
FangDragon |

Back home now, here's the stat block for Ser Michael as promised.
Notes: As befits a Paladin of Shelyn, Michael's favored weapon is a Glaive. I've taken Bladed Brush because I believe that lets a Glaive work with swashbuckler deeds) granted by Virtuous Bravo which makes a good entry into Devoted Muse.
Bladed Brush is a bit of a weird feat and there was a lot of confusion about it's function. I'm probably going to ignore the dex aspect of Bladed Brush and have Ser Michael use strength for attacks for mechanical simplicity, even though in my mind's eye he approaches combat like a kind of dance.
I wouldn't normally take Bluff on a Paladin but that's a requirement for Devoted Muse.
Re mythic path, Champion would fit but I'm leaning more towards Marshal or even Guardian (mechanically the worst path).
Ser Michael of the Rose
Human (Varisian) paladin (virtuous bravo) 2 (Pathfinder Player Companion: Heroes of the High Court 12)
LG Medium humanoid (human)
Init +1; Senses Perception +3 (+1 when further than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 20 (2d10+4)
Fort +8, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron glaive +6 (1d10+3/×3) or
. . rapier +3 (1d6+2/18-20)
Ranged composite longbow +3 (1d8+2/×3)
Special Attacks smite evil 1/day (+3 attack, +0 AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 14, Wis 12, Cha 17
Base Atk +2; CMB +4; CMD 15
Feats Bladed Brush, Combat Expertise, Deadly Aim, Power Attack, Weapon Focus
Traits child of the crusades, fast-talker, intense artist
Skills Acrobatics -3 (-5 when further than 10 feet from a fallen ally, -7 to jump), Appraise +2 (+0 when further than 10 feet from a fallen ally), Bluff +9 (+7 when further than 10 feet from a fallen ally), Climb -2 (-4 when further than 10 feet from a fallen ally), Craft (painting) +9 (+7 when further than 10 feet from a fallen ally), Diplomacy +8 (+6 when further than 10 feet from a fallen ally), Disguise +3 (+1 when further than 10 feet from a fallen ally), Escape Artist -3 (-5 when further than 10 feet from a fallen ally), Fly -3 (-5 when further than 10 feet from a fallen ally), Heal +1 (-1 when further than 10 feet from a fallen ally), Intimidate +3 (+1 when further than 10 feet from a fallen ally), Knowledge (history) +4 (+2 when further than 10 feet from a fallen ally), Knowledge (religion) +7 (+5 when further than 10 feet from a fallen ally), Perception +3 (+1 when further than 10 feet from a fallen ally), Perform (dance) +9 (+7 when further than 10 feet from a fallen ally), Perform (oratory) +4 (+2 when further than 10 feet from a fallen ally), Ride -3 (-5 when further than 10 feet from a fallen ally), Sense Motive +6 (+4 when further than 10 feet from a fallen ally), Stealth -3 (-5 when further than 10 feet from a fallen ally), Survival +1 (-1 when further than 10 feet from a fallen ally), Swim -2 (-4 when further than 10 feet from a fallen ally)
Languages Common, Dwarven, Elven, Varisian
SQ bravo's finesse, finesse weapon attack attribute, lay on hands 4/day (1d6), overprotective
Other Gear breastplate, composite longbow (+2 Str), mwk cold iron glaive, rapier, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Shelyn)[UE], masterwork backpack[APG], masterwork tool, mess kit[UE], soap, trail rations (5), waterskin, wooden holy symbol of Shelyn
--------------------
Special Abilities
--------------------
Bladed Brush Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +0 deflection bonus to AC when used.
Weapon Focus (Pole Arms) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Amelia Yukino Rose |

Feat tax does make full casters feel even worse early on lol.
Also, I'm going to add a bit more to Amelia, involving a mentor, and the person she got her grimiore from.
I was thinking, child of the crusade, but it isn't quite the perfect fit. Since, technically her father left the crusades. But her grandfather and uncle both were/are a part. Did you have any thoughts?

Amelia Yukino Rose |

Alright! I also have one more question, its a bit greedy but, how open would you be to allowing me to take the "extra Arcane Exploit" feat at level 1? I don't think I would reallyqualify for it, since school savant trades the 1st and 3rd exploits away, but I figured I would ask. And if not, if I could retrain at later levels?
Although, I suppose it is debatable, since I technically still have "arcane exploits", I just haven't gotten any yet. I'm trading away my first and second exploit picks, but not the base ability, which I would technically still have ;) haha
Also, do you think Naivety would be adequate as a flaw? Or at least, a base for a flaw?
Also, link to mythweavers sheet is in the profile now. Its a WIP though.

