Wrath of the Righteous- Team 2 (Inactive)

Game Master bigrig107

Roll20 game


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One of our members has come upon some busy times so a slot has opened for this game.

Character creation same as this thread, don't want to repost them here.

I'll leave this open for as long as neccessary to get the fit for this group, which contains a Wizard/Bard and a Slayer/Telekineticist. Something front-liney is what they're looking for, as it's the paladin that had to leave.


No idea how much time I will have to build and write over the next few days, as I do visits in The Red Suit around my full work schedule, but . . ..

I have an idea for an invulnerable rager/shifter. Seems a solid front line concept, but I need to explore it.

Radiant Oath

I've always wanted to play a paladin of Irori, and Gesalt play is just the perfect place. I'm thinking of a Paladin/Scaled Fist.

I'm going into this mostly blind now, but I'm planning to pick up the video game during the steam Christmas sale, so I might get spoilers there.


Regnis here dotting into the recruitment. I'm the Wizard/Bard mentioned earlier! Looking forward to seeingwhat people come up with, and happy to help/answer questions as well!


Is it still 1st level?

Think I'll do a fighter/paladin


Yeah it's still first level. Feel free to take a look at the thread to see how far they were, it wasn't that far.


Slayer/Telekineticist here.
Since we just started, are we going to do a character swap (the newly chosen character was the one there all along, which avoids having to explain why a loyal, dedicated party member suddenly decided that fighting demons wasn’t her thing after all), or a swap topside? Not sure how likely it would be to find a new PC down in the caves.


I have a lore Oracle/ Destined Primalist Bloodrager from a recruitment thag simikairly ran. Shouldn’t be hard to adjust and I really liked the idea of him tbh.

Liberty's Edge

Ok, have this built up, will get a background made (though I need to know how much).

Dark Archive

Here is my submission:

Sir Devon Zarn:

Name: Sir Devon Zarn
-------------------
Male Aasimar (Angel-Blooded) Paladin[Oath of the Crusade] / Bloodrager [Steelblood] 1

LG Medium Outsider (Native)

Init +1 ; Senses Perception +5

--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, + Dodge, +0 Natural Armor, +0 Deflection, +2 Shield)

hp: 13 (1d10+2+1)

Fort +4, Ref +2, Will +2

Defensive Abilities: SR 6 [Evil spells or evil outsider casters]

--------------------
Offense
--------------------
Speed: 20 Ft w/Armor

Melee: Longsword +4 [1d8+3; 19+]+[1d6 vs Evil Outsiders & Good Aligned]
Spiked Gauntlet +4 [1d4+3; x2]+[1d6 vs Evil Outsiders & Good Aligned]

Ranged: Sling +2 [1d4+3; x2]

Special Attacks: Smite 1/day, Bloodrage: 6 Rounds/Day

--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 17

Base Atk +1 ; CMB +4; CMD 16

Racial Abilities:
Exalted Resistance An aasimar with this racial trait gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp): Aasimars can use Alter Self once per day.

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.

Class Abilities:
Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Bloodline [Celestial]

Bloodline Power:

Angelic Attacks: At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Bloodrage: The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Stance: 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.

Traits
Deft Dodger [Combat]: +1 Reflex Save

Indomitable Faith [Faith]: +1 Will Save

Child of the Crusades (WorT): 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.

Feats:
Power Attack

Skills: Diplomacy +5 [0], Knowledge: Arcana +4 [1], Knowledge: Religion +4[1], Perception +5 [1], Ride +5 [1], Survival +5 [1]

Languages: Common, Celestial

SQ:

Combat Gear: Heavy Wooden Shield [7 gp / 10 lbs], Longsword [15 gp, 4 lbs], Spiked Gauntlet [5gp / 1 lb], Breastplate [200 gp / 30 lbs], Sling [0/0] Bullets (Sling) 20 [2 sp / 20 lbs]

Gold: 47 Silver: 2 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp
Wooden Holy Symbol of Iomedae 1/1 - 1 gp

Total Weight 103 lbs / light 86 or less/ 87 - 173 medium / 174 - 260 heavy

Questions:

1. What is your character’s name? Sir Devon Zarn

2. How old is your character? 24 years old.

3. What would somebody see at first glance (i.e. height, weight, skin
color, eye color, hair color, physique, race, and visible equipment)? Sir Devon is 5’10” tall and weighs in at 170 lbs. He wears a breastplate and carries a shield and longsword. His holy symbol of Iomedae is prominently displayed. He has tanned skin and blonde hair and eyes that appear to be a metallic silver color showing his Angelic heritage.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Sir Devon wants to be about action. If forced to sit for any length of time he moves in some small fashion. A bouncing of his leg or stretching his arms.

5. Where was your character born? Where were you raised? By who? Sir Devon was raised by the church of Iomedae in Kenabris. His parents were killed in a raid by demonic forces and Sir Devon was saved by a patrol from the church. He was then taken in by the church and shown the way of the Paladins of Iomedae.

6. Who are your parents? Are they alive? What do they do for a living? Sir Devon’s parents were farmers outside of Kenabris. They are dead.

7. Do you have any other family or friends? Sir Devon has an older sister who was also raised by the church, but when she came of age she left the church and went to work at a local tavern in Kenabris.

8. What is your character’s marital status? Kids? He is single and has no kids.

9. What is your character’s alignment? Lawful Good

10. What is your character’s moral code? He is a paladin of Iomedae and follows her code. But he also has a deep rage and the loss of his family when he was so young that he can barely remember their faces. This rage allows him to touch his inner celestial powers.

11. Does your character have goals? Sir Devon wishes to protect others from the loss he suffered at the hands of the demons.

12. Is your character religious? Yes.

13. What are your character’s personal beliefs? He follows the teachings of the church of Iomedae.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? He hates to sit around and deals with inner anger issues.

15. Why does your character adventure? He wants to end the threat of the Worldwound.

16. How does your character view his/her role as an adventurer? He is a defender and the best defense is often a strong offense.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? His eyes appear to be liquid silver.

18. How does your character get along with others? Yes, he has learned to mostly temper his inner emotions and as a generally charismatic man, he does make a good impression on most people. But his desire to do something rather than sit around can make him brusque at times.

19. Is there anything that your character hates? Sir Devon hates to barter. He finds it irritating and slows down important matters. He prefers to do as little such business as possible.

