Heaven's Fury - WoTR

Game Master Lucendar


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Hello all. First a little about me: I've been a player for years on these boards - finished am Age of Worms campaign here as a 20+ dwarf warrior. My first AP concerning the Legacy of Fire went on for about 5000+ posts before it ended. Since then, to be honest, I've started and dropped a few games as RL got crazy at times. Anyway, I haven't DMed in awhile and I have time now (only involved as a player in one game) so I am ready to dedicate my time and efforts to this game. Any issues, I will advise you right away if I will be absent. I have seen from experience how a DM's sudden disappearance without notice leaves a bad taste in your mouth as a player.

Anyway, if you're still reading and interested, here is my pitch for this game, which seems to make sense to me: an all aasimar party of four fighting the forces of the Worldwound! Just seems like a cool concept to me and hopefully it will be fun for you as well. The beginning of the AP will be different also from those familiar with this AP - no fighting maggots and cave vipers, etc.

Character creation guidelines for 2nd level characters (you have some battles under your belt):

1. Races: Aasimar only - variant heritages in play (variant abilities will be rolled if you are selected)
2. Attributes: 20 point buy
3. Gold: 1000 gp
4. Background skills in place
5. Alignment: Good only
6. HPs: Max for 1st 2 levels
7. Classes: All Paizo sources allowed
8. Traits: 1 trait and 1 Campaign
9. Post your timezone. I am in EST.

Character submission: Physical description with emphasis on your otherworldly nature (images from internet are encouraged)- background dealing with your Aasimar nature and heritage - motivations to adventure? - outlook on life? - what makes you tick? Are you hated or loved or ignored by the populace?

Looking for 4 players - deadline is 3/10/2020 - may be earlier if I get enough submissions before. I will provide notice if there is any change.

Any questions, let me know.


I am definitely intrigued; I have an idea for a agathion aasimar bloodrager. I do have a question though, will you allow bloodrager's rage to work like the unchained barbarians. I'm thinking a mix of dragon and lion-like features for his appearance.


This is an aasimar that I played in a very short-lived WotR. He's a sword binder wizard who hurls a rapier and is a distant descendant of Arazni.

I could adjust him to 2nd level.


Dotting.

Very interesting, I like Aasimar and have never gotten past the caves after the initial attack.

I am also in EST. and have had to stop playing a couple of times due to real life myself. Lets hope things stay stable for a few years right. So, what kind of posting rate are you looking for?

I usually play melee or skill characters. I don't want to step on KHT's toes, So will start looking at making a skill character probably a ranger or slayer. If I can't find something that fits I may possibly try and put together an oracle.

Dark Archive

Thinking about an Aasimar Warpriest of Iomedae. Will have to see what I can come up with. I'm in the CST (Chicago).


I'm going to throw my hat into this. I had a tiefling paladin of Shelyn that I had created a while back in case someone started a Wrath of the Righteous campaign but since this is an all aasimar party I can create a new character for this one.

The character I'm thinking of is an aasimar paladin of Shelyn. Also you don't mind if my character has a bit of a grandiose background?

Dark Archive

I'd be interested! My two character ideas are:
1) Archon-blooded kinetic knight. Real soldier of heaven with a flaming sword. (Would you be into elysian infusion as a wild talent for an aasimar?) Love to explore what goodness and order is in the face of demon armies! Stern guy, never takes off his helmet.
2)Peri-blooded lamplighter investigator. If you need a skilled character. I just like that they can snap their fingers to start a fire. (And investigators are great.) Would be into the campaign because it is deeply the right thing to do.

Timezone: EST


I have started this campaign twice and they both ended in Dresden. I've a tiefling paladin of Sarenrae. I can make him an aasimir.


LOL...my thoughts were leaning towards Paladin as well...

Timezone:EST


1 person marked this as a favorite.

Well, with the shear number of paladins flooding (appropriately) into this campaign, I think I am going to try something different and make an aasimar rogue or an investigator, maybe a inquisitor! I'll have stats and things up later.


Dotting. I'll make an Aasimar Occultist from Rahadoum.


Lucendar wrote:

1. Races: Aasimar only - variant heritages in play (variant abilities will be rolled if you are selected)

Character submission: Physical description with emphasis on your otherworldly nature (images from internet are encouraged)

isn't that contradicting?

Wouldn't it be more reasonable, to first roll here and then implement the results on the Variant Aasimar Abilities table and the Alternative Physical Features table into our submission?
Some results would greatly influence the crunch and fluff of a persona I presume.

The Exchange

Pathfinder LO Special Edition, PF Special Edition Subscriber

The chance to play an Aasimar for once sounds delightful and my character concepts have been building up. They are in order of interest and allow me to fill other roles in the part if needed.

My timezone is JST, which is 14 or so hours ahead of EST.

Seren Tawel, Azata-Blooded Flying Blade of the Black Butterfly (Ranged Damage):

If allowed non-human aasimar are allowed he would be a halfling.

CG
Alternate Trait: Truespeaker (Learning languages comes supernaturally easy even though he cannot speak).

