
Manius Wardroxan |

I was a little disappointed when I saw you wanted to go with no mythic. I think the main thing that causes issues is the swift action stuff ruining the action economy and personally I'd be ok with not being able to do that stuff.
If you stick with no mythic though it's not that big of a deal either. You're the GM after all.

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Character stats are in the profile.
At the age of 4, young Cuthalian fell from the battlements where his father stood watch. While unconscious, Cuthalian was visited. After waking, he could not remember who visited him but he took an extreme interest in the god Torag. Defense of his homeland and protection of those he loved, that he was friends with, and his community became his greatest concern.
He was drawn to the faith but his aptitude was not that of those who joined the ecclesiastical ranks. Instead he became a focused warrior. His family had long been highly skilled in the use of the bow and Cuthalian followed in their footsteps. Since he spent his days focusing strictly on weapons of war he was allowed to eschew his elven training in the longbow and longsword and focus on other elven skills such as acrobatics and developing a keen sense of his surroundings. He also developed skills useful for a mortal planning to battle the immortal such as stealth and the ability to survive in dangerous environments.
Cuthalian always felt he was destined to stand the walls and defend the city against the demon hordes. He pictured himself taking his place beside his father and answering the call when needed. He is now stepping up to do his best against the hordes that stand against the city.

Jack Daniels |

Here is the character sheet for my submission, will work on background (connection to Kenabres) and appearance.
Zarak Bloodwing
Male half-orc (mystic) bloodrager (crossblooded) (arcane/celestial) 3
LG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 39 (3d10+9)
Fort +8, Ref +5, Will +3; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo, uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee earth breaker +7 (2d6+6/×3) or
. . mwk cold iron greatsword +8 (2d6+6/19-20)
Ranged javelin +4 (1d6+4)
Special Attacks angelic attacks, bloodrage (10 rounds/day)
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Statistics
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Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 12
Base Atk +3; CMB +7; CMD 18
Feats Endurance, Improved Initiative, Power Attack
Traits fate's favored, stolen fury
Skills Handle Animal +7, Intimidate +7, Perception +7, Profession (soldier) +4, Survival +7
Languages Common, Orc
SQ fast movement, orc blood
Combat Gear oil of bless weapon, potion of enlarge person (2); Other Gear +1 breastplate, earth breaker, javelin (3), mwk cold iron greatsword, cloak of resistance +1, belt pouch, blanket, flint and steel, masterwork backpack, soap, trail rations (5), waterskin
GP remaining: 1
Encumbrance: 74/350 lbs. (light load)
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Special Abilities
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Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (10 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Bollwerk |

@Cuan - the reflavoring is fine - apologize I did not answer earlier.
Summary of Applicants with character sheets so far:
Voyla - Human Paladin (Shining Knight)
Sabrina - Aasimar (Angelkin) Paladin (oath against fiends) (oath of vengeance)
Manius: Human Inquisitor
Terry - Human Unchained Rogue
Lisandre - Aasimar (Idyllkin) Oracle of Life
Glyas - Human ranger (Demonslayer)If I missed anyone, let me know.
Bollwerk Tiefling Paladin

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Ok, here's Faine Tirstar, a world-traveling arcanist who hails from Magnimar, studied at the Maagambyan academy in the Mwangi Expanse, and now has been sent for only partially-clear reasons to Mendev to do something about the cultists of evil that surround the Worldwound like flies.
Faine is primarily a utility arcanist, with some buffs and defenses. He also has a few druid spells available thanks to his arcanist archetype. He focuses on knowledge skills (particularly arcana and planes) as well. As he develops he will acquire more demon-fighting and banishing spells as well as more buffs and defenses, and the occasional on-the-spot spell for specific problems (using the arcanist Quick Study exploit to swap out spells on the fly). He's not averse to the occasional magic missile or other direct damage spell if the situation requires it.
Faine is a little older than the usual novice adventurer, though not enough to push him into middle age. He will act as a voice of even-handedness and consideration in the group, advocating prudence and taking the long view in achieving their goals. He is a little bit underconfident of his own abilities, but if he manages to score successes against the fiends from the Worldwound he will quickly grow in confidence.
I haven't spent all of Faine's money for starting gear yet - will get to that shortly.
About me: I've been around the boards for a few years, and I run several games as well as playing, so I'm not going to suddenly disappear (barring some horrible accident!). I like good role-play but I tend to be a terse writer when other people have more to contribute to the scene, so as to let them speak up and have their spotlight moments. I like problem-solving but not to the point of becoming logocentric. I especially like strong group dynamics and I like contributing to group successes, and I avoid causing group strife (though if another player wants a rivalry, that's cool).

The_Demonic_DM |

Thanks, Helikon, Bollwerk is now included!
@Manius - As I stated, still don't know for sure if campaign will be non-mythic or mythic-lite. I've read posts where truly mythic party characters deal 1000+ points of damage per round each. And speaking from experience, I had 20th level PbP character on these boards with only 2 mythic levels and he routinely did 500-750 damage per round. It was so much so that I stopped using Mythic Power Attack, which is completely broken, to make the game more challenging, so we will see how I modify the mythic system or remove it altogether. I know the main concern for front-liners is that everyone gets the equivalent of pounce at 1st tier as a swift action, so that might be the main issue.
Summary of Applicants with character sheets so far:
Voyla - Human Paladin (Shining Knight)
Sabrina - Aasimar (Angelkin) Paladin (oath against fiends) (oath of vengeance)
Manius: Human Inquisitor
Terry - Human Unchained Rogue
Lisandre - Aasimar (Idyllkin) Oracle of Life
Glyas - Human ranger (Demonslayer)
Cuthalian - Elf Fighter
Bollwerk - Tiefling Paladin
Faine - Human Arcanist
Zarak - Half-orc Bloodrager