20. Is there anything that your character fears? Sir Devon fears swarms. When the attack on his family came there were swarms that bit at him as he fled. He could do nothing against so many small attackers and he still remembers the feeling of helplessness.


All set with my submission. Good luck to everyone!

Background::

Milkall is a young man from Brevoy who, unsure of his place in life while training as a swordlord felt jaded by the rules that came with the title. Feeling an unknown destiny pushing him toward greatness he decided to leave to join the crusades. He soon after encountered a demon that broke through the wardstone barriers, burning his face and injuring his eyes, unable to see he is filled with rage at fate’s cruel hand and apparent failure at glory.

Answers to Questions
1. Mikall (Mik-ale)

2. 28 years old

3. They would notice immediately the scars across his eyes and the pale grey look to his eyes. His black hair and pale skin easily mark him as from around Brevoy, the armor he wears a simple chain shirt. His shield a plain and simple wooden shield. His weapon however is of note. A worn and used bastard sword, it was a gift from his father when he turned 13, it was to be the sword he would have used to become a swordlord had he stayed in Brevoy.

4. Despite being blind he is relatively able to to see, followed by a strong belief in destiny and fate that sneaks its way into conversations.

5 He was born and raised in Brevoy, in a small barony nestled into the mountains. His father a swordlord and his mother a healer that helped to keep his father patched up.

6. His father Ikaban a swordlord makes his living as a mercenary and minor noble. His mother patching him and others up makes some coin as well.

7. He has a few friends that he made when he got to the world wound. One of them Devon is his closest also was wounded by the demon, with a bum leg his days of fighting have ended seemingly. Another Atticus escaped wounding and hopes to help work the him and Devon back to fighting shape.

8. He has no kids, and no significant other. Anything close to that was left behind in Brevoy.

9. He is Chaotic Good, he finds rules to be a hinderance most times when trying to help others. And it’s everyone’s duty to try to better the world in some small way atleast.

10. His code is variable, though the main focus revolves around proving your metal in battle. And helping others when possible.

11. His main goal currently is to help in some meaningful way against the demons, and an ultimate goal of become a hero of some note.

12. He isn’t particularly religious though he has a firm belief in destiny and fate. And despite the death of prophecy thinks that it’s merely muddied.

13. His personal beliefs are that there is no bystanders, you either help or hinder. It just depends on the severity. Having seen the standoffishness of politics in Brevoy he has seen just how much nothing can accomplish for either side.

14. The main quirk for him is a temper that’s been forged by the great failure and blinding at the hands of demons. He refuses to be treated as a handicapped and bristles at even the mention of it.

15. He wishes to one day be known as a hero of great legend.

16. He sees himself as chosen by fate to be important, with that comes a bit of pride and arrogance. Though it’s mainly forged a temper, after being laid low by demons.

17. His burned and blinded eyes.

18. He generally is friendly to others. Though overbearing and people that try to protect him cause of his blindness or those that ball at his claims to destiny irritate him.

19. He hates failure, having been handed a total failure when he arrived to the Worldwound he can’t stand the idea of it happening again.

20. He will never admit it, but demons terrify him. As well as the fact he can’t see. If his senses were to be taken from him he would quickly crumple in fear.

Statblock, Mikall The Fatebound: :

CG Destined Bloodrager (Primalist)1/ Lore Oracle 1
Male Human (Humanoid)
Init -1; Senses Perception +3
Darkvision, can’t see past 30 feet.
-------------------- 
 Defense 
--------------------
AC 17, Touch 13, Flat-Footed 14 (+4 armor, +3 cha, +2 to AC & FF with shied)
HP 13 (1d10+3)
Fort +5; Ref +3, Will +5
-------------------- 
 Offense 
--------------------
Speed 40 ft. (30 ft in armor)
Melee 1H- Bastard Sword+3 (1d10+5/19-20/x2), 2H- Bastard Sword +3 (1d10+6/19-20/x2)
Special Attacks bloodrage 7/day (+4 Str, +6 Con, +2 Will Saves, +3 Temp HP/lvl, -2 AC)
Bloodrager Spells Known NA
Oracle Spells per day: 0/#, 1/4
Oracle spells per day
0- Stabilize, detect magic, guidance, mending
1- Divine Favor, Protection from evil, Cure light wounds
-------------------- 
 Statistics 
--------------------
Str 16, Dex 9, Con 15, Int 10, Wis 9, Cha 16
BAB +1; CMB +4; CMD 15
Feats Power Attack, Raging Vitality
Skills: Intimidate (CS) +7, Perception (CS) +3 Climb (CS) +6, Know History (CS) +4, Know Planes (CS) +4
Languages Common
Traits Faith: Fate’s Favored
Equipment: Heirloom Weapon: Bastard Sword
Campaign: Exposed to Awfulness
SQ: Bloodrager- bloodline (Destined), bloodrage, fast movement, Rage Powers instead of bloodline ability; Moment of Clarity, Intimidating Glare.
Oracle- Lore Mystery, Clouded Vision Curse, Revelation; Sidestep Secrets.
Favored Class Oracle: +1 Skill Point
Combat Gear: Bastard Sword, Chainshirt, heavy wooden shield
Other Gear: a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Coinage: 5G


Would love to apply. Not sure I'll have time to pull it together tonight. Had a paladin/seducer concept i thought would be fun to rp...


I am throwing Argraxx into the mix for this one - I know a Paladin would be a perfect fit for a game such as this, and I do love them. But this time around I am going with something different - a Warpriest/Investigator.