Born into the life of a slip in the nation of Cheliax meant an existence of suffering. His mother was sent away to Isger as punishment for having the child and Seren would face his own punishments for what was seen as his birth defects. The halfling was born without the ability to speak and a curious appearance that often had him labelled a mutant. Whenever he had a moment, often working outside at night when he was less likely to embarrass his owners, he would look up to the stars and yearn to stretch his legs.

When the Fourth Mendevian crusade began and Cheliax sent a tiny force in support he was sent along a servant, if only as a way to dispose of the troublesome slip. While passing through the River Kingdoms on the way to the Worldwound his freedom came at the hands of a detachment of the Bellflower network. He stayed with them for a time learning some survival skills and working in exchange for information on his past. It was then that he found his mother was sent to the Worldwound as well thus his journey resumed but this time as a free being.

His hair flows in streaks of white, deep purples, and stark black. It was often trimmed short or alchemically dyed by his owners in Cheliax but has since grown longer in freedom. During his time in The River Kingdoms he visited the churches of Desna but found solace in other mute or deaf members of the congregation that directed their worship towards the Black Butterfly.

His inability to speak has stunted his desire to connect and learn. He is quick to learn any language he encounters so he can at least understand what they are saying. He carries implements to write his thoughts when he cannot convey them through pantomime. A skilled sign language practicer and teacher who gets visibly excited when others want to learn. Aside from his interactions with others his mind is occupied with the stars and exploration leading him to be a bit aloof or absent minded. Some may find dealing with his challenges difficult but it is hard to dislike him with his enjoyment of life.

Mahfra Nar, Peri-Blooded Phoenix Sorcerer (Possibly Dawnflower Dervish dip)(Healer and Switch-hitter):

NG
Alternate Trait: Heavenborn

Mahfra was one of the offspring of a peri community in Nirvana. Unlike their parents they were not tasked with redemption of their ancestors' errors yet ,while his siblings took the offer to remain in the Outer Plains, it was the youngest son that chose to head to leave for the mortal world. There was evil that threatened to turn mortals and celestial beings alike. He prepared for the journey by exploring the realms of Nirvana and learning about the world he was to join. It was in the sanctuary of Sarenrae where he learned of redeeming those that are lost, purging their transgressions through flame, and rising again. He took an oath to Sarenrae and prepared to answer the calls of those in Mendev.

Mahfra had skin that rivaled marble and bronze hair that was pulled back into a ponytail that reached his waist, the sides of his head were shaved down into intricate designs of flame. His eyes did not flicker wildly like his siblings but were a simple and warm brown.

His outlook is driven by a desire to connect with those that are in difficult situations and to see the right choices be made. His unfamiliarity with the material plane makes him somewhat ignorant of things resulting in awkward situations but his demeanor keeps people enjoying his company. Redemption is an option for any creature he fights that can make decisions for itself and even in death he takes strides to understand why.

Vigi Fenerod, Archon-Blooded Herald Caller of Arqueros (Summoner and Frontliner):

LG
Alternate Trait: Celestial Crusader & Halo

He originated from Taldor where internal conflict was constantly putting forces into battle but the petty squabbles that never ceased grew irksome. There was an inner calling to protect and bolster those truly in need...which led him to join a group headed north to join the Mendevian forces.

His stoic personality especially in battle wins him respect but few friends. He speaks most often when petty squabbles get out of hand as his tendency to lecture kicks in.

He rarely takes off his armor in the company of others, preferring to always appear at the ready. Those that have seen his helmet come off speak of skin nearly the color of a golden coin framed by a shaggy mess of alabaster hair. When speaking passionately a halo of light will appear above his head which he normally suppresses.


Are you okay with us taking the Squire feat later on as well as the Extra Traits feat?

And if we can take the Squire feat do we get to design our Squire/Cohort or do you?


Dotting.

I'm considering a rage prophet.


Dotting for interest.

Curious if you are open to the alternate racial subtypes introduced in Blood of Angels (scroll down to subraces here to see what I am talking about if in doubt) or if you are only wanting normal/variant rolled aasimar submissions.

Time zone currently is Eastern, though mid year that will change (if selected I will keep you posted as it changes).

Will probably bring either a magus or an investigator.


Dotting for interest


The Emerald Duke wrote:
Curious if you are open to the alternate racial subtypes introduced in Blood of Angels (scroll down to subraces here to see what I am talking about if in doubt) or if you are only wanting normal/variant rolled
GM wrote:
Aasimar only - variant heritages in play (variant abilities will be rolled if you are selected)

Assuming he meant what you are asking already. I can be wrong obviously, but it's strongly implied.

Also, dot, and I plan a ranger or ranged inquisitor.


Alright... The WotR campaign I'm playing has slowed down a lot, and we're not to much advanced, so I guess it won't harm no one to try, more so if you've rearranged the beginning. Let's see what I can come up with.


Saquiel is adjusted to 2nd-level and 1,000 gp. Everything should be there in the profile. I know Sword Binder wizard is a bit sub-optimal, but it's still a wizard, and it looks fun (plus, Arazni/Aroden ties). From what I hear, Mythic gets pretty crazy. Bringing a high-op build might not be appropriate anyway.