Aldizog |
My submission - Saquiel, an Aasimar (Emberkin) wizard (Sword Binder).
Arazni had served as Aroden’s herald for centuries at the time of her death. Somewhere in her history, she had children. And grand-children. And great-grand-children. These were all mortal, and had long since passed by the time she was called to Golarion to lead the Shining Crusade. Yet some of her more distant descendants rallied to her cause to fight alongside her – and still more rallied to avenge her afterwards. Osric the Shining fought alongside General Arnisant, as did Salcas the Purifier, Bertold of Vigil, and others. The bloodline of Arazni was not prolific, but it was strong. In some, the celestial traits were strong enough for the offspring to be Aasimar, while in others they were humans with a touch of the divine about them. It was said that when Tar-Baphon drove all hope and faith out of Arazni before she died, that hope found a home in her descendants.
These descendants came to be called the Grief-born, and were noted for their continued faith even in the midst of doubts and questions.
At first, “Why did you not save her, Aroden?”
And “How could you summon her only to throw her to her death, Iomedae? What was the plan? What was gained?”
Then, “Aroden, you raise up the one who caused her to be slain? To replace Arazni with the mortal who foolishly summoned her? Why? Is this not a most glaring insult?”
All along, the underlying confidence, “There is a purpose. This is all for the greater good.” Fathers and mothers among the Grief-born passed this wisdom on to their children. More than one became a great hero of Aroden with a mantle similar to Arazni – where she had been the Red Crusader, one took the title ‘the Scarlet Redeemer’ and another ‘the Ruby Knight.’
While the Grief-born generally felt some resentment towards Iomedae, they trusted in Aroden, as Arazni had.
Then Aroden died.
The Grief-born were not all of one mind; many lost faith at this point, far more than had in the past. Yet Saquiel’s grandparents held true to their beliefs. “It changes nothing. Aroden was not about his own power, but about the greatness of humanity and the defense of Golarion from those that would destroy it. As long as we hold true to his ways, and fight for his causes, he is never dead.” Saquiel’s mother listened to this wisdom, and also tried to forgive Iomedae.
“You erred as a mortal, My Lady,” she said in prayer, “The sacrifice of Arazni accomplished nothing. It was a waste and you were foolish. But you have done great deeds since then, as a mortal and as a goddess. And now that Aroden is gone, you are his Inheritor. Be worthy of that great and noble title. Aroden was all that was left of Arazni, and now you are all that is left of Aroden. I dedicate my son to you. May he serve you well and may he fight for the defense of Golarion.”
Saquiel was born with prominent celestial characteristics – shimmering red hair, violet eyes, and a slight bronze hue to his skin. He displayed the exceptional intelligence and aptitude for magic that Arazni had, as well as skill with a rapier, just as she had used. He has followed in her path, taking up the nearly-forgotten way of the Sword Binder. However, all his life, he has felt a calling to Iomedae. In his prayers, he thinks he feels a vague sense of remorse replying to him, as if the Inheritor regrets causing the needless death of her predecessor. He has devoted himself to serving Iomedae, and although he has many of the same doubts and worries as his ancestors, he once again repeats the words of his ancestors: “There is a purpose. This is all for the greater good.”
Saquiel stands 6' tall and is fairly slim, at 150 lbs. His complexion is Taldan, though his shimmering red hair and his violet eyes give away his celestial heritage. He wears comfortable clothes with a red cloak and often has a notebook in hand. The Aasimar is devoted to Iomedae, but knows that faith does not mean blind obedience. He questions. He wonders. He knows he doesn’t have all the answers. Saquiel is inquisitive, brave, and self-sacrificing.
On occasion, some topics will bring out an undercurrent of tragedy and loss in his demeanor and speech. The Way of the Sword Binder was followed by both Arazni and, it is said, Aroden himself. Speaking of these two lost deities, his voice tightens a bit.
He is more comfortable in a library or on the battlefield than he is talking to people, but has improved a bit over the years. He can alternate between quiet or blunt, and isn't good at deception, but has learned something of decorum and persuasion (his +4 Diplomacy).
Saquiel is a utility caster and Knowledge expert. With his bonded item, he gets 1/day casting of any spell in his spellbook; he has several situational spells in there. His sword is an effective ranged attack, and it will get more effective when he can channel spells through it. He has ranks in all Knowledge skills, with at least a +8 bonus. He doesn’t have Grease or Glitterdust because I am bored of them, but Faerie Fire is a pretty useful SLA for dealing with concealment. With Precise Shot, he’ll probably focus on rays. He’ll use Scribe Scroll once the campaign starts.
Saquiel
Aasimar (Emberkin) Wizard (Sword Binder)
LG Medium Outsider
Deity: Iomedae
Alternate Racial Traits: Crusading Magic
Init +2; Perception +4; Darkvision
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DEFENSE
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AC 16, touch 12, flatfooted 14 (Mage Armor +4, Dex +2)
HP 21 (3d6+3)
Fort +3, Ref +4, Will +5
Resistances Cold 5, Electricity 5, Acid 5
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OFFENSE
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Speed 30ft.
Melee MW Cold Iron Rapier +3 (1d6+2/18-20)
Ranged MW Cold Iron Rapier +6 (1d6+2/18-20) or Heavy Crossbow +5 (1d10/19-20)
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STATISTICS
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Str 14, Dex 14, Con 12, Int 16 (18), Wis 12, Cha 7 (9)
BAB +1; CMB +3; CMD 15
Feats Scribe Scroll, Point-Blank Shot, Precise Shot
Traits Touched by Divinity (Iomedae – Light), Regal Presence
FCB Wizard +3 Skill Points
Skills (6 per level)
Acrobatics 3 +5
Diplomacy 1 +4
Knowledge (Arcana) 1 +8
Knowledge (Planes) 3 +12
Knowledge (Religion) 1 +8
Knowledge (Dungeoneering) 1 +8
Knowledge (Nature) 1 +8
Knowledge (Local) 1 +8
Perception 3 +4
Spellcraft 3 +10
Background Skills
Knowledge (History) 1 +8
Knowledge (Geography) 1 +8
Knowledge (Engineering) 1 +8
Knowledge (Nobility) 1 +8
Appraise 1 +8
Linguistics 1 +8
Languages Common, Celestial, Draconic, Sylvan, Elven, Dwarven, Abyssal
Spells
Burning Hands, Chill Touch, Color Spray, Disguise Self, Endure Elements, Enlarge Person, Feather Fall, Liberating Command, Magic Missile, Magic Weapon, Protection from Evil, Ray of Enfeeblement, Shield, Shocking Grasp, Silent Image, Sure Casting, Touch of the Sea, True Strike, Vanish
Scorching Ray, Gust of Wind, Mirror Image, Resist Energy, See Invisibility
Spells Prepared (4/3/2): Detect Magic, Acid Splash, Open/Close, Disrupt Undead, Color Spray, Feather Fall, Magic Weapon, Scorching Ray, Mirror Image
Concentration +7 (+3 CL, +4 Int)
Special +2 racial on caster level checks vs. spell resistance, +2 racial on Knowledge (Planes), Bonded Item (Sword), Sword of the Mage (8/day), Faerie Fire 1/day (CL 3)
Equipment
+1 Cloak of Resistance (1,000)
Wand of Mage Armor, 50 charges (750)
Scrolls (250; Shield x2, Prot Evil x2, Magic Weapon x2, Disguise Self x2, Comprehend Languages x2)
Spells bought and scribed (330; 10 1st-level for 150, 3 2nd-level for 180)
Heavy Crossbow (50)
10 cold iron bolts (2)
10 silver bolts (21)
MW Cold Iron Rapier (340 +200 ritual to make it bonded item)
Spell Component Pouch (5)
Spellbook
Backpack (2)
Traveler’s outfit
Waterskin (1)
Journals (2) (20)
Inkpens (2) (0.2)
Ink (8)
Remaining: 20.8 gp

