Deathlok's Wrath of the Righteous - 3+

Game Master Death-Lok

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Hey everyone! I've never liked the beginning of this AP with the silver dragon saving the party and starting underground and making your way from there. So instead, the players will be a patrol on its way back to the city of Kenabres when they run into a demon-infested city. Flows better that way IMO. Hopefully, the game will be fun. I will see this AP through and hope to find players who will post 1x day at least.

I already have a 4th player who is playing a halfling fighter. As stated above, you will start as a unit of Crusaders from Kenabres. I will be looking for 3 players, whose heroic stories inspire/amaze/humor me. Why are you fighting in the Crusades and what ties you to Kenabres? Why do you care about saving the city and its people?

Character Guidelines:
-3rd Level - max hps 1st level and then roll for 2nd and 3rd levels (minimum is 1/2+1 per level).
-Stats: 20 point buy (no score higher than 18 or lower than 7).
-All Core and Base Classes allowed (Excluding Gunslinger (Bolt Ace is ok))
-Core and Featured Races are allowed.
-2 traits - do not have to be campaign.
-3000 gp
-Background skills allowed
-Time zone
-Give me a detailed physical description of your character or link a pic
Deadline is 1 week or until I feel I have enough builds. I will post if deadline changes.

I think that covers all. Let me know any questions.

Dotting to read more for the curiosity point. I like the different approach to WotR - I was in a group here in the forums, years ago, when the GM tried to make us gestalt instead of mythic. Fun times! A pity it ended midway the second book.

Gestalt might be too much. I'll play it by ear but if I see the party needs offensive punch, I'll come up with something - maybe Mythic lite but no plans right now.

Also forgot, we're playing with Elephant in the Room feat Taxes: Link to download

Scarab Sages

I'm putting together an Elven Archer Ranger with lots of archetypes: Tanglebriar Demonslayer/Infiltrator/Divine Tracker.

She's from Kyonin and cut her teeth as a demon slayer in the Tanglebriar. She's currently on an "exchange" rotation in Mendev to learn new demon killing techniques and teach those she knows already.

Hey all, I'm the halfling greatsword fighter - he's little but he can pack a punch with good AC. Look forward to playing with y'all. :)

Ooh, this looks like fun! I've been wanting to make a tiefling cleric of Ragathiel for a while. She found a divine patron who can truly relate to a tiefling's struggle for control and acceptance, and now she's off to smite evil in his name. Surely if she slays enough demons the other crusaders will accept her. And even if they don't, she got to unleash her inner rage on a bunch of demons! Yay! Reason enough to stick around in Kenabres.

Can I use the Hellspawn tiefling heritage from Blood of Fiends? That +2 Wis sure would be handy.

Silver Crusade

Ah, so hard mode Wrath of the righteous, sounds interesting! Will the mythic related stuff then still be part of the storyline (since from a halfway completed low mythic run I was in once, I remember it being a major plot device on both sides of the conflict)?

I have a good idea for a character, a Hulking physician alchemist from Ustalav who unofficially joined the Eagle watch for more chances to harvest the bodies of demons for components to use in his concoctions :)

Silver Crusade

What level of detail do you want for the submissions, btw? Is just the backstory, physical description, rough personality and build concept enough? I'd prefer not to write out the entire statblock prior to selection as herolab stopped working for me, leaving it a very time intensive process for an application.

No need for gestalt! That was just the other game's gimmick. Different is good. And I particularly really enjoy the Elephant in the Room rules.

With only 4 people in the party and already with a strong melee with good damage and AC, it might be better to focus in skills, spells or healing (or maybe more than one of those if possible!).

I have a good concept for an empiricist investigator around Elven Battle Style and studied targets. He's a good skillmonkey and brings trapfinding and some spells to the mix :)

Definitely dotting for interest.

Have an idea for a Dwarven Artificer Magus I haven't been able to get off the ground yet... :)


Thank you for the interest all! I am enjoying the concepts. Here are some responses:

Linnea: Hellspawn racial heritage is allowed.
Trevor: May keep some mythic components for the villains hehe - have to play it by ear. For the character, if I cannot get a character sheet, I would like to have at a minimum the six attribute scores plus a short backstory, personality, appearance, and concept. Also, don't forget to tell me your time zone.

Here's Wyniess the elf archer ranger. Most of the mechanics are finished and character art is in the profile. I'm still working on her background and spending the 3k gold.

HP: 2nd 1d10 ⇒ 9, 3rd 1d10 ⇒ 7

Nice! That helps with the weak elf constitution.

I'm on the west coast, Pacific Standard Time.


Considering a dwarven storm druid or possibly cleric.

Basic idea is a "sent by the gods" type who feels as though he was tasked to assist in the Crusade against the demons.

An equipment question: Is Kikko armor alright to use? It's not listed explicitly as an Eastern armor, it's in Ultimate Equipment, and it's more or less the same thing as Brigandine armor.

I'm looking for something that's a little Kyonin different. :)

Wyniess wrote:

An equipment question: Is Kikko armor alright to use? It's not listed explicitly as an Eastern armor, it's in Ultimate Equipment, and it's more or less the same thing as Brigandine armor.

I'm looking for something that's a little Kyonin different. :)

Sure you can reskin the armors.

Silver Crusade

All right, thanks for the response!

Given the submissions thusfar and there being a second alchemist, I think what would suit the group better might be a support skillbased character with good knowledge. Probably going for a human bard (argent voice, or arrowsong minstrel perhaps) instead for rogue skills, party buffs and some arcane casting. Unsure if I'll go range or melee. Maybe both and switch for the occasion?