Argraxx:

Argraxx
Male half-orc investigator (empiricist) 1/gestalt 1/warpriest (molthuni arsenal chaplain) of Ragathiel 1 (Pathfinder RPG Advanced Class Guide 30, 60, 100, Weapon Master's Handbook 6)
LG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +6, Ref +4, Will +6
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bardiche +3 (1d10+4/19-20) or
. . bastard sword +4 (1d10+3/19-20) or
. . cold iron morningstar +3 (1d8+3)
Ranged sling +0 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks blessings 3/day (War: war mind), sacred weapon (1d6, +0, 1 rounds/day)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—monkey fish[ACG], shield
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor, protection from evil
. . 0 (at will)—create water, guidance, light
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 14, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Fast Learner[ARG], Weapon Focus (bastard sword)
Traits fate's favored
Skills Acrobatics -6 (-10 to jump), Climb +1, Intimidate +5, Craft (Alchemy) +6, Knowledge (local) +6, Knowledge (religion) +6, Linguistics +6, Perception +6, Sense Motive +6, Survival +6, Use Magic Device +3; Racial Modifiers +2 Intimidate
Languages Celestial, Common, Draconic, Infernal, Orc
SQ alchemy (alchemy crafting +1), inspiration (2/day), orc blood, trapfinding +1
Other Gear scale mail, heavy wooden shield, bardiche[APG], bastard sword, cold iron morningstar, sling, investigator starting formula book
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Questions and answers:

1. What is your character’s name?
Argraxx
2. How old is your character?
28 years old
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Argraxx is a massively built half-orc. Well armored and sporting different weapons all about himself, he seems always ready for war. In spite of the the heavy armor, he carries himself easily. His skin is tanned, eyes are black, matching his disheveled hair and beard.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He has a deep, strong voice, and usually talks calmly. Except when in battle.
5. Where was your character born? Where were you raised? By who?
Argraxx never knew much about his past. He was raised by a single mother, and she never much discussed his past. She had a small herbalist, and taught him the basis of alchemy. Until the day prejudice went too far, and some men from the village thought they could abuse a beautiful woman living alone with her son. Things quickly degenerated - his mother never recovered from her wounds, and Argraxx was lucky to survive, badly beaten half to death, knuckles raw and bloodied from fighting off their assailants.
6. Who are your parents? Are they alive? What do they do for a living?
As above, but Amiriana was his adoptive mother, and he never knew exactly the circumstances under which he was found, nor the reason for the tattoos on his body.
7. Do you have any other family or friends?
No
8. What is your character’s marital status? Kids?
Single. No kids.
9.What is your character’s alignment?
Lawful Good
10. What is your character’s moral code?
He will speak out for injustice if he witnesses it. He has a very hard time staying silent in face of what he thinks is wrong. In spite of this, he is somewhat callous, since no one ever did anything for him, except the Church of Ragathiel, and Odarion his mentor. Who saw beneath the perpetual anger and scowl, and found potential in the half-orc, when no one else would give him a chance. Apparently Ragathiel saw something in him too.
11. Does your character have goals?
He is searching for a direction, a meaning. He has trained, and found Ragathiel's hand on his shoulder. But he does not know why, and he does not know what, if anything, is expected of him. That search drew him to Kenabres.
12. Is your character religious?
He knows the divine and trusts in it. But he is not a zealot.
13. What are your character’s personal beliefs?
Trust and valor are earned by deed ad action.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He is generally gruff, and hard to befriend others.
15. Why does your character adventure?
See 11.
16. How does your character view his/her role as an adventurer?
He does not know yet.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has extensive tattoos.
18. How does your character get along with others?
Initially he can seem gruff and callous. Once his trust is earned, he becomes as steadfast a companion as can be.
19. Is there anything that your character hates?
He used to hate the men who wrecked his life. Until he dealt with them.
20. Is there anything that your character fears?
No :)


Here is my submission. No one has more heart than a hart.

Fighter/ something for a level or two, and then into paladin And either Heritor's Knight, or Inheritors crusader PrC Or both if allowed. For no one has more true a faith than those who have questioned. I'll probably multiclass out of fighter after level 5ish.

If selected, I will redo the crunch.


I've always wanted to play this campaign! Thinking of playing a Sorcerer/Paladin.

Question - How would Multitalented work with this? If I just choose my two classes, do I get two FCBs per level?


I'm working on a Paladin/Bloodrager combination right now for it. Will have something up before the end of this weekend.

I do have a question though, would it be alright to use the Unchained Barbarian's rage bonuses for the bloodrage rather then the bloodragers? It involves less stat changing and it means I won't suddenly bleed out if I pass out and bleed out should my rage end.


I will probably throw this guy into the ring. I'll post w/ other details in a bit.

Quick background taster:

I'm a son, grandson, nephew, and grand-nephew of Crusaders and the blood of old Sarkoris flows in my veins. I hear the whispers of my ancestors and the spirits of the land warning me of danger to come. I hope that my faith in Saranrae and the guidance of my friend, Alyosha, are enough to guide me through the storm that is coming. No one else believes me...

Radiant Oath

Shelly Quentire

questions:
1. What is your character’s name?
Shelly Quetire
2. How old is your character?
22
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Shelly is tall and thin, with skin like marble, and light muscles. She has yellow eyes and hair, chopped short. She wears loose brown robes, with a holy symbol of Irori on her neck.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Shelly speaks in plain and simple terms.
5. Where was your character born? Where were you raised? By who?
Shelly was born to crusaders at the Worldwound. She was raised in Kenabres.
6. Who are your parents? Are they alive? What do they do for a living?
Both of Shelly parents were crusaders at the Worldwound. Her father was lost in battle when she was seven, and her mother has semi-retired into cooking for the troops. Shelly’s Grandfather on her father’s side is a Garuda that still fights alongside the crusaders.
7. Do you have any other family or friends?
Shelly has a younger brother, who is still in her mother’s care. Her quest for self-perfection has left little rooms for friends, but she has many comrades in the Worldwound crusaders.
8. What is your character’s marital status? Kids?
Shelly is too focused on her own path to self-perfection and fighting the Worldwound for romance.
9. What is your character’s alignment?
LG. Shelly is dedicated to fighting evil, mastering her own emotions, and being kind.
10. What is your character’s moral code?
Shelly believes in fighting evil and mastering yourself. She allows second chances, but is no fool—few would earn a third chance form her. She acts with respect to the local laws, but also to ensure the greatest happiness for the greatest number of people. She follows Irori’s edicts: be humble; help others perfect themselves; hone your body, mind, and spirit to a more perfect state; practice discipline. And also his anathema: become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control
11. Does your character have goals?
Shelly’s goals are to master herself, and to fight the demons of the Worldwound.
12. Is your character religious?
Very. Shelly is a cleric of Irori. She hopes to emulate his self-perfection.
13. What are your character’s personal beliefs?
Shelly believes the the Worldwound is the greatest threat to mortal existence. She resists giving in to temptation.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Shelly tries to be humble, but often fails.
15. Why does your character adventure?
Shelly wants to do good in the world, and find ways to master herself.
16. How does your character view his/her role as an adventurer?
Shelly views herself as a soldier in the fight between good and evil, not some random, bumbling adventurer.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Shelly’s yellow eyes and marble skin mark her as an aasimar. She has scars on her knuckles from punching.
18. How does your character get along with others?
Shelly gets along well with other lawful people. She finds chaotic people annoying; they should be more focused.
19. Is there anything that your character hates?
Shelly dislikes drunks and drunken people. She avoids drinking at all.
20. Is there anything that your character fears?
Shelly is scared of losing her control over herself. She fears what could be released if she acted on her emotions.