Tavarokk |

Aileen Fairfax
Female LG Human Herald Caller, Level 3, Init 2, HP 27/27, Speed 30 ft
AC 17, Touch 12, Flat-footed 15, CMD 15, Fort 4, Ref 3, Will 6, CMB +3, Base Attack Bonus +2
Masterwork longsword +4 (1d8+2, 19-20/x2)
Masterwork light crossbow +5 (1d8, 19-20/x2)
Dagger +4 (1d4+2, 19-20/x2)
Masterwork chain shirt, Masterwork light steel shield (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 13, Dex 14, Con 12, Int 13, Wis 16, Cha 12
Condition None
Aileen is a bit socially awkward, but friendly young woman who somehow combines being understanding and soft-spoken with mull-headed stubborness. Somewhat unusually for an ordained crusader priestess, she's rather laid back about faith, firmly standing by the few core principles and paying little heed to the formalities otherwise.
Aileen is an orphan of the Fourth Crusade. Daughter of a hedge knight turned crusader and an engineer, one day almost ten years ago she watched her parents depart to the frontline from their house in Egede, leaving her in the care of friends of the family. That was the last time she saw them. The following years were harsh. Aunt Sana did her best, but with the nation strained to the limit, few, if anyone, could afford a leisurely life. Aileen helped as much as she could, but, given her age, it wasn't a lot.
It is then that she found herself spending more and more time at a temple of Iomedae. She would come there to pray, first for her parents' safe return, later - to grant her strength to overcome harship. Whenever she was there she would feel strangely at home and leave rested and full of determination. Her prayers, she felt, were also related to a certain secret Aileen would never tell anyone - around the time she started going to the temple, she also began seeing unusually vivid dreams in which she'd spend time in a place that could only be Heaven. And while exploring what little of it she could reach was fascinating, what she treasured the most were dreams in which she met Peace Through Vigilance - a young golden wyrm who seemed to be almost as excited to met her as she him.
Peace, while a huge chatterbox and a bit of an attention hog, was the most cheerful and friendly person she'd ever met, and so later, once she got older, with no small amount of embarrassment Aileen would have to admit to having a crush on her dreamy acquantance.
As the years passed and young Fairfax grew more independent, she decided to set out on her own and seek her own future. Having gifted her house to her aunt in all but blood, she moved to the temple, becoming ward of the church, and entered acolyte training. She has shown aptitude for military service and especially - for cummuning with the higher place. Upon being recognized as a pristess, Aillen petitioned to join the crusaders and was then stationed at Kenabres.
Here and now the day she has been preparing for yet hoped she'll never see has arrived. The fortress city is under attack, and it's her duty to link up with the other crusaders and push the demons back - to see to it that no more children have to lose their families to this accursed war, and to make her parents and Peace proud of her.

RHMG Animator |

....
@RHMG - thinking more about it, I haven't decided between toning it down or replacing the mythic system - I will have to see the party in action to determine how OP they are as is and with mythic abilities.
Ah Gotcha,
I do know another option, but it goes the other direction, Gestalt.Though I would recommend the Locked Pair interpretation and to avoid the broken powergaming interpretation of Unlocked Pair.