Tazwell Bladenkurst |

Submitting Tazwell
Class: Bard (Magician/Sound Striker)
Race: Half-Elf
Mythic Path: Archmage/Trickster
Flaw: Tazwell's magic only works when he sings or plays music.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
[1] Tazwell is an orphan. His parents were apparently Riftwardens that disappeared on a secret mission in the World Wound. He was raised in Kenabres by a married couple who are both minor wizards.
[2] While obviously magically talented, Tazwell rejected formal schooling at a young age and snuck off to entertain himself and others. It had been thought that he would follow in his parent’s footsteps, but he rejected any of these plans.
[3] Although he is popular and charismatic, Taz lacks self confidence and seeks the praise of others to overcome his self doubt.
[4] Tazwell is magically gifted, but the magic he casts is always tied to music he performs. When he casts spells they are always tied to either singing or playing music on his guitar.
[5] Much to his foster-parents disappointment, Taz has spent the last couple of years running the streets with a group of street toughs. He has become fairly skilled with a rapier, but the fighting has always been practice and theoretical. He has never killed anyone with his rapier although he is very good with it.
[6] Tazwell’s most prized possession is a masterwork guitar with silver strings. He carries it on a sling over his back, protected from the weather by a cloak.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
[1] Tazwell wants to be famous. He needs the adoration of the crowd. That’s the only thing that matters to him. The bigger and grander the audience, the better.
[2] I’d like to see Tazwell create a magical guitar that he uses to blast bad guys with sonic attacks.
[3] It would be cool if there was a ‘Devil went down to Georgia’ musical duel with a demon in his career.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
[1] Tazwell doesn’t know it, but his mother is still alive in the World Wound.
[2] Tazwell has always had a crush on Sannymeade, the elf that taught him how to play the guitar.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
[1] Tazwell’s parents are Goodyear and Constance Bellweather. They are minor wizards in Kenabres. They have raised him for the last twenty years. They tried to encourage him to study magic, but he just wanted to run the streets and try to be popular.
[2] Sannymeade Raindell is a beautiful elven guitarist and songwriter in Kenabres that taught Tazwell how to play the guitar. She plays in the court in Kenabres and at noble’s palaces.
[3] Case Orthwal is a young Riftwarden in Kenabres. He has always disliked Tazwell. He resents how much effort the organization went through to try to recruit Tazwell and put him on the same path as his parents. Case is jealous of Tazwell’s looks and talent and would like nothing better than to humiliate him publicly.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
[1] Tazwell’s most traumatic memory is being booed off a stage when he screwed up a performance at a noble’s party five years ago.
[2] Tazwell tries to act like he is (or is going to be) a famous rock star. He dresses in nice clothes with a floppy hat and fancy cloak. He’s got great hair that he wears in a long ponytail.
[3] Tazwell won his guitar in a bet on a duel. He wagered all of his possessions on himself and was barely able to win the duel. If he had lost, he would have been broke and humiliated. Instead, he bet it all and won. Someday his luck will run out.

TheWaskally |

3d6 + 6: 3d6 + 6 ⇒ (5, 1, 3) + 6 = 15 - 1 = 14
3d6 + 6: 3d6 + 6 ⇒ (4, 4, 2) + 6 = 16 - 2 = 14
3d6 + 6: 3d6 + 6 ⇒ (4, 2, 2) + 6 = 14 - 2 = 12
3d6 + 6: 3d6 + 6 ⇒ (6, 5, 4) + 6 = 21 - 4 = 17
3d6 + 6: 3d6 + 6 ⇒ (3, 6, 3) + 6 = 18 - 3 = 15
3d6 + 6: 3d6 + 6 ⇒ (5, 3, 3) + 6 = 17 - 3 = 14
I will be submitting Xandarian Quartermain, a human cleric of Cayden Caliean for my character submission in your WotR campaign. He's only been in one dropped WotR campaign; really before it even got off the ground. I still need to rework him to your submission perimeters, and I'll let you know when that's finished. Hazaa!

SmooshieBanana |

I will be submitting Nicolette Yardley. If you have any questions/concerns, feel free to message me :)
HP: 1d8 ⇒ 7

Storm Dragon |

Think I'm going to withdraw interest for now, unless a bolt of genuine inspiration strikes me. I think I was more enamored by that Occultist idea than I thought, plus a game I thought was dead has just been resurrected.
I'll probably just wait for the Wrath of the Righteous CRPG to come out not long from now.

Cuàn |

Cool, I'll try to get her worked out this weekend.
And I still needed to roll.
3d6 + 6 ⇒ (3, 5, 1) + 6 = 15 -> 14
3d6 + 6 ⇒ (4, 6, 4) + 6 = 20 -> 16
3d6 + 6 ⇒ (2, 3, 3) + 6 = 14 -> 12
3d6 + 6 ⇒ (6, 1, 2) + 6 = 15 -> 14
3d6 + 6 ⇒ (4, 5, 6) + 6 = 21 -> 17
3d6 + 6 ⇒ (5, 3, 6) + 6 = 20 -> 17
Pretty nice. Can actually make a decently versatile character this way.
and HP: 1d8 ⇒ 2
Less than ideal, but can't have it all. I'll go with average.

GM Raven |

Amelia RAW you would not qualify for extra arcane exploit until you receive one at 5th. That said, if you want to spend your feats on them, I am cool with it. And yes, Naivety could be a good basis for your flaw.
Ryarg I think Abyssal would be a perfectly reasonable language to learn in this region.
Storm Dragon sorry to see you go, best of luck in your other ventures.
Cuan "decently versatile", that's funny.
Everyone, thank you all for the continued interest. I received 13 PMs yesterday afternoon and evening. I am trying to get to them all as quickly as possible. I also reformatted the spreadsheet to show each applicant's current status.

Marhok |

Alright, This is Rocan's submission, will tweak some things, especially regarding outfit and gear.
HP level 2: 1d12 ⇒ 4 Let's roll that again
HP level 2 reroll: 1d12 ⇒ 9 That's better.
I think his backstory is complete, though GM, I'm wanting to ask two things.
Normally according to the Drawback, the brand is either on your face or on your hand. At the moment, because I've written it was carved on his chest, it could make him bleed, be fatigued for a round or two, perhaps make him staggered for 1 round when facing certain types of demons.
Also his Flaw is reflected in this trait and drawback, so I'm not opposed to making the drawback a bit worse to roleplay this out.
Marhok would probably go the Champion route, though Guardian route is also a possibility as I am planning to take the Stand Still Feat down the line and work with a reach weapon.

