Redemption of Shadows

Game Master Shady_Motives

Wrath of the Righteous!


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This is a Wrath of the Righteous game, no recruitment as players are already decided.


Will be starting at the beginning of the first book, current characters are as follows. Again looking for 2 more players.

Current Characters
Skald
Summoner Druid Herbalist (might switch to shapeshifter, haven't decided)
Gunslinger with alchemical bullets or Alchemist with a gun, 1 of the 2.

Also you can see there are alot of house rules so please read through all of those. Right now what we are looking for is concepts so please write more about background, personality and general reason why your character is in the most dangerous place on Golarion. So general fluff, no crunch. Crunch comes later.


I am very much interested! Character to come on the next couple days.


So, Level 1? What build rules?

Liberty's Edge

Ouachitonian wrote:
So, Level 1? What build rules?

They're in the Campaign Info Tab under House Rules.

BEHOLD:

Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 5 times). You must accept stats as a set, no mixing and matching from individual rolls.

Also there is a 7th stat in my game that represents your characters 'looks'. 9-12 is average, <8 is ugly, 13-16 is very pretty/extremely handsome. 17< is supermodel/actor. Roll 3d6 and that represents your comeliness, no rerolls. You cannot increase/decrease the beauty stat through normal means. The following table illustrates the bonuses and penalties to social scores.

Beauty/Intimidate
3/+6
4/+5
5/+4
6/+3
7/+2
8/+1

Beauty/Diplomacy
13/+1
14/+2
15/+3
16/+4
17/+5
18/+6

If you have a beauty stat of 16 or higher a number of times per day equal to 1/4 HD you can attempt to charm someone who might be sexually attracted to your character as a move action. The willsave DC for this is equal to 10+1/2 HD+Beauty modifier. The charm is equal to Charm Person spell that lasts for 1 rd/HD.

Conversely if you have a beauty stat of 5 or lower you can attempt to frighten someone. A number of times per day equal to 1/4 HD you can attempt to scare someone as a move action. The willsave DC for this equal to 10+1/2 HD+Intimidate modifier from beauty. This ability is equal to the Fear Spell and lasts for 1 rd/HD.

-->Starting Level: 1st

-->HP: Max.

-->Alignment: No evil but if you aren't good there had better be a very good reason why you chose to fight the demons.

-->Max gold 1st level.

-->All archetypes allowed.

-->Books allowed: All Pathfinder, WotC 3.5, Tome of Secrets and Mythic Options: The Missing Core Feats. No Occult or other 3PP.

-->Background Skills: Yes.

-->Variant Multiclassing: Special: Everyone will receive 1 free VMC of their choice. This means you do not have to sacrifice all of your feats for the VMC.

-->Firearms: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

-->Forbidden Classes: Any from Occult Adventurers.

-->Races allowed: All from core and advanced race guide. Can modify races up to 16 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 16 cannot be modified.

Alternatively can apply a +1 template at the cost of not being able to modify any races, you would have to apply the template on top of the race as they are presented in the source material. Any template that would increase in CR as the HD go up are also prohibited such as half-celestial or fey creature.


Dot. This may require some thought.


Dotting in!


I have a Paladin of Iomedae to submit here. Just finishing her last details! I have mostly the background complete, keeping crunch for later. Hoping she can be a good fit for the group, as I think she fits the AP as a glove.


Most paladins would fit the AP like a glove, it's kind of tailor made for them.


Rolls:

3d6 - 1 + 4 - 3 + 6 ⇒ (3, 1, 5) - 1 + 4 - 3 + 6 = 15
3d6 - 1 + 2 - 2 + 6 ⇒ (1, 5, 5) - 1 + 2 - 2 + 6 = 16
3d6 - 1 + 6 - 4 + 6 ⇒ (6, 4, 1) - 1 + 6 - 4 + 6 = 18
3d6 - 4 + 6 ⇒ (4, 5, 4) - 4 + 6 = 15
3d6 - 2 + 6 ⇒ (2, 6, 6) - 2 + 6 = 18
3d6 - 1 + 6 - 3 + 6 ⇒ (1, 3, 3) - 1 + 6 - 3 + 6 = 15

Rerolls: 4d6 ⇒ (4, 2, 6, 6) = 18

Looks: 3d6 ⇒ (1, 3, 5) = 9

Thanks! And sorry I didn’t roll before, just caught up with the rules. I’ll have her background by tomorrow tops, and crunch after that.

For the backstory - is it okay to end it by the festival? If selected, you can tell me later what else to add to catch up with my companions.

Cheers and have a great Sunday!


Small edit to houserules, specifically starting gold.


Rolls:

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

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

3d6 ⇒ (2, 6, 1) = 9 1d6 ⇒ 3
3d6 ⇒ (3, 3, 6) = 12
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (1, 3, 3) = 7 1d6 ⇒ 4
3d6 ⇒ (2, 5, 3) = 10

3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (5, 1, 1) = 7 2d6 ⇒ (6, 5) = 11
3d6 ⇒ (4, 1, 2) = 7 1d6 ⇒ 1 1d6 ⇒ 6
3d6 ⇒ (1, 6, 6) = 13 1d6 ⇒ 1 1d6 ⇒ 1 1d6 ⇒ 2
3d6 ⇒ (6, 6, 6) = 18

3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (4, 3, 5) = 12
3d6 ⇒ (2, 6, 6) = 14

Looks: 3d6 ⇒ (2, 5, 1) = 8

Set 4 is going to be my best option. After changing the low number to a 6 it gives 17, 17, 16, 18, 18. Hard to do better than that. Opens up a lot of MAD builds, especially with the option of customizing a race. I’ve played a Paladin in WotR before, and while that’s super fun, I want to go a different direction this time. Probably a gish-type, either a Magus or a Sorcerer->Dragon Disciple (partially relying on Oterisk’s excellent guide).


Ouachitonian wrote:

** spoiler omitted **

Set 4 is going to be my best option. After changing the low number to a 6 it gives 17, 17, 16, 18, 18. Hard to do better than that. Opens up a lot of MAD builds, especially with the option of customizing a race. I’ve played a Paladin in WotR before, and while that’s super fun, I want to go a different direction this time. Probably a gish-type, either a Magus or a Sorcerer->Dragon Disciple (partially relying on Oterisk’s excellent guide).

It's always tempting to build a Dragon Disciple!

And my guide is a bit outdated, After Bloodrager came out and really invalidated a few builds, I didn't have the heart to carve up my boy and update it. But sigh, I digress.