Two questions:
1) He has taken an alternate racial trait (Crusading Magic) that gives up the SLA, so he would not roll on the table, correct?
2) With the "Riftwarden Orphan" trait, can he have been raised by his grandparents, or is that a problem for later plot developments? I would like him to have the appropriate wizard trait but would also like him to know about his family's history.

I am in EST.


I think I'll pivot a bit and do up a cleric....


Dotting

Dark Archive

Rhialla, Aasimar Warpriest of Iomedae:

Rhialla
Female archon-blooded aasimar (lawbringers) warpriest of Iomedae 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 22 (2d8+6)
Fort +5, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +6 (1d8+3/19-20) or
. . morningstar +5 (1d8+3)
Ranged composite longbow +2 (1d8+3/×3)
Special Attacks blessings 4/day (Good: holy strike, War: war mind), fervor 4/day (1d6), sacred weapon (1d6, +0, 2 rounds/day)
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—continual flame
Warpriest Spells Prepared (CL 2nd; concentration +5)
. . 1st—divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (longsword), Weapon Focus (morningstar)
Traits child of the crusades, crusader
Skills Acrobatics -5 (-9 to jump), Diplomacy +4, Intimidate +2, Knowledge (engineering) +5, Knowledge (religion) +5, Linguistics +2, Sense Motive +5, Spellcraft +4; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common, Infernal
Other Gear breastplate, heavy steel shield, composite longbow (+3 Str), morningstar, mwk longsword, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], silver holy symbol of Iomedae, trail rations (5), waterskin, 24 gp, 2 sp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

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Wow, appreciate the interest. Ok, some answers:

1. I am fine with Bloodrager's rage functioning as Unchained Barb.
2. Posting rate: 1x a day for players, a little more if we are in combat to keep it fast moving. I will general post in mornings and nights and maybe in between some days.
3. Grandiose background is fine, even encouraged if it fits your character.
4. Elysian infusion? Sounds cool - let me read more about it. Will get back to you.
5. Variant racial abilities prior before submission: I am not in favor for 2 reasons: One, you could roll great ability and not get picked and that is a bummer and Two, withso many applicants I cannot control how "fair" the rolling would be with the preview feature, etc. I'd rather leave that to the final four who are selected. My 2 cents.
6. Squire feat is fine and you can design cohort.
7. Subraces are fine. I meant the Agaithi-Peri types listed. Apologize for confusion.


Dot

Dark Archive

Found some reference art for my character ideas!

1) Fire-sword archon
2) Peri-blooded investigator

Liberty's Edge

Well, this AP is pretty much tailor made for one of my PFS characters to evolve into. His current build is as a straight half-orc, but the backstory has his mother as an aasimar. The divine heritage was manifesting as his paladin abilities, and I didn't incorporate anything from Blood of Angels. I'd be happy to rebuild him with that in mind, and even shift him away from Paladin if the campaign is too heavy on that concept.

Background:
Lotho's mother was a member of the Proudheart family of halflings, but known for her kind heart. It was said that she had inherited the ancient blood of angels that ran in the family, and was herself an aasimar. She lived among her halfling family peacefully in the village of Rubyblossom.

His father was a bloodthirsty orc chieftain who attacked Rubyblossom, taking what he wanted ... and leaving his mother behind with a child.

Rather than leaving Lotho to the elements, she found a way to love him and raise him within Rubyblossom, learning the importance of community, peace, and freedom. Lotho grew to enjoy the simple work of farming, finding that it helped to quell the fury that he felt flowing through his blood.

One day, Rubyblossom was attacked by a traveling group of brigands. Lotho felt the divine call of Erastil and organized a defensive force, fighting the bandits off in the Battle of Fallowleaf Field. Though they fought off the enemy, he saw in the eyes of his family and friends that the ferocity he exhibited on the battlefield had frightened them.

At his mother's recommendation, he set out on a pilgrimage into the wider world, to learn more about his new powers and how to balance the light and the darkness within him.

Description:
Lotho is short for a half-orc, a bit over 5 feet in height, and dressed in the simple clothes of a farmer. His armor has more care to it, being regularly tended and shined, but is relatively simple and unadorned, save for an emblem of Erastil on its chest. Assorted weapons - a spear, longspear, two javelins, and a longbow - can be seen strapped to his backpack. A shovel and hoe can also be seen. From his belt hangs more weapons, selected for utility beyond battle ... handaxe, light hammer, and a dagger. Despite his intimidating, powerful bearing, and a general sense of seriousness about him, he is quick to smile and laugh when the opportunity presents itself.


Oooooh. I've got an idea for a Sanctified Rogue. Even demon hunters need a sneak!


How do you feel about the Scion of Humanity alternate trait? Might be interesting to have one human-looking sneak with all these exotic angels.


I have an idea for making a druid. A follower of the Green Faith and survivor of Sarkoris bent on cleansing the land of his people.