TheSuperDodo |

3d6 + 6 ⇒ (3, 5, 6) + 6 = 20 17
3d6 + 6 ⇒ (2, 1, 2) + 6 = 11 9!
3d6 + 6 ⇒ (6, 5, 4) + 6 = 21 17
3d6 + 6 ⇒ (4, 5, 1) + 6 = 16 15
3d6 + 6 ⇒ (3, 4, 5) + 6 = 18 15
Almost excited to have a dump stat, haha!

Nercelia Damosil |

BlackoCatto submits a very green skinned Drow, a Verdant Sorceress who feels more plant than elf these days.
If there was any partial resemblance to that of the rest of her kind it would be only in passing as the Drow’s skin is a strange mix of purple and green in what could only be described as a grey green with a hint of blue. She still retains a long head of white hair but her eyes, originally blue, have gone straight to a striking green. While she is physically healthy, there is evidence of a wound to the back of her thigh, marked by a faded slashing scar across it.
Most of her clothing is a strange faded mix match of faded scrapped clothing and what could have been finer attire in Drow society. To this extent only those familiar could even tell of such was the case as anything that could easily out her origin had been torn off or replaced, jewelry sold off. This is the case that she looks like a beggar with an odd skin tone, possibly sickly.
Once the more carefree and youngest of a minor Drow noble house, she had now become sullen and depressive. She has a hard time trusting in others and even herself, though when it comes to danger she is often very proactive, an instinct to protect herself. Any evil sort of tendencies common of her kin have been thrown aside as her whole world view changed as her strange powers developed and she was pushed into the periphery.
Nercelia comes to the land in order to figure out what she is, to find a purpose in why she had become like this. While possibly fatalistic, it is to her this goal that she pursues it in order to reclaim some sense of self. She hides if not discarded most of her past, disowning her Drow heritage, save for a broken holy symbol of her former dark god.
After leaving the Darklands, Nercelia has little to no friends or family to call upon. Those that still cared for her would be in her own mind put at risk if she was to ever call upon their aide as well as natural distrust of them due to her eventful exodus.
Born to a minor Drow noble house of clerical nature, Nercelia Damosil was expected to take up the role of her family in worship of Mazmezz, the spider god of vermin. She lived rather happily and contempt, showing major promise due to her affinity with that of spiders, the natural patron of the families dark god. This would grow contempt from older siblings that saw direct competition, and so Nercelia at a young age was kidnapped from her family to be sacrificed in a dark ritual of which nearly would have killed her if not for the intervention of two of her older brothers.
However, such a ritual, strange in its origin had caused the life of Nercelia to take an even stranger and worse turn. Her magical aptitude had turned had developed with a prominent change to her skin tone. Slowly, her purple skin would slowly turn green and her eyes a sharp green. Soon she didn’t look much like Drow at all. This anomaly would make her shunned by her family and an outcast in Drow society. Now being seen as a disgrace, Nercelia would be excommunicated from the church and her own family. Hunted down as deformed child. If not for what few sympathetic portions of her family managed to get her discretely taken to the land above where Nercelia would be forced to live a live as an outcast.
For many years, Nercelia had found a meager home as a strange beggar in Absalom’s Puddles District. Scrapping to get by, it would be fate that she heard of the strange situation far to the north, the cursed World Wound that crusades of men fought to contain and destroy the demons that poured fourth and infect the lands. Something struck her an important to her own life in this, the energies of life that she seemed to connect with her verdant heritage seemed to give her direction, a drive to discover even if she didn’t understand what they spoke. It would be there in Mendev that she could potentially discover her nature of what she was and purpose she had in this world for better or worse.
Her families treachery against her and betrayal have caused Nercelia to be heavily guarded if not always seemingly anxious. Prone to skirting the edge of a nervous breakdown, self imposed stress both real and imagined have rendered her jittery, hands having a tendency to jitter though still remain stable. A phantom pain on her left thigh where a scar is occasionally flares up and is a source of some of her issues.

TheSuperDodo |

Let's just roll 2nd level hit points... 1d8 ⇒ 1 I'd rather not risk the second roll, so I'll go for the average 5.
Well then, here's my WIP character: August Guangming Haldigann, a relatively standard unchained rogue leaning heavier into combat maneuvers thanks to the Elephant in the Room rules. Potential mythic path is probably Trickster or Marshal.
Backstory will be up on the character's page tomorrow when I have some time to work it through and write it up, but the gist of it is: August is a scion to a family of famous crusaders - paladins, clerics, and the like - who never heard the Goddess's call, and ended up having to provide for himself on the streets while his parents and siblings fought on the frontier. He got dragged down into dealings with the criminal guilds, and is now going on a journey to search for divine forgiveness while on the run from the guilds.

