
SmooshieBanana |

I've never considered the taking of infernal blood to heal good-aligned characters an "evil act", regardless of the aura it gives. What had to happen to get that blood? Probably the death of a demon or something. That's a good act. I would think it would be "eviler" to take the blood of a celestial to use for healing even if the aura it gives you is good (unless you know the source and it was offered openly)!

Ouachitonian |

Nercelia Damosil wrote:Never heard of ten minute background, what is it from?It's a bunch of questions someone designed to help people quickly make a background. It covers all the bases and a fair few people use it to help build characters.
That’s the first time I’ve ever heard “quick” associated with the ten-minute background. Where does the name come from? Ten minutes to read? It certainly takes a lot longer than that to write. An hour+ at the very minimum in my experience.

TarkXT |
1 person marked this as a favorite. |

I've never considered the taking of infernal blood to heal good-aligned characters an "evil act", regardless of the aura it gives. What had to happen to get that blood? Probably the death of a demon or something. That's a good act. I would think it would be "eviler" to take the blood of a celestial to use for healing even if the aura it gives you is good (unless you know the source and it was offered openly)!
"You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1."
First line of the spell.
Also killing an evil creature is neither good nor evil. It's merely an act. Its the intent and means behind it that determine the actual alignment of it if any.
And it must be emphasized that the creature such blood comes from is not like a pig, a person or like a bugbear that are good bad or other based on choice. Rather these are living personifications of a realm of purest law and evil. You are being anointed with liquid evil as the very energies of the nine hells mend your flesh for infernal purposes only the eldest devils in avernus can determine. To use such tools and call them superior to the standard tools of positive energy ascribed to good entities is to play into the hands of beings more ancient and dark than any living empire.
But, thats a debate thats near a decade old. And the only reason the argument permeates is that we dont have almoat no arcane healing.

Aeron Stillwaters |

Hps Lvl 2: 1d8 ⇒ 7
Here's Fanguar's submission. Kicked around a couple of concepts, but ultimately settled on a Human Warpriest (Arsenal Chaplain) of Iomedae, aiming for the Heirophant path.
Full crunch is in the profile, but it's a ranged build and here's the character sketch fluff for ease of viewing.
He burns with the quiet intensity of the zealous, always on the lookout for the taint of demonic corruption. While friendly and quick to trust fellow Imodeans, he's reserved and distrustful of those outside the faith. Overall phlegmatic, he generally exudes an air of calm and control.
As for allies, he has always found Huebald Cotton, a young paladin, to be a reliable friend. Aeron pulled the lad out of a tough spot a few years back while Huebald was still a squire and been a bit of a mentor ever since. Harit Amberglow would be another. The elderly priest has long served as Aerons confidant and moral compass. As for family, he has a sister who is also fighting in the conflict, though he hasn’t heard a word from her in at least a year and fears she’s been killed.
Thanks for the consideration and good luck to all the other applicants.

Jereru |

I think Dan Neerand is mostly finished, saving a couple hundreds of gold to be spent.
I still don't know which mythic path to pick, really. With only one from each allowed into the game, Champion is a no-no (otherwise I would have made another character, in competition with about a hundred other characters). Spells are out of the game as well, so that still leaves us with Trickster, Guardian or Marshall.

Marhok |

I would also play out his combat-attitude out as a semi-flaw of Marhok.
During battle it seems like becomes a totally different man, so he could snap at people, not physically hurt his allies, but appear demeaning and condescending. Which totally contradicts his easy-going demeanor out of combat.
I'm rolepaying it out that the demonic energy from the ritual and the dragon-blood compete for control, so his attitude shifts depending on what he's doing.
Also, I will complete my purchases of weapons/armour and mundane gear if selected. It always takes up a lot of time ^^

GM Raven |

IronPerenti I have updated your ability scores on the chart, bringing you into complaince. thank you!
Ouachitonian Yea, I think the concept of the "Ten Minute Background" is intended to expedite the process, to quickly come up with a few basic details for your character. But when most of us use it, it becomes a cluster of questions that we each invest too much attention in.
Marhok thank you for the noted updates on his personality. As for equipment, here is what you have on your sheet: masterwork breastplate (350), masterwork ranseur (310), greatsword (50), longbow (100) - that's 810 gp right there!
- Fighter's Kit: 9 gp (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, hemp rope (50'), torches (10), trail rations (5 days), waterskin)
- Grappling Hook: 1 gp
- Potion of Cure Light Wounds: 50 gp
Grab the kit, grapple, and a pair of potions, that's another 110 gp spent, leaving you with 80 gp left.
Meraati Your ability score total (before racial modifiers) comes to 93, requiring a downward adjustment of 1 from one score. You can also adjust another score down by 1 (or the same for a total of 2), to be able to increase another by 1. If you need clarity, I posted a bit more on this earlier. Excited to see the full background!
Uthraed / Windi Your character is almost complete. You only need to add your character's flaw, and adjust your ability scores pursuant to my previous post (you have a 96 total before racial modifiers, and so will need to subtract 4 points).
Simeon / Angahaar Your character is almost complete. You only need to adjust your ability scores pursuant to my previous post (you have a 94 total before racial modifiers, and so will need to subtract 2 points).
CrisisChild / Wrath Your character is almost complete. You only need to establish your character's flaw pursuant with the background requirements of the recruitment.
TheWallasky / Xandarian Your character is almost complete. You only need to establish your character's flaw pursuant with the background requirements of the recruitment.
As a reminder, I will be accepting new applications through Friday, with finalization of all applicant details by the end of Sunday. There is still plenty of time for anyone interested to get a character submitted!