I can write up a backstory, and could add a build, but I'd be willing to build around the needs of the party selected since druid can fill any role.


Would you consider modifying some monk archetypes to work with unchained monk? I'm looking at drunken master.


Dotting. Working on an idea.


Here is my submission, Massielo Cirus, a Life Oracle. I found the redemption part of the player's guide particularly interesting and would intend that this character played some part with this mechanic. He's also a charismatic soldier, which could come in handy in mass combat (not sure how much it will play a role, but it made so much sense for him)

About Massielo Cirus:

Appearance and personality
Massielo is a kind looking man. Tall and beautiful, his celestial traits show mainly from his golden eyes which match the golden rings that pierce his ears and shine bright against dark brown skin. Having a deep soothing voice makes him naturally agreeable. Someone who looks at him more attently notices he has sad eyes. He wears simple clothes, which shows he doesn't want to appear pompous, and gives the impression of honesty. His pants are usually beige in color and usually new. His shirt is white, which he usually keeps under a simple vest when he is unarmored, or just under his armor, in order to keep it clean. When in his combat gear, a heavy mace hangs from his belt and a light crossbow is tied to his back next to his backpack. He also carries a heavy steel shield on his left hand.

Background
Massielo was born in Kenabres. Son of Zarate, an Iomedaen priestess and Titus, a retired soldier of the Third Crusade. Titus had terrible memories of the crusade and the corruption of many of its members and implanted the notion of duty in young Massielo. Zarate was the first to notice the divine heritage in the boy and set out to teach him as much about Iomedae as she could. Since his mother's teachings matched his father's strong will, Massielo found no difficulty in following this path. The connection he felt with Iomedae was so strong, he believed his different colored eyes and skin were her doing.

His training as a cleric, however, did not go as well as his mother wished. He was not enough disciplined and strange powers began manifesting in the boy, like learning the Celestial language without ever trying to study it. To avoid distressing his mother, Massielo stopped his study as a cleric and joined the military forces of the Iomedaen armada. His father Titus was particularly pleased with what appeared to be a natural magnetism about Massielo which allowed him to reduce corruption about him. Much to Zarate's dismay, his strange powers continued to grow.

Personality
Massielo cannot see injustice, but he is not without planning and patience, so he doens't run in mindlessly to attack a bully at every opportunity. He prefers words and talks calmly. Undoubtfully his large size and impressive presence help him have things his way, yet he doesn't try to get advantage of this. He tries to make the best for the less fortunate and calls out to his mother when he succeeds. He calls out to his father when violence is about to burst. It is easy to see he has strong ties to his family and tries to do right by them, and that includes whoever he considers family.

Crunches:

STR 16, DEX 10, CON 14, INT 10, WIS 10, CHA 18
Aasimar (Angelkin)
Male
Medium Size
NG Oracle lvl 2 (Life mistery)

BaB 1
Init +0; Senses: Perception +4
CMB +4 (1BaB +3strength)
CMD 14 (1BaB +3strength +10)
Favored Class Oracle (+2 HP)
Darkvision

Defense
AC 17, touch 10 flat-footed 17 (+5 Armor +2 Shield)
HP 22 (8 (lvl 1) + 8 (lvl 2) + 4 (2*2Con) + 2 (2*1FavClass))
Fort +2 (+0 base +2 Con)
Ref +0 (+0 base)
Will +3 (+3 base)
Acid resistance 5, cold resistance 5, electricity resistance 5

Offense
Speed 30 ft
Melee Heavy mace +4 (1d8+3/20x2)
Ranged light crossbow +1 (1d8/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft

Life mystery
Revelations:
1 - Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Oracle's curse: Tongues (Celestial) - Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Trait ability:
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your clericoracle level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells
CL 1
Concentration (Oracle level + Cha + trait): +8

DC: 14+spell level

Spell level: Known+bonus (Slots)
Cantrips: 5 (n/a)
1: 2+2 (4+1)

Spells known
Cantrips: Create Water, Detect Magic, Guidance, Light, Purify Food and Drink
1: Bless, Protection from evil + Cure Light wounds, Detect Undead

Extra ability: To be rolled

Traits:
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Touched by Divinity: 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). - Iomedae (Good)

Feats:
Lvl 1 - Selective channelling

Skills (4 class = 4 ranks/level):
Diplomacy +9 (2 Rank, +4 Cha, +3 Class skill)
Heal +7 (2 Rank, +3 Class skill +2 racial)
Knowledge (planes) +5 (2 Rank, +3 Class skill)
Spellcraft +5 (2 Rank, +3 Class skill)

Background skills:
Handle animal +9 (+2 Rank, +4 Cha, +3 Class skill)
Profession (soldier) +5 (+2 Rank, +3 Class skill)

Languages: Common, Celestial

Equipment
Magical equipment
Cure Light Wounds potion x2
Delay poison potion
Smokestick x2
Tanglefoot bag
Thunderstone x3

Normal equipment
Silver holy symbol of Iomedae
Not yet bought

My time zone is GMT-3 (I live in Rio de Janeiro). This means that when it's 1 o'clock in NYC, it's 3 o'clock here.