Thedmstrikes |
Here is my submission for Jasswinder Singh:
Female Human Arcanist 2
Chaotic Good Medium Humanoid
Init +2; Senses Low Light Vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+2)
Fort +1, Ref +2, Will +5
Resist None
--------------------
Offense
--------------------
Speed 30 ft.
Ranged by spell
Melee None
Special Attacks None
Spell-Like Abilities None
Arcanist Spells Prepared (CL 2):
Level 0 (At Will) (DC 14)Detect Magic, Light, Acid Splash, Open/Close
Level 1 (4/day) (DC 15) Magic Missile, Enlarge Person
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 18, Wis 13, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Extra Reservoir, Extra Exploit (Armored Mask)
Traits (alt racial trait: Social Ties) Magical Lineage (undecided), Blood of Dragons, Princess (Thuvia), Bitter (-1 healing)
Skills Climb (1), Diplomacy (7), K. Arcana (8), K. Dungeoneering (8), K. Engineering (9) K. History (9), K. Local (8), K. Nature (8), K. Planes (8), K. Religion (8), Perception (5), Spellcraft (8), Swim (1)
Languages Common, Draconic, Abyssal, Infernal, Celestial
SQ None
Other Gear Spell Component Pouch, Belt Pouch, Ink, Inkpen, Soap*, Spellbook*, Grooming Kit*, Bedroll*, Messkit*, Waterskin*, Trail Rations (10)*,Waterproof Bag*, Scholar's Outfit, Traveling Outfit*, Masterwork Backpack, Scroll Case, Signet Ring*, Pathfinder Compass w/Cracked Dark Blue Rhomboid Ioun Stone, Silver Holy Symbol (Sarenrae) (*=in backpack)
21 GP, 0 SP, 9 CP// 2000 XP
FCB record: 2/6 additional arcanist exploit
--------------------
Special Abilities
--------------------
Exploits (SU)
Reservoir Points 7/8
Consume Spells 2/day
Potent Magic, Armored Mask
--------------------
Spellbook
--------------------
(class says all cantrips, but traveling spellbook has only Read Magic, Detect Magic, Light, Acid Splash, Mage Hand, Mending, Open/Close, Spark, Drench,
Disrupt Undead, and Ray of Frost)
1st: Ear Piercing Scream, Enlarge Person, Floating Disk, Liberating Command, Magic Missile, Protection from Evil, Vanish
Jaz is confident in her magic to both protect and bolster her as needed. She yearns to learn more, but more importantly, she yearns to join a crusade against the vile infestation of the Worldwound. It is the higher calling she has come this far north for in place of her family and state obligations. She is not particularly picky in finding such a group (DM note: This is an excellent way to both introduce her to the rest of the party and provide her reason for sticking with them in the adventure to come). Despite her current actions, Jasswinder Singh takes her obligations seriously and it is through her actions that she expects to wield enough influence to change policy in her homeland so future princesses will not be barter for their families to improve national relations through marriage, an all too common barbaric and primitive policy still practiced in modern politics.
Born to privilege, Jasswinder Singh is the youngest member of the Singh family in the Thuvian city of Pashow, a fact that was enumerated by her eyes. She had the eyes of a dragon, clearly there was a dalliance with a dragon in the family tree (blood of dragons). Her father, doted on her every whim as a child, including agreeing for her to accompany him to a congregation in Merab where she was introduced to the faith of Seraenrae. There, a beautiful woman approached her and handed her a gift, a holy symbol, which unlocked, for a fleeting moment, a memory (touched by divinity). Perhaps it was a chance encounter, perhaps it was fate, in either case, it changed her life forever. Jaz began to see the world from a different view, one which she found distasteful and mostly centered around her family. As she matured, she focused her energy in learning the mystic arts as both a means of isolating from her family and preparing to abandon them (bitter). Jaz grew into a role of command, it helped her disguise her contempt while simultaneously lower the guard of her family members as they only saw her performing to their expectations with regard to her duties (social ties). Little did they know, she was using those skills the whole time to find what she lacked in order to effect her escape. Her innate ability with magic was staggering to her mentors (magical lineage). She not only mastered her lessons, but was able to modify the underlying magic into different results. As time wore on, Jaz made her plan and one day left the city and never looked back. Knowing her family would send agents to look for her, she went to as unlikely a location as they would think to look, the Worldwound. Jaz eventually arrived in the city of Kenabres on the border of the Worldwound and is even now looking for her chance to make a difference, free of her familial obligations, free of the oppressive nature of her homeland. She is destined for more and here she will find it.
FLAW: I selected a flaw trait (bitter) in order to achieve the necessary traits for her concept. If I need an additional character flaw, could we use the "on the run" issue she has with her homeland and family? She will adamantly refuse to return without having finished what she came here to do, under any circumstances.
Campaign trait: given how I started to look at this character before I checked out the campaign traits, I may have backed myself into the corner, but you had mentioned somewhere in the character generation post that the traits and their bonuses would be divorced. I selected the touched by divinity trait as a means to "wake up" the character and motivate her to change her environment. As I am currently considering a dual path for both Archmage and Marshal (a rather unusual combination) either one of those will suffice for the bonus, or none at all. I am also considering the Leadership feat, however, if you are not interested in the addition of a cohort, neither am I unless she can gain an intelligent mount of some kind and more fitting to her image as a leader.
Finally, I may tinker with this some between now and the deadline (I wanted to get my idea on the board before someone else did, has happened to me before), especially if I get feedback from you. If/when selected, I will create a full alias for the character...I like a clean stable of active or past characters only.

GM Raven |
2 people marked this as a favorite. |

My next lengthy update will be delayed, as power (andthus wifi) is out in my neighborhood thanks to a wonderful thunderstorm (power company is estimating 4 hours). I'm still able to post using data on my phone, but not going to try to rewrite my whole post on a mobile device. Details coming shortly.