SmooshieBanana |

Shame I can't find a good green skinned looking elf. Would be more suitable for this character.
Anyway thanks for letting me know about the Ten Minute background, may use it in the future.
Go onto Pinterest and look at dryads. A lot of similar pictures are green-skinned elves. If nothing else, I can edit a picture for you if you wish.

Meraati |

I'll reduce strength by 1, then. Lvl 4 and 8 will fix the dex and con.
I agree with TarkXT, this is nowhere close to a mere 10 minutes. :)
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) Meraati was adopted by an ifrit couple who couldn't have children. The couple is part of a traveling group of musicians, The Purple Light Orcestra, on account of using purple dancing lights during their performance.
2) She is curious and optimistic, and wants to see as much of the world as she can.
3) She grew up with prejudice against tieflings in most places inhabited by humans, and has developed a headbutt attitude towards it.
4) Singing is her greatest passion and a meditative method for herself. Her love for music and singing developed by attending the musicals and operas her parents' orchestra performed for.
5) While she has a way with words to sway people with her charming outlook, she can drop a sudden vocal outburst to quiet people down.
6) Through her lifestyle and upbringing, Meraati is a follower of Desna.
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) Meraati wants to become a symphonic stage star, singing for orchestrae, musical and opera.
2) She would like to know wat actually happened to her birth parents, after they were taken by the 3rd Crusade's inquisitions.
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) [Known] She has seen purple butterflies around very talented musicians and singers, while nobody else did. She saw this as a sign of blessing from Desna. Of course, tell this to anyone, they might deem you mad.
2) [Unknown] Meraati is a descendant of a succubus of prominence, who served in the army of The demon lord Aolar, before Desna destroyed the demon lord's Abyssal fortress, back in 4155. The succubus faked her death by changing shape into a human to be evacuated, and took a mortal partner to complete the persona. She still lives.
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) Ifrit adoptive parents, Nathan Fuego, adoptive father. Plays the violin and is a composed but warm hearted man. Meraati as learned 'the fiery glare' from him.
Alice Mirage, adoptive mother. Plays the lute and/or mandolin. Encouraged Meraati to follow her dream.
2) 'Aunty' Felana Eriendel. An elven bard of Desna, and part of the orchestra Meraati's parents belong to, who used to be an admirer of the Silver Ravens. A very quick learner by observation, she picked up their techniques before the Ravens were arrested, then made herself scarce because she had knowledge of dangerous methods.
She rescued Meraati from being discovered by the 3rd Crusade's inquisition, and took her to the ifrit couple, being part of the Purple Lights Orchestra herself. She is Meraati's mentor in the bardic arts, but has left some years ago to travel elsewhere. (went towards where Hell's [APs] events unfold)
3) Penelopy 'Penny' Norton. Childhood friend. Red headed aasimar girl, accomplice in youthful mischief. She went over to Oppara's Rhapsodic College to study there to become a bard, specializing in oratory and string instruments.
4) [hostile] Maximillian Alexander Benedict. A half-elf high ranking zealous inquisitor of Iomedae. As famous for his courage against the demons, as he is infamous for showing no mercy in persecuting demon kind, and their blood.
He had a reputation of -always- tracking down his quarry. -Had-, Felana Eriendel smuggling baby Meraati away broke his streak, denting his spotless record, inciting in him a burning desire to rectify the incident, by finding the demon-blooded child.
He was the one hunting down Meraati's birth parents when word got out they had a tiefling child.
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) One of her earlier and cherished memories, is laying on her back gazing at the stars, talking with her parents about the stars and the Lady Luck, who watches over musicians and travelers like them.
2) She is inclined to try talking her way out of a sticky situation first.
3) She keeps (tries to, at least), a journal during her travels, from which she could later draw inspiration for songs from past experiences.
Regular background composition:
....."Mamma? Why do you and daddy have hair as bright as a fire, and mine is black?
And why do you two not have a tail, and i do?"