Anyway, I'm not planning to directly compete with you. I've done a lot of DD builds lately, so I'm currently looking into something different. I'm not solid yet on my concept, so I'll keep it on the downlow for now.


Interesting, I'll think of something and throw my hat in the ring. Just a warning and if it's held against me, so be it. I'm cursed with dyslexia, so I'll do my best to double and triple check my grammar and general syntax.


I'd love to get another shot at WoTR with Arlena - her game unfortunately ended not long after she joined. Seeing as you already have an alchemist along, I'll change her class to something else (still thinking about it, leaning towards witch vmc cleric of desna). Below is her backstory:

Backstory:

Like so many others tiefling births, Arlena's was marked by tragedy. Her mother, a well beloved priestess of Desna, did not survive giving birth to her and her twin sister Melissa. The whole town blamed her father for their mother's death, accusing him of bringing this curse upon her, probably in exchange for some forbidden knowledge.

Her father took them away shortly after. As long as she can remember, they were always on the move, never staying long in a specific town in fear that someone might notice the girls heritage. Their father's alchemical skill was extremely helpful in hiding their appearances when needed.

But her blood brought about yet another painful moment: her father grew old too quickly compared to the sisters, and ended up dying shortly after they reached adulthood. Her sister's mood darkened overnight, and all that Arlena found in the morning was a hastily scribbled letter, with the words "I'm going to join the battle and ensure our kind will never suffer from this again". Horrified at the thought of her sister joining the demon's army, Arlena took the only keepsake they had of her dead mother, an amulet with holy symbol of Desna, and set forth to find her sister.

But she overestimated her ability to track her sister into the Worldwound, and quickly found herself with no way back into civilization. At the edge of despair, she gripped her mother's amulet and prayed to Desna for help. As if answering her prayers, a mysterious Desnan woman appeared and guided her to safety.

Since that day, Arlena has decided to do her best to support the war effort. She hopes that by putting an end to it, she might be able to save her sister and redeem tieflings in the eyes of the world.

Rolls:

3d6 ⇒ (3, 2, 4) = 9
3d6 ⇒ (6, 2, 4) = 12
3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (2, 5, 6) = 13

3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (2, 1, 6) = 9 reroll: 1d6 ⇒ 3
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (5, 5, 2) = 12

3d6 ⇒ (2, 4, 1) = 7 reroll: 1d6 ⇒ 3
3d6 ⇒ (6, 1, 3) = 10 reroll: 1d6 ⇒ 4
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (5, 1, 4) = 10 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 2
3d6 ⇒ (3, 6, 3) = 12

3d6 ⇒ (2, 1, 2) = 5 reroll: 1d6 ⇒ 5
3d6 ⇒ (4, 5, 3) = 12
3d6 ⇒ (1, 2, 6) = 9 reroll: 1d6 ⇒ 2
3d6 ⇒ (4, 1, 2) = 7 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 3
3d6 ⇒ (5, 4, 4) = 13

3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (3, 5, 1) = 9 reroll: 1d6 ⇒ 6
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (6, 4, 6) = 16

Looks: 3d6 ⇒ (6, 6, 4) = 16

I'll definitely be taking that last set (16,17,17,16,18)!


So, I’m looking at the existing characters in the Characters tab, and they’ve all got two classes listed. Is this gestalt? I didn’t see that in the build rules. (Alternatively, are we starting at level 2?)


We are restarting the game.


Backgrounds can go up to the start of the Festival. The story starts at the speech given in front of the temple of Iomadae that kicks off the festival.


Between my rolls and the ability to modify a race, I may submit the world’s buffest Kobold. Nobody expects the small character with 20 strength (before the DD levels!). lol


Dot!


woo, Wrath again! The resonance will be strong, once again.

rolls:

3d6: 3d6 ⇒ (4, 5, 4) = 13
3d6: 3d6 ⇒ (3, 1, 1) = 5 reroll: 2d6 ⇒ (2, 3) = 5
3d6: 3d6 ⇒ (4, 4, 2) = 10
3d6: 3d6 ⇒ (3, 1, 1) = 5 reroll: 2d6 ⇒ (1, 2) = 3 reroll: 1d6 ⇒ 6
3d6: 3d6 ⇒ (2, 5, 4) = 11
=15, 12, 14, 15, 15

3d6: 3d6 ⇒ (4, 4, 5) = 13
3d6: 3d6 ⇒ (2, 2, 4) = 8
3d6: 3d6 ⇒ (4, 3, 3) = 10
3d6: 3d6 ⇒ (5, 2, 4) = 11
3d6: 3d6 ⇒ (6, 2, 6) = 14
=15, 12, 13, 15, 18

3d6: 3d6 ⇒ (3, 5, 3) = 11
3d6: 3d6 ⇒ (1, 6, 3) = 10 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 4
3d6: 3d6 ⇒ (6, 6, 3) = 15
3d6: 3d6 ⇒ (5, 1, 3) = 9 reroll: 1d6 ⇒ 4
3d6: 3d6 ⇒ (2, 6, 6) = 14
=14, 16, 18, 15, 18

3d6: 3d6 ⇒ (5, 4, 1) = 10 reroll: 1d6 ⇒ 5
3d6: 3d6 ⇒ (1, 4, 5) = 10 reroll: 1d6 ⇒ 4
3d6: 3d6 ⇒ (4, 1, 1) = 6 reroll: 2d6 ⇒ (3, 2) = 5
3d6: 3d6 ⇒ (4, 1, 3) = 8 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 2
3d6: 3d6 ⇒ (6, 6, 2) = 14
=16, 15, 13, 13, 18

3d6: 3d6 ⇒ (1, 1, 6) = 8 reroll: 2d6 ⇒ (2, 2) = 4
3d6: 3d6 ⇒ (6, 3, 5) = 14
3d6: 3d6 ⇒ (1, 4, 3) = 8
3d6: 3d6 ⇒ (3, 1, 2) = 6 reroll: 1d6 ⇒ 3
3d6: 3d6 ⇒ (5, 2, 5) = 12
=16, 17, 13, 12, 16

looks: 3d6 ⇒ (1, 5, 5) = 11

puh. I do love rolling, but that was hard work.
3rd set it is.

I must say, I love free VMC!!!