stats:

LG Garuda-Blooded (Plumekith) Aasimar Unchained Monk/Ecclesitheurge 1
Str: 8, Dex 18, Con 12, Int 12, Wis 18, Cha 8
HP: 12
AC: 19 Touch 19, Flat 10 (+1 vs evil outsiders) CMD: 18
Saves: fort: +4, Reflex +6, Will +6,
Attacks: Unarmed +5, 1d6-1, 20/x2, Light crossbow +5, 1d8, 19-20/x2
Skills: Knowledge: nature (1) +5, Knowledge: the planes (1) +5 (+2 vs evil outsider), Knowledge: religion (1) +5, Perception (1) +8, Sense Motive (1) +8,
Background skills: Knowledge history (1) +5, Profession: soldier (1) +8,
Feats: Improved Unarmed Strike, Dodge, Stunning Fist, Weapon Finesse
Traits: Touched by Divinity (Law Domain, Protection from Chaos) Crusader, Resilient
Spells: Domain Spells: 1st—protection from chaos,
Regular Spells: Remove Fear, Protection from Evil, Detect Fiendish Presence, Guidance, Create water,
Primary Domain: Knowledge: Memory. Secondary Domain: Healing: Restoration, Spells prepared domain: Law
Languages: Common, Celestial, dragonic,
Equipment 87 GP
Light crossbow (35)
20 Bolts (2)
Cleric’s Kit (This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)

Plumekith gain see invisibility as a spell-like ability.

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

Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge of Sarenrae with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

Touched by Divinity: You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant

Crusader(Faith): From studying “Prime Commander” and reading accounts of the battles in the Worldwound, you have trained to be a crusader against demonic forces. You gain a +1 trait bonus on attack rolls against outsiders with the chaotic subtype.

Resilient (Combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Liberty's Edge

Answering the questions:

background:
Dudley is the son of Crusaders from Taldor. From birth he was raised to be a crusader and initiated into the church of Iomedae from an early age. At the age of nine he was captured by cultists to be a sacrifice, but was rescued in the nick of time by a team led by his parents. The exposure has had an unsettling effect on his mind and demeanor since then, but he usually can keep it in check. His parents died while on a scouting patrol into the Worldwound in an ambush by demonic forces. This loss of familial attachment has left him somewhat hollow, without any great desire for relations with others beyond necessary coordination.

questions:

1. What is your character’s name? Dudley Benfare
2. How old is your character? 18
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Average height (5'8"), 170 lbs, Brown eyes, Brown hair, fairly stocky from muscle, though not huge. The visible face is swarthy from the sun and his Taldan ancestry.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? He's a bit inward focused since he sees himself as alone in the world since losing his parents. He's devoted to his duty.
5. Where was your character born? Where were you raised? By who? His crusader parents raised him in Mendev, right in Kenabres in fact.
6. Who are your parents? Are they alive? What do they do for a living? They died in a demon ambush fighting in the worldwound on patrol. He was already training with the crusade as a late teen, so the loss still stings.
7. Do you have any other family or friends? If he has any other family, it's in Taldor and he doesn't know them. He has some connection to his former trainees, but it's not really a serious friendship.
8. What is your character’s marital status? Kids? He's alone. Having lived among the crusade watching the constant loss, he avoids attachment.
9. What is your character’s alignment? Lawful Good. He sees the crusade as the highest calling as it will remove the scourge of the demons who inflict so much damage.
10. What is your character’s moral code? Eliminate the demonic scourge from Golarion, but preserve innocent life whenever possible.
11. Does your character have goals? Help the crusade. It is his life.
12. Is your character religious? Yes, he's a paladin of course, though he doesn't spend much time in the temple of Iomedae since he understands that fighting the good fight is recognized as proper devotion.
13. What are your character’s personal beliefs? He doesn't really have any since the crusade is stamped all over his existence and he simply doesn't see himself outside of that. It would actually throw him for a loop if it ended.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? He is anti-social and will often have outbursts of expressed hate from the demons who tortured him, and killed his parents. He's really not a happy fellow. He could well be described as bitter.
15. Why does your character adventure? He doesn't adventure, he serves the crusade.
16. How does your character view his/her role as an adventurer? Again, finding himself adventuring where the goals serve the crusade is merely happenstance.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? No.
18. How does your character get along with others? He tries to avoid causing trouble, working to keep his underlying anger in check.
19. Is there anything that your character hates? Demons, and traitors.
20. Is there anything that your character fears? Failing to do his duty. There's that old quote, Duty is as heavy as a mountain, death is as light as a feather. That kind of sums him up.


Dwarven Stonelord Paladin / Relic Hunter Inquisitor
* Spells will focus on healing and buffing...given that Relic Hunter really restricts spell choices, this is a given.
* As a Stonelord Paladin, he will have plenty of tankiness. Doesn't have divine bond weapon, and doesn't have bane. However, he gets Legacy Weapon, which (in a way) combines the two.
* Current "trick" takes 2 standard actions. But can cast magic weapon giving him a +1 weapon, and then legacy weapon giving him Bane. Doesn't last long and takes awhile to set up, but quite powerful combination.
* Can also, as a swift action, increase his movement speed from 20ft to 50ft. Good for quickly getting into position.

Questions:

Transmutation Relic: The Beard Rings of Snorri Coaltooth
- Snorri Coaltooth was a dwarven smith who died in the defense of Drezen. Refusing to abandon his forge, he held his ground against the invading demons with his dying breath, only falling when he (and his forge) was set ablaze. All that remained from his valiant last stand were these beard rings. They were taken by a cultist and sold, passing hands until they ended up in the market of Kenabres.

Conjuration Relic: The Clan Icon of Durna the Dour
- Durna the Dour was a cleric of Folgrit. She joined the crusade as part of the Mercenary Group 'The Hammers of Heaven.' A no-nonsense dwarf, she was as pious as could be and was dedicated to keeping her wards hale and hearty. She fell during an engagement in the World Wound, with Staunton Vhane brining back her body. Rurik, impressed with her spirit, asked her family if he might carry one of her belongings with him, to encourage him to live up to her ideal. This icon was gifted to him.