The tuning of her father's violin holds, and the hand of her mother, stirring of the stew bubbling over the fire likewise so, as the ifrit couple looks to eachother, then to little Meraati.
"Sweetheart," the woman says. "If you're asking us this, then the time has come to tell you. You are, born from different parents."
The child looks confused. "But you are momma and pappa."
The man sighs with a smile. "We are, little one, and you are our daughter, but the one who gave birth to you was another. Aunty Felana brought you to us when you were still very small, to save you from great harm.
If you want to learn more specifically why, you can ask her in the morning." And so little Meraati did.....
Meraati grew up as the adopted daughter of a loving couple of ifrit musicians, part of a musical troupe of rising renown, calling themselves The Purple Lights Orchestra.
Brought to the couple as a baby to the couple by the elven bard Felana Eriendel, she has no knowledge of her birth parents, other than that they were physicians in service of the crusades, and acquaintences of Felana.
When word got out that the two had a tiefling child, the inquisition took notice and made their move against them. With hurry Meraati was placed into her care by the mother, Felana smuggled away baby Meraati from the inquisition raid, led by infamous inquisitor Maximillian Alexander Benedict, a zealous and fervent man of Iomedae, bent on removing fiendish taints in the broadest sense.
Growing up was a turbulent road. The orchestra was her main environment, accompanied by the exchanging scene of towns and cities they performed at.
Of course, being a girl with horns, a tail and red eyes, did not make life easy, as vocal abuse and stereotyping followed her many places.
However, her bardic mentor Felana, taught her tricks and trainer her in the way of words, and basic performance. Skills she would find useful in rebuking false accusations and insults.
"Dad, could you teach me how to give someone - the look -?", a method of looking at someone with an intense glare, that her father used when dealing with troublesome people.
Coupled with the teachings of Felana, Meraati confidently got into arguments and discussions. Especially where it concerned unjust comment towards her and fellow tieflings. She met plenty during the travels, that faced the same situation. She always felt the urge, foolish as it were at times, to butt in on such conversations.
Over the years, Meraati became well trained in the basics of bardic arts and, to her surprise, people seemed to listen to her words quicker than the same said by others. Almost as if they had a mysterious pull to them.
Her practicing of magic, limited as her knowledge is, was accompanied by a developing odd birthmark she has in the palm of her right hand. It became sharp featured when her basic bardic training had been completed.
Current day, however, The Purpe Lights Orchestra was hired by nobility within the city, to perform as part of the celebration. And Meraati has part of the day off to explore the city.
Meraati has slightly above shoulder length black hair and light reddish skin. Her eyes are the color of rubies, and her friend Penny called her Ruby for it.
She wears a warm color red shirt with a black cotton vest over it. A light umber pants met with high black boots, the boots decorated with fancy calligraphic lines in fiery yellow color.
She has two tattoos of roses, one from neck leading onto her shoulder, the other on her right arm.
Partially for hiding the mark on her hand, she wears black fingerless gloves.
She can be mischievous, but has an overall empathic and warm attitude towards friends and family.
Ticking her off can get you - the look -, a sharp unsettling glare she learned from her father.
Leisurely talking is best done lying comfortably on your back, preferably beneath a star lit sky. With the life of the orchestra going good, and often a star lit midnight sky is following a performance, she believes Desna to have blessed the group.
As such, she prays her thanks daily.
Meraati and her parents are part of The Purple Light Orchestra, a traveling musical group, often hired for events.
She has a bardic mentor who taught her the basics, and had left her a journal with specific bardic tecniques, she has yet to practice and master. Master Felana has left several years ago, mentioning something about Cheliax.
Penelope "Penny" Norton, childhood friend aasimar. Cheerful and a little more following the rules, than Meraati does.
Merati has a compulsive urge to butt in on arguments against tieflings, whenever she hears one. She is convinced she must make the other party reconsider bad views of tieflings in general.