Liberty's Edge

If you're still open I'll toss my hat in the ring as a cleric aasimar of course


two more questions:
- Do you allow Variant Multiclassing?
- Do you allow Non-Human Aasimar? And if so, are they allowed the Scion of Humanity trait in order to qualify for their respective racial stuff, e.g. feats, traits or fcb?


I'll be submitting an azata-blooded bard for this.


I'm looking to get into pathfinder again and this looks perfect. I think I'll make a peri-blooded wizard of the void school if that's ok? A conflicted girl eager to discover the truth behind her heritage.

This image is a great inspiration for the character.

Edit: I just realized someone else is submitting a peri-blooded wizard. Maybe it's not such a great idea to have so much overlap. I'll have to think if I go through with this or find something else.


Ok back with more answers:

1. Saquiel, correct, if you trade in the SLA trait, you do not roll on the table. Raised by grandparents is fine as well.
2. Alternate racial traits are fine, so Scion of Humanity is fine.
3. Play the non-unchained version of the monk if you want Drunken Master. Sorry.
4. No VMC but yes to Non-human Aasimars and Scion of Humanity.

Glad this interests you all and very cool images. They get me hyped to play this. :)


Are we allowed drawbacks? I'm thinking to take the burned drawback... But I do plan on using spells like burning hand and eventually fireball. I got a great idea to work it into my backstory. If it doesn't fit with drawbacks, I'll just have to go with the story.


This sounds fun.

I'd be looking at basing the character idea around this lovely art.
While one would guess she's Agathion blooded from that image, she isn't. Instead she can trace her celestial heritage back to a Stag Archon.

Class-wise I'd be looking at a Holy Beast Shifter or Nature Fang Druid and a follower of Cernunnos. She was raised with Erastil in a small farming community in the southern part of Mendev but as she grew older she started to prefer the more proactive stance in the fight against evil of Erastil's children, particularly his son.


Interested! I have a crazy idea for a versatile Desna-worshiping halfling aasimar fighter that I'd love to develop further.

Here's an image that inspires me.

This one's probably closer to what he'd actually look like. :)


Anthorg wrote:

Here is my submission, Massielo Cirus, a Life Oracle. I found the redemption part of the player's guide particularly interesting and would intend that this character played some part with this mechanic. He's also a charismatic soldier, which could come in handy in mass combat (not sure how much it will play a role, but it made so much sense for him)

** spoiler omitted **...

By the way, this is what Massielo would look like.


Could I perchance convince you to use the Feat Taxes in Pathfinder system? It condenses and consolidates a variety of feats, which frees us up to take more fun and flavorful Aasimar racial feats and the like (That's what I'd be doing with it, anyway).

On an unrelated note, I'm thinking Bladebound Magus. That leads me to a question: Could I use the Mythic Legendary Item stuff on my Black Blade?


Okay, here is my submission, and Here's what my character looks like.

Kinsman:

NG Emberkin Aasimar Occultist 2

str 8
dex 12/14
con 12
int 18
wis 8
cha 18

HP 20
AC: 12; T: 12; FF: 10 (10 base +2 dex)
BAB 1
Init +2

Fort +5
Ref +3
Will +4

Speed 30'

Weapons:
1) Melee Touch: +0 to hit

2) Ranged Touch: +3 to hit

Skills:
Bluff r2 +9
Diplomacy r2 +9
Disable Device r2 +7
Knowledge (Arcana) r2 +9
Knowledge (History) r2 +9
Knowledge (Planes) r2 +9
Spellcraft r2 +9
UMD r2 +9

Languages:
Abyssal
Aklo
Celestial
Common
Draconic
Infernal

Alternate Racial Features:
*Celestial Crusader (+1 insight bonus to attack rolls and AC vs. evil outsiders; +2 racial bonus to know (Planes) and spellcraft vs evil outsiders; replaces celestial resistance and skilled)

Class Features:
*Archetype (Silksworn)
- Cast Arcane Spells instead of Occult; Mental focus equals level +int mod +cha mod; use expensive clothing in specific slots for implements; gain 4 implements at first level instead of 2; only proficient with simple weapons

*Implement (Abjuration; Wrists)
- Resonant Power: Warding Talisman
- Base Focus Power: Mental Barrier

*Implement (Conjuration; Shoulders)
- Resonant Power: Casting Focus
- Base Focus Power: Servitor
- Focus Power: Flesh Mend

*Implement (Divination; Eyes)
- Resonant Power: Third Eye
- Base Focus Power: Sudden Focus

*Implement (Evocation; Hands)
- Resonant Power: Intense Focus
- Base Focus Power: Energy Ray

*Implement (Transmutation; Feet)
- Resonant Power: Physical Enhancement
- Base Focus Power: Legacy Weapon

*Mental Focus (12/day)

Traits:
*Riftwarden Orphan (+2 trait bonus to concentration checks; campaign)

*Indomitable Faith (+1 trait bonus to will saves; faith)

Feats:
*Extra Mental Focus

Spells:
*Spell DC:
*Spells/Day: -/3

*Cantrips:
- Resistance
- Create Water
- Detect Magic
- Telekinetic Projectile
- Message

*First:
- Shield
- Cure Light Wounds
- Heightened Awareness
- Burning Hands
- Magic Weapon

Equipment:
TBD

Backstory:

Kinsman (not his real name) is an odd choice for a crusader: he is an Aasimar who hails from the nation of Rahadoum.