1. What is your character’s name?
* Rurik Goldbeard

2. How old is your character?
* 42 years old

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
* A broad shouldered, barrel chested dwarf with well-trimmed and neatly styled blonde hair. Usually seen in armor, he otherwise wears a tabard with Torag's hammer and anvil upon it. Most notably, he covers himself with religious relics and other holy items, many of dubious quality.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
* When he talks, especially in times of stress, he fidgets with the 'holy' relics that hang about his personage.

5. Where was your character born? Where were you raised? By who?
* Born and raised in Kenabres.

6. Who are your parents? Are they alive? What do they do for a living?
* His parents emigrated from the Five King Mountains to work as masons for the crusade. They helped build Drezen and have lived in Kenabres since the fall of the city.

7. Do you have any other family or friends?
* A good portion of the Goldbeard clan made the move, so Kenabres hosts a good number of cousins.

8. What is your character’s marital status? Kids?
* His parents are in the process of forging an arranged marriage for him. Clerics of Bolka are involved, and he knows that it is his duty to Clan to go through with it.

9. What is your character’s alignment?
* Lawful Good

10. What is your character’s moral code?
* He follows of the moral code of Torag. To be unrelenting to the enemies of his people, and to support and protect the community.

11. Does your character have goals?
* He seeks to make a name for himself in the crusade. Moreso, he dreams of recovering lost artifacts within the world wound. He even dares dream of the stories of a lost Sky Citadel, somewhere in the wastes!

12. Is your character religious?
* Incredibly. He believes in the Gods with all of his heart, and seeks to bring their attention on him by being covered in their relics.

13. What are your character’s personal beliefs?
* That life is short compared to death, and that what one does in life determines what happens after. Life is the forge upon which a soul is made into it's final product.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
* Rurik is serious minded, in that he feels the weight of his Clan's expectations on his shoulders, as well as the eyes of his Gods. He is optimistic, in that he truly believes that all which is done in life has a direct effect on what comes after, so any hardship which comes is an opportunity.

15. Why does your character adventure?
* He seeks to forge his soul into the best that it can be for the afterlife. He further seeks to bring glory upon himself, and thus to his Clan. He would like to one day see the Five King Mountains and the works of his people, and would like to do so with his head held up high so that he might be seen as a true dwarf.

16. How does your character view his/her role as an adventurer?
* He sees himself as being a representative of his pantheon and his Clan. Thus, while he fights for his own glory and advancement, it is only natural that it reflects on those as well.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
* N/A

18. How does your character get along with others?
* Very much so. The actions of others comes down to their own choice. It is not his place to tell others what to do, unless they are actively hurting those around him. Live and let live is his motto.

19. Is there anything that your character hates?
* Demons and demon worshipers. As someone who grew up in Kenabres, he sees the World Wound as an existential threat to the world, and hates those who would aid it with a passion.

20. Is there anything that your character fears?
* Losing his soul. He has heard that some demons have the ability to consume someone's soul. To have all that he has fought and worked for ripped away is truly terrifying.


I'll have something up this evening likely.


ok, here's my application:

Norardrut Brightfoot, Dwarven Hunter (Forester) 1 / Ranger 1:

Norardrut Brightfoot
Male Dwarf Hunter (Forester) 1 / Ranger 1
CG Medium humanoid (dwarf)

Init +4
Senses Darkvision; Perception +6
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DEFENSE
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AC 19, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 13 (d10 +2 CON +1 FCB)
Fort +4, Ref +4, Will +2, Bonus +5 against spells and spell-like abilities, +1 against poison
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OFFENSE
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Speed 20 ft.
Melee Dwarfen Boulder Helmet +4 (1d4+3 /x2)
Melee Greatsword +4 (2d6+4 19-20/x2)

Hunter Spells Known (CL 1st; concentration +3)
1st (2/2 per day)-Longstrider, Lead Blades
0th-Detect Magic, Create Water, Guidance, Mending

Special Abilities Favored Enemy (evil Outsider +2)
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Steel Soul
Skills Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +6, Profession (guide) +6
Traits Reactionary, Glory of Old, Stolen Fury
Languages Common, Dwarven
Gear Breastplate, Greatsword, Dwarfen Boulder Helmet, iron holy symbol of Gorum, Ranger's kit, 16 gp
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SPECIAL ABILITIES
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Racial
Barrow Warden Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
Barrow ScholarDwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Hunter (Forester)
Favored Terrain A forester gains the ranger’s favored terrain ability. She gains her first favored terrain at 5th level and a new favored terrain every 4 levels thereafter. In addition, at each such interval, the bonuses on initiative checks and skill checks in one favored terrain (including the one just selected, if so desired) increase by 2. Starting at 5th level, a forester adds half her favored terrain bonus on damage rolls while in her favored terrain and fighting a creature native to that terrain. This replaces animal companion.
Animal Focus, Wild Empathy, Track

Ranger
Favored Enemy At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

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BACKGROUND
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"Hello my friends. Welcome adventurers! Welcome to Kenabres and to the fifth Mendevian Crusade. My name is Norardrut Brightfoot, call me Nor. I will be your guide for this tour. In fact, you are lucky! I am the best guide you will ever have. I am a master of all lands, an expert in both earth and planar geography. During our trip I will tell you all there is to know about the wonders and dangers ahead and beyond. I will also help and guide you, be it dark dungeons, wild forests or abyssal depths. If you seek aid in any particular task, feel free to ask. My qualifications, you ask? I have this sword and these scars." Presenting his bloody Greatsword and many scars on his face he goes on. " Not enough? Well, I've been hunting undead and slaying demons for the past four decades now. And I am still alive, am I not?"
Norardrut is a sturdy dwarf dressed in a dirty breastplate. Nowadays he's a devout follower of Gorum. Before that he acted as a local guide for the newcomers that joined the crusade bringing them save and quick to the front lines. But he got drawn into battle when he had a vision to join the war. All the tales and stories of great battles only encouraged him further. Norardrut swore to seek battle wherever it may be found using his scouting skills to get there and lead armies into position.


