities. At 10 he was considered one of the most ferocious fighters of his age group, easily slipping into the berzarkrieg the Ulfen were known for around the world. He really embodied the Wolf totem, the emblem of the Silverwolf Clan.
Shortly after he turned 17, Reinnwulf's parents allowed a traveler to stay at their home one blustery winter evening. The man was small, bald, and had a weak chin. Over the evening meal, the man stared at Esgvah, never taking his eyes from her. It made Reinnwulf uncomfortable, and he refused to offer even simple courtesy to the visitor. His father, furious that Reinnwulf deliberately shunned the hospitality of the hearth-guest, banished him to the loft for the duration of the evening. A few hours later, Reinnwulf woke to hear the front door slamming in the wind, and a blast of cold air filled the hut. His parents sat at the table, staring into the cold air with empty expressions on their faces. Try as he might, he couldn't get them to respond. Nor could he find Esgvah or the stranger.
He grabbed the hunting spear by the door and raced into the night, following the rough clues left on ground and vegetation, hoping that he would be able to find his sister before the man harmed her. He found them holed up in a cave. His sister was naked, laid out over a large stone like a boar on the dinner table. The sorceror, for that is what he must be, held an obsidian dagger over her naked chest and thrust it down. Reinnwulf lost control then, and the next thing her remembered was cradling his sister's body to his chest, blood running from a set of massive burn scars on the left side of his body, and the sorceror's body torn to pieces and scattered around the cave.
His parents had recovered from the sorceror's foul magics by the time he returned, but from that point nothing was the same. He left his parents' home after the traditional thirty day mourning period for his sister, taking little with him other than his hunting spear, his fur cloak, and a few odds and ends to support survival. He traveled far, working as a hired bodyguard, the second most traditional occupation for an Ulfen, behind raiding. People in the Southlands paid good money for Ulfen bodyguards, and Reinnwulf's appearance garnered high wages indeed. When intimidation was called for, he removed his shirt, and the burn scars standing out against the sculpted muscled made for a good show.
He learned what it meant to be an adventurer in this world. Sure, the money could be good, but the respect was somewhere just above guttersnipes. Guards and soldiers fought, but they had a patron or a purpose. Scholars and anthropologists raided tombs and historical sites, but that was nominally for prestige and preservation. The adventurer fought for money or loot, and neither was considered quite respectable.
Edit: I was going to let slip the frogs of war, but dogs sounds much more likely ;)

Weyland Piper |

I would like to toss my hat in the ring.
Weyland Piper at your service. A child of tragedy, Weyland grew to manhood in the church of Iomedae and now serves as a Paladin in their order. He fights to keep the creatures of the worldwound at bay, so that no others must suffer the same fate as he.
Character concept
Sword and Board when indoors and ride by attacker when in the field. I want to play the iconic paladin, the divine warrior and chivalrous knight. A diplomat and a hand of justice. As such I plan on maxing diplomacy, putting some ranks into Linguistics to get some useful languages and then just points into ride and handle animal. He's got the exposed to awfulness trait and will be going for the guardian mythic path. Crunch and some more fluff are in his profile.

Reinnwulf Storvagson |

DM Bigrin here, with a skeleton of my character submission. Waiting on a few answers before I finish fleshing it out.
Edit: looks like OmniChaos asked the questions I had in mind as well.
Edit 2: It is amazing how these things work out. I had my backstory fully prepared, and then I read the Stolen Fury campaign trait for the Champion. It fit perfectly, no editing required!

Dorotea. |

I currently have the Level 1 version that I am working with. I still need to write my back story to fit the campaign and make a few adjustments to the character.