Dice:

Set 1
3d6 ⇒ (2, 5, 3) = 10
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (4, 4, 2) = 10

Set 2

3d6 ⇒ (4, 6, 3) = 13
3d6 ⇒ (4, 2, 4) = 10
3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (3, 2, 6) = 11
3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (3, 3, 5) = 11

Set 3
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (3, 2, 1) = 6
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (4, 6, 6) = 16
3d6 ⇒ (6, 5, 3) = 14
3d6 ⇒ (4, 1, 1) = 6

Set 4

3d6 ⇒ (6, 6, 5) = 17
3d6 ⇒ (4, 6, 4) = 14
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (6, 6, 5) = 17
3d6 ⇒ (6, 3, 1) = 10
3d6 ⇒ (5, 2, 5) = 12

Set 5
3d6 ⇒ (3, 5, 6) = 14
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (1, 2, 5) = 8
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (1, 3, 2) = 6

Comliness
3d6 ⇒ (6, 2, 6) = 14

Good set on 4.

Idea is Human adjacent Cleric of Kurgess, going Riftwarden.

Silver Crusade

I'm interested but was also looking to make a Paladin of Iomedae. I have the basic background in this profile:

Constantine

But I'd have to adjust levels, stats, equipment, etc. for this campaign.
I will take a look at the rules when I get back later.


Ellioti wrote:

woo, Wrath again! The resonance will be strong, once again.

** spoiler omitted **

puh. I do love rolling, but that was hard work.
3rd set it is.

I must say, I love free VMC!!!

Background: 1d8 ⇒ 2->Marine

Table: Specific Background (Marine): 1d8 ⇒ 1->Apprentice

So my Half-Orc Aasimar was an apprentice on a ship before joining the crusade!


Sure sure, I can make something up for this


rolls:

set 1 stat 1: 3d6 + 6 ⇒ (5, 1, 1) + 6 = 13 update: 13 - 2 + 2d6 ⇒ 13 - 2 + (5, 1) = 17 update: 17 - 1 + 1d6 ⇒ 17 - 1 + (1) = 17 update: 17 - 1 + 1d6 ⇒ 17 - 1 + (3) = 19 16
set 1 stat 2: 3d6 + 6 ⇒ (5, 4, 5) + 6 = 20 16
set 1 stat 3: 3d6 + 6 ⇒ (5, 4, 2) + 6 = 17 15
set 1 stat 4: 3d6 + 6 ⇒ (2, 6, 6) + 6 = 20 18
set 1 stat 5: 3d6 + 6 ⇒ (3, 2, 3) + 6 = 14 12
set 1 stat 6: 3d6 + 6 ⇒ (3, 3, 3) + 6 = 15 12

looks: 3d6 ⇒ (5, 4, 3) = 12

stats:

16, 16, 15, 18, 12, 12

Looks=12


Stat 1: 3d6 + 6 ⇒ (5, 4, 3) + 6 = 18

Stat 2: 3d6 + 6 ⇒ (1, 6, 2) + 6 = 15 Rerolls: 1d6 + 14 ⇒ (4) + 14 = 18

Stat 3: 3d6 + 6 ⇒ (3, 2, 6) + 6 = 17

Stat 4: 3d6 + 6 ⇒ (1, 4, 1) + 6 = 12 Rerolls: 1d6 + 16 ⇒ (1) + 16 = 17

Stat 5: 3d6 + 6 ⇒ (4, 2, 6) + 6 = 18 Rerolls: 2d6 + 10 ⇒ (2, 1) + 10 = 13

Looks: 3d6 ⇒ (6, 2, 1) = 9

-----

I'm looking at a build that eventually uses horizon walker to absolutely demolish demons. Doesn't come fully online until lvl 9, and is only really top-tier against the one thing. Is getting to a +22 favored terrain bonus in the abyss by level 16 that is also a favored enemy bonus against demons and other abyss natives something the DM is willing to deal with in this campaign? You seem to be accommodating of high power level and this is entirely within the books available, but I also am aware that the combination of perception, initiative, and damage that this build affords can make balance somewhat more difficult.


Dice sets 2-5:

Set 2:

3d6 ⇒ (1, 3, 1) = 5

3d6 ⇒ (3, 6, 2) = 11

3d6 ⇒ (2, 3, 1) = 6

3d6 ⇒ (5, 2, 1) = 8

3d6 ⇒ (6, 6, 5) = 17

Set 3:

3d6 ⇒ (3, 6, 5) = 14

3d6 ⇒ (6, 3, 4) = 13

3d6 ⇒ (1, 6, 4) = 11 Set 3 rerolls: 1d6 ⇒ 2

3d6 ⇒ (1, 2, 1) = 4 Set 3 rerolls: 1d6 ⇒ 3 Set 3 rerolls: 1d6 ⇒ 3

3d6 ⇒ (1, 6, 4) = 11 Set 3 rerolls: 1d6 ⇒ 5

Set 4:

3d6 ⇒ (5, 4, 4) = 13

3d6 ⇒ (5, 5, 3) = 13

3d6 ⇒ (3, 3, 2) = 8

3d6 ⇒ (5, 3, 3) = 11

3d6 ⇒ (6, 6, 6) = 18

Set 5:

3d6 ⇒ (4, 5, 5) = 14

3d6 ⇒ (2, 3, 4) = 9

3d6 ⇒ (1, 6, 3) = 10

3d6 ⇒ (6, 5, 2) = 13

3d6 ⇒ (4, 6, 3) = 13

From set 3:

18*

17

16

16

16

12


I will gently suggest to everyone to stop focusing so much on the crunch of their characters. I'm more interested in who the character is, not what they can do.


1) Elephant in the Room rules: Using Version 3 (the "final" version), or an earlier version?

2) My initial class thought is a Shifter VMC Barbarian. Role would be front-line melee combatant, of course.

3) My initial race thought would start as a Kellid of Sarkorian descent. I will have to get into mechanics to see if I want to alter the core . . ..

The guiding thought is that his tribe is dedicated to trying to reclaim their homeland. They consider the Crusades and Crusaders as helpful tools to that end. Yes, my intent is for him to be a true believer.

Liberty's Edge

I've submitted this fellow to a few WotR games, so here he be again. Paladin of Ragathiel VMC Barbarian, possibly going into the Crimson Templar PrC.