Stat Block:

Neutral Good Medium Dwarf Cleric 3;

Init 2; Senses Darkvision; Perception: +3


AC 18, touch 10, flat-footed 18

hp 12

Fort 5, Ref 1, Will 6


Speed 30 ft.

Melee Battleaxe +4 (1d8+2 /x3), Dagger +4 (1d4+2 19-20),

Ranged Javelin +2 (1d6+2 ),

Cleric spells prepared (CL 3; concentration +12)

2nd (2/day)- Bull's Strength (DC 15); Burst of Radiance (DC 15); Locate Object (DC 15);

1st (3/day)- Bless (DC 14); Longstrider (DC 14); Magic Weapon (DC 14); Shield of Faith (DC 14);

0th (at will)- Create Water (DC 13); Detect Magic (DC 13); Light (DC 13); Spark (DC 13);

Str 14, Dex 10, Con 15, Int 10, Wis 17, Cha 12

Base Atk + +2; CMB +4; CMD 14

Feats Combat Casting; Extra Channel;

SQ Agile Feet; Aura; Channel Energy (Cleric) +2d6; Liberation; Domains: Liberation; Travel;

Skills Appraise +6; Heal +9; Knowledge (history) +6; Sense Motive +9;

Equipment: chain mail, heavy steel shield, battle axe, javelins (6), dagger, holy symbol

Undron Ironshirt is the third son of a well-known and respected blacksmith in Highhelm, the largest of the Sky Citadels and de facto capital of the Five Kings Mountain region. Unlike his brothers Harek and Bingdron, Undron took to the priesthood at an early age. A bit oddly for a dwarf, he felt the pull of the night skies and travel as the Song of the Spheres, Desna, spoke to him. Most dwarven clerics follow Torag or Abadar, settling into one place and building a community around them. Undone, instead, traveled the world until he felt his place was found, embedded in the armies of the Crusade, defending the world from Abyssal incursions.

Ungron is a stout dwarf, as most seem to be, and wears the finely crafted chain mail and battleaxe like a common warrior. He keeps his beard and hair loose and free, well brushed and groomed, enjoying the feeling of it blowing in the wind as he moves about the battlefield.

Mostly complete, just need to finalize his equipment but thats the nuts & bolts.

Ok, should have something complete by the end of the day...

HP: 1d8 ⇒ 21d8 ⇒ 5 = 1/2 +1 it is for both. :)

1d8 + 2 ⇒ (3) + 2 = 5
1d8 ⇒ 8


Forgot to mention, I'm in Eastern US time zones.

(I'm in Central time for the US...)

I still need to make sure all gear and his spellbook is complete, but I present Hardal "Silverarm" Gilortek, Jistkan Artificer..


Background: Born and raised in Kenabres to a crusader mother and a father who was reknowned for his weaponsmithing. An accident as a youth while in the forges cost him his right arm and he suffered riducule (and more) for it from others his age.

Hardal fled Kenabres when an incursion by demons cost him his mother and father both. Found refuge in Cheliax assisting an expedition to ruins surrounding Nicyruse, capital of the former Jistkan empire. While there, he found himself drawn to the writings and lore of the ancient artificers and even found where the Artificers would replace limbs lost in battle with ones similar to the limbs of a Golem.

For the next three decades, he focused on nothing else, and in the process learned many secrets of magic itself as well as how to forge a golem arm of his own!

Leaving Cheliax and returning home to Kenabres, he found his new arcane skills and knowledge to be assets, not cause for alarm and he proudly took his place among the defenders of the city, hoping to stave off any further incursions like the one that had cost him so much.

Hardal Silverarm
Male dwarf magus (jistkan artificer) 3 (Pathfinder Player Companion: Blood of Ancients 17, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (dwarf)
Init +2; Senses low-light vision; Perception +5
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 21 (3d8+3)
Fort +4, Ref +3, Will +5
Speed 20 ft.
Melee golem arm +5 (1d6+3) or
. . unarmed strike +4 (1d3+2)
Special Attacks arcane pool (+1, 3 points), relentless[APG], spell combat, spellstrike
Magus (Jistkan Artificer) Spells Prepared (CL 3rd; concentration +5)
. . 1st—cold elemental corrosive touch[UM] (2), shield
. . 0 (at will)—disrupt undead, flare (DC 12), prestidigitation
Str 14, Dex 14, Con 12, Int 15, Wis 14, Cha 9
Base Atk +2; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Combat Expertise, Deadly Aim, Elemental Spell[APG], Endurance, Power Attack, Skill Focus (Craft [alchemy]), Unarmed Combatant
Traits gifted adept (corrosive touch), metamagic master (renamed wayang spell hunter) (corrosive touch)
Skills Acrobatics +4 (+0 to jump), Climb +6, Craft (alchemy) +10 (+12 on checks related to metal or stone), Craft (blacksmith) +6 (+8 on checks related to metal or stone), Craft (weapons) +6 (+8 on checks related to metal or stone), Knowledge (arcana) +7, Knowledge (local) +3, Linguistics +5, Perception +5, Spellcraft +7, Survival +4, Swim +6; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Gnome, Hallit, Infernal, Jistka, Orc
SQ finesse weapon attack attribute, golem arm, iron within, rock stepper[ARG], unarmed spellstrike
Combat Gear pearl of power (1st level); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], magus starting spellbook, 100 gp
Special Abilities
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Golem Arm (Ex) Have med sz unarmed attack that does 1d6 & can use arcane pool
Iron Within (1/day) (Su) Gain 1 ki point; swift act, 1 rnd, +2 dodge to AC or +20 ft. speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unarmed Spellstrike (Su) Can use spellstrike to deliver spells only when attacking with unarmed strikes.