CyberMephit |

Here is Thogrim's stat block. I also took an Exorcist archetype to be more in line with the backstory, but it won't really affect anything till mid-levels.
Male Dwarf Inquisitor(Preacher, Exorcist) of Angradd 1
LG medium humanoid
Init +1 Senses Darkvision (60 feet) Perception +6
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 vs Giants)
hp 11, CMD 14 (+2 vs trip and bull rush)
Fort 4 ,Ref 1 ,Will 4 (+4 vs poison, spells and SLAs)
OFFENSE
Speed 20 ft
Melee Greataxe +3 (1d12+4/x3) (+1 vs Orcs/Goblins)
Ranged Crossbow, light +1 (1d8/19-20/x2) (+1 vs Orcs/Goblins)
Base Atk 0, CMB +3
Space 5 Reach 5
STATISTICS
STR 16 DEX 12 CON 14 INT 9 WIS 14 CHA 8
FEATS
Steel Soul
Traits: Zest for Battle, Child of the Crusade, Demon Slayer
Drawback: Haunting Regret
SKILLS
Heal +6, Knowledge (planes) +3, Knowledge (religion) +3, Perception +6, Sense Motive +7, Heal +6
Languages Common, Dwarven
ABILITIES
Judgment 1/day, Monster Lore, Stern Gaze, War domain (battle rage 5/day)
SPELLS
level 0: Detect Magic, Read Magic, Guidance, Resistance
level 1 (2/day): Protection from Evil, Cure Light Wounds
GEAR
Greataxe, Crossbow - light, Bolts - crossbow (20), Scale Mail, Wooden Holy Symbol

Dorotea. |

Dorotea Grymhaldt
Female Human (Chelaxian) Fighter (Lore Warden) 1
NG Medium Humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Dueling sword +5 (1d8+1/19-20/x2)
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Statistics
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Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Exotic Weapon Proficiency (Sword, Aldori dueling), Weapon Finesse, Weapon Focus (Sword, Aldori dueling)
Traits Dangerously Curious, Exposed to Awfulness (1/day)
Skills Acrobatics +2, Climb +3, Escape Artist +1, Fly +1, Knowledge (local) +5, Knowledge (planes) +5, Perception +3, Ride +1, Stealth +1, Swim -1, Use Magic Device +3
Languages Abyssal, Common
Other Gear Chain shirt, Dueling sword, Backpack (4 @ 7.86 lbs), Bedroll, Trail rations (2), Weapon cord, 26 GP, 7 SP, 10 CP
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Special Abilities
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Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Weapon cord Attached weapon can be recovered as a swift action.
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Born into the wealthy Grymhaldt family, Dorotea's childhood memories are those of a minor noble's daughter destined for a life of luxury. A life that turned to nightmare at the age of 12 while traveling with her parents on a trade mission to Nerosyan.
Mere miles from the fortresses wall, the convoy she was traveling with was overrun by cultists and all save Dorotea and a handful of other young women were slaughtered.
Dragged into a burned out and desecrated temple, death would have been a mercy. Tortured beyond human endurance, each of the young women was ritually wed to the demon Semiazas before being sacrificed on the obsidian alter.
The last of the surviving captives, Dorotea was barely conscious when the cultist bound her spread eagle to the alter and joined her in unholy matrimony to the demon lord. Refusing to accept her fate, Dorotea was struggling to rise when the crusaders burst into the ruins. The hight priest of Semiazas died with the final words of offering on his lips, headless body slumping over Dorotea.
Even as the unholy light left the priests eyes, he breathlessly uttered one last curse. "Your soul is bound to Semiazas for all eternity. He will come for what is his."
With no family to return too, Dorotea took up arms, joining the Mendev Crusaders. While she still has nightmares of that night, what power can the words of one dead priest hold over her. As for Semiazas, if he wants his bride, he'll have to come through the walls of Nerosyan to get her.

Aaliyah El-Amin |

I have this Dawnflower Dervish who was accepted to another game that promptly crashed in the first encounter. She's set up for 20 point-buy (per that game) right now, but I have a 15 point version that I can switch to by early morning. Feel free to have a look right now.
For mythic paths, probably would dual-path Champion or Trickster with Archmage. Even though the Dawnflower Dervish is a religious character, they're still arcane casters which makes them pretty incompatible with Aaliyah's natural trait choice of Touched by Divinity.

Thomas Vinland |

I know Hierophant is the norm for a cleric, but my plan is level 4 drop into fighter, so I can get heavy armor and tower shield proficiency,then switch to those, using the cestus and throwing starknives for attacks, and it leaves a hand open for healing/casting/luck giving. So my plan is AC tank, and guardian works better for that.
for example I take draw fire, so that a ranged attack will come to me and not an ally, if I have to tower shield planted, I have total cover, so I use that and the attack just misses.