GM Raven |

Okay, I am going to touch on a lot of subjects, so here we go!
Ability Scores Having now seen a range of ability score sets from 80 to 100, I have come to the conclusion that I need to put some limits in place (the rolling method is potent, with an average of 87, and some people have gotten very lucky). Seeing characters with a low score of 15 definitely was beyond the range I was ready for. After speaking to several applicants with exceptionally high rolls, I have decided to put in place a cap of 92 total as the sum of your ability scores before racial modifiers. I am asking all applicants with totals above 92 to adjust accordingly. In return for lower your scores to this total, you may also increase one score by 1 along the way (to a max of 18). Please post with what adjustments you are making.
Notes of Mythic As I have gotten several messages regarding, I thought I would a little more broadly address some of the things I am looking at to balance the Mythic rules. One of the sources I am considering is this Mythic Solutions. Now, this gives several options for each of the many topics of concern, so we obviously won't use all of them. In truth, my focus at the moment it launching the game, and I will, over the coming months, work to decide how I will adjust mythic. But this at least will give everyone an idea of some of the things I am considering.
Okay, now onto some individual stuff.
Rocan / Marhok building off your drawback for your Flaw is perfectly acceptable. Let me think on it for a day or two, and we can put something in place.
I have been keeping the Applicant spreadsheet linked at he beginning in a tiered format. If your character seeems out of place, just PM me and we can cover details missed. For those characters listed as "In Development", I have included notes below regarding what still awaits for your completion.
Rorek / Amelia Looking over your character sheet, I saw you only had 2 traits, 'including' your campaign trait. I am offering 2 traits 'plus' a campaign trait. So you have one more you are able to take.
Uthraed / Windi I like the her backstory, but she still needs a "Flaw" as laid out in the character creation (background) section.. Also, there are some build adjustments you need to make to bring her in line with the recruitment's details.
CrisisChild / Wrathamorand still needs a "Flaw" as laid out in the character creation (background) section.
TieflingWizard / Draven waiting on your backstory.
Jereru / Dan Nyran waiting on statistics. Hmm, that backstory, I don't know... it sounds... familiar... hahaha!
TheWallasky / Xandarian still needs a "Flaw" as laid out in the character creation (background) section.
Chryone / Meraati Definitely excited about the prospect you have described in the PMs, can't wait to see the full build and background.
Oblivion / Callen I like the notes we have exchanged on the concept, looking forward to seeing a full build. Also, you need to finalize which "Flaw" you are going with.

Marhok |

Alright, so I've had a 97 before racial adjustments (+2 STR).
If you need me to drop 5 points, I would drop INT down to 13 and CHA down to 10.
Which would take me to these scores before racial modifiers.
STR 18, DEX 18, CON 17, INT 13, WIS 16, CHA 10
STR would become 20 with the +2 from human. I'm not adding the +1 anywhere as that would take me over the limit again.
I will adjust my char sheet accordingly.

Ryarg Gravemaker |

Ryarg has 94 points so if I understand correctly, you need me to lower things by 2, 3 if I also want to boost something? Unfortunately, the only thing I could lower is his 11 Charisma, which is what he needs for his fey magic feat.
Originally, with a standard 20 point but, I had dumped his Charisna down to five. Part of his charm was that his soused bears had a better personality than he did! But now I like the idea of the warm, kind, gentle Ryarg (“Gentle Ben”), so I believe I will simply cut his Dex by 2 and leave it at that.

Jereru |

Ok.
First, I think I'll change the surname to Neeran, so you guys can properly read "Danny Rand" when you see "Dan Neeran".
Familiar background, uh? I have zero idea what you're talking about, it's totally original.
I see you didn't add the Flaw in the sheet, but it's there, after the backstory.
Then I get to take 2 points from my rolls but then add 1, right? So I'll probably end up with 13 Charisma and use 17+1 in Wisdom, leaving Strength with 16+racial. Wisdom is key for Stunning Fist. (Actually, this build would rock if I picked Scaled Fist Monk and Desna Divine tech, but... that wouldn't be The Iron Fist, right?)
Which reminds me... I might go half orc, because... I'm feat starved anyway... And the saves are so juicy... And I love half orcs because they have so cool avatars... With tattoos and beards...
Anyway, the stats are in my head, all I need is some time in front of the screen to put them in the alias.

GM Raven |

Good morning, thanks for making these adjustments. I do want to clarify that it is not adding a +1, but rather shifting one point, so for example: you adjust down to a 92 total, but you never rolled that precious 18. Now you can take 1 point from another score and add it to that oh-so-close 17. reminder, this perk is only for those who rolled a total over 92 and thus I have asked to adjust their scores.
Ryarg you are actually fine, as your 94 total is After your racial modifiers (which means your rolled total was exactly 92).

Meraati |

GM, would you allow the drawback headstrong to work with race instead of alignment?
Meraati is passionate about rebuking prejudice against tieflings.