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Silver Crusade

Currently almost done with the mechanical Bard build and have the story concept finished.

Two questions on traits: Are drawbacks allowed for an extra trait and is ancestral weapon (coldiron longsword) allowed as a trait?

Hp rolls: 1d8 ⇒ 3 Would be 5, or is the minimum hp rule rolled only for all rolls combined?

Hp rolls: 1d8 ⇒ 8

Great concepts- must say I was unaware of the golem arm magus so glad to learn something new.

Trevor: No drawbacks and ancestral arms trait is allowed. You would have 13 hps rolled for the 2 levels.

Getting closer to done! I think I'll wait to buy all my gear until I know whether or not Merixia is selected to play, though. This being a Worldwound campaign, I want ALL the survival gear.

Oh! I plan to take Scribe Scroll. I figure the demand for divine scrolls would be high in Kenabres, so the selection available for sale is probably limited. And a lot of cleric spells are very situational. How many scrolls can I scribe before the game starts without being a complete munchkin?

HP level 2: 1d8 + 2 ⇒ (3) + 2 = 5, HP level 3: 1d8 + 2 ⇒ (7) + 2 = 9

Silver Crusade

All right, thanks for the response, DeathLok. This is my finished submission, barring perhaps slight edits depending on group makeup. If he is selected, of course :)

Elliot Stormbane, backstory:

Born as the son of Sir Harran Stormbane, famous opponant of the Storm King during of the Fourth Crusade and later bodyguard of Queen Galfrey (he only quit when he fell in love despite his advancing age), expectations for the young Elliot were very high straight from his birth. Especially when a subtle but unmistakable Aasimar heritage also manifested as he aged, which was taken as a sign from Iomedae herself, like he was a reward made flesh for his father's service and a destined successor to his exploits.

A pity then, that the boy seemed to completely lack his father’s martial talents and that he was more interested in books and music than anything else, set to follow his mother’s path. He was meek, physically weak, an average spellcaster at best and not living up to either his father or heritage in any way. Which, to Elliot, caused self-esteem issues all throughout his youth. However, he might have gotten away with it still if his mother hadn’t been assassinated by Deskari cultists two years ago, in what was rumored to be a sacrifice ritual his Father still refused to speak of.

At that point, knowing he himself might not be around much longer, Harran enlisted the help of the… ‘less overt’ faction of the Eagle Watch under Anevia Tirabade, at first to keep his son out of sight for his safety. However, Anevia did, in fact, see some promise in Elliot, and decided to start training him in arts of espionage, subterfuge and dexterous combat. Mixed with the other thing that did come naturally to him, the borderline magical ability of his voice to soothe and inspire others, Elliot had finally found something he was good at, and a way he could help defend his country. Whether or not he would ever live up to his father or avenge his mother aside, he was, for now, content to stay here an simply do his best, same as anyone else from the Watch did…

Physical description and personality:

Elliot has an impossibly vibrant hue of red for a mane of hair, which combined with his crystal sapphire-like blue eyes makes it very hard to mistake him for someone else. He appears as a youthful and lithe human boy just coming into adulthood, and still radiates some innocence along with vestiges of confidence issues. He is an inquisitive and friendly person who tends to fanboy over the skills and achievements of those around him, rather than play up his own exploits (when he does something well, he tends to think others could have done the exact same thing, too). He's a bit like young Peter Parker when he was first introduced in the Marvel Cinematic universe, if you're familiar with those movies.

I intend to have him get gradually more confident and more of a leader than a follower as the story goes along, though some events might spike him into being more assertive. For instance, if something were to happen to his retired father or his younger sister, who should currently residing at the court of the capital city of Nerosyan as a guest. Or if something else happens, like falling in love with a succubus or a party member? We'll see :)

Stat sheet:

Level 3 Male Human Aasimar Bard (Ardent voice) (Alternatively Arrowsong minstrel as ranged variant, depending on party makeup).

-Racial heritage: Azata-blooded (+2 dex/cha, glitterdust SLA 1x/day, +2 perform, +2 diplomacy), scion of humanity (counts as human instead of outsider, visual characteristics are fainter)

Base stats: 8 str, 16 dex, 14 con, 14 int, 12 wis, 16 cha.

Defense (no buffs):
HP: 27/27. AC 19, FF 15, T 13. Initiave +5.
Saves: F + 4, R + 7, W +5.

Resist cold, acid and electricity 5.

Offense (no buffs):
MW Coldiron Longsword, with PA : +6 vs AC, 1d8+5 Piercing damage, 19-20/x2.
Dagger, PA: +4 vs ac, 1d4+1 S or P.
Light Crossbow +5 vs AC, 1d8 CI damage.
Bardic performance (most notably, inspire courage) 11 rounds/day.

Note: The arrowsong Minstrel variation is proficient with a longbow and stats would be reworked a bit to get slightly better ranged damage.

Level 0: Prestidigitation, Mending, Message, Daze, Detect magic, Mage hand.
Level 1 (4x/day) : Heightened Awareness, Saving Inspiration, Cure light wounds, Grease (DC 14).
Racial: Glitterdust 1x/day, DC 15.

Feats: Weapon focus: Longsword, Slashing grace. Relevant Elephant in the room ‘bonus feats’: Power attack, weapon finesse.

Traits: Reactionary, Magical Lineage (good hope)

Stealth +9, DD +9, Perc. +7, Perform: Sing +11, SM + 11, Bluff + 11, Diplomacy +11, spellcraft +8, knowledge: History +9, Religion +8, planes +8, arcana +8, geography +7, nature +7, local +7, nobility +7, dungeoneering +7, engineering +7.