Isaac of Steyr |

Well hello, Tierce. It's been a while. Do you remember me from your Epiphany campaign? I loved that, and would be honored to reprise Isaac for this game. I can pretty easily re-situate the stats for this particular game. Isaac would be on the marshal path.
Also, seeing as how there's already a combat cleric, I'd be more than happy to do a fighter (archer) into champion or perhaps even a bard, as long as I could re-flavor him to issue battle commands and advice instead of performing - he would go for marshal.

![]() |

Okay, I have my submission ready. Meet Enishi Gibil, Human Cleric of Sarenrae. Mythic Path will be Heirophant, and build will be, roughly, Cleric 7/Divine Scion 10/Cleric 3.
Male Human cleric 1
NG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +3
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
HP 8 (1d8)
Fort +2, Ref +1, Will +5; +2 vs. heat
OFFENSE
Speed 30 ft., 20 ft. armored
Melee mwk cold iron scimitar +1 (1d6/18-20)
Ranged cold iron dagger +1 (1d4/19-20)
Special Attacks channel positive energy 5/day (1d6, DC 12), fire bolt 6/day (1d6), +1 spell penetration vs. outsiders
Cleric Spell-Like Abilities (CL 1st, concentration +4)
1/day––cure light wounds
Cleric Spells Prepared (CL 1st, concentration +4)
1st––burning hands (DC 14), shield of faith, sun metal
0 (at will)––detect magic, guidance, stabilize
Domains fire, restoration
STATISTICS
Str 10, Dex 12, Con 10, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 11
Traits Blood of Dragons, Dependent, Rich Parents, Touched by Divinity
Feats Fast Learner, Weapon Finesse
Skills Diplomacy +6, Heal +9, Know(planes) +5, Know(religion) +5, Spellcraft +5
SQ aura, restorative touch 6/day
Languages Common, language
Combat Gear potion of cure light wounds (3), potion of shield of faith (2); Gear mwk kikko armor, mwk cold iron scimitar, cold iron dagger (2), bandolier, mwk backpack (healer's kit, 50 ft. silk rope), silver holy symbol, spell component pouch, hot weather outfit, 16 gp, 5 sp
Carrying Capacity
Light 38
Medium 76
Heavy 115
Lift Over Head 115
Lift Off Ground 230
Push/Drag 575
Over the next several years, Enishi's father trained to be one of Sarenrae's strongest paladins. He drove himself to be better than all others. After achieving some small amount of notoriety as a knight, he married a merchant's daughter. She brought a great deal of wealth with her to the marriage, and combined with her husband's abilities, they managed to live well even after tithing generously to the church. Several years later, Enishi was born. His father was proud to have a son, and spent lavishly to make sure his son would have the kind of life that he hadn't enjoyed. However, that all ended when his wife died.
Enishi's father reacted to his wife's death by making sure every waking moment his son was training to be an even better paladin than he had been. Enishi trained with scimitar and armor almost as soon as he could walk. Much to his father's regret, Enishi never took to the life of a paladin. He did show a great deal of ability as a priest and a facility with the healing powers of the Dawnflower, but it was never good enough for his father. Enishi grew to crave as little as a smile or a kind word from his father, and showed a similar need in his studies at the temple.
A year before Enshi reached his majority, his father decided it was time to take the next step in his devotions. He moved his entire household from Osirion to Kenabres, and he joined the Mendevian Crusade. Enshi continued his studies at the temple, and was forced to put his abilities as a healer to good use on the soldiers who fought the demons of the Worldwound. He never shied away from his duties, always striving to earn the smallest amount of success so he would know he was doing the right thing.
Now that he has reached his majority, Enishi feels it is his duty to follow his father and join the Crusade. His father, overjoyed that his son is at last following at least partly in his footsteps, makes sure that he has the best gear that can be purchased for a beginning Crusader, even going so far as to order custom-made armor for Enishi based on Tian designs one of his fellow Crusaders favored.
Enishi's garb of choice is his working gear, with his red armor worn under flowing white robes. He generally forgoes the headscarf as he finds it too restrictive. He wears his scimitar on his right hip, being left handed, and his holy symbol on a chain around his neck.

GM Tierce |

Hey Jacob, good to see you again.
Can all the individuals who are dual pathing to please state which will be their main path.
And now it's time to start the impromptu roleplaying event. Anyone who has completly finished their character can head over to the discussion thread and begin roleplaying. Please only post if you are done your character as I will begin to review your character.