Questions:

1. What is your character’s name? above
2. How old is your character? 40 + 5d6 ⇒ 40 + (2, 5, 5, 5, 5) = 62
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? a friendly and welcoming smile hidden under a scared face and a greatsword almost the size of the dwarf
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? very polite, despite the stereotypical dwarfen grumpiness
5. Where was your character born? Where were you raised? By who? born and raised in the Five Kings Mountains
6. Who are your parents? Are they alive? What do they do for a living? They're miners and they're very proud that Noradrut chose this good cause
7. Do you have any other family or friends? three brothers, also miners, a little bit envious
8. What is your character’s marital status? Kids? none
9. What is your character’s alignment? CG
10. What is your character’s moral code? My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
11. Does your character have goals? not disappoint the family
12. Is your character religious? devout follower of Gorum
13. What are your character’s personal beliefs? He rarely forgives a wrongdoing done to him or his family.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? any dispute can be settled by the sword
15. Why does your character adventure? Because someone has to. A demon cult attacked the dwarves with an undead horde and Noradrut was among the prisoners. He swore revenge.
16. How does your character view his/her role as an adventurer? first in
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? scars from many battles and the ritual he had to endure
18. How does your character get along with others? easy, as long as they don't lie. He likes to talk battle strategies.
19. Is there anything that your character hates? Undead. And riding. Dwarves are not meant to ride animals.
20. Is there anything that your character fears? no

I know, Gestalt Hunter and Ranger may seem weird. But It's gonna get even weirder. I plan to switch from Ranger to Horizon Walker and stack all the favored terrains from the three classes to be a true master of all terrains.

Grand Lodge

Ironperenti's submission. Working details. Brawler/Hunter with a war cat. Get up close and beat the pee out of everything.


I think I applied for the evil campaign you were also hosting with this character.
I would be rewriting him to be more fun and optimistic.

Partial rewriting done, is now a fun affine, drink loving reasonably merry Bloodrager/Oracle, associated with the mystery of metal, who worships Gorum and Cayden Caylean.

Background traits + curse:

He got partially possessed by something demonic during his stolen fury event. He is in control, and his "guest" powers his Abyssal Bloodrage, and it is weakened by drink.


@GM of the crusade
Can we take a drawback for an extra trait?

Also, are there any skills still missing? I actually have all the face skills as class skills but also have enough dex for disable device (as class skill from metal mystery) if needed. I could possibly become a crafter as well, as metal as a reasonable revelation for that.

I do get enough ACP reduction from Steelblood and Metal mystery and traits that I can Sneak/Acrobatic etc. in full plate relatively early (level 5-6ish).

What the build can do:
--Lead Blades with Auto enlarge and a Greatsword at level 4
--Good area control with combat reflexes and a Bardiche for protecting the backline
--Potentially quite tanky, Heavy armor, and mutliple ways to still use highish dex
--A number of otherwise meh oracle self buffs are pretty good on a bloodrager
--+10 movespeed on level 3 from a revelation, bringing him to 35 movespeed in full plate.
--Total reduction of ACP by 5ish (1 from trait, 1 from revelation, 1 from masterwork 2 from steelblood armor training) at level 6 using a sash of the war champion.

Grand Lodge

Background and character updated. Still working on gear and animal companion.


Around tonight's visit, I got a good deal of the mechanics handled. Sarkorian Kellid looking to simply retake the ancestral home, as so many before him have tired.

Build has weaknesses (very few don't), but at Level 4 will be able to pounce with Power Attack for 3 attacks as a raging smilodon with DR 2/-. Should fulfill the front-liner role nicely.

Guess we'll see if I manage to finish him tomorrow.

Silver Crusade

Here's my submission:

Paladin/Oracle, Mystery TBD with input from the other players

Grand Lodge

Animal Companion added. Will complete gear tomorrow.


KHT here with my Bloodrager/Paladin combination. The idea is your classic sword & board, using the bloodrager's abilities to increase the damage potential up and onwards. . I've dropped the paladin spellcasting ability in favor of the Warrior of Holy Light archetype since I can't cast other class's spells outside of bloodraging. The Celestial bloodline's opening power is pretty perfect for this campaign and I plan on switching out the 4th level power with 2 rage powers thanks to Primalist.

It won't necessarily be the most optimized build out there but I've played a little bit of the campaign to know that paladins really shine well in it and that with Mythic, things get crazy regardless.


Here is my submission for this campaign, Hadrian Phendoulay. I built him assuming that Multitalented + Gestalt = 2 FCBs per level. If that's a no, then I'll adjust accordingly.

Crunch:

Half-elf Gestalt Paladin 1/Sorcerer 1
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +0
Defense
AC 15, touch 11, flat-footed (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2; +2 vs. enchantments
Resist fire 3 Immune sleep
Offense
Speed 20 ft.
Melee falcata +3 (1d8+2/19-20x3) or dagger +3 (1d4+2/19-20)
Special Attacks smite evil 1/day (+4 attack and AC, +1 damage)
Paladin Spell-like Abilities (CL 1st; concentration +5)
At-will—detect evil
Sorcerer Spells known (CL 1st; concentration +5; arcane spell failure 20%)
1st (4/day)—burning hands (DC 15), shield
0th (at-will)—detect magic, mending, message, prestidigitation, read magic, resistance
Bloodline phoenix
Statistics
Str 14 Dex 12 Con 13 Int 10 Wis 10 Cha 18
Base Atk. +1 CMB +3 CMD 14
Feats Arcane Armor Training, Eschew Materials, Weapon Proficiency (falcata)
Skills Diplomacy +8, Spellcraft +4
Traits child of the crusades, elven reflexes, unscathed
Languages Common, Elven
SQ alternate racial trait (ancestral arms), aura of good, bloodline arcana (heal 1/2 damage with fire spells)
Gear buckler, chain shirt, dagger, falcata, paladin's kit, tabard, 34 gp

Backstory Info:

1. What is your character’s name? Hadrian Phenoulay
2. How old is your character? 30
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Tall and well-built, Hadrian's face is often the first focus of attention on the young crusader, with his bronze skin, brown hair highlighted with red and gold, and deep blue eyes. Though his long ears give away his elven heritage, he otherwise looks human. If Hadrian's face isn't what first catches the eyes, the tabard over his chain shirt is likely what does. On the warm white fabric is emblazoned a stylized phoenix, wings outstretched and head facing to the viewer's right, surmounted with a banner reading "Stronger from the Ashes" in Azlanti.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Hadrian generally comes off as friendly and well-spoken, though he is prone to occasional fits of anger. His gaze, normally piercing, can become very intense when he is emotional. Hadrian is very physically expressive when speaking, using his hands as much as his voice on occasion.
5. Where was your character born? Where were you raised? By who? Haridan was born in Egelesee district of Nerosyan, and raised by his parents and paternal grandparents.
6. Who are your parents? Are they alive? What do they do for a living? Both his father and his mother are alive, and run a company that works with the government to supply crusading forces with food, armor, weapons, and other supplies. Hardrian's father, Arman Phenoulay, runs the business with his kind but keen wit and mind for figures. His mother, Falara Vemmil, is an elf of Kyonin extraction and oversees operations, travelling up and down the Sellen with supply ships.
7. Do you have any other family or friends? The focal point of Hadrian's extended family in Mendev were his father's parents, Tarren and Minia Phenoulay, who left a barony in northeastern Taldor in 4639 AR to join the Second Mendevian Crusade. Hadrian's father Arman is the eighth of their nine children, most of whom either remain in Mendev, or have died fighting the demons of the Worldwound. Hadrian, in turn, is the second of his parents' four children. Tarren, a powerful sorcerer, was an important influence on young Hadrian, teaching the young half-elf to tame and channel his innate magic, inherited from an ancestor who fought in the Shining Crusade. He was killed by demons while on patrol when Hadrian was 11 years old.
8. What is your character’s marital status? Kids? Hadrian is single and childless, to the consternation of his father, who wishes his eldest son to continue the family line.
9. What is your character’s alignment? LG
10. What is your character’s moral code? His personal code consists mainly of the following tenets: Act with integrity. Show courage in the face of evil, and kindness to the innocent. Be generous and compassionate with the weak and vulnerable.
11. Does your character have goals? He wants to make a name for himself in the church, and he also wants to justify his decision to become a crusader to his father, who wanted him to take over the family business instead, and worries for his safety.
12. Is your character religious? He is a servant of Iomedae, though sympathetic to Sarenrae's doctrines of redemption.
13. What are your character’s personal beliefs? He personally believes that the existence of the Worldwound is a test for the peoples of Golarion by the forces of good, to help them become stronger and more righteous.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Hadrian is very sure of himself, and his temper flares when he is openly contradicted by someone who is not his superior.
15. Why does your character adventure? Though Hadrian would always answer this question "I want to make the world a safer place", he also is jealous of his mother's adventures, and feels that being a crusader and an adventurer provides a compromise between fulfilling his duties to his family and country, and living an exciting life.
16. How does your character view his/her role as an adventurer? Hadrian sees his role as one of striking at evil, with sword and spell combined.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? His most distinguishing feature is his hair, which unlike his father's typical Taldan brown, is highlighted with reddish-gold, a sign of sorcerous power in his human family since his ancestor Martus Frandoulay was killed on top of a phoenix's corpse at the battle of Vellumis, and was raised back to life along with the phoenix when it revived moments later. When he uses magic, his hair reddens slightly.
18. How does your character get along with others? With those he knows well, Hadrian is very friendly and jovial. With new aquaintances, he is generally formally polite, and can come off as aloof.
19. Is there anything that your character hates? He hates demons, who took his grandfather from him, and anyone who works with them. Though it rarely rises to the level of hate, he also can harbor deep dislike for those who cross him.
20. Is there anything that your character fears? Demonic possession, either of himself or others.


I think I have Kraek developed well enough for evaluation, including some thoughts about potential advancement paths.

Thank you for the consideration.

Kraek

Description The heavily scarred, lighter brown skin and close-cropped dark hair strongly suggest the human youth before you is Kellid in origin. His barrel chest and well-developed, muscular arms and legs suggest an age his unusually short height denies. At only 5' 4", surely he hasn't reached his full height? He wears a hide shirt, a bow, and carries a lucerne hammer, but no other weapons. The pole arm suggests training only given to adults, while the lack of back-up weapons suggests a niavete that should get him killed in the Worldwound.

Overview Deep Green Faith Sarkorian warrior raised and educated to be dedicated to reclaiming the lands overrun by the Worldwound.

Backstory:
Kraek was raised in a small community of Sarkorian refugees living in the Mendev countryside, within a day's walk of the edge of the Worldwound. Those who want to make a go at living in Mendev were ostracized from the community. Some members of the community do the work to keep the community viable, to do the mundane things that keep everyone fed and clothed. A few who have returned from the Worldwound teach the younger generation the things they need to know to increase their chances of surviving fighting against the Worldwound, with or without a Mandev Crusade helping at the time. When the infant Kraek's eyes turned green, he was assigned to the outdoorsmen for training. He knows his mother, Yanik, but spent more time with the Druid Farkam, the Hunter Besket, the Barbarian Hokum, and the Slayer Desk. Those four were his primary instructors as he grew up. Those also under their tutelage and near his age became his friends, though each gained something different from the training, matching the lessons to their own talents and perspectives.

Kraek demonstrated an unusual capability, working through the path of a Shifter. Only one other student at the time was forging this path, Brokek. Brokek was 4 years Kraek's senior, but that difference was enough that he began to serve as a mentor specifically on things relating to Shifter abilities. When Brokek ws recognized as a full warrior, and sent on his way to Worldwound, Kraek lost sight of his training goals, and ended up turning to Hokum for more guidance and assistance. It was only then that Kraek's true uniqueness started to manifest, as he began incorporting the Barbarian training with his Shifter training, managing to perform the tasks for both warrior paths, not one or the other. At the point Kraek was declared ready to face the Worldwound, the comunity had rumours comparing him to heroes of legend, and creating stories of things that he should accomplish.

There's no way those kinds of rumours would create emotional pressure on 18 year old human trained to let his emotions run free, right?