Kinsman's parents were both members of the secretive order known as the Riftwardens. Both are now missing, and presumed dead.

Kinsman was just a boy when they went missing, and shortly thereafter his magical talents manifested. Apprenticed to a wizard in his hometown, Kinsman quickly discovered that his talents lay not in wizard magic, but in an odd form of magic tied to items of power, or in his case, items of fashion.

Despite growing in power, Kinsman continued to wonder what had happend to his parents. Given no other choice, he made the trip to Mendev to swear the oath and join the crusaders.

appearance:

Kinsman is an immaculately dressed man in his early 20's with midnight black hair and silver eyes which denote his celestial heritage. For his part, Kinsman sees his race as only a minor inconvenience.


Hi GM - I'd like to submit Krayn La'Jal. Krayn is a sorcerer with the Solar bloodline, an azata-blooded aasimar with strong ties to the heavenly realms. I'd love to evolve him towards the Mystery Cultist prestige class.

Description:

Krayn looks like a middle-aged peaceful scholar, almost like a monk of sorts. His hair is black, usually trimmed on the sides with the back ending in a long ponytail, and his eyes have a orange burn to them that could only be tied to an outsider. He usually keeps his clothes well aligned and clean. Humble and with an easy smile, the azata-blooded sorcerer enjoys music and parties, but transpires a sense of maturity that would be better described by imagining him as a playful father-figure for his companions.

His usual behavior contrasts with the power in him - born in the heavenly realms (an unknown fact to him), the solar bloodline burns strong in his veins and guides his sorcery - and as much as fire harms, it's also an element of life, of good and healing, and that balance is what works as a north for the blessed aasimar. Branded in his arm with the runic symbol known as the Sign of the Seeker's Spiral, while still a baby, Krayn was raised by a foster family in Kenabres and from his early years adopted the faith on the Empyreal Lord Korada. Besides the runes, Krayn's arms are entirely tattooed with symbols of fire, sun and life; as a gardener, such are part of his faith and job.

Background:

Krayn never met his parents - barely weeks after he was born, the couple of Riftwardens departed in a mission on the Worldwound never to be seen again. The baby aasimar was left with a brand on his arm - a rune with a symbol known as the Sign of the Seeker's Spiral, as he came to learn later, and a rune which always emanated strange planar energies.

Raised by a foster family in Kenabres, the young men adopted the same profession as a gardener, and the faith in the Empyreal Lord Korada. His teachings were always though of peace and redemption, and Krayn's early years were those of joy and plays. Even if in his gut the orphan felt his birth parents were murdered and the perpetrator was still at large, his strong faith prevented him from thoughts of revenge.

Thanking Korada for the blessing of his own life, the young azata-blooded wasn't even a teenager when the might of his bloodline first revealed itself: as for his arcane energies were empowered by the sun itself, the same who would give life to his gardens, the same which would guide him on the mornings as he would open his eyes to go to work. He practiced on his free time, let his sorcery evolve, and by the time he came of age he was already a capable arcanist.

Yet every dawn he would sit cross legged in a quiet place and contemplate on those who could have harmed him or his loved ones, and seek forgiveness in his heart. Such balance was in truth the very key to his essence, the core of his powers; for his hands could burn enemies in flames, and yet he'd keep the greater good in his heart and mind.

When new events in the Worldwound started to surface, he left the home of his foster parents to find answers in the world - to find what truly happened with his parents, and to offer his heavenly powers to fight evil in the world. Still, whenever he finds time, he writes them letters or sends small gifts and tokens. Knowing the love of the man and woman that adopted him in times of need is there - as well as his stepbrothers' and sisters' - is a great fuel for the man with fire running in his veins.

Character Sheet:

Krayn La'Jal
Azata-blooded aasimar (musetouched) sorcerer 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2d6+2)
Fort +1, Ref +3, Will +3
Immune dazzled; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d3-1 nonlethal)
Ranged dart +4 (1d4-1) or
. . mwk light crossbow +5 (1d8/19-20)
Sorcerer Spells Known (CL 2nd; concentration +8)
. . 1st (5/day)—burning hands (DC 15), mage armor
. . 0 (at will)—acid splash, detect magic, prestidigitation, ray of frost, read magic
. . Bloodline Solar
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Statistics
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Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 19
Base Atk +1; CMB +0; CMD 13
Feats Blessed, Eschew Materials
Traits riftwarden orphan, transmuter of korada
Skills Bluff +4 (+6 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Diplomacy +4 (+6 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disguise +4 (+6 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Intimidate +4 (+6 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Knowledge (history) +3, Knowledge (planes) +5, Knowledge (religion) +3, Profession (gardener) +5, Spellcraft +5, Use Magic Device +8 (+10 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders)
Languages Celestial, Common, Draconic
SQ bloodline arcana (fire spells deal +1 damage per die), heavenborn[ARG], sunsight
Other Gear crossbow bolts (50), dart, mwk light crossbow, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], trail rations (5), waterskin, wrist sheath, spring loaded, 599 gp, 4 sp, 1 cp
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Tracked Resources
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Crossbow bolts - 0/50
Dart - 0/1
Trail rations - 0/5
Transmuter of Korada (Eagle's Splendor, 1/day) - 0/1
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Special Abilities
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Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders.
Bloodline Arcana: Solar (Ex) +1 damage per die for fire spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenborn You cast spells with good or light descriptor at +1 caster level.
Immunity to Dazzled You are immune to the dazzled condition.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sunsight (Su) Gain low-light vision, and cannot be dazzled.

Other Details:

Inspiration: Image 1 and Image 2

Plans: As a sorcerer, Krayn is a capable blaster, but I'd like to give him some spells for buffs and control. I'd love to evolve Krayn into a Mystery Cultist and go full into his inheritance.

Race/Class Bonus: As an aasimar sorcerer, getting 1/4 to caster level for spells with the good description.

Timezone: EST

The Exchange

Pathfinder LO Special Edition, PF Special Edition Subscriber

Some images of inspiration on my characters posted above.

Seren Tawel, Azata-Blooded Flying Blade of the Black Butterfly (Ranged Damage): This gives a lot of the morpho butterfly vibes I was going with.

Mahfra Nar, Peri-Blooded Phoenix Sorcerer (Possibly Dawnflower Dervish dip)(Healer and Switch-hitter): Just lose the hood and it is very close.

Vigi Fenerod, Archon-Blooded Herald Caller of Arqueros (Summoner and Frontliner): General idea with tweaks to complexion and hair.


It is a little hard to find pictures of a lion/dragon-esque barbarian man but I am hoping that my description conjures up a good vision of who Ranek is. I am in the CST so I am square in the middle of the US's timezones.

Ranek's Crunch:
Ranek
Male Aasimar Bloodrager (Primalist) 2
CG Medium Outsider (Idyllkin [Native])
Init: +2 Perception: +6 (Darkvision 60ft)
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Defense[/b
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[b]AC
18 TAC 12 FF: 16
HP 26 Fort +6 Ref +2 Will +2
Special Defenses:
acid resistance 5, cold resistance 5, electricity resistance 5
+2 to AC/FF when shield is equipped

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Offense
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Melee
falchion +6 (2d4+5/18-20)
warhammer +5 (1d8+3/x3)
throwing axe +5 (1d6+3)
Ranged
throwing axe +5 (1d6+3/10ft)
longbow +4 (1d8/100ft)
Speed 40 ft.
--------------------
Statistics
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Str16 (+3) Dex 14 (+2) Con 16 (+3) Int 8 (-1) Wis 12 (+1) Cha 12 (+1)
Base Atk: +2 CMB: +5 CMD 17
Feats: Power Attack
Skills Perception +6 (2), Intimidate +6 (2), Survival +7 (1), Acrobatics +6 (1), Handle Animal +8 (2), Ride +6 (1), Climb +7 (1), Linguistics +1 (2), Swim +7 (1)
Languages: Common, Celestial, Abyssal, Elven
SQ: Skilled (+2 Handle Animal & Survival), Incorruptible, Celestial Resistances, Darkvision 60ft
Traits: Stolen Fury, Indomitable Faith
Favored Class: Bloodrager - +2 Skill Point
Combat Gear: mwk chainmail, heavy wooden shield, warhammer, 2 throwing axes, mwk falchion, longbow, 20 arrows

Mundane Gear: backpack, blanket, belt pouch, flint and steel, iron pot, soap, torches (10), trail rations (5 days), waterskin, combat-trained light horse, military saddle, saddlebags, 7pp, 19gp. 18sp, 20cp
Magical Gear:
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Special Abilities
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Bloodline: Destined: The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
Bloodline Powers
Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Bloodrage (Su) 9/9: A bloodrager can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can ragefor 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A bloodrager can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the bloodrager enters a rage again within 1 minute of her previous rage. While in a rage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A bloodrager can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A bloodrager can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a bloodrager falls unconscious, her rage immediately ends.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Ranek's Backstory, Appearance, & Personality:
Backstory
As much as the Crusaders have been a fighting force against the demonic hordes that erupt from the Worldwound, the Kellids were just as much involved in trying to reclaim their old lands. Most had moved on, unwilling to spill the blood necessary to try and save their lands from corruption, but there were some that stayed and fought. There was one tribe of specific note that had, time and time again, shed its blood in the battles against the unholy.