Ironperenti |

Here it is with stat mods:
Corwyn Strongbow Male Human
Fighter (Skirmisher) 1, Ranger (Freebooter/Trapper) 1
NG
Mythic Path: Champion
Appearance: Corwyn is a short powerfully built man. He stands just over 5'4" with reddish-blonde hair and hazel eyes. As a scout, he dresses in drab colors that blend with the forest to include brown leather, medium greens, and gray. Corwyn typically wears a dark green cloak, soft leather boots, and a thin strap of leather around his head to keep his hair out of his eyes.
Personality & Motivation: Is a normally pleasant fellow who has a short fuse with those he deems to be rude or dishonest. He prefers to tackle differences head on and is not afraid of confrontation. His grandfather (papaw) was a scout for the military. Corwyn had great respect for this papaw and those who helped defend the kingdom. As far back as he can remember he wanted to follow in his papaw's footsteps. Corwyn trained with his papaw on fieldcraft and archery. Now that he is of age he is stepping out on his own to do what he can for mankind against the enemies of from the wound.
Allies & Associations: Corwyn is extremely close with his papaw who is now retired from the military scouts and his mother who is a laundress. His father was killed early in the last crusade and Corwyn barely remembers him. His mamaw (grandmother) is a baker. His papaw now assists her around her kitchen and keeps out the rabble.
History what was your character’s life like before today? He had a relatively good life given the proximity to the wound. His family has supported the crusades for three generations with the men fighting and the women providing support functions. He has friends in the area. Typical play growing up was fighting battles against the demons. When his papaw was available, Corwyn hung out with him to learn what he could. He started running messages for the scouts as early as age 10. He then took up making river runs and running wagon trains developing his skills with people and animals. Today, he is looking to take his place in scouting the War Wound and is ready to take the fight to the enemy.
FLAW: Corwyn assumes he is the smartest one in the room and will not hesitate to share his opinion if he thinks someone else is wrong. He understands his knowledge limitations but is often critical of plans of others if they do not provide adequate explanation. At the same time, he has a bit of a little dog syndrome and gets extremely angry when he feels a taller person is trying to use their size to intimidate those around him. He also is very competitive when it comes to taller people, tall people need to be reminded they are not special.
Initiative +4 (Dex +4)
AC 17, touch 14, Flat Footed 13 (+4 Dex, +3 Armor)
HP 24 (16 class + 6 Con + 2 FCB)
Fort +7 Ref +6 Will +4
Speed 30ft
Melee
Heavy flail +5 (1d10+4/19x2)
Ranged
Orc Hornbow +7 (2d6+3/20x3, range 80')
Dagger +6 (1d4+4/19-20x2, range 10')
Str 16 Dex 20 Con 16 Int 16 Wis 16 Cha 10
BAB +2, CMB +5 CMD 19
Starting Stats
Init Str 16 Dex 18 Con 16 Int 16 Wis 16 Cha 10
Cost
Race Dex +2
Level
Total Str 16 Dex 20 Con 16 Int 16 Wis 16 Cha 10
1H. EWP: Orc Horn Bow
1. Point blank shot
1F. Precise shot
Future
3. Rapid Shot
5. Weapon focus: Orc Horn Bow
5F4. Wpn Spec: Orc Horn bow
7. Point Blank Master
7F6. Snap Shot
9. Improved critical
9F8. Improved Snapshot
Skill Points = 18 (10 class + 6 Int + 2 Race)
Acrobatics* 8 (1 rank, 3 class, 4 Dex)
Climb* 7 (1 rank, 3 class, 3 Str)
Disable Device* 8 (2 rank, 3 class, 3 Int)
Heal* 7 (1 rank, 3 class, 3 Wis)
Intimidate* 4 (1 rank, 3 class, 0 Cha)
Know (Dungeoneering)* 7 (1 rank, 3 class, 3 Int)
Know (Engineering)* 7 (1 rank, 3 class, 3 Int)
Know (Nature)* 7 (1 rank, 3 class, 3 Int)
Perception* 8 (2 rank, 3 class, 3 Wis)
Ride* 8 (1 rank, 3 class, 4 Dex)
Sense Motive 8 (1 rank, 3 class, 3 Wis, 1 trait)
Stealth* 9 (2 rank, 3 class, 4 Dex)
Survival* 8 (2 rank, 3 class, 3 Wis)
Swim* 7 (1 rank, 3 class, 3 Str)
Background (2)
Craft: Bowyer*: 7 (1 rank, 3 class, 3 Int)
Handle Animal*: 8 (2 rank, 3 class, 3 Wis)
Profession* Sailor 7 (1 rank, 3 class, 3 Wis)
Common, Goblin
Skirmishers are proficient with light armor and shields, not medium or heavy armor
Wilderness Training: 4 skill points per level, add Acrobatics and Stealth to class skills
Trapper's add Disable Device to class skill list
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Freebooter's bane: At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. Replaces Favored Enemy.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Humanoid (Human) Medium, Speed 30'
Bonus Feat
Skilled
+2 to any one stat
Indomitable Faith: +1 Will save
Watch Dog: +1 Sense Motive and it is always a class skill
Child of the crusade: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Belt Pouch (Caltrops, chalk x10, whetstone, flint and steel, loose change: gold and silver) 2.75#
Backpack (silk rope 50', candles x5, rations x3, pitons x3, torch x5, 5 fish hooks, string 50', sewing kit, water skin, platinum) 12.5#
Dagger .5#
Heavy flail 10#
Orc Hornbow 7#
Arrows x40 4#
Studded Leather 25#
Donkey
Pack saddle
Rations x5
Torches x5
Waterskin
Arrows x40
Hand axe
Light Load 86, Medium Load 173, Heavy Load 260
Total Gear Weight: 57.8 pounds, Light Load
PP 15 GP 11 SP 0