Tilnar |

Ok, as promised - one scout/trap-finder melee Druid:
Krogal Blackmane[/B]
Male Half-Orc Druid (Nature's Fang) 3
NG Medium Humanoid (Orc, Human)
Init: +2, Senses: Normal Perception: +8
Languages: Common, Orc, Druidic.
=================================================
DESCRIPTION/BACKGROUND
=================================================
Krogal stands a full head above six feet, a clear sign of his orcish blood, but with the the lean, wiry physique typical of the Kellid. His coloration is also a blend of orcish and Kellid, with just the smallest hint of a greenish undertone to his otherwise sand-brown tan skin the coarse, thick black hair that gives him his name and falls over his leathers to his mid-back. His features are almost completely human, with only the slightest broadening of the nose giving sign of his mixed heritage... save for the hint of tusks when he smiles or laughs. There is a hungry, predatory look to him, which is only heightened by his dark, nearly-black, eyes and the twin scars extending over his left eye and down his face, the pale lines intersecting and breaking up the brown, spiked tattoos on his left cheek that are reminiscent of antlers.
History:
Though he has little memory of his early childhood, Krogal was born in the Sellen Hills of Numeria, part of the (small) Black Lion Clan, which once claimed a small piece of the rocky, hilly territory not far from Chesed. His father was a half-orc barbarian named Gron Orctooth, a former crusader who came south after seeing the horrors of the Worldwound up close, who that won his way into the clan through battle. His mother, Invit, was a warrior-shaman who came to develop feelings for Gron due to the frequent talks at the healer's hut where she apprenticed, as Gron was quick to bring his fellow clansmen to be tended whenever they fell too deep into their cups and resented the "outsider" in the Clan. Like most Kellid clans, the Black Lions revered Gorum for battle, and Erastil to help them in the hunt.
Many of Krogal's earliest memories are of his parents, and his training -- the boy was carrying a staff and sling before his sixth winter, and being taken out by his father, or some other of the clan's warriors, to hunt for food and resources -- sometimes, the prey were animals, but almost as often, they were other clans to be raided for their supplies. Those, at least, were the pleasant memories, compared to others where he was told to hide from the strange metal creatures that sometimes arose from the caves, the beasts that could breathe lightning and fire and kill his clansmen by the dozen.
Krogal was in his tenth year when his clan was destroyed. His pride at coming home with four kills on his belt -- more than enough to feed his family -- was washed away when he saw the attack. The attack was led by other Kellid, but it was not a raid -- they had come to cut down the clan and destroy it. Krogal found a hiding spot on the mountain and watched with horror as the clan's strongest warriors were cut down, not only by blades but strange silver devices -- the devices which he'd always been told were forbidden. He saw his father strike down several of the attackers, until he was surrounded by three of the strange four-armed metal men -- ones than held fire in their hands and weapons in others. His father managed to kill... destroy... break... one of them, and was striking down a second -- enough to give Krogal hope -- when one of the Kellid pointed a black rod at him, and fired a strange, crackling beam that tore through his chest. The battle seemed to take an eternity, but when it ended, the attackers retrieved a strange metalic box from amongst the Chieftain's treasures. They opened the box, releasing a strange violet glow, before closing it and nodding in satisfaction. They finished loading the rest of the Chieftain's treasures, including a few other hidden, forbidden trinkets, and then left -- after stripping their own dead and taking the broken bits of their metal beasts, saying only, "This is the price for defying the Black Sovereign."
Krogal waited about an hour after they left before returning, his mind and heart a jumbled storm or thought and emotion -- he was hoping to find any evidence of a survivor, that he wasn't alone -- but at the same time, his training telling him to gather as much food as he could and to leave before the scavengers arrived, because that much carnage would certainly attract things that were hungry. The attackers had left little that was usable behind, choosing to destroy the supplies that they didn't take with them... but, despite concerns about predators, Krogal took the time to make a small cairn for his parents before he left.
The next year was a difficult one for Krogal - he could only eat what he found for himself, and he was the only vigilant set of eyes against the dangers of the wild - both natural and unnatural. His wanderings brought him south to Scrapwall, and while it didn't make things any less dangerous -- adding cutthroat raiders and not really reducing the risks of wild beasts -- Krogal was at least able to scavenge for cast-off supplies and trash to keep himself fed... and to keep away from the Lords of Rust, even as he saw (or at least, heard) them inflict terrible things on those they did manage to catch -- or brought in on slaver's wagons. Those nights were the worst, as he could hear the screams of pain, each one bringing back a memory of what happened to his clan, filling him with the same burning desire to fight back, and the shame of being unable to.
On one of his midnight raids to the scrap-heap, however, Krogal came across a small lion kitten -- likely the runt of a litter delivered to one of the arena beasts. Krogal found himself drawn to the beast, maybe because it was a lost runt like himself, or maybe because it was the totem animal of his lost clan... but either way, the boy took the kitten with him, even if it meant another mouth to feed.
The familiarity of Krogal's routine -- a little hunting during the day away from Scrapwall, rushing back and hiding before twilight to keep away from the beasts, and then a midnight raid to the midden pile or an abandoned campsite -- led to the boy becoming less vigilant. It was less than a year after he'd claimed the kitten -- now a half-grown stone lion -- that Krogal came face-to-face with two scouts from a slaving who had noticed some of their supplies having gone missing. The boy fled, abandoning his hiding spot and what little treasures and supplies he'd gathered, and taking an arrow to the shoulder as he ran.... right into the path of the young chimera he'd been avoiding for weeks. Krogal was sure that he was going to die, but, remarkably, rather than his last sight being three sets of teeth closing in on him, he saw a number of green-fletched arrows pierce the things hide -- enough that the Chimera took to wing. Krogal was even more relieved when he saw that the archer -- his rescuer -- wasn't the slavers, but a lone Kellid with a heavy bow, fine armour and the holy symbol of Old Deadeye.