Wrathadorand, the Dawnstar:
The boy was born with golden eyes. Atsila, the clan’s shaman, said that golden eyes meant he was destined for greatness. Eschewing a traditional shoanti name, he was named Wrathadorand, elvish for “purifying flame”. The small clan were simply happy to have a healthy child, destined or not. As difficult as it was for such a small group to survive in the demon-tainted Broken Lands, the Uleyov Shadde-Quah (Wandering Axe Clan) were lucky even to have the occasional live birth. Wrathadorand’s growth was not stymied by the harsh conditions of his upbringing. He grew fast and tall. The child always seemed distant, but not unobservant or distracted. Shoanti children must grow up fast, more so when they have no walls and only a small clan to protect them. He learned to fight in the manner of his people with mighty earth breaker and klar, though the giant lizards from which the skulls klar’s are made of are not native to the northeastern Broken Lands, so he sufficed with simple, spiked wooden shields.
The clan had wandered over much of the Broken Lands, trying to eek out a living in areas either too hostile for soft peoples or to barren to support larger groups, never staying in one place for more than a few weeks. Around Wrathadorand’s twelfth year, Atsila guided the group less and less further afield, slowly spiraling towards Nerosyan, the city stationed where Mendev, Numeria, and the cursed Worldwound meet. Not all members of the clan were happy with staying in such proximity to a civilized city, but to Wrathadorand it felt right – not that a boy had any say in the movements of the clan. The shaman felt sprits calling them deeper into the Worldwound. Wrathadorand felt the call as well.

After gathering supplies in Nerosyan, the Uleyov Shadde-Quah began the dangerous trek up the West Sellen River on the boarder of Mendev and the Worldwound towards Kenabres. After three days and as many attacks by small groups of weak demons, much of the clan put their collective foot down. Most had no desire to head in this direction to begin with, and what could be gained from battling demons? Was their life not hard enough as it was? Their respect for their shamanic leader would only take them so far and after much debate, Atsila relented and agreed to return them to more hospitable lands, at least by their standards. They made camp for the night but would not have a chance to return from whence they came. An alarm was raised late that night when the watchman, Eharee, was found dead, gruesomely torn apart by the mighty claws of an unknown creature. Wrathadorand and a newborn girl were nowhere to be found. The clan’s hunters quickly found a trail leading deeper into the demon’s land, and they gathered their arms and set off to rescue the two missing children.
Wrathadorand does not remember much of what happened when he was taken, at least that is what he claims. He and the infant were spirited away into the dark lands, carried on the backs of some kind of corrupt, elephantine creature, surrounded by a mob of cultists in dark robes and masks carved from bone. Wrathadorand and the infant were bound to a desecrated altar on the floor of a crater, and the ritual began.

Chanting and dancing. Strange smelling incense. Pain. Fear. Standing by the head of the alter, a cloaked being sang, a mighty hammer in its hands. Lit braziers spaced around the floor of the crater cast awful shadows across anything Wrathadorand could see. He could hear his cousin screaming and feel her wriggling on the alter next to him. Suddenly, all was silent. The thing at the head of the alter raised its hammer, spoke a single, unknown word, and brought it down with all its might, intent on crushing the helpless boy’s skull. There was a deafening peal of shattering crystal and a flash of blinding light. His ears ringing, the only thing the boy could see was the afterimage burned into his vision of whatever had made the flash of light: a naked humanoid form with five asymmetrical wings. He lay there in the dark and silence for some time, wondering if he was dead. Slowly, his eyes adjusted to the darkness and the stars overhead showed themselves one by one, starting with the brightest. His cousins wriggling woke him from his stupor and he sat and looked at what fate had befallen their captors.

The crater was dark, the braziers extinguished. All around him, where there had been men or orcs or whatever race they were, were only piles of ash. The hammer meant to destroy him was twisted and melted, they great head of it reduced to little more than worthless slag. Despite everything, he was no longer afraid. A clean, white heat burned in his heart, perhaps a gift from whoever had saved them. With uncanny ease, he broke through his bonds and gathered up his cousin. He left the alter, walking through the ash towards the purpling sky that promised sunrise.

As dawn broke, Wrathadorand crested the lip of the crater with his infant cousin in his arms and fire stolen from the gods. The loss of Eharee in the night raid was great, but the clan saw the children’s survival as a sign that they were indeed meant to be there, and they abandoned their plan to return to the south and continued northeast along the river to Kenabres.

The feeling of the pure flame burning within him never left, the five-winged being he had seen haunting his dreams. Despite the harrowing brush with death, Wrathadorand was not weaker for the experience. Not only was he sound of mind and body, but the gods had also blessed him with divine powers, creating a fearsome warrior. Atsila did not know who the winged being was or what divine might have sent it, but the answer to the mystery revealed itself the day before their arrival in Kenabres. A small group of knights and paladins all the way from Andoran came upon the clan as they were setting up camp. Wrathadorand instantly recognized the holy symbol emblazoned on their armor: a bastard sword with five wings of flame. When he told them his tale and all he had seen, they too recognized the work of their own Empyreal lord, Ragathiel.

Both the knights and the Uleyov Shadde-Quah were welcomed into the city, as most capable of fighting were. Wrathadorand pledged to join the paladins of Ragathiel and, once he was grown, he did so. Eschewing the simple traditional weapons and armor of his people, Wrathadorand adopted the plate armor and elegant swords of the knights of Ragathiel. They trained him as a solider and taught him to master his new divine powers. Bolstered by courage from a belief that lord Ragathiel would always guide him, Wrathadorand rushed headfirst into the defense of Golarian against the invading demons.

Description:

Height: 6'5" | Weight: 230 lbs. | Hair: Bald; black beard with silver streaks | Eyes: Gold
Wrathadorand is a tall, sturdily built human of shoanti descent. He keeps his head shaved bald and has a thick, well-manicured beard of straight, black hair. Two fresh scars run diagonally across his left brow and cheek - a souvenir of his most recent battle with demons in the worldwound. His other facial features are chiseled and stoic, stress wrinkles making him look older than he is. His most striking feature are his golden eyes, god's eyes, some say.
Since coming to Kenabres, Wrathadorand most always wears his heavy plate armor when he is out and about in town and he always carries his deities sacred weapon, a cold iron bastard sword. In town he wears a blue tabard trimmed in gold with five-winged lion heraldry emblazoned on the chest. When he leaves the relative safety of the city walls, he switches his blue tabard for an identical one that is red trimmed in black. It is easier to clean demon blood off red and black fabric, after all.

Wrathadorand could accurately be described as inflexible and unimaginative, both in posture and personality. Dutybound, he always stands straight at tall. Unwilling to compromise, he remains an immovable obelisk in conversation and on the battlefield. One might call him arrogant or prideful, and some have. He is a loyal and honorable soldier, driven and – in his own way - passionate, but his disinterest in anything not related to slaying demons can leave him seeming aloof. He prefers the company of children over adults.