Jereru |

So... I've read some posts ago that you might be willing to allow the Trap Finder trait.
So in order to diversify a bit and contribute with something else to the group, I thought it might be a nice addition to the character - you know, solving ancient chinese puzzles grants quite an eye for hidden details...
So Trap Finder is a Campaign trait. Should it substitute the Campaign trait from WotR, or do we stack two Campaign traits?

GM Raven |

TarkXT sorry to hear, best of luck with all your gaming.
TheWallasky Glad to hear your other games are going well. Good luck.
Jereru please check your PMs.
Meraati & Corwyn your updates have been noted.
Everyone has about 60 hours left to get a concept submitted, and until Sunday night to be finalized.

Ouachitonian |

Btw, if it helps Taniniel’s chances any, I’m willing to Dual Path with Archmage and one of the more martial-focused mythic paths. That’s the problem with being a gish; you don’t fit neatly into any of the traditional roles. He’s definitely not a Hierophant or Trickster, but I could see Champion, Guardian, or even Marshal as a possibility.

![]() |

Submission by Shadow Dragon
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) Constantine is 6' 3” tall, 215 lbs, with platinum hair and onyx eyes that betray his Aasimar (and Fey – more later) heritage and made him an easy target for bullying in Cheliax. He is usually smiling and is eager to share the teachings of Iomedae with anyone who is patient enough to listen. Any mention or discussion of the Worldwound, or demons in general, will change his demeanor and the gleam of the zealot makes his dark eyes sparkle with fury.
2) Constantine descends from a long line of Aroden worshippers who transitioned to the worship of Iomedae once it was clear the Last Azlanti was indeed gone forever. From a small but proud House his family fell out of favor over not supporting House Thrune in Cheliax's Civil War. Having lost their status, most of their wealth, and their deity in such a short time was a strain on his family.
3) Born in the town of Kantaria one of Constantine's most important life events occurred when he was a small child. Straying too close to the border of the Barrowood a hideous, tainted creature emerged from the woods and attacked him. On the verge of death he was saved by a mysterious woman, tall and proud, and both odd and yet oddly familiar. Once the creature (a demon he would later learn) was dispatched the woman smiled at Constantine but said nothing and disappeared. (Note to GM: This is the story behind his 'Exposed to Awfulness' Campaign Trait.) His ability to survive such an attack led his parents to give him the name 'Constantine' after one of his relatives who was famed for his toughness.
4) Born with a birthmark on his chest that resembles a sword and sun (Faith Trait – Birthmark), Constantine felt the call of Iomedae from an early age. Not content to simply worship The Inheritor he wanted to defend the faith and so he chose the path of a Paladin. Due to his early experience with a demon, and the appearance of the Worldwound at the time of Aroden's death, Constantine has sworn an Oath of Vengeance against the Worldwound and all the demonic filth that spill forth from the Abyss. He is convinced the Abyssal powers that created the Worldwound had a hand in Aroden's death and Constantine seeks revenge for all that his nation and his family have lost.
5) The path of the Paladin has created conflict within Constantine. He must respect legitimate authority but how can anyone respect the rule of Thrune and Asmodeus? Being moderate in behavior yet not wanting to be restrained versus demons? Striving to the perfection of Iomeade yet knowing how flawed he is? And this inner turmoil leads Constantine to consider aligning and allying himself with an organization known for being ruthless...
6) Additionally these contradictions have led Constantine to 'Doubt' (Flaw) himself and the universe in general. How could the other good divine powers allow the Worldwound to flourish? And to let Aroden die? If the pantheon of good deities is unable to close the Worldwound, how are simple mortals going to do so?
7) He frequently dresses in Iomedae's favorite colors of red and white. Where there is space, he has either Iomedae's holy symbol or the lion, her favorite animal, embroidered or emblazoned upon his gear.
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) Constantine desperately wants to close the Worldwound and end the Abyssal threat to Golarion.
2) Discover the identity of the woman who saved him when he was a child. Despite defying his parents' orders, Constantine continued to venture into the Barrowood in an attempt to find her.
3) My goal for any of my characters is to see who they become. I'm always more interested in who the character will become rather than who he was before he started adventuring. How will he reconcile being a Paladin with some of the choices he may be faced with in combating the forces of the Worldwound? What is the truth of his lineage? How will he live/work with people so different in beliefs?
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) [Known] Constantine is strongly considering joining the Hellknight Order of the Godclaw. In them he sees the ruthlessness he feels is necessary to make the sacrifices required to defeat the Worldwound. Since Iomeade is one of the Five of the Godclaw he believes he could walk the paths of both Paladin and Hellknight. He knows the widespread prejudice those both inside and outside of Cheliax have for all Hellknights so he keeps his desire a closely guarded secret.
2) [Unknown] From both Step 1 and Step 2, what is the truth of his lineage? Was he a true foundling or did one of his human parents have a relationship with a fey?
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) Gaius Voralius, his father, and Domitia Voralius, his mother. Constantine loves his parents dearly and strives to make them proud, especially his father since he was the one who taught Constantine how to fight. His mother instilled in him the importance of chivalry, respect, and to keep his heart open. To this day, when he does something wrong, he hears his mother's voice in his head: “Arrius, what did you do???”
2) Marcellano Gallonica, his childhood best friend. They protected one another with Marcellano having excellent aim – leading him to become an archer and joining the Chellish military to help improve the status of his own family.
3) [Enemy] Quintus Narikopolus Agrippa. Quintus is a member of the ruling family of Kantaria and he resents everyone from families who did not support House Thrune during the Civil War. He was the ringleader of those who bullied Constantine and his friends.
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) He remembers every detail of the strange woman who saved his life. She seemed somehow familiar and comforting even though she never said a word to him.
2) Constantine is affable and, while he thinks he's succeeding at changing the 'boring' nature of Paladins, he often confuses people being polite as them being genuinely interested in learning about Iomeade...every detail of Iomedae...every single one...
3) For a disciplined Paladin he can be surprisingly capricious, something that seems to take him by surprise at times.
4) Another of his less pleasant quirks is the part of Iomedae's Paladin Code that Constantine must guard his companions honor by questioning them on their decisions and choices.
The 'crunch' is on the character page and, if I didn't goof my spreadsheet, he has spent 948.94 gold of his allotment.