Simeon |

Presenting Angahaar, Scion of Terendelev, draconic warrior, righteous crusader, and descendent of legends!
Angahaar
Human bloodrager 2 (Pathfinder RPG Advanced Class Guide 15)
LG Medium humanoid (human)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 24 (2d10+8)
Fort +6, Ref +3, Will +2
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee mwk greatsword +7 (2d6+6/19-20)
Special Attacks bloodrage (9 rounds/day), claws
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 17, Int 14, Wis 14, Cha 16
Base Atk +2; CMB +6; CMD 19
Feats Combat Expertise, Deadly Aim, Draconic Manifestation (metallic), Furious Focus[APG], Power Attack
Traits affable, blood of dragons, child of the crusades
Skills Artistry (philosophy) +7, Climb +5, Diplomacy +8 (+10 to gather information.), Intimidate +8, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (religion) +4, Lore (Apsu) +7, Perception +7, Swim +5
Languages Celestial, Common, Draconic
SQ fast movement, finesse weapon attack attribute
Other Gear mwk breastplate, mwk greatsword, backpack, belt pouch, blanket[APG], flint and steel, mess kit[UE], pot, silver holy symbol of Apsu, soap, torch (10), trail rations (5), waterskin, 265 gp, 8 sp
--------------------
Special Abilities
--------------------
Bloodrage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Draconic Manifestation (Metallic, 6 rounds/day) When manifest claws, allies in 10 ft gain +2 to save vs. fear and [evil] spells.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
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.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Angahaar, scion of Terendelev, was always destined for great things. He came from a long line of crusading warriors, the blood of the mighty silver dragon Terendelev strong in their veins, marking them as something of crusader nobility. Angahaar always knew it was his fate to take up the family legacy, to drive back the demons that their draconic forebear had sworn herself an enemy of. He was trained from a young age to be the best of the best, and Angahaar lived up to his family’s expectations. He excelled in combat, philosophy, and the theology of Apsu, the patron deity of Terendelev and their family by extension. He had little choice in his life, but he was happy with it. In what free time he had he devoted it to the people of Kenabres, using his family’s largesse to help the less fortunate. The less righteous in his family frowned upon it, but Angahaar cared little.
He was 16 when his first expedition into the demon-scarred wasteland of the Worldwound came, commemorated by a gift of a masterfully breastplate and greatsword, the preferred armaments of the scions of Terendelev.
They struck out into the wastes, blades bright and tempers hot. It was a simple journey, more to give Angahaar and three of his cousins experience with truly fighting demons. In a forgotten crypt they stumbled across a lair of demon cultists, worshippers of one of the countless demigods of that foul species. Angahaar lead the charge, full of righteous fury. He cut his way through the cultists, his draconic blood giving him overwhelming strength, wickedly sharp claws, and an emboldening presence, all echoes of Terendelev’s power. Together, the four of them destroyed the cult lair, emerging victorious.
Angahaar knew then that he would take the fight to the demons. Some of his kin were content to hide behind the walls of Kenabres, but he was not. He knew Terendelev would be at Armasse, and there he would formally seek her blessing to join the crusade.
Angahaar is a tall, handsome human man with icy blue eyes and vibrant white hair. His facial features are strong and regal, and small patches of silver scales cover his arms, chest, and neck. He carries with him a finely crafted greatsword and breastplate. He also wears a silver holy symbol of Apsu around his neck, both a reflection of his faith and a connection to his heritage.
Angahaar is a beacon of righteousness in a land so desperately devoid of it. He is kind to the innocent, always ready to help someone in need. To the wicked, he has no such compulsion to help. If they are willing to repent, he will spare them and let those with more patience for rehabilitation. If they are unrepentant, he will try to destroy them, no matter the odds. He takes it upon himself to face down danger and evil, whatever and wherever that may be. When one doesn’t consider matters of philosophy, Angahaar is confident and self-assured. When not consumed with righteous anger, he can be surprisingly tender with those he cares about, even expressing some doubts in his ability to complete his ultimate mission of defeating evil and living up to his forebear’s example. He feels a deep need to give what he can to those who have less. While he loves bringing death to the wicked, he would rather ensure that the lives of the good and innocent are directly imprved by his actions.
In the throes of battle his blood-fury can consume him entirely. If a friend or companion has been injured in front if him he will never relent his assault until his enemies lie utterly destroyed. The righteous passion of the silver dragons is a great boon, but their zeal for destroying evil can often lead them towards mad zealotry or draconian measures. Silver dragon blood flows strong in his veins, after all, and their furies and passions are mirrored in Angahaar’s actions.
Angahaar’s closest connection, of course, is to the Scions of Terendelev. His uncle Argixaran, is particularly close to him, having trained Angahaar to use a greatsword with incredible skill. The church of Iomedae views the Scions with equal measures of respect and suspicion. Apsu and Iomedae are long-standing allies, of course, but the crusaders are a naturally suspicious bunch.