The man's name was Varkul Kar, and he was a paladin of Erastil. He healed the Krogal's shoulder, after seeking assurance that the lion wouldn't attack when he pulled the arrow out. He offered the boy food, telling him that he was seeking a slaving band that had come south and picked up two children from his town. Krogal, feeling better, immediately offered to lead Varkul to the slaver's camp, telling the paladin that this would be the first time that he could take a stand. Varkul was hesitant, but Krogal insisted, until he gave in and accepted the boy's help. Krogal led the archer to higher ground, allowing him to call out his demand for surrender with his foes within reach of his bow, and taking them unawares. When they refused to surrender, the paladin was able to rain arrows down on the slavers -- and Krogal was able to use the sling his mother had given him so many years ago for a more righteous purpose.
Grateful for the help, Varkul brought Krogal to his own home - the town of Iadenveigh. Krogal was surprised at the general sense of community and security, and it took a few months for him to be able to accept it -- or to come to terms with all of the feelings that he'd never had the liberty to deal with before. It was almost a year of rash behaviour, sudden rages -- and an inability to make friends with anyone other than Stonefang (who now weighed more than Krogal himself), but Varkul and his wife were able to break down the barriers, fighting their way to Krogal's heart... and, slowly, Krogal's nightmares began to fade, replaced by something else -- the call of Erastil.
Krogal began to thrive in an actual community, his spirit and heart growing almost as fast as his body (now that he was able to eat regularly). Almost more important to him, however, was being given the opportunity to use the skills he'd learned as a boy: to hunt, to scout, to care for others, and not just himself. Even more, he began to see how they could go even further -- to be turned to actively protecting those who could not stand for themselves -- as he himself had been too weak to do for so many years.
He began to allow himself to care for people, Varkul and Yrdin becoming foster parents, as he was no longer living in constant fear that they'd be taken away from him. He began to make friends with some of the other teens in town -- finding time to play a game and actually enjoy himself -- even going so far as to steal a kiss or two from a few girls, though nothing serious came from that flirtation... at least not until he met Tala.
And, while Krogal had lost count, he was seventeen winters old when he took his vows, having his face and arms tattooed in a geometric pattern of antlers to mark his devotion to the Stag God. Each poke of the needle, somehow, seemed to release his inner pain and anger, turning these things into tools and weapons, rather than things that could consume him. Still, his time in the wilds, and even with his clan, had left their mark -- and not just from the scars on his body and heart -- but even his magic was more feral than the others, even though it was clear that Erastil had chosen him.
Tala, who had taken her vows as a paladin two years earlier, teased him about the strangeness of his magic, saying that it was his inability to let go of the past that made it so, pointing out that he still carried the sling his mother gave him, that he insisted on fighting with a staff as his father had taught him, that he liked to skulk about and scout, and, most dramatically, his connection with Stonefang. The two had a year together before she left, heeding the call of Erastil and heading south into the River Kingdoms, trying to protect those that lived there against the various robber-barons and brigand lords.
Krogal, however, felt the call to go north instead. And he was sure he knew why: to use the strength he'd found to avenge his clan. Varkul, Yrdin, and even Tala, before she left, had tried to convince him otherwise, but he insisted that he knew his own heart. And so, the following year, he left his foster parents and his adopted community, and headed back into his memories and his old life. The voyage north, across the wilds, was not an easy one, with the dangers he remembered seeming even more active than they were before -- but, this time, at least, he had a faithful companion to watch his back. Still, it took longer than he expected, and he was a few weeks shy of twenty when he found the cairn he'd built a decade prior. Other than the stones he'd piled, there was no sign that anyone had ever lived there anymore. No trail to track, no evidence to be found. No way to know which bloody officer of the Technic League carried out the attack, and whether it really was under the orders of the Sovereign... or, even if it was, whether he was just manipulated into doing it.
He slept that night in the same cave he had a decade ago, surprised at just how small it really was, all the while mourning that last bit of a childhood fantasy... and only there, in the dark cave, reliving his grief did he realize that it was holding him back -- and that he needed to let that go to be able to fully commit to living for Erastil -- as Tala had teased him about. When he finally slept that night, he was given a strange vision -- a set of disjointed images of a dragon, of a powerful demon, of people suffering and needing to be protected.
Krogal didn't know what any of it meant, until something sparked a dim memory of scouting with his father... He remembered having seen a a small, half-drowned group that would have been easy to raid - but rather than praise him, his father told him that they must never strike at Crusaders heading to Chesed, and into Mendev to hold against the Worldwound. He smiled as he remembered his shock of when his father walked out to greet the new would-be Crusaders, offering them several pounds of meat, some waterskins, and even giving one of them his prized bow. He started as he realized that that bow -- his father's -- was one of the things he'd seen in his vision, in the hands of a now middle-aged paladin of Erastil, desperately firing arrows into the darkness and trying to protect his charges.
He knew, then, what Erastil was asking of him... and headed to Chesed to follow the Crusader's Road into Mendev.
The journey across Mendev was slow -- and he could feel a building sense of urgency as he traveled, the vision-dream repeating each night, giving him another new jumble of images. Silver scales being torn apart. People fleeing as those they counted on to protect them turned on them, putting them to the sword and axe. Brave defenders doing what they could to hold... including Tala, wearing a dented breastplate, holding a warped halberd in her hands.