Cuàn |

A slight change to my character concept compared to what you have on the sheet: She became a Half Orc instead of a Half Elf and turned CG in the process.
Yekra Tharier is still very much under construction.
Yekra is the daughter of a Matanji, one of the demon hunting Orcs of the Mwangi Expanse, and a Human crusader from Mendev.
In time she fell in love with a Gorumite crusader and together they had two children, Yekra and her younger brother Makir.
Like a good Gorumite, their father died in battle. Yekra and Makir were still children and were no being raised by a mother who had no real ties to the place where they lived, in effect they grew up in a tiny Mwangi enclave. At home their mother told them about the practices of their people, their culture and how they fought the demons and their history of glory while outside the house they were force to join military training as soon as they came of age and were constantly scrutinised by the Witchhunters because they weren't like the 'normal' people. After her mother had started placing the first warding tattoos on Yekra's skin it only became worse as they caused her to stand out even more than her manners already did.
It were the regular arrests by the witchhunters, which invariable led to her being let go once an officer had caught wind of it, that led a teenage Yekra to be taken by cultists posing as just more witchhunters. But instead of a cell where she awaited the arrival of an officer she was led to some dark basement where there were several other teens, most of them bloody, beaten and tied up. The cultists tied her up as well and then she and the others were each placed at a tip of a pentagram on the floor that appeared to be drawn in blood. The apparent leader of the cultists stood in the centre and once the other cultists were all in place, he or she started chanting while lifting something up in the air. Then one of the other teens started to scream while a stream of what looked like blood streamed from his mouth, through the air and towards whatever the main cultist was holding. Then the same happened to the second teen and then the third and then it was Yekra's turn. But while the pain did come and she did scream her blood remained hers. Instead all the tattoos that her mother had so carefully drawn on her skin lit up a brilliant silver. Before any of the other cultists could react the foul ritual turned against the figure standing in the middle as whatever he was holding burst with a loud crack and then exploded, splattering all present in the collected blood that had somehow been altered by the ritual. But while the foul substance tore at materials and at the flesh of the chanting cultists Yekra's tattoos glowed once more and all the blood that hit her was absorbed into her skin, giving her a healthy complexion but nothing else.
Empowered by whatever had happened Yekra tore at her bindings, breaking them, and then freed the last teen, who was covered in blood and in shock but otherwise appeared healthy. She dragged him past the tow cultist guards who had come to check on the commotion while they stood in awe of the scene before them.
Yekra dropped the teen off at the nearest temple and then proceeded to head home, hoping to tell her mother about all that happened and find some comfort there. Instead her mother appeared to be revolted the moment Yekra started to speak, turning away from her in disgust. She was stupefied. Only when her brother told her she had been speaking in the language of demons did she understand her mother's reaction. She tried to write down her story but to her shock discovered that her writing was in Abyssal as well. She cried, sobbing until she fell asleep.
It was only the next day, when she had calmed down, that she could tell her family what had happened to her. Her mother embraced her almost instantly, apologising profusely for her behaviour the day before. Yet when breaking down into tears again, Yekra once more found herself speaking in the demonic tongue. From that moment onward, every time she got emotional, be hit anger, sadness or even delight, she automatically switched to Abyssal, often only discovering she did by the change in expression of those around her.
That wasn't all though as soon after the day of the ritual she started being plagued by nightmares. In those nightmares something was hunting her. She run and while she did she'd trip over the dead bodies of the cultists and other teens from the ritual as well as those of her parents and brother. She could only catch glimpses of the thing that hunted her and it looked at what she knew to be a demon, a babau. Often she'd wake up screaming, only able to speak Abyssal and not able to tell of her dreams until she had calmed. down.