The Fearless Claws were a strange sort of Kellid, brave to the point of near-suicidal at times and easily identified by the white chalklines that decorated their body and the tiger claws that hang around their neck. This tribe had moved away from the worship of the Green Faith, moved by a visitation of the Empyreal Lord know as Jaidz the Fearless Claw. Like so many, the tribe fled in fear from the dangers that the world offered. Cowards on the verge of their tribe's extinction, the mighty Agathion appeared before them and challenged them to confront their fears. Still scared, the Kellids fought against the demonic beasts that waited outside them. Gifted with holy strength for their bravery, the Fearless Claws found victory and dedicated themselves to the Empyreal Lord.

With every Crusade, the Fearless Claws sent their strongest sons and daughters to fight and die. Righteous barbarians, fearless shamans, they were dedicated to protecting the scared, the cowardly, and those who had yet to be tested. Each time, few would ever return but their faith was affirmed. Ranek's mother came home in such a way but with something more than glorious stories and treasure; she came home with a child. Ranek was obviously different; his green eyes were slit like a lions, his hair a bright orange mane even at such a young age. Scales decorated his neck, his chest, and along his arms and legs. The elders were worried that the child was borne with demonic influences despite his mother's protests that she was given to her from a glorious angel. Before the blade could be brought through Ranek's belly, a tiger roared in the distance. A sign from their patron stilled the blade and spared young Ranek.

Ranek grew up welcomed but different from his fellow tribesmen; the otherworldly look of the young man as well as the elders belief that he must have been special left him lonely and isolated outside of his mother who remained unwed. He took to the lessons of Jaidz strongly in turn, determined to prove himself a mighty warrior. It was this foolish bravery that led him outside the bounds of the tribe's safety and into the waiting arms of a group of cultists, eager to steal this "promised child" and change him utterly.

Strapped to an altar dedicated to the monster lurking in the Abyss, Ranek prayed to Jaidz for bravery as the corrupting energies of the ritual went through him. What he imagined to be the saving grace of his Lord, the powers of the Abyss could not twist his soul and body. Instead, the power seemed to be absorbed inside of himself, surging into a flash of devastating power. When he was discovered by his tribe, the altar and the cultists around him were slain, the boy unconscious but alive.

Since that day, Ranek knew that he had been changed in some inscrutable way. Nightmare plagued him and unanswered questions lingered in his mind. There were strange occurrences as well; he was in the right place to catch a falling stone from landing upon an elder or catch a poisonous snake from sneaking into a child's crib. It was as if he was being guided, shown the way.

Now a man, Ranek wishes for nothing more than to follow his mother's footsteps and join the Crusades. His hatred of demonkind burns inside of him and yet there is also that lingering question as well; what was the ritual for? What did it do to him? The answers would only be found in one place; within the Worldwound.

Appearance

Ranek stands at a solid 6'2, broad-shouldered, athletic, with tanned skin where the signs of his aasimar heritage is not visible. Most notable is the lion's mane upon his head that flows like liquid sunlight from a sunset down his shoulders. His eyes are a brilliant green with reptilian slits and his teeth seem to be sharper than a normal human needs them to be. His face is structure in a somewhat lion-like structure; his nose low and flat while his jaw was straight and strong. Along his chest down to his stomach, his neck and along his spine, his forearms, as well as his shins and thighss, are these golden scales much like that of a dragon. His nails are slightly sharp and curved more like a beast than a man, though they are not long nor sharp enough for combat. Highlighting his features are white chalk-lines that he, with devote focus, retraces every morning and then follows with a tiger claw off of his necklace. These lines are symmetrical, starting from his forehead and going downwards.

When dressed for battle, Ranek wears a finely made suit of chainmail cushioned with furs and clothing underneath and wields an exquisite falchion that was inherited from his mother. Sitting at his sides are two hardy, if mundane, throwing axes as well as a well-used and maintained warhammer. The quiver and bow are generally kept upon his horse, Kolum, and have seem some use but are obviously not the weapon of choice for this wild warrior.

Personality
Ranek moves with a predatory confidence, like a lion amongst his pride. He is jovial, honest, and loyal to a fault. To some, he is a bit simple of a man but he is wise enough to know that he does not know as much as others. In the face of danger, he is fierce and destructive; demons hold a special hatred to him and he savors every chance to try and slay them where he can. The only good demon is a dead demon. As per his beliefs, Ranek is more tolerant of the cowardly and unsure than most but tries to put them in a position where they can confront their fears and prove themselves strong to him, Lord Jaidz, and themselves most importantly.


I'm thinking of something like this. In the future, of course, since wings cannot be obtained until 11th level.


My submission will be a Vigilante Warlock with a throwing weapon and lightning theme.
He cares little for his social identy and only uses it, when letting off steam and mingle with the commoners.

Will take the Riftwarden Orphan trait, if anyone else is interested.

I'm in CET.


So I am thinking that I will be submitting a bard (fortune teller archetype) with aspirations of striking into the Harrower prestige class later on down the line. I probably will be taking the Chance Encounter trait, so if anyone else is (and provided, of course, we get selected) I am open to working out if we were together when rescued or if we just happened to find out after the fact that we shared that ... experience.

Let me know if you have any questions about the above, GM.

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