Flaw:

Wrathadorand is inflexible, unimaginative, and ironbound by law, duty, and honor. He believes everyone has their place in the fight against the demons, and that everyone should stay in their place to affect a smoothly operating war machine. He believes that just Law cannot be wrong, nor should it be questioned and that those who violate the law should be punished as the law dictates, and not be offered any sort of deal or bargain for reduced sentencing.

Frens:

Aiyana: Human female shaman. Wrathadorand’s wife. They were betrothed since infancy in the manner of their clan and, even though they were living in the city and no longer nomads when the time for marriage came, they wed, fulfilling their duty to their clan. Aiyana is a shaman, using ancestral magics to bolster troops. Aiyana is the opposite of her husband in many ways, short and slight of build, quick-tempered and nontraditional.

Ahiga: Human male, 14 years old. Aiyana and Wrathadorand’s son. On the cusp of adulthood, he is eager to join his clan in the fight against the demons. A squire, training to become a knight. Takes after his father.

Alona and Wildcat: Human females, 12 years old. Aiyana and Wrathadorand’s twin daughters. Too young to directly join in the fight against demons, they help out around the city

The Lionguard: Worshipers of Ragathiel, they came to Kenabres some sixteen years ago to join the fight against the demonspawn pouring from the Worldwound. Most members are paladins, clerics, or inquisitors. Denoted by leonine heraldry, they are a small group of fearsome warriors. Led by Mlyssa Rose, an aasimar paladin.

Uleyov Shadde-Quah: Wrathadorand’s clan. They left the Storval plateau before Wrathadorand’s birth and have been wandering deserts and badlands, searching for something known only to Atsila.

Atsila: Half-orc male, shaman. The leader of the Uleyov Shadde-Quah. Blind, has a strong connection to ancestral spirits. Is seeking something, but no one knows what it is.

Dice (18, 18, 18, 17, 15, 13; Handsomeness: 7:
Set 1
1: 3d6 ⇒ (5, 6, 6) = 17
2: 3d6 ⇒ (6, 1, 3) = 10
3: 3d6 ⇒ (3, 1, 4) = 8
4: 3d6 ⇒ (2, 5, 2) = 9
5: 3d6 ⇒ (5, 2, 6) = 13

Reroll 2: 1d6 ⇒ 3
Reroll 3: 1d6 ⇒ 6

Set 2
1: 3d6 ⇒ (4, 5, 2) = 11
2: 3d6 ⇒ (3, 3, 5) = 11
3: 3d6 ⇒ (2, 4, 6) = 12
4: 3d6 ⇒ (4, 5, 3) = 12
5: 3d6 ⇒ (6, 5, 2) = 13

Set 3
1: 3d6 ⇒ (5, 6, 4) = 15
2: 3d6 ⇒ (2, 5, 5) = 12
3: 3d6 ⇒ (1, 6, 4) = 11
4: 3d6 ⇒ (3, 6, 3) = 12
5: 3d6 ⇒ (3, 4, 5) = 12

Reroll 3: 1d6 ⇒ 1
Reroll 3: 1d6 ⇒ 2

Set 4
1: 3d6 ⇒ (6, 2, 2) = 10
2: 3d6 ⇒ (5, 5, 3) = 13
3: 3d6 ⇒ (6, 5, 4) = 15
4: 3d6 ⇒ (2, 4, 3) = 9
5: 3d6 ⇒ (3, 3, 5) = 11

Set 5
1: 3d6 ⇒ (2, 1, 2) = 5 - 13
2: 3d6 ⇒ (1, 2, 5) = 8 - 15
3: 3d6 ⇒ (6, 6, 1) = 13 - 18
4: 3d6 ⇒ (6, 5, 6) = 17 - 18
5: 3d6 ⇒ (5, 5, 1) = 11 - 17

Reroll 1: 1d6 ⇒ 1
Reroll 2: 1d6 ⇒ 4
Reroll 5: 1d6 ⇒ 6

Reroll 1*: 1d6 ⇒ 1
Reroll 1**: 1d6 ⇒ 5

Is he a handsome boy?: 3d6 ⇒ (3, 1, 3) = 7


Are we starting this in 4713 as written or closer to "current" time


I'm seeing some not adjusting dice at all, some rerolling 1s once, others until they aren't 1s, and at least 1 replacing the low die in every set with a 6 versus replacing one of the lowest in the full set with a 6.

With unlimited rolls, and not needing mechanics up front, I'm not sure it matters, much, but I would love to know the intent versus the interpretations. Lots of people who think they know what is meant, but clearly disagree.


Honestly, guys, don’t get so attached to the rules. The GM asked for concepts only… Lets focus on it and fix whatever needed later.


hustonj wrote:
1) Elephant in the Room rules: Using Version 3 (the "final" version), or an earlier version?

Use the version the link sends you to.


KeeperofRunes wrote:
Are we starting this in 4713 as written or closer to "current" time

This is PF1, most of the campaigns took place at the same time. I haven't bothered to convert any of the PF2 campaigns over to PF1 so the 'current' time doesn't exist. 4713.


Hi GM! Here's Lapyd with my Paladin of Iomedae. Please notice it's only concept/background at this point... Haven't started any kind of crunch yet, will work more on it later. Thanks for the opportunity to apply!


Alright, I've decided what I'm going to do. Don't have the alias set yet, but he'll be a very special elf from a noble bloodline, raised by his Riftwarden uncle after his parents disappeared (Riftwarden Orphan trait). He underwent rare and dangerous rituals to awaken the noble power in his blood, so as to better be able to avenge his parents and fight demons (I modified the base elf into sort of the surface equivalent of a Drow Noble, just less completely over the top). All that to say, he'll be a Magus (Bladebound/Kensai), VMC Wizard (Abjurer) (I had a hard time picking a VMC, but Abjurer makes sense in the fluff, given his time hanging out with Riftwardens; you have to have Spell Focus Abjuration to take the PrC). I took the Arcane Scholar background, which seemed like it made the most sense.


Here is my submission Jasper Kellen

Disclosure:

Cenna a prominent figure in Jasper’s background was originally a character I am using to apply for a different game and Jasper was a figure in his past. here is that character, obviously they don’t have to be the same but I figured I’d let you know ahead of time that this character was originally a background figure for him.

Background:

Jasper was born the second son of Felix and Cassia Kellen in Nerosyan, both Felix and Cassia were Crusaders. Felix was a first-generation crusader from Nantambu in the Mwangi Expanse Cassia on the other hand came from a long linage of crusaders dating back to before the first Crusade, as such when Felix married in he took the family name.