Gurdarek |

Here is Mustaparta's submission.
Gurdarek
Male Tiefling (Demondand-spawn, Pathfinder Player Companion: Blood of Fiends 20) Oracle 2
NG Medium Outsider (native)
Init +3; Senses Perception +2, Darkvision 120 ft., low-light vision
AC 16, touch 13, flatfooted 13
hp 19 (2d8+6)
Fort +3, Ref +3, Will +5
Melee mwk cold iron shortspear +1 (1d6-1/x2)
Speed 20 ft. (medium load), base 30 ft.
Str 9, Dex 16, Con 17, Int 13, Wis 15, Cha 18
Base Atk +1; CMB +0; CMD 13
Feats Combat Expertise, Deadly Aim, Fiend Sight (ARG)
Traits Demon-proof Mind (Pathfinder Player Companion: Demon Hunter's Handbook 23), Prophesied, Touched by Divinity
Skills (Acp -3 not incl.) Acrobatics +6 (1), Climb +0 (1), Diplomacy +5 (2), Heal +10 (1), Intimidate +4, Knowledge (history) +5 (1), Knowledge (planes) +5 (1), Knowledge (religion) +5 (1), Perception +2, Sense Motive +6 (1), Spellcraft +5 (1), Stealth +3, Survival +6 (1)
Background skills: Appraise +2 (1), Craft (stonemasonry) +6 (2), Knowledge (nature) +5 (1)
Languages Common, Abyssal, Hallit
SQ Fiendish resistance (cold 5, electricity 5, fire 5), Fiendish sprinter, Healing hands, Life mystery, Prehensile tail, Racial +2 acrobatics bonus, Campaign trait domain: protection (Sanctuary 1/day sp-ability)
Spells 1st lvl - Cure light wounds, Detect undead[mystery spell], Shield of Faith
orisons - Detect poison, Guidance, Light, Purify food and drink, Stabilize
Gearmwk cold iron shortspear, mwk studded leather armor, silver holy symbol, monk's outfit, mwk backpack, flask of holy water, cheap holy text, belt pouch, blanket, rope, soap, 10 torches, 5 days trail rations, wateskin, 441 gp
Gurdarek was then raised by the priest despite objections of inquisitors. Despite friendly atmosphere of the church, he felt constant unease, which he understood to be curse of his heritage. Befriendin cleric of Lorris helped him partly overcome this anxiety. Year after settling in town he began having dreams of joining the crusade himself and with death of the priest in demon attack against Kenabres it became time to seriously prepare expedition to Worldwound.
Appearance: ca. 6 feet tall. Gaunt build, saggy and scarred skin, hair dark and sparse, feet end in hooves. He wears monk's robes and sandals.

TheSuperDodo |

Fluff has been added to August's character profile and reproduced here for your reading convenience. Feedback and other notes would be greatly appreciated!
August's childhood, however, was different. A priest was not available at his birth, and the midwives said he was born under an unlucky star. Whereas his siblings were dutiful and diligent as children, August was reckless and rebellious, often forgoing his studies and training to go play in the questionable areas of town. Around this time, he befriended Selvin Elesteri, a charming young Varisian boy and fellow trainee who, unbeknownst to August, had been orphaned and taken in by the Sczarni in infancy. When the time came for August to graduate his studies and join the crusaders outside the walls of Kenabres, he received an offer from Selvin, a promise to join a loving family that would provide his needs while giving him the freedom to be who he wants to be. Filled with spite against the Goddess that never revealed herself to him, and estranged from his family all away on missions throughout the country, August followed Selvin to join the Kenabres Thieves' Guild.
August enjoyed his first few years with the Guild. He was free to steal from and harm the church that in his mind hated and wronged him throughout his youth, and his fellow misfits were not in the least judgmental, even supporting his destructive tendencies. He slowly rose in the ranks, running errands and making contacts throughout Mendev, and in this also accidentally unveiled an uncomfortable secret: many of the higher-ups in the Guilds had strong ties to demonic cults, working alongside cultists to evade the law and extort the Guilds' marks.
And then, August met Medalia. Medalia was a bright and kind young crusader from Brevoy; though her faith in Iomedae and conviction in her duty were great, she did not attempt to coerce August back into the path of righteousness, simply loving him for who he was. The couple saw each other for merely two months before one day, Medalia did not show up at their meeting spot at the arranged time. August found her body in a nearby alley, a note carved into her chest: The Labyrinth Knows.
After lying low for a few months, August decided that he was going to change the course of his life and go on a journey of redemption, starting on the Armasse festival; not for the Goddess, not for Mendev, but for Medalia - and for himself.
August is a mixed-race human of medium height, around 1.75 meters, thin but of a fairly robust build. His slightly colored skin and and slanted eyes betray his Tien heritage, though his mangy brown hair is more typical of his Taldan side. A semi-circular birthmark on the back of his neck is usually hidden by his collar or hair.
August's suit of studded leather armor was provided to him by his contacts in the Thieves' Guild and is a tight fit, faint brown and inconspicuous but filled with useful pockets and hidden sleeves to house the tools needed for the job. August's two trusty short swords are slung horizontally over his back alongside his short bow, while his daggers are usually stowed away in small scabbards on his right waist.
Personality and Motivation
Very spiteful and boisterous in his youth, August's world had recently turned upside down, and he is trying to adjust his personality accordingly. Even though he has a way with words and is normally a people's person, August is now aware of the danger he poses to those near him and is thus much more careful with the people he befriends.
August is driven by his desire to become a better person and to find closure for his dead lover, Medalia. He does not feel any greater purpose in joining the crusade, but he has a personal vendetta against demon-kind and, perhaps, is still secretly hoping to discover Iomedae just like his family and lover did.
Allies & Associations
Flaws
August's biggest personality flaw is most likely his short temper, forged by a troubled youth and years of enabling by fellow low-lifes. He is also on the run from dangerous mafia members and cultists, who seek revenge on him for uncovering their secrets.