Background skills: Perform (sing), knowledge: History.

Skills breakdown:

Skillpoints: 8 + 2 (background)/level = 30. FCB: Bard x 3 > 33 total.
Focused on Stealth, disable device, perception, perform: sing, (can substitute for sense motive and bluff, +2 racial), Diplomacy (+2 racial), spellcraft, combination of all knowledge skills.
>Stealth 3 ranks, DD 3 ranks, Perc. 3 ranks, Sing 3 ranks, Diplo 3 ranks, spellcraft 3 ranks, history 3 ranks, > 12 SP left.

Knowledge skills:
-Religion, planes, arcana, nature, local, nobility, geography, dungeoneering, engineering. > With 12 leftover points, can take 1 of all and have 3 left > 1 extra religion, 1 extra planes, 1 extra arcana.

Equipment (3 k):
Masterwork coldiron longsword (330 gold), buckler (5gp), CI Dagger (4g), cloak of protection +1 (1000), +1 chain shirt armor (1100), light crossbow (35) with 40 x durable coldiron bolt (120), CI dagger, spring loaded wrist sheet x 2 (10 gold), potion of reduce person x 3 (150 g), potion of cure light wounds x 2 (100), potion of protection from evil x 1 (50 g), smoked goggles (10 gp), Travel rations, rope, wilderness survival kit = 2990 gold.

*If no one else in the group starts with a wand of cure light wounds, Elliot will degrade his bow and some consumables to start with one instead.

Build goal and party role:

Class information: Elliot is currently built as an ardent voice bard, which is an archetype near a normal Bard. It trades away some utility performances for anti-evil outsider ones. It retains inspire courage and most core bard class features like the knowledge bonusses and ‘free’ skill points from versatile performances, but gains stuff like a song which automatically takes evil outsiders out of invisibility. The azata blooded Aasimar type was chosen because lorewise they tend to be bards and it was a perfect fit regardless.

He is very versatile, having decent arcane casting, defenses and melee offense due to having having feats for dex to damage on a longsword + Elephant rules, though he won’t outshine dedicated casters or melee. He does shine in the skills and party-wide buffs department as most bards tend to do, bringing tons of social and knowledge skills, spellcraft, rogue skills, inspire courage, and later good hope (imho, the best buff in the game – I love it) and haste.

He aims to be everyone’s best friend/support and provide flanking and a meatshield on the side. On levelling up further, he will take lingering inspiration and either Deific obedience: Irori or the encouraging spell metamagic feat to keep focusing on party buffs and skills. His alternate arrowsong minstrel build trades away melee capacity, some knowledge skills and 1 spellslot per level to get good ranged DPR, and with teamwork feats like Target Of Opportunity he could pair up even better with other ranged characters.

Merixia Pentarian, cleric of Ragathiel

Merixia was born a slave in Ostenso, a city on the southeastern coast of Cheliax, to a human mother (Lenore) and tiefling father (Halias). Their master, an elderly minor noble, was neither kind nor extraordinarily cruel, and at least he didn't break the family up. He died when Merixia was eight years old, and the old man's son inherited them. The new master lived in the capital of Egorian and wasn't interested in moving into his father's Ostenso estate. So he had his father's slaves shipped to him aboard a slave galley.

That was when the small family's life changed forever. The galley was taken by pirates- who turned out not to be true pirates at all, but the Gray Corsairs of Andoran! The Corsairs (the seafaring branch of the Eagle Knights) sailed the galley back to Almas under a prize crew and helped the freed slaves get the proper paperwork to become citizens of Andoran. Halias and Lenore, who previously lacked a family name, took the name Pentarian after the Gray Corsair who freed them from their chains. Lenore found work as a midwife, having delivered many slave babies, and Halias decided to join the Gray Corsairs. He joined the church of Iomedae first, figuring that that would make him more likely to be accepted, and a deity who upheld order in a kinder way than Asmodeus appealed to him.

The Church of the Inheritor didn't appeal to young Merixia, though. What could she possibly know about a tiefling slave's struggles? About how hard it was to keep a rein on her darker impulses, or how Merixia and her father had to work three times as hard as a human for half the recognition? Very few of the other children would have anything to do with a girl who looked like a devil. So she took to exploring the city in her free time and eventually found her way to the small chapel of Ragathiel on the Avenue of the Gods. Much to her surprise, the priest there was a half-orc! One of a race almost as hated as tieflings, yet he had a position of power and respect. How had he done it? Father Darian took the angry, confused young tiefling under his wing, recognizing a kindred spirit.

As the priest told Merixia the tale of Ragathiel, of how he had overcome his infernal ancestry and the prejudice against him to do countless heroic deeds and join the ranks of the angels, Merixia knew that this was what she had been looking for. Here was a god (well, empyreal lord, but whatever) who she could actually relate to! Ragathiel was angry too, he also struggled with the darkness in his blood, but he didn't try to pretend those feelings didn't exist. He made his wrath into a tool to serve him, turning it against the forces of evil. It was then that Merixia knew she wanted to grow up to fight in his name.

At first, both Father Darian and Merixia simply thought she would grow up to be a warrior, perhaps joining the Eagle Knights like her father, or becoming the sort of adventurer who took missions for good-aligned churches. But then she started dreaming of the General of Vengeance. Father Darian discussed this with her parents, and with their blessing decided to train her as a cleric. Not one of the clerics who sits in a temple healing people, though. The clerics of Ragathiel take the fight to the forces of evil, fighting side by side with paladins and other warriors. So it wasn't a surprise that once Merixia finished her training, she declared that she would go north to join the Mendevian Crusade. They approached the church of Iomedae for financial help (transport to Mendev isn't free, and Ragathiel doesn't have many worshipers to ask for donations) and they were delighted to have someone who was both skilled and trustworthy want to join the fight. By this stage in the Crusade, such recruits are hard to come by. The priests of Iomedae paid for Merixia's passage to Kenabres, as well as some extra gear that would help her survive the Worldwound.