Jasper grew up close with his brother Cenna, early on they realized that they would have little family present aside from each other, Felix left to go out on the fourth crusade within 3 years of Jaspers birth and shortly after when Jasper was 5 Cassia joined him, Cenna and Jasper were taken care of by the clerics at the Cruciform Cathedral where they were taught the worship of Iomedae, Jasper found himself engrossed in her teachings but Cenna seemed to distance himself from her worship never disrupting but also never participating in her worship.

Outside of their responsibilities Cenna and Jasper were inseparable, Jasper bragged that he would become one of the greatest crusaders and be remembered for his Valor just like their parents. Cenna didn’t have quite as grand dreams, he just wanted to found a tavern in one of the crusader cities and ease the burdens of crusaders when they returned from their wars. Cenna also quickly displayed a strong instinct for a deal. He was able to upsell things the pair found on the street and profit off of the exchanges.

Jasper desperately wanted to work as one of Iomedaes holy warriors and as such by 6 years old he had started working with the Clerics and Paladins at the Cathedral to study the holy texts of Iomedae but despite his work he couldn’t seem to spark any direct connection to Iomedae. He started training the martial arts inherent to crusaders soon after at 8 at the Battle Tower, they came to him easily almost as second nature. Cenna initially also joined the martial training but found he lacked a talent with any of the weapons and discouraged dropped that training entirely within a year.

Jasper and Cenna slowly grew apart Cenna having taken on a new path of apprenticeship in the Egelsee district under a shopkeeper in order to keep him closer Cenna was allowed to move in with his master. For the next 5 years Cenna and Jasper largely worked separately honing their respective crafts seeing each other when they could but usually not more than once or twice a month. When Jasper turned 13 he and Cenna met up and Jasper convinced his brother to join him on an hunt outside the city walls briefly hoping to show Cenna what he had learned.

Together they went north of the city into the western edge of the Estrovian forest, as Jasper looked for his quarry Cenna followed moving nearly silently behind him. Jasper found the trail of what looked like some form of goat which he started tracking, after following for a few miles the trail went dead. Jasper turned to his brother and murmured to him in hushed whisper for gods sakes, I can’t make out --- before he could finish that thought Jasper felt a heat like he had never conceived of before as he was engulfed in a line of flame that set his very blood aflame.

As he turned to find the source of this profane pain he saw a tiny goat headed creature he recognized as a Brimorak, he barely had time to process that before the creatures flaming sword came flying towards him as he blocked the cut with his shield he felt the heat of it radiate through the shield and knew instantly he was in far past his depth which would prove to be the case as the creature jumped in past the shield and set a hoof into his chin knocking him cleanly out.

The next thing Jasper knew he awoke in Kenabres in a medical bay shouting for his brother, quickly a cleric came over and explained to him that he had been found by a Kenebres scouting party that was chasing a set of demons that made it out of the Worldwound after fleeing during the final battles of the 4th Crusade he was found in a clearing that had been burned out of the forest around signs of a clear struggle, but he was found alone. Jasper could not accept that his brother had died and so he resolved that he had been taken back by the demons alive and that Jasper had to go and save him.

Jasper would train for 5 more years in Kenebres marked by his encounter with the forces of the Abyss with a persistent burn across his face. His parents finally returned from the Crusade within a year and found him, his mother commended his newfound single-minded devotion to training but his father found it worrisome and tried to get him to take up other hobbies unsuccessfully. At 16 Jasper joined the guard of Kenebres and at 18 he was assigned guard duty at the Holy day festival.


Appearance:

Jasper is a quite handsome human with a well-toned physique but before anyone notices that about him they notice the deep red burn across his face from his left cheekbone to his right ear and down to the base of his neck. He is rarely seen without his armor on and a shield in hand as he is rarely seen at all when he is not training. He has long brown hair but no facial hair as the burn prevents it from growing. His eyes are light green and he stands at around 5’8”


Arlena Fashaen wrote:

I'd love to get another shot at WoTR with Arlena - her game unfortunately ended not long after she joined. Seeing as you already have an alchemist along, I'll change her class to something else (still thinking about it, leaning towards witch vmc cleric of desna). Below is her backstory:

** spoiler omitted **...

Hold on that decision about alchemist, I haven't actually got verification that the alchemist player wants to continue.

#Update: The alchemist player bowed out as well due to their life being too busy to continue.

So now I'm recruiting 3 people.

Current characters:
Skald
Druid VMC Witch


Funny, I play a Skald in another WOTR game.

So lets build the inspired rage accepting melee brawler I wanted to have as a party member!

STATS: 3d6 ⇒ (4, 6, 1) = 11 Reroll 1 1d6 ⇒ 4 14
STATS: 3d6 ⇒ (4, 4, 4) = 12 12
STATS: 3d6 ⇒ (1, 5, 1) = 7 Reroll 1 2d6 ⇒ (4, 4) = 813
STATS: 3d6 ⇒ (6, 3, 1) = 10 Reroll 1 1d6 ⇒ 615
STATS: 3d6 ⇒ (3, 6, 1) = 10 Reroll 1 1d6 ⇒ 3 12
STATS-beauty: 3d6 ⇒ (5, 3, 6) = 14

Time to actually get a Paladin done.


Mightypion submission here, work in progress.

I do know that some of her character trait and ideals are contradictory, this is WAD, most persons have their contradictions.

Also sending you a PM with her possible "sidequest".

Character trait and ideals:

My word is my bond.
If I freely give my word, I shall be bound by it.

Politeness conquers cities
It takes seconds to correct an impression made be too much politeness, it takes a lifetime to correct one made by too little, I shall strive to to be polite and formal, even to adversaries.

Combat pragmatist
Unless in a formal honor duel, I shall use every lawful means of warfare to my advantadge, including surprise, ambushes, traps, dirty tricks or other such tactics.

Clean combatant
I do not commit warcrimes, and treat prisoners or war decently, be it for ransom or redemption. This is both good and lawfull and pragmatic.
I reserve the right to judge prisoners clearly guitly of massively evil warcrimes differently.

F#+&ing Chelish
A native of Sarkoris, I harbor a degree of grudge against the Chelish crusaders and their inflexible and judgemental dogmatism, in particular for the "burn first ask questions later" inquisitors.

Sympathy for the demon
I find Nocticulas Demon Lord kill count professionally impressive.
My Deity Arqueros, the Empyreal Lord of Bodyguard, apparently considers the Lady of Assasins a worthy foe as well.