Initially both Yekra and her mother figured this was trauma from the ritual and that it would fade in time. When they did not and in fact only became worse her mother sighed and took her daughter to a separate room, imploring her son to stay behind. There she told Yekra stories from the Mwangi she never had before, telling tales of a god called Kalekot who would hunt they guilty while sowing fear among the innocent. He was one who watched over the victims and those of mixed heritage, people like Yekra. So perhaps, if she turned to him, he could help her deal with the nightmares. So she did.
That night, when the nightmares came, they started the same but soon her own panic at being hunted was overshadowed by someone's else panic. Something had come for her tormentor and it was terrified of it. Sometimes she could catch glimpses of the demonic foe from her dreams being chased by something much bigger.
After several more weeks of this Yekra was surprised by her next nightmare. The moment right after she fell asleep she found herself standing over what used to be her tormentor, the demonic figure on it's knees, begging her to call off the bigger hunter. For a moment she just stood there and then she saw the demon huddle even closer to the ground when a large, withered hand not unlike the demon's own was gently placed upon her shoulder. When she looked up she saw the eyeless mask of Kalekot, just as her mother had described him. Yet it did not scare her, instead it emboldened her. She nodded and while the hand was lifted from her shoulder and the giant figure vanished she placed a hand on the demon's head. The invader might have been placed there by the ritual, contained by the marks on her skin, this was her mind and here she ruled, not it. She would make it her own as well.
The demonic form shifted under her hand. The babau's oily skin dried up and turned black as charcoal and it's tail shrunk away while silver markings started to snake across it's skin until they mirrored Yekra's while it's entire hands also turned silver. Lastly it's eyes shifted from pupil less, white orbs they became bright blue like Yekra's but with pupil's like a snake or a cat.
A new shock came when she woke up and found the figure from her dreams huddled in the corner of the room while her mother stood over it, blade held high. Yekra only just managed to unsummon it, turned it into a silvery fog before it made it's way back to her mind, before her mother struck. While Yekra could explain everything to her mother's satisfaction after they had both calmed down this was the last straw for her mother and the next day both she and Makir left Mendev for good, heading back to the Mwangi where the demonic corruption, while ever present, had not corrupted the world to the same degree.
Yekra did not join them, knowing from her mother's stories that the Matanji would not accept her now that she was bound to some demonic force, even though it was no more or less cleansed of it's foulness. Instead she remained, determined to learn more about her condition and use her ability to help the crusade. She figured that she could handle the reactions given the prejudice she had already experienced. She was wrong.
The moment it was known what had happened and become of her people were scared of Yekra. While she did not mind that too much, one of Kalekot's teachings was that fear of the unknown was a healthy thing that kept you safe. she did mind the witchhunters. Where in the past they would arrest her and release her again the moment an officer showed up now the officers ordered her arrest. In fact it was only because the Riftwarden's interceded that they did not execute her, just to placate the masses. Now instead the Riftwarden's studied her while at the same time they taught her about her condition. They were especially intrigued that the demon that had become bound to her, became an eidolon as they called it, had somehow been transformed.
Yet while this relation with the Riftwardens provided her with a degree of freedom it was all still a glorified prison to Yekra. Now she just needed a way out of the city without guards bringing her back to the Riftwardens when she tried to slip away. Luckily Armasse was coming up. That way she could buy herself some good food before using the cover of the masses to slip past the guards before making her way south in hopes of trying her luck among her mother's people.
I used quite a bit of new lore from the new PF2e Mwangi book as inspiration for my character. That should still work just fine as the things I used would have been around while WotR was going on.

GM Raven |

There is no requirement for a Ten Minute Background, it is simply one of the formats I mentioned were available to use.
On the topic of wands, people may purchase limited charge wands in increments of 5 charges. As a normal wand has 50 charges, that means the price per 5 charges would be 1/10th the full price.
When I played the AP through, my paladin went champion, but dual pathed guardian and some of those powers definitely were crucial later in the AP.