Merixia got a mixed reception in Kenabres. Many of the crusaders and townsfolk automatically distrusted any tiefling. But there were other tiefling crusaders who welcomed her, and some from other races who had fought beside the older tieflings and came to trust them. She got a warmer reception in the infirmary. The healers of the Crusade need anyone who knows how to mix a poultice or tie a bandage. Someone who can cast healing spells, channel positive energy, and has basic training in the mundane healing arts? They were thrilled to see her. Between her work in the infirmary and her battle prowess on patrol, the other crusaders have been warming up to Merixia over the past year.

Physical Description:
Merixia is a tall, muscular woman of obvious Chelaxian ancestry. She has long black hair (usually pulled back in a braid), pale skin, and sharply defined features. Unfortunately she also has sulfur-yellow eyes with slit pupils, a pair of ridged black horns that curve back over her head, pointed black fingernails, and a long prehensile tail covered with smooth red scales. What with the tail, it's useless to try and hide her fiendish blood, so Merixia doesn't bother.

Most days she wears her steel breastplate over a sturdy red woolen shirt, dark brown trousers, and brown knee length riding boots. A painted and carved wooden medallion depicting a sword crossed with a scarlet wing is always prominently displayed on her chest. Her buckler is painted with the same symbol. Merixia carries a bastard sword and light crossbow on her back, with a quiver of bolts and a dagger at her waist. A bandolier with its pouches stuffed full of who knows what crosses her chest.

Growing up as a slave, and then a member of a despised minority, leaves its mark. Merixia is slow to trust and even slower to forgive a breach of trust. Around people she doesn't know well, she defaults to strict formality in an attempt to seem respectable. Around friends, the tiefling will let her hair down and show a dry, sarcastic sense of humor. Merixia values trusted friends more than anything else, and there isn't much she won't do for them. There is a soft heart hidden under all the layers of emotional armor, and a longing for a better world that keeps her fighting a seemingly hopeless war. Merixia keeps a tight rein on her temper, all too aware of how destructive her rage can be with Ragathiel's gifts. In combat, especially with demons or traitors, she reveals the fury that lurks under her straitlaced exterior.

Build goal and party role: Buffs and smiting of evil! She can and will heal, but the best defense is a good offense. The Good domain is always useful against demons, and the Destruction domain brings the thunder.

Stat sheet: Still working on the Paizo forum formatting, I've played on other forums but this one is new to me. Here's a link to Merixia's Myth Weavers sheet though. I like it because Myth Weavers will do some of the arithmetic for me.

Okay, I think I got my sheet done Paizo forums style! (Except for gear. I'd rather wait to see if I get selected before I deal with that.) Death-Lok, I patterned it after your character sheets since everyone seems to have a different style, but let me know if there's anything you want me to do differently.

Now I just have to find a picture...

Summary of Applicants:
Wyniess: Elven archer ranger (missing background)
Undron: Dwarf Cleric of Desna
Hardal: Dwarf Magus (Jistkan Artificer)
Elliot: Aasimar Bard (Ardent Voice) (missing time zone)
Merixia: Tiefling Cleric of Ragathiel (missing time zone)
Arhclich: Expressed interest
Camriss: Expressed interest
If I missed anyone, let me know.

Linnea the Diviner wrote:

Getting closer to done! I think I'll wait to buy all my gear until I know whether or not Merixia is selected to play, though. This being a Worldwound campaign, I want ALL the survival gear.

Oh! I plan to take Scribe Scroll. I figure the demand for divine scrolls would be high in Kenabres, so the selection available for sale is probably limited. And a lot of cleric spells are very situational. How many scrolls can I scribe before the game starts without being a complete munchkin?

[dice=HP level 2]1d8+2, [dice=HP level 3]1d8+2

As many as you want to spend your gold on. :)

Oops, forgot my time zone! MST (Mountain).

Silver Crusade

Ah, Apologies. My/Elliot's timezone is CET.

I will throw my hat in the ring for this one - these were my two initial ideas:

- One for a returning home soldier, veteran sergeant who finds everything in disarray. An unlikely hero, a bit callous, looking for a place to belong. The crunch would be that of a melee Bard;

- Another for a (perhaps) Empiricist Investigator. A mix of an adventurer, with a keen eye for details and knowledge about many a subject matter. This will be a skills/martial character. Not sure if I would stat him as a STR type bounty hunter Indiana Jones, or a Dex focused grim dueler. In any case, he should be able to handle scouting and traps.

That being said, both the Bard and the Investigator classes have already been put forth, so I am going with a third idea - a Paladin! You cannot play WotR without a Paladin! :D

Tessai is an unlikely combination - a Tiefling Paladin, just recently having come into the loving arms of Iomedae under the most dramatic of situations, she comes to the Worldwound looking for her own origins. Back to her birthplace, where a kind hearted crusader found and adopted her many years ago...

I will have her stats up as soon as possible.

I am in Europe, so my time zone is GMT (Greenwich Mean time)+1

Almost completing my application. I’ll be applying with an spiritualist healer :) and I live in EST. Cheers

Ok, I ended up going with my second option, since Archlich is not coming forward with his Investigator, and there is already a solid frontliner in Kyrie.