Background:

Born to Gundrunite refugees, the last Sarkorian city to fall to the demons, Alaria picked up the family trade of mercenaries and bodyguards. Clashing somewhat with her extremely cynical father, she found her calling in bodyguard contracts, helped by her rather attractive looks.

She did suceed in protecting one such client from an Assasination attempt by an Incubus, an unlikely deed that got her a good degree of recognition.
Alas it also got her a degree of demonic attention, she was knocked unconcious, abducted, and had a strange ritual performed upon her.
Unusually, the Demons were attacked by other demons in an act of internecine warfare, which allowed her to escape.

Question concerning starting gold:
I would say that Her "escort service" (she is too professional to get involved with a client, and politely turns down such implications) would rank her either a soldier or a noble warrior, does she thus get 3d4x10 or 4d4x10, maxed=120 or 160 GP? The ruleset would add another 3d4X10 for being a Paladin, for a total of 280 if this is also maxed.


Oh wait, its multiple sets? Ahahah here we go!

Rolling intensifies, 4 more times:

Set 2:
stats: 3d6 ⇒ (5, 1, 6) = 12 reroll: 1d6 ⇒ 2 13
stats: 3d6 ⇒ (5, 6, 5) = 16 16
stats: 3d6 ⇒ (1, 4, 6) = 11 reroll: 1d6 ⇒ 6 17
stats: 3d6 ⇒ (6, 5, 1) = 12 reroll: 1d6 ⇒ 3 14
stats: 3d6 ⇒ (4, 1, 4) = 9 reroll: 1d6 ⇒ 6 14

looks: 3d6 ⇒ (1, 3, 5) = 9 reroll: 1d6 ⇒ 2 10

Set 3:
stats: 3d6 ⇒ (4, 1, 2) = 7 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 5 11
stats: 3d6 ⇒ (1, 4, 6) = 11 reroll: 1d6 ⇒ 5 15
stats: 3d6 ⇒ (2, 5, 1) = 8 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 1 reroll: 1d6 ⇒ 2 9
stats: 3d6 ⇒ (5, 6, 5) = 16 16
stats: 3d6 ⇒ (2, 5, 6) = 13 13

looks: 3d6 ⇒ (6, 6, 6) = 18 Oh lol

Set 4:
stats: 3d6 ⇒ (3, 3, 1) = 7 reroll: 1d6 ⇒ 3 9
stats: 3d6 ⇒ (6, 5, 4) = 15 15
stats: 3d6 ⇒ (6, 4, 5) = 15 15
stats: 3d6 ⇒ (2, 6, 6) = 14 14
stats: 3d6 ⇒ (2, 1, 2) = 5 reroll: 1d6 ⇒ 5 9

looks: 3d6 ⇒ (4, 1, 6) = 11 reroll: 1d6 ⇒ 5 15

Set 5:
stats: 3d6 ⇒ (5, 6, 4) = 15 15
stats: 3d6 ⇒ (5, 2, 1) = 8 reroll: 1d6 ⇒ 5 12
stats: 3d6 ⇒ (3, 2, 2) = 7 7
stats: 3d6 ⇒ (3, 6, 4) = 13 13
stats: 3d6 ⇒ (1, 4, 1) = 6 reroll: 2d6 ⇒ (6, 2) = 8 12

looks: 3d6 ⇒ (2, 3, 4) = 9

I am gonna run with the Supermodel 18 beauty looks instead, that is just too hilarious.


This is my submission @DM Skull. Only background description so far.

Crunch not fixed, but probably
Oath of Vengeance Paladin 5 /Shadowdancer 10 VMC Cleric of Tsukiyo.


Quick Mechanic TLDR of Alaria:
--Looks and charisma of 18 each, Alaria could have literally walked out of a glossy Shelynite Paladin recruitment poster. Makes her a highly capable face for diplomatic situations.
--Arquerorian Paladins can lie (to enemies in particular) she picks up bluff from being extremely fashionable.
--While not stupid, she isnt particulary intelligent nor wise. Limited knowledge nobility and decent knowledge Religion. Her contribution to lore and stealth situations will be considerably curtailed.
--Normal mellee Paladin with a generous point buy in combat.


Recruitment closes on the 10th.


What I provided above is a real thin pencil sketch of the character. Since you don't want mechanics, how much more would you like?


hustonj wrote:
What I provided above is a real thin pencil sketch of the character. Since you don't want mechanics, how much more would you like?

Look at Tai Kaijutsu, KeeperofRunes, Maleena.

Silver Crusade

Time to roll the stats:

Rolls:

3d6: 3d6 ⇒ (4, 1, 1) = 6 Re-roll: 1d6 ⇒ 4 Re-roll: 1d6 ⇒ 4
3d6: 3d6 ⇒ (4, 6, 5) = 15
3d6: 3d6 ⇒ (5, 5, 1) = 11 Re-roll: 1d6 ⇒ 2
3d6: 3d6 ⇒ (3, 4, 1) = 8 Re-roll: 1d6 ⇒ 3
3d6: 3d6 ⇒ (1, 5, 2) = 8 Re-roll: 1d6 ⇒ 5
=13, 14, 16, 16, 17

3d6: 3d6 ⇒ (4, 4, 3) = 11
3d6: 3d6 ⇒ (5, 6, 1) = 12
3d6: 3d6 ⇒ (3, 6, 1) = 10
3d6: 3d6 ⇒ (4, 2, 6) = 12
3d6: 3d6 ⇒ (3, 6, 3) = 12

Re-roll line 2: 1d6 ⇒ 1
Re-roll line 3: 1d6 ⇒ 1
=14, 15, 15, 16, 17

3d6: 3d6 ⇒ (4, 6, 4) = 14
3d6: 3d6 ⇒ (4, 2, 6) = 12
3d6: 3d6 ⇒ (4, 6, 1) = 11
3d6: 3d6 ⇒ (1, 1, 6) = 8
3d6: 3d6 ⇒ (4, 5, 1) = 10

Re-roll line 3: 1d6 ⇒ 5
Re-roll line 4: 2d6 ⇒ (4, 6) = 10
Re-roll line 5: 1d6 ⇒ 2
=15, 16, 16, 17, 18

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

Re-roll line 3: 1d6 ⇒ 3
Re-roll line 4: 1d6 ⇒ 5
=14, 14, 15, 15, 16

3d6: 3d6 ⇒ (4, 2, 3) = 9
3d6: 3d6 ⇒ (3, 4, 6) = 13
3d6: 3d6 ⇒ (2, 2, 5) = 9
3d6: 3d6 ⇒ (1, 4, 5) = 10
3d6: 3d6 ⇒ (6, 1, 5) = 12

Re-roll line 4: 1d6 ⇒ 5
Re-roll line 5: 1d6 ⇒ 6
=13, 13, 16, 16, 18

Making Set #3 the winner with: 15, 16, 16, 17, 18

Beauty
3d6: 3d6 ⇒ (4, 6, 3) = 13

His background material is largely set for now; I'm still leaning towards human but debating Aasimar. I'll continue filling in the 'crunch' as I'm unfamiliar with some of the rules options since I've never utilized them before.