Joska Ibarguren |

As the only application that's taken Guardian as a mythic path, my plan for Joska is to go with a build aimed at creating a "Gray Maiden" kind of character using some of the Gray Maiden feats and some others to add melee support and tactician types of options rather than just going for maximum damage output.
Her damage should be fine with sword and board two weapon fighting, but she'll be able to hand out some buffs with aid another, some of the shield feats, and some of the mythic selections. Later on she'll even have a party buff for saving throws available with Sisterhood Dedication. She's sort of a fighter with cavalier trappings.
The idea I'm going for is she's not the demonslayer, but she gets the demonslayer to where they need to be and protects them while they slay the big nasty demon.

Nikolaus de'Shade |

Stat: 3d6 + 6 ⇒ (3, 4, 2) + 6 = 15 13
Stat: 3d6 + 6 ⇒ (5, 1, 2) + 6 = 14 13
Stat: 3d6 + 6 ⇒ (1, 6, 3) + 6 = 16 15
Stat: 3d6 + 6 ⇒ (6, 2, 2) + 6 = 16 14
Stat: 3d6 + 6 ⇒ (3, 6, 4) + 6 = 19 16
Stat: 3d6 + 6 ⇒ (4, 6, 4) + 6 = 20 16
Can't resist a stat roll! :)
A very consistent character. What to do... what to do.

Jereru |

I've actually used most of my initial funds for purchasing a wand, not having much else to spend it on. That means y'all guys want me to be selected ;)
I'm just waiting to check how to do with the Trap Finder trait to buy some masterwork tools. But I guess that can be done afterwards, if by some weird chance I'm in.
Because you know, there are loads and loads and loads and loads and loads of applications...

Gurdarek |

Supplementing character history in spirit of ten-minute background:
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) Permanently closing Worldwound and making it safe for native sarkorians to return someday.
2) He needs to accept he can't save everyone.
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) Known secret: He has accidentally caused death of one zealous inquisitor. He fell down a slope while chasing the oracle.
2) Unknown: A demon commander has noticed Gurdarek and put him under surveillance by cultists in person and using scrying spells.
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1) At least two submissions have mentioned local inquisitor as hostile NPC. It makes sense that he/she is most likely same one who has run into Gurdarek.
2) Kellid hunter Rolg would likely have died following demon attack without Gurdarek's first aid. They have been friends since.
3) Local shopkeeper Enlia is also tiefling but her features are harder to notice for those who do not know her.
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) Mannerism: Gnawing fingernails occasionally.
2) Memory: He remembers crusader priest's exact words after the cult in which his parents belonged was destroyed. "Clearly, you are not like other fiendlings. You have a different destiny than cult members."
3) Memory: His parents were on undercover mission in Mendev and he had to learn stonemasonry to feed himself.
Also I took average hp for 2nd level. Added healer's kit to equipment.

Nikolaus de'Shade |

@GM Raven I'm looking at a vigilante because they're fun and have some enjoyable archetypes. I'm planning to play an Agathiel, created due to Stolen Fury type demonic ritual shennanigans.
Anyway: if I played a tiefling, would it be acceptable to have Pass for Human as well as Maw and Claw/Prehensile tail, but only have Pass for Human apply in 'social' identity and Maw+Claw in 'vigilante' identity? If not then no worries, I just liked the idea of a normal looking human who then transforms into a nutty demonic beast thing.
Please let me know when you get a moment before I go too far down the rabbit hole and start looking for artwork! That might lead me to bad places on the internet!
Also, would you allow Agathiel and Splintersoul on the same vigilante, as long as both alignments still conformed to the 'within one step of NG' requirement from Agathiel?
I'm creating one messed up character in my head. :D

Silas Hawkwinter |

Too bad this is in Hierophant, would be perfect otherwise.
Source Pathfinder Player Companion: Mythic Origins
As a standard action, you can expend one use of mythic power to radiate an aura of plant growth. Vegetation within 60 feet of you grows rapidly, as though you had cast the overgrowth version of plant growth (caster level equal to your character level). This ability lasts for 1 minute per tier, and follows you wherever you move until the duration expires or you end the effect as a free action. You are immune to the effects of this overgrowth, as are any allies you designate upon using this ability, up to a maximum number of creatures equal to your tier.

Brother Hawthorne |

Here is my crunch. I have done my mount too, and I can post it, if desired. I'll get the fluff up.
I honestly considered redoing this character, not as an Inquisitor, but rather as a Cavalier/Cleric with the Emissary and Evangelist Archetypes and aim towards Battle Herald, but I promised it as an Inquisitor, so here he is!