He was still a dozen miles away from Kenabres when he saw the battle in the sky -- the demon and dragons from his vision, and knew that the other images were true too. He knew there were people who needed to be protected against the things they could not find the strength to stand against. Krogal knew what Erastil -- what his own heart -- demanded of him, and so, he and Stonefang rushed toward the shattered town....
=================================================
DEFENSE
=================================================
AC 17, Touch 12, Flat-footed 15, CMD 17
(+5 armour, +2 dex)
HP 30 (3HD)
Fort: +6, Ref: +4, Will: +6 (includes +1 for Sacred Tattoo)
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OFFENSE
=================================================
Speed: 30 ft. (6 Squares)
Melee
One-Handed
Dagger (Silver) +5 (1d4+2/19-20) {Slashing/Piercing}
Scimitar (Cold Iron) +5 (1d6+3/18-20) (Slashing)
Two-Handed
Masterwork Quarterstaff +7 (1d6+4) {Bludgeon}
Ranged
Dagger +4 (1d4+2/19-20) {Slashing/Piercing, 10' range increment}
Sling +4 (1d4+3) {Bludgeoning, 50' range increment}
Holy Water +4 (2d4)
Base Atk: +2, CMB: +5
=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
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TRAITS
=================================================
Highlander (Regional Trait)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Touched by Divinity (Campaign Trait) Erastil -> Archon Subdomain (Good) -> Divine Favour
As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can't explain your deep connection to the faith. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).
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FAVOURED CLASS: Druid FC Bonuses: Bonus Druid Animal Companion Damage (x3): +1/2 damage on companion's natural attacks
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FEATS
=================================================
Armour Proficiencies: Light, Medium, Shield (Non-Metal).
Weapon Proficiencies: Club, dagger, dart, falchion, greataxe, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
Selected:
Blind-Fight, Weapon Focus (Quarterstaff).
Bonus:{/b]
None (yet).
=================================================
SPELLS - Druid (CL 3) Concentration: +5
=================================================
Orisons - 4 - (DC 12) - Create Water, Detect Magic, Light, Resistance
Level 1 - 3 - (DC 13) - Entangle, Feather Step, Goodberry
Level 2 - 2 - (DC 14) - Barkskin, Bull's Strength
=================================================
SPELL-LIKE ABILITY (CL 3) : 1/day: Divine Favour (o)
=================================================
SKILLS
=================================================
Class Skills are italicized, Trained Skills marked with *
[b]Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 2 + 0 -1 (AC)
Bluff [+0] = 0.0 + 0 + 0
Climb* [+6] = 3.0 + 1 + 3 -1 (AC)
Diplomacy [+0] = 0.0 + 0 + 0
Disable Device* [+6] = 3.0 + 2 + 2 (masterwork tools) -1 (AC)[/i]
Disguise [+0] = 0.0 + 0 + 0
Escape Artist [+1] = 0.0 + 1 + 0 -1 (AC)
Heal* [+6] = 1.0 + 2 + 3
Intimidate [+0] = 0.0 + 0 + 0
Knowledge (Nature)* [+4] = 1.0 + 0 + 3
Perception* [+8] = 3.0 + 2 + 3
---Identify Potion [+10] (Scavenger Racial Trait)
---Determine Food Spoiled [+10] (Scavenger Racial Trait)
---Find Hidden Objects/Traps [+10] (Scavenger Racial Trait)
Ride [+1] = 0.0 + 1 + 0 -1 (AC)[/i]
Sense Motive [+2] = 0.0 + 2 + 0
Stealth* [+8] = 3.0 + 2 + 3 +1 (trait) -1 (AC)
---Hilly or Rocky Areas [+9]
Survival* [+6] = 1.0 + 2 + 3
Swim [+2] = 0.0 + 3 + 0 -1 (AC)
Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+3] = 1.0 + 0 + 0 + 2 (Scavenger Racial Trait)
Artistry (Scrimshaw)* [+4] = 1.0 + 0 + 3
Handle Animal* [+4] = 1.0 + 0 + 3
Linguistics [+0] = 0.0 + 0 + 0
Lore (Erastil's Paladins)* [+4] = 1.0 + 0 + 3
Perform (Untrained) [+0] = 0.0 + 0 + 0
Profession (Trapper)* [+6] = 1.0 + 2 + 3
Profession (Tanner)* [+6] = 1.0 + 2 + 3
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SPECIAL ABILITIES
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Orc Blood (Ex)
Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo
Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Scavenger
Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.
Skilled
Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.
Weapon Familiarity (Ex)
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Nature Bond (Ex) (Stonefang, see below)
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Spontaneous Casting
You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Studied Target (Ex)
At 1st level, a nature fang gains the slayer's studied target class feature. At 5th level and every 5 levels thereafter, the nature fang's bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time. This ability replaces nature sense, wild empathy, and woodland stride.
A nature fang can study an opponent he can see as a move action. The nature fang then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. He can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Trackless Step (Ex)
You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
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GEAR Weight: 90.06lbs (light) 100/200/300
=================================================
masterwork quarterstaff; lamellar +1 (leather); outfit (explorer's); wand of shillelagh (50); sling bullets (10); holy symbol (silver); thieves' tools (masterwork); smokestick; dagger (alchemical silver); scimitar (cold iron); sling
Backpack, Masterwork [ Sling Bullets (30); Bedroll; Holy Symbol (Wooden); Rope (Silk/50 ft.); Mess Kit; Soap; Waterskin (filled)];
Belt Pouch [ Holy Water (Flask) (x2); ];
Belt Pouch [ Flint and Steel; ];
Coinpurse [6gp, 11sp, 19cp]
Stonefang (Stone Lion Companion)
Male Companion (Lion) Animal 3 (NG Medium Animal)
Init +4; Senses: Low-Light, Scent (Perception +6
=========================
DEFENSE
=========================
AC 20, Touch 13, Flat-footed 17, CMD 18 (22 vs trip)
hp 27 (3HD)
Fort: +4, Ref: +7, Will: +3
=========================
OFFENSE
=========================
Speed: 40 ft. (8 squares);
Melee: bite +6 (1d6+3) and 2 claws +6 (1d4+3) [+1 to natural attack damage from FC bonuses]
Base Atk: +2;CMB: +4;
=========================
ABILITIES
=========================
Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Feats: Weapon Finesse, Armour Proficiency (Light).
Skills: Acrobatics +6 [Jump +10],Escape Artist +2, Perception +6, Stealth +6, Survival +2.
Possessions: Lamellar (Leather) Barding;
============================
Tricks
Knows the tricks: attack (x2), come, down, defend, down, guard, heel and watch
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.
Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes. In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe. A monster with the rake ability must begin its turn already grappling to use its rake--it can't begin a grapple and rake in the same turn.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