Hi everyone!

I would like to throw my hat in the ring with an improbable hero - Reknar, a no-nonsense ex-army sergeant who has been through a lot, and with a lot of room to grow.

I envision a past filled with violence and resentment between him and his adoptive father (he was after all an half-orc raised by two humans), and sadness from his adoptive mother at living a life without love. When the situation at home got extreme, he lost control while defending his mother, and that is why he was sent to prison, and then conscripted as an option to reduce his sentence. He never really managed to raise much higher than a sergeant rank, since he always talked too openly against his superiors. So all the time he was knee deep in the mud with the other soldiers.

There would be a lot to tell about his experiences there, but that would something he would keep very close to his heart, and only share in snippets as the game progresses ;)

He left the military after a particularly harsh mission, when his commanding officer made one too many mistakes and got most of his platoon killed in the process. With him left also one who had become a good friend and advisor - Lucian, the Wizard - he was the one who always pressured him into facing his demons once and for all, eventually convincing the reluctant half-orc to return to his mother, and perhaps some redemption..?

Redemptions is not so easily achieved however... After returning home he found it empty and in shambles - he heard his mother had died a few months back, victim of an acute pneumonia. So the chances to make amends after the brutal murder of his father were gone, as were most chances of understanding his own past and orcish heritage... His mother had only ever told him he survived great danger, and was delivered to her by angels. He always dismissed it of course.

One of the things he has learned from Lucian (his only friend) in recent years is that a strong arm and nice blade will usually not be enough to win you a scuffle on their own - you need to use your brain. And if you manage to have a handful of people you can trust with you, then you have got a real chance to succeed. Life has not been easy for Reknar, and has left him quite rugged and callous. But those who care to look a bit deeper however, are many times surprised at the lengths he will go to stand by the ones he believes in.

------------------------------

The way I see Reknar's story in such an epic game, would be one of redemption and improvement of oneself. For now he barely cares about those around him, and his attitude is mercenary like. A disillusioned soldier, troubled by mistakes of his past... But in the future, who knows? Surrounded by the right people? Maybe discovering again what it is to trust someone, and to believe in something? That can change a man....

Mechanically he would be a melee oriented Bard - he should be good in a scuffle with high Str and decent AC, but also with a few surprises if he needs to be in front. Even more so depending on the chosen Mythic Path. I also have some crazy ideas for his future (Dragon Disciple? Why not? :D) but those can be left open ended. I am taking no Archetypes, so will keep all the Bard goodness of the class. Inspire Courage will be roleplayed as orders/suggestions kindly offered/barked by the half-orc sergeant to his companions :D Knowledge skills will be mostly stuff he might remember from his time in the military, or stuff he might have read here and there (yep, he is no brute :P). I am not 100% sure, but I believe there is no overlap between the Bard and Skald?

I know Reknar is not your average Iomedae worshipper. Heck, he is not even particularly religious. But he had very strong ties to one who died defending him and her faith, even if he never understood why. Even if he might never admit it, nothing would make him more at peace than getting answers, understanding what it was that moved her. If in the process, he comes across a group of like minded individuals with whom he feels he belongs, then Reknar can become a very different person.

So that is the concept :) We are not doing crunches yet, right?

Dice:

Set 1

18
3d6 + 6 ⇒ (2, 3, 6) + 6 = 1715
3d6 + 6 ⇒ (5, 6, 1) + 6 = 1815
3d6 + 6 ⇒ (4, 2, 6) + 6 = 1816
3d6 + 6 ⇒ (6, 6, 2) + 6 = 2018
3d6 + 6 ⇒ (3, 5, 3) + 6 = 1714

Reroll 1: 1d6 ⇒ 3

Set 2

18
3d6 + 6 ⇒ (2, 6, 3) + 6 = 1715
3d6 + 6 ⇒ (5, 4, 3) + 6 = 1815
3d6 + 6 ⇒ (1, 5, 2) + 6 = 1413
3d6 + 6 ⇒ (4, 1, 1) + 6 = 1214
3d6 + 6 ⇒ (6, 2, 4) + 6 = 1816

Reroll 1: 1d6 ⇒ 2
Reroll 1: 1d6 ⇒ 4
Reroll 1: 1d6 ⇒ 3

Set 3

18
3d6 + 6 ⇒ (1, 3, 2) + 6 = 1213
3d6 + 6 ⇒ (2, 6, 4) + 6 = 1816
3d6 + 6 ⇒ (1, 6, 4) + 6 = 1716
3d6 + 6 ⇒ (4, 4, 3) + 6 = 1714
3d6 + 6 ⇒ (4, 1, 1) + 6 = 1214

Reroll 1: 1d6 ⇒ 4
Reroll 1: 1d6 ⇒ 3
Reroll 1: 1d6 ⇒ 3
Reroll 1: 1d6 ⇒ 4

Set 4

18
3d6 + 6 ⇒ (6, 3, 3) + 6 = 1815
3d6 + 6 ⇒ (1, 3, 4) + 6 = 1415
3d6 + 6 ⇒ (2, 2, 5) + 6 = 1513
3d6 + 6 ⇒ (2, 5, 4) + 6 = 1715
3d6 + 6 ⇒ (6, 6, 2) + 6 = 2018

Reroll 1: 1d6 ⇒ 5

Set 5

18
3d6 + 6 ⇒ (2, 1, 1) + 6 = 1014
3d6 + 6 ⇒ (6, 3, 2) + 6 = 1715
3d6 + 6 ⇒ (3, 3, 5) + 6 = 1714
3d6 + 6 ⇒ (2, 3, 1) + 6 = 1212
3d6 + 6 ⇒ (5, 4, 3) + 6 = 1815

Reroll 1: 1d6 ⇒ 6
Reroll 1: 1d6 ⇒ 1
Reroll 1: 1d6 ⇒ 3
Reroll 1: 1d6 ⇒ 3

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