Draven Barbazon |

Tieflingwizard here. I have the rest of my character filled out.
1) Draven Barbazon was born to a couple of farmers outside of a small, insignificant farming town south of Kenabres. He was a happy and upbeat child who loved exploring the fields that he called him. When he was ten, while playing in the fields, Draven was kidnapped by a group of cultists and taken to an unknown location. He was to be the sacrifice for a demonic ritual. However, something went wrong and the ritual backfired, turning all of the energy into Draven. It also drained the life from most of the cultists. The last thing that Draven saw before passing out was the last cultist running away. He could make out seven fingers on their left hand. When he awoke, the ritual site was silent and empty. Only the bodies of the cultists remained. With that, Draven made his way home. Eventually, the young boy found the familiar fields of his home. However, there was also smoke on the horizon. As he got closer, Draven saw that the fields and the farmhands slaughtered; some of them were strung up as scarecrows. When he reached the burning farmhouse, he saw two charred bodies. He noticed that one was wearing his father’s holy symbol around his neck and holding his crossbow. The other was wearing his mother’s wedding band. Feeling anguish, Draven cried and screamed. After several minutes, Draven buried his parents.
2) He then sat in the middle of the fields, cradling the crossbow, silently weeping. Eventually, a platoon of crusaders came upon the scene, investigating the smoke. The platoon, after hearing Draven’s story, pitied him and took him in. After an investigation, they couldn’t find anything. Eventually, the crusaders moved on with Draven in tow. From this day, Draven was convinced that the cultist with the seven fingered hand had something to do with it.
3) Draven eventually joined the Iomedaen church. He began studying demons and cults. He trained in the use of his father’s crossbow. Eventually, he joined the crusaders who took him in. However, during this entire time, Draven couldn’t shake the feeling that he was being watched.
4) When he was 23, he and his platoon were sent on a scouting and exploratory mission in a region closer to the Worldwound. However, they were ambushed and Draven was knocked out. When he awoke, his entire platoon was lying on the ground slaughtered. He was the only one to return to Kenabres. He was now convinced that the cultist was following him, watching him, and planning on ambushing him.
5) Since then, Draven has become more cynical and serious. He still has the happy and positive side to him; although, it has since been covered in a layer of dark humor, sarcasm, and pragmatism. He still has nightmares about the ritual, the destruction of his home, and the horrifying end of his surrogate family. He’s also nearly obsessed with finding the cultist, going on excursions to the Worldwound alone and questioning those he’s unfamiliar with. He’s also started working with the Order of Heralds, trying to get a handle on the Witch Hunts and the inquisitors.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1) I would like for Draven to face off against the cultist with seven fingered hand who survived the botched ritual.
2) I would also like for Draven to be at peace with his past and move on from it to become a more well rounded person and put the nightmares at an end.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1) Draven’s known secret: During his missions with the Order of Heralds that let him work with the inquisitors on the same side, he’s noticed two things. First, some of the legitimate cultists that they’ve rounded up have been merchants. And second, they’ve all been wearing similar outfits to the cultists from that botched ritual 18 years ago.
2) Unknown secret: The bodies that Draven buried weren’t his parents. His parents are still alive somewhere.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Helvero Rutilus was the tiefling half brother of one of the newer crusaders in Draven’s ill-fated platoon. He works as a blacksmith to aid in the fight against the demons. After his brother’s death, Helvero was approached and accused of being a witch and a cultist. It was only due to Draven’s intervention that Helvero was spared. Since then, Helvero has become one of the ranger’s closest friends.
2) Draven’s contact within the Order of Heralds is a half-elven woman named Jophiel Hispalla. She’s the one who approached Draven to offer her help in clearing Helvero’s name. Together, they managed to find proof and prevented the inquisitors from starting another round of witch hunts. Since then, Jophiel has approached Draven for his help on protecting innocent citizens and (on rare occasions) hunting down cultists.
3) Adamus Volso is the young head inquisitor of his own platoon and is very zealous in his accusation, convictions, and witch hunts. He crossed paths with Draven when he and his group attacked and accused Helvero Rutilus. Draven stood up to him and from that moment, Adamus disliked the ranger. Whenever Adamus tries to start an inquisition, Draven and the Order of the Heralds always seem to be there to stop him. However, if the inquisitor is in the right and the threat seems too great, Draven and Adamus can be convinced to put aside their differences.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) Draven will never be able to forget the events that led him to Kenabres. The smell of blood. The sight of the cultists losing their lives. The charred remains of his family.
2) Draven can come across as paranoid or obsessed about hunting down the surviving cultist.
3) The main inspirations behind Draven are Geralt from the Witcher series, the archetype of a demon slayer, and the tropes of Westerns.
Age: 28
Height: 5’7”
Weight: 155 lbs
Homeland: Mendev
Deity: Iomedae

GM Raven |

Wow, a lot of characters moved from In Development or even Concept to Completed today! I have updated all accordingly on the spreadsheet. That brings the count to 18 Completed, with 6 more In Development and all very close to complete.
Simeon You are otherwise complete, but need to adjust your ability scores pursuant to my post from 24 hours ago.
Amelia as you said, other than equipment, you are complete.

![]() |

My next lengthy update will be delayed, as power (andthus wifi) is out in my neighborhood thanks to a wonderful thunderstorm (power company is estimating 4 hours). I'm still able to post using data on my phone, but not going to try to rewrite my whole post on a mobile device. Details coming shortly.
I know how you feel...

Ironperenti |

I show Corwyn with 96 total stats before racial mods (17, 17, 17, 16, 16, 13) so i need to drop 4. In order to have room for the 1 pt we may add to any stat, i will drop 5 with the result: 18, 16, 16, 16, 16, 10. The 18 will go to his dex giving him a 20. I will post a full corrected version this evening.