The_Demonic_DM |

Summary of Applicants with character sheets so far:
Voyla - Human Paladin (Shining Knight)
Sabrina - Aasimar (Angelkin) Paladin (oath against fiends) (oath of vengeance)
Manius: Human Inquisitor
Terry - Human Unchained Rogue
Lisandre - Aasimar (Idyllkin) Oracle of Life
Glyas - Human ranger (Demonslayer)
Cuthalian - Elf Fighter
Bollwerk - Tiefling Paladin
Faine - Human Arcanist
Zarak - Half-orc Bloodrager
Saquiel - Aasimar (Emberkin) wizard (Sword Binder)
Aileen - Human Cleric (Herald Caller)
Kodan - Human Hunter
Krogal - Half-Orc Druid (Nature's Fang)
Again, if I missed someone, please let me know. I've been enjoying reading your different backgrounds and motivations. You are making it difficult to narrow it down to 4.

The Chess |

Hi DM, I'm putting together something, probably to post by tomorrow or Friday. I'm sorry I'm taking so long - I usually take my time writing backstory. To be sincere, I'm also hopeful you go for 5 or 6 applicants instead of 4, since I find it to work better on PbP (when some people start getting a little absent).

Elise Wardyn |

Okay Demonic, here is the rebuild we discussed (replacing my Oracle of Life on page 1); background has stayed more or less the same, everything else has changed. Heavy on versatile healing and support.
Elise Wardyn, ♀ Human Merciful Cleric
Though she appears quite attractive and youthful, there is worldliness about her that suggests wisdom beyond her years. Her demeanor is can be described as kind, yet stern and determined when necessary.
Elise has piercing blue eyes and deep chestnut brown hair which she keeps groomed and cut to mid length. In most cases, she keeps her hair tied back in a pony tail for practical purposes, or has all but her hair bangs hidden beneath her mail coif when armed.
Height: 5'7
Weight: 118 lbs
Hair: Chesnut Brown
Eyes: Blue
Keirsey Temperament Sorter: INFP
Arryn himself had become a renown hero of the crusades, having led several successful campaigns into the Worldwound, though the crusades themselves were a failure. During one such raid, he rescued Valerie Warden, a woman of untold serenity whom carried the gift of celestial healing. They fell in love, and were married with children in short order. Arryn settled into a more relaxed and happy way of life, though he trained his children for their eventual service to Sarenrae. As such, Elise received combat training alongside her older brothers from a young age. Though she was physically smaller than her brothers, she kept pace with them and showed some martial ability in spite of the fact she detested violence. Ultimately, Elise showed a far more promising talent for channeling the divine and healing as she entered late adolescence, her very physical being seemingly brimming with positive energy. Her true gift for healing had clearly descended from her mother, who recognized that her child was manifesting great celestial powers.
Presently, Elise has returned to Kenabres, rendering medical and divine healing services at various temples and hospitals within the city that now lays under siege. She is officially associated with the Church of Sarenrae, and as a devout follower of the Dawnflower can be found worshiping at what remains of her temples.

The_Demonic_DM |

Updated Summary of Applicants with character sheets so far:
Voyla - Human Paladin (Shining Knight)
Sabrina - Aasimar (Angelkin) Paladin (oath against fiends) (oath of vengeance)
Manius: Human Inquisitor
Terry - Human Unchained Rogue
Glyas - Human ranger (Demonslayer)
Cuthalian - Elf Fighter
Bollwerk - Tiefling Paladin
Faine - Human Arcanist
Zarak - Half-orc Bloodrager
Saquiel - Aasimar (Emberkin) wizard (Sword Binder)
Aileen - Human Cleric (Herald Caller)
Kodan - Human Hunter
Krogal - Half-Orc Druid (Nature's Fang)
Noya - Tiefling ranger
Elise - Human Merciful Cleric
Kodan - Human Hunter 3
Andrik - Human Skald