So my submission is:


Rorx burst through the tent flap without skipping a beat - "It was a trap father..." - he growled, covered in blood - "Rag'nesh he..." - his words were cut short by the massive magical explosion which simply obliterated his father's tent, more like a tribal pavilion where the gathering should take place. He felt his skin blister, but then a strong arm grabbed him and took him away from the Inferno.
Regardless of how unusual the presence of an half-orc might be among a tribe of orcs, Rorx's life was as could be expected - his father was the chieftain, and that much would obviously press others into accepting his 'son' into the fold. But he was always treated like any other - he had to punch his way into respect many times, and they were not always victories - "NO ONE ever wins every single fight" - his father would tell him, wise beyond many a orc - "Survive and LEARN!"

Survive he did, and learn even more - it quickly became apparent the boy was not only strong of arm, but also of mind, and Rag'nesh, the tribe shaman quickly took him under his fold - the wizened old crone saw the potential, and something more... But that he never shared with the young half-orc, nor with Grommar his father and chief of The Maw tribe.

His eyes burst open again, the snarling visage of his father upon him - "What happened?! Where is Tarka?!" - he growled, inquiring about his adoptive mother.
"She... She...." - Rorx stammered.
"Speak!" - his father roared.

He did not know. Rag'nesh had drawn him and his mother into a trap - he convinced them he had found information about the life pillars of Golarion, but it was all a lie... Deep down beneath the ground he saw the remains of many sacrifices... And trap was sprung - the crone had managed to grab the attention of some powerful otherworldly entity, and he was planning on using Rorx and his mother for something - another sacrifice? Why? He did not know...

"You have the spark, foolish child" - Rag'nesh taunted him, while his own personal elite guard subdued him, and captured his mother - "Ragnazzar will be pleased to consume your soul, and the strength that festers within you - it will empower him, and lead him to victory soon, far to the East"

"You are mad! I will rip out your..." - a few punches left him reeling and spitting blood, the ogre like guards seemed to enjoy pummeling him.

"You will do nothing but scream" - Rag'nesh cackled as the darkness seem to deepen at the other end of the huge natural cavern, obscuring the many torches which had been placed all around - "It is time..."


Ok, so here is my idea - first things first, there are many open ended portions which can (or not) link in to the game itself - if yes, great. If not, then they will just be pieces of his background I would add to as we go.

Next, I was planning on having Rorx initially belonging to an orcish tribe in the westernmost portion of the Tusk Mountains, right at the border between The Realm of The Mammoth Lords, The Hold of Belkzen, and The Worldwound. Why was an half-orc adopted by a tribe of orcs? I have my ideas, but it is open ended for now.

Why were he and his adoptive mother being dragged to this foul ritual? Could it be in any way remotely to some sort of entity from the Worldwound? Could there be incursion plans from the East into one of the adjoining territories? Open-ended.

How did he escape the sacrifice? Did he actually escape the sacrifice? Open-ended.

What we do know is since then he has made the best use he could of the knowledge his mother and father imparted to him - martial prowess and alchemy proficiency - and has been trying to follow the only trails he has: the name Ragnazzar (we can obviously change this), sparse details of what he could make up of the rituals, anything he can scrape to understand why this has happened to him and his brothers. Revenge plays a relevant part of what motivates him, and even though he has almost nothing to follow up on, his path has led him closer and closer to the Worldwound. Up to the point where he understood that to get even closer, he would have to be part of the armed forces, and wait for an opportunity to investigate further into that damned region...


Male half-orc bloodrager (urban bloodrager) 1/investigator (empiricist) 2
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (3 HD; 2d8+1d10+8)
Fort +9, Ref +8, Will +6
Defensive Abilities sacred tattoo[APG]
Speed 40 ft.
Melee mwk bardiche +5 (1d10+7/19-20) or
. . mwk cold iron morningstar +5 (1d8+5)
Ranged sling +4 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks bloodrage (12 rounds/day)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +4)
. . 1st—endure elements, monkey fish[ACG], shield
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Additional Traits, Alertness, Combat Expertise, Extra Rage, Power Attack
Traits armor expert, fate's favored, outcast, student of philosophy
Skills Acrobatics +8 (+12 to jump), Appraise +6, Bluff -1 (+2 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +6 (+8 to create alchemical items), Diplomacy +3 (+6 to gather information (You can use your Intelligence Modifier instead of Charisma), +6 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +10, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Linguistics +7, Perception +10, Sense Motive +9, Spellcraft +6, Stealth +8, Survival +5, Use Magic Device +7; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Hallit, Infernal, Orc
SQ alchemy (alchemy crafting +2), ceaseless observation, controlled bloodrage, fast movement, inspiration (3/day), orc blood, spell catalyst, trapfinding +1
Combat Gear wand of shield (50 charges); Other Gear mwk chain shirt, mwk bardiche[APG], mwk cold iron morningstar, sling, cloak of resistance +1, hemp rope (50 ft.), investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, trail rations (5), waterskin
Special Abilities
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bloodrage (12 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Rat (protector)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +7
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 14 (1d8)
Fort +2, Ref +5, Will +4
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +6 (1d3-4)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse
Acrobatics +8 (+0 to jump), Appraise -1, Climb +10, Diplomacy -3, Disable Device +2, Linguistics +0, Perception +7, Sense Motive +3, Spellcraft -1, Stealth +20, Survival +2, Swim +10, Use Magic Device -2; Racial Modifiers +4 Stealth
SQ empathic link, loyal bodyguard
Special Abilities
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Climb (15 feet) You have a Climb speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.

I've never done a PbP, so if you're up for having me I'd love to get on the waitlist.