Kalla Mirar |

After a bit of consideration (and reconsideration, I couldn't make half-elf work), I settled on Kalla Mirar, an musetouched aasimar of Pulura, with Kellid ancestry, that has dedicated her life to freeing the north of demonic influence.
Kalla Mirar
Female azata-blooded aasimar (musetouched) cleric (separatist, varisian pilgrim) of Pulura 3 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 32)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 27 (3d8+3)
Fort +4, Ref +3, Will +6
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Offense
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Speed 30 ft.
Ranged mwk light crossbow +5 (1d8/19-20)
Special Attacks caravan bond, channel positive energy 6/day (DC 15, 2d6)
Cleric (Separatist, Varisian Pilgrim) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—align weapon (good only)[D], defending bone, sacred space[ARG]
. . 1st—ant haul[APG] (DC 14), expeditious retreat[D], liberating command[UC], weapons against evil
. . 0 (at will)—create water, detect fiendish presence, guidance, mending
. . D Domain spell; Domains Good (Azata[APG] subdomain), Liberation (Freedom[APG] subdomain)
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Statistics
--------------------
Str 8, Dex 14, Con 12, Int 13, Wis 16, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Alignment Channel, Channeling Variance, Combat Expertise
Traits sacred conduit, touched by divinity
Skills Diplomacy +10, Heal +7, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (planes) +6, Knowledge (religion) +5, Linguistics +6, Perform (sing) +6, Sense Motive +7, Spellcraft +5, Survival +4; Racial Modifiers +2 Diplomacy, +2 Perform (sing)
Languages Abyssal, Celestial, Common, Hallit, Infernal
SQ aasimar cleric, elysium's call, exalted resistance[ARG], forbidden rite (freedom[APG]), liberty's blessing
Combat Gear cold iron crossbow bolts (50), pearl of power (1st level), anointing oil[ARG], caltrops, cold iron (3), holy water, holy weapon balm[ACG], smokestick (2); Other Gear mwk chain shirt, mwk buckler, crossbow bolts (20), mwk light crossbow, muleback cords[APG], bedroll, belt pouch, candle (2), canteen[UE], celestial censer[ARG], charcoal (2), holy text (Pulura)[UE], inkpen, masterwork backpack[APG], mess kit[UE], paper (3), silver holy symbol of Pulura, soap, spell component pouch, trail rations, waterproof bag[UE], 10 gp, 1 sp, 8 cp
--------------------
Special Abilities
--------------------
+1 to channel energy damage vs. undead/evil outsiders +1/2 to damage when using positive energy vs. undead or using Alignment Channel vs. evil outsiders.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Caravan Bond (6 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 6 travelling companions within 30 feet.
Channeling Variance (Freedom Variant Channeling, 3/day) Use variant channeling ability, or if already have variant channel use it without reduction.
Cleric (Separatist, Varisian Pilgrim) Domain (Azata (Good))
Cleric (Separatist, Varisian Pilgrim) Domain (Freedom)
Cleric Channel Positive Energy 2d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Elysium's Call (1 rounds, 6/day) (Su) May imbue creatures with the spirit of elysium with a touch, allowing reroll of charm and compulsion spells and a bonus on saving throws against grapple, entangles, charm, compulsion, and may ignore 5 ft of difficult terrain per round.
Exalted Resistance (8) You have spell resistance 8 vs. evil spells, or any spell cast by evil outsiders.
Liberty's Blessing (6/day) (Su) Allow target to re-attempt a save.
Kalla was born as a refugee in the town of Kenabres, her parents Kellid refugees from the fall of Sarkosis. Her family has always had hints of fey or elven ancestry, but until her 16th birthday, Kalla was an ordinary Kellid girl. She grew up in poverty as many Kellid citizens of Kenabres did, but managed to support her family with her singing and healing, though she was very careful to avoid being called a "witch". Her family taught her the tenets of Pulura, the Empyreal Lady of stars and the aurora venerated by many Kellid of Sarkosis before the fall of Dyinglight, which was her ancestral home. Kalla always whispered prayers to Pulura, but until she turned 16, they were not answered.
On her 16th birthday, she was walking home from her meager job late at night, when the aurora blazed through the sky above, the stars lit up brighter than she had ever seen, and the sky was filled with ribbons of color that she had never seen before. Her features sharpened and her eyes and hair changed to match the aurora, a feature that would persist through her life (her hair and eyes are the color of the aurora at any given time - except during the day when her hair is white and her irises are black). Her ears sharpened and she began to resemble an azata, and found that she could channel divine energy through her holy symbol for the first time. A troupe of crusaders (believing her to be corrupted by demonic influence) tried to apprehend her, but she laughed and escaped briskly into the town before they were able to take hold.
Kalla is a strikingly beautiful aasimar young woman with neat hair ties back in a traditional Kellid braid, a fine set of weapons and armor, and a bag laden with interesting gear to fight demons. She seems to be carrying more than her relatively slight frame could manage. Her hair and eyes change color with the whims of Pulura, but her facial features are that of a half-elven woman. She is usually smiling, and is friendly to a fault. She laughs at the dour meins of the paladins she has adventured with, and tries to bring brightness and positivity into her interaction with everyone. She is most comfortable at night in the presence of the open sky, and does not care for restrictive settings or spaces. She gets unreasonably angry when creature are detained unjustly (or even justly - she is prone to forgive all but the most egregious crimes). She believes that demons corrupt the otherwise harmless chaos that is life, and is dedicated to driving them from Golarion.
Kalla has found herself trapped with the party in the catacombs beneath Kenabres, and is concerned for the well-being is her family and others.
I badly wanted to try to get half-elf to work, but there were some thematic spells I wanted which were tagged as being for Aasimar. I also realized that I could get part of my way to my background goal by taking into account the elfin nature of the Azata. This character will eventually take the Stargazer prestige class, which I have been interested in since I read it, and is very good at channeling (this AP is one of few where it seems to be rewarded).
Please let me know if you have questions - I’m happy to flesh out anything you want, and I’m sorry for the delay!

The_Demonic_DM |

Ok, I personally hate it when GM takes hours to decide on characters after the end of recruitment, so I won't put you all through that. Thank you all for your applications (I was humbled by the number of applicants and the amazing concepts) but in the end, I just picked the 4 characters whose stories/concept/appearance/etc. most resonated with me, even if the party is not the ideal: tank/healer/arcane/skill monkey.
Without further ado, the party selected is:
Sabrina - Aasimar (Angelkin) Paladin (oath against fiends) (oath of vengeance)
Zarak - Half-orc Bloodrager
Aileen - Human Cleric (Herald Caller)
Elise - Human Merciful Cleric
To those selected, please report to: Discussion Link

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Thanks for the acceptance.
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thumbs up for those that made it.
And I do hope those that did not find a game to show off their talents

The_Demonic_DM |

Reopening this Recruitment and looking for 2 players! During the 2+ weeks that the site was down, we lost our 2 previously selected clerics. The players haven't entered the burning city yet.
Party currently consists of:
Sabrina - Aasimar (Angelkin) Paladin (oath against fiends) (oath of vengeance)
Zarak - Half-orc Bloodrager
If you applied previously or want to submit a new concept now, please feel free. Same character creation guidelines as before.
Any questions, let me know.