My concept would be Roger (the Reader) Laerian, a human Sylvan Bloodline Sorcerer. A nobleman from Taldor, he's the son of an adventuring father (now retired and taken up politics) and mysterious mother. She raised him in secret in the Green Faith, and is undoubtedly responsible for his sorcerous bloodline. Since his father has an heir in his older half-brother, he has been allowed to indulge his eccentricities, which include learning about the world in a naturalist sense. He always knew, however, that his father wished he was a knight like his older brother, and would respect him more were he to win martial renown.

To impress him, when he came of age, he set off north to seek his fortune as an adventurer. At his mother's urging, however, he did not become a wandering freebooter, but instead joined the Crusade. His goals will be (1) impress his father with adventuring success, and (2) help in some way to free the land of his mother's faith from its demonic infestation.

My time zone is CST (GMT-5).

Picture: sharing


HP: 1d8 ⇒ 4

HP: 1d8 ⇒ 7

Forgot you specified roll for hp

HP: 1d12 ⇒ 7

HP: 1d12 ⇒ 2

Making a Dwarf invulnerable rager; should be posted in an hour.

I never rolled my 2nd and 3rd level hps; just took 1/2+1.
HPs: 2d10 ⇒ (9, 10) = 19
Edit: Sweet!


Torgar Male Dwarf
Invulnerable Rager 3


Torgar was a farmer like his father before him. It was a tough area with the worldwound so close but they made due. Soon after his 40th birthday Torgar married his childhood sweetheart. They had a child two years later. He had just finished a hard days work plowing for planting season when the cultists attacked. Their purpose, if any, was never known but they took his daughter, killed his wife and left Torgar to die. Amazingly he survived.

Some days later he awoke in an unfamiliar place. He was told of his rescue and questioned as to the nature of the raid. He answered what he could. Over the following weeks as his body healed he began to develop an overriding rage. He thought of rushing into the worldwound and taking out his anger on the first thing he found. But that would only lead to his death and his daughter was still out there somewhere. He needed to train and learn to harness this hatred he harbored.

Torgar sought out all those who could help him change into something that could possibly save his daughter. After ten years of training he now works with those who would stand against the forces of the worldwound. Being a farmer he was more familiar and more comfortable outside the town so he has become a wilderness scout, helping with patrols and taking out roving bands of cultists as needed.


Initiative +3 (Dex +1, Trait +2)
AC 18, touch 11, Flat Footed 17 (+1 Dex, +7 Armor)
HP 41 (26 + 9 Con + 3 feat + 3 FCB)
Fort +7 Ref +2 Will +2


Speed 35ft (35' in armor)
Unarmed +6 (1d3+3 non-lethal/20x2)
Greataxe +7 (1d12+4/20x3)
w/ Raging +9 (1d12+7/20x3)
Heavy flail +7 (1d10+4/19-20x2)
w/Raging +9 (1d10+7/19-20x2)

Javelin +4 (1d4+3/20x2, range 10')


Str 17 Dex 12 Con 16 Int 10 Wis 12 Cha 8
BAB +3 CMD 17 CMB +6

Starting Stats
Init Str 17 Dex 12 Con 14 Int 10 Wis 10 Cha 10
Cost 13 2 5 0 0 0
Race 2 2 -2
Total Str 17 Dex 12 Con 16 Int 10 Wis 12 Cha 8


R. Toughness
1. Power Attack
3. Furious Focus
5. Cleave
7. Great cleave


Frontier Forged: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Paragon of speed: +2 Trait bonus to initiative.


Skill Points = 6 (12 class)

Acrobatics* 5 (1 rank, 1 Dex, 3 class)
Climb* 7 (1 rank, 3 Str, 3 class)
Intimidate* 3 (1 ranks, -1 Cha, 3 class)
Know: Nature* 5 (2 rank, 0 Int, 3 class)
Perception* 7 (3 rank, 1 Wis, 3 class)
Survival* 7 (3 rank, 1 Wis, 3 class)
Swim* 7 (1 rank, 3 Str, 3 class)

Background skills: 6
Craft (weapons)* 6 (1 rank, 0 Int, 3 class, 2 race)
Craft (masonry)* 6 (1 rank, 0 Int, 3 class, 2 race)
Handle Animal* 5 (1 rank, 1 Wis, 3 class)
Profession farming 2 (1 rank, 1 Wis)
Know (geography) 2 (2 rank, 0 Int)


Common, Dwarven

Class Abilities:

Rage: 4+CON+2*2=11 rounds

Fast Movement: +10' movement in light or medium armor

Rage power2: Swift foot +5' enhancement bonus to movement speed

Extreme endurance: inured to Cold with Cold resistance 1. At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Dwarf Racial Traits:

Movement: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.


Belt Pouch (loose change, caltrops, chalk x10, signal whistle, flint and steel, whetstone) 3#
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin, ioun torch, alchemist fire x3, oil flask) 13.6#

Breastplate armor #30 (AC 6 Max Dex 3 ACP -3)
MW cold iron Greataxe 12#
MW cold iron Heavy flail 10#
Hand axe 3#
Dagger 1#
Javelins x3 6#

Light Load 86, Medium Load 173, Heavy Load 260
Total Gear Weight: 81.85 pounds, Light Load

PP 0 GP 385 SP 9 CP 0

Ironperenti wrote:


Torgar Male Dwarf
Invulnerable Rager 3

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

I am confused by the number of feats. Please explain.

Future projection. That's why I put the numbers next to them to show the level.

Ironperenti wrote:
Future projection. That's why I put the numbers next to them to show the level.

Ah ok. What got me was that Power attack is free so it should not be marked as 1. But if you alternate it with Toughness, then it makes sense. Thanks for explanation.

Character sheet for Roger (am I doing this right?):

Roger (the Reader) Laerian is a human Sylvan Bloodline Sorcerer. A nobleman from Taldor, he's the son of an adventuring father (now retired and taken up politics) and mysterious mother. She raised him in secret in the Green Faith, and is undoubtedly responsible for his sorcerous bloodline. Since his father has an heir in his older half-brother, he has been allowed to indulge his eccentricities, which include learning about the world in a naturalist sense. He always knew, however, that his father wished he was a knight like his older brother, and would respect him more were he to win martial renown.

To impress him, when he came of age, he set off north to seek his fortune as an adventurer. At his mother's urging, however, he did not become a wandering freebooter, but instead joined the Crusade. His goals will be (1) impress his father with adventuring success, and (2) help in some way to free the land of his mother's faith from its demonic infestation.


Str 7
Dex 16
Con 14
Int 10
Wis 10
Cha 16+2 racial


Initiative: +3 Dex, +4 Improved Initiative
AC: 13, Touch 13, Flat Footed 10
HP: 6 + d6 + d6 + 6
BAB: 1
CMB: 1+3 or 1-2 depending on maneuver
CMD: 1+3-2=2

Fort: 1+2=3
Ref: 1+3=4
Will: 3+0=3

Speed: 30ft


Dagger: Atk +1+3, Dmg 1d4-2
Light Crossbow: Atk +1+3, Dmg 1d8

Class Features:

Sylvan Bloodline: Animal Companion (see bottom)

Spells: 6 1st level/day, DC 15 (+1 for enchantments, +2 for compulsions)
5 Cantrips: Detect Magic, Prestidigitation, Mage Hand, Ghost Sound, Light

3 1st level: Mage Armor, Sleep, Silent Image

Traits, Feats, Skills:

Careful Combatant (withdraw safely from 2 squares)
Desperate Resolve (+1 Concentration, + 4 when are grappled, pinned, in violent weather, or entangled)

Human: Improved Initiative
Level 1: Spell Focus(Enchantment)
Level 3: Boon Companion

Skills: (includes 3 from favored class)
Knowledge(Nature) 6 (3 ranks, class skill)
Spellcraft 6 (3 ranks, class skill)
Knowledge(arcana) 6 (3 ranks, class skill)
Bluff 8 (1 rank, 4 charisma, class skill)
Intimidate 8 (1 rank, 4 charisma, class skill)
Use Magic Device 8 (1 rank, 4 charisma, class skill)

Background Skills:
Knowledge (History) 2
Handle Animal 7 (3 ranks, 4 charisma)
Linguistics 1

Animal Companion:

Petrus, the Grizzly Bear

Str 18
Dex 14
Con 13
Int 2
Wis 13
Cha 6

Initiative: +2 Dex
AC: 15, Touch 12, Flat-Footed 13
HP: 8 + d8+d8+3
BAB: 2
CMB: 2+4=6
CMD: 10+2+4+2=18

Fort: 3+1=4
Ref: 3+2=5
Will: 1+1=2

Speed: 40ft

bite: Atk 6(BAB 2, Str 4), Dmg 1d6+4
2 claws: Atk 1 (BAB 2, Str 4, secondary -5), Dmg 1d4+2

Share Spells

Powerful Maneuvers

Climb 8 (1 rank, Str 4, class skill)
Perception 5 (1 rank, Wis 1, class skill)
Stealth 5 (1 rank, Wis 1, class skill)

Combat Trained

Updated Summary of Applicants:
Wyniess: Elven archer ranger (missing background) PST
Undron: Dwarf Cleric of Desna EST
Hardal: Dwarf Magus (Jistkan Artificer) CST
Elliot: Aasimar Bard (Ardent Voice) CET
Merixia: Tiefling Cleric of Ragathiel MST
Rorx: Half-orc bloodrager 1/investigator 2 GMT+1
Torgar: Dwarf Invulnerable Rager EST
Roger: Human Sylvan Bloodline Sorcerer (missing physical description) CST
Archlich: Spiritualist healer? EST
Camris: Expressed interest
If I missed anyone, let me know.

Is it only elephant in the room feats or is more the use of the replacement feats? Looking at such things as Furious Focus.

Physical description for Roger:

Although he has the health of a nobleman, Roger is quite unpreposessing in his appearance. He's short [5'6"], slight [120-140lb], with "curious" pale blue eyes and pale skin if not exposed to the sun. The parts that are habitually exposed are fairly tan, however, and often dirty from hours spent exploring the outdoors. Similarly, he dresses in clothing of high quality, but takes little care to present as clean and polished (he is hygienically scrupulous, however) and the clothing is far more suitable for wilderness exploring than any sort of court. If eyeglasses are a thing in Golarion, he wears them; otherwise, he has a bit of a squint. His hair is dark, with the occasional streak of green when he's spent a long time outdoors.

His noble heritage comes through in his bearing, which is curious and authoritative but in no way physically fearsome.

Physical fearsomeness is taken care of by his companion, Petrus, a human-sized grizzly bear. He is not entirely sure how he came to acquire Petrus, but he was there one day and is very protective of Roger. Perhaps this is a quiet gift from his mother's people?

(If it's OK I'd be interested in giving Petrus the Totem Guide archetype too, as he probably is a gift from the Green)

(Also, forgot to add: Entangle is his bloodline spell. Magic items will include a Page of Spell Knowledge(Enlarge Person) and Boots of the Cat, as well as a few healing potions).

@BelacRLJ: I am not the GM, but as far as your submission goes, I think you are presenting it in a clear, understandable way. Just my 2 cents, since you asked for feedback :D

Hi GM! Here's Archlich with my submission :) Profile should have the background and crunch. Thanks for running this!

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