Combat:
Init +4 (Dex+2, Wary of Danger+2)
Speed 40'

Melee+4, Ranged/Finesse+3, CMB+4/+3 (BAB+1, Str+3, Dex+2)

Standard Attacks
Shifter's Claws +4 for 1d4+3 @ x2, PS, can't disarm
(melee)
Cold Iron Lucern Hammer +4 for 1d2+4 @ x3, B or P, Brace/Reach/+2 to Sunder Medium or Heavy Armor
(melee, two-handed)
Longbow +3 for 1d8 @ x3 over 100', P, 20 arrows
(ranged)

Full Attacks
Shifter's Claws +4/+4 for 1d4+3 each @ x2, PS, can't disarm
(melee)

Power Attack: -1 to melee attacks for +2 damage (+3 two-handed)
Rage: +2 on melee attack and damage rolls and thrown weapon damage rolls

AC 15, T 12, F 13, CMD 16 (Armor+3, Dex+2, BAB+1, Str+3)

Minor Aspect: Tiger: +1 to AC/T/CMD
Rage: -2 on AC

HP 15 (1x12 + 1xCon+2 + 1xFavored Class+1)

Rage: +2 temporary Hit Points per Hit Die

Fort +4 (Base+2, Con+2)
Ref +4 (Base+2, Dex+2)
Will +4 (Base+0, Wis+2, Iron Will+2)

Exposed to Awfullness: 1/day reroll of failed save vs Demon effect that would kill or incapcitate me.
Minor Aspect: Tiger: +1 to Ref Save
Rage: +2 on Will Saves

Rage: 6 Rounds/Day


Aspects:
** Minor ** 4 minute/day.
Tiger: +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.

**Major ** 0 hours/day
Tiger (beast shape II): Your shape changes to that of a dire tiger (Bestiary 265). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), a bite attack (2d6 damage), two claw attacks (2d4 damage), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).

** Alternate Shifter's Claw Attacks **
Tiger Bite for BPS


Rage Powers:

2 (World Serpent Totem?)
4 (Elemental Stance)
6 (World Serpent Spirit?)
8 (Increased Damage Reduction)
10 (World Serpent Totem Unity?)
12 (Increased Damage Reduction)
14 (Increased Damage Reduction)
16
18
20

Skills and Languages:
4 + 0 Int modifier + 1 Skilled for 5 adventuring skills and 2 background skills per Invulnerable Shifter level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 6-Acrobatics (Dex) 2+1+3-ACP
+ 0 Appraise (Int) 0+0+0
+ 0 Bluff (Cha) 0+0+0
+ 3-Climb (Str) 3+0+0-ACP
+ 0 Craft (any) (Int) 0+0+0
+ 0 Diplomacy (Cha) 0+0+0
+ 0 Disguise (Cha) 0+0+0
+ 2-Escape Artist (Dex) 2+0+0-ACP
+ 2-Fly (Dex) 2+0+0-ACP
+ 4 Handle Animal (Cha) 0+1+3 [Background]
+ 2 Heal (Wis) 2+0+0
+ 0 Intimidate (Cha) 0+0+0
+ 5 Knowledge (planes) (Int) 0+1+3+1 Scholar of the Great Beyond
+ 1 Linguistics (Int) 0+1+0 [Background]
+ 6 Perception (Wis) 2+1+3
+ 0 Perform (any) (Cha) 0+0+0
+ 2-Ride (Dex) 2+0+0-ACP
+ 2 Sense motive (Wis) 2+0+0
+ 6-Stealth (Dex) 2+1+3-ACP
+ 6 Survival (Wis) 2+1+3
+ 3-Swim (Str) 3+0+0-ACP

Armor Check Penalty: -1

Languages known: Hallit, Common (Taldane), Druidic; Abyssal

+ 1 Wild Empathy 1+ 0 (-4 for magical beasts of animal intelligence)


Feats and Traits:
** FEATS **
Human Iron will
1 Power Attack
3 (Extra Rage? Reckless Rage? Weapon Focus? Improved Natural Attack?)
5 (Shifter's Rush)
7 (Wild Speech? Recovered Rage?)
9 (Raking Claws?, Elemental Claws?)
11
13 (Raging Brutality?)
15
17
19

** TRAITS **
Campaign: Exposed to Awfulness: 1/day reroll failed save vs Demon's effect that would kill or physically incpacite me.
Faith: Scholar of the Great Beyond: +1 trait bonus on Knowledge (history) and Knowledge (planes) and Knowledge (planes) is a class skill.
Race (Kellid): Wary of Danger: +2 trait bonus on initiative checks.


Gear:
180 Gp Budget
FREE0 Explorer's Outfit (8#, sturdy boots, leather breeches, a belt, a shirt, a jacket, gloves, a cloak)
x20.0.0 Hide Shirt (18#, +3/+4/-1/15%/40')
x30.0.0 Cold Iron Lucern Hammer (12#, 1d12/x2/BorP/Brace, Reach, +2 to Sunder Medium or Heavy armor)
x75.0.0 Longbow (3#, 1d8/x3/100'/P)
xx1.0.0 Arrows, 20 (3#)
xx9.0.0 Barbarian's Kit (26#, backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin)

For 135.0.0 spent and 70.0# weight (44.5# w/o Pack), leaving 45 GP and 0 SP on hand.

Light <= 76# (By armor)
Medium <= 153# (+3/-3/20'/x4)
Heavy <= 230# (+1/-6/20'/x3)


Invulnerable Shifter - Gestalt Unchained Barbarian (Invulnerable Rager) & Shifter 1:
Alignment: Any non-lawful neutral.
Hit Die: d12.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAtB Fort Save Ref Save Will Save Special]
1st +1 +2 +2 +0 Fast movement, rage, shifter aspect, shifter claws, wild empathy
2nd +2 +3 +3 +0 Defensive instinct, invulnerability 1/-, rage power, track
3rd +3 +3 +3 +1 Extreme endurance 1, shifter claws increase, woodland stride
4th +4 +4 +4 +1 Defensive instinct (+1), invulnerability 2/-, rage power, wild shape
5th +5 +4 +4 +1 Second aspect, trackless step
6th +6/+1 +5 +5 +2 Extreme endurance 2, invulnerability 3/-, rage power, shifter's fury
7th +7/+2 +5 +5 +2 Shifter claws increase
8th +8/+3 +6 +6 +2 Defensive instinct (+2), invulnerability 4/-, rage power
9th +9/+4 +6 +6 +3 Chimeric aspect, extreme endurance 3
10th +10/+5 +7 +7 +3 Invulnerability 5/-, rage power, third aspect
11th +11/+6/+1 +7 +7 +3 Greater rage, shifter claws increase
12th +12/+7/+2 +8 +8 +4 Defensive instinct (+3), extreme endurance 4. invulnerability 6/-, rage power
13th +13/+8/+3 +8 +8 +4 Shifter claws increase
14th +14/+9/+4 +9 +9 +4 Greater chimeric aspect, indomitable will, invulnerability 7/-, rage power
15th +15/+10/+5 +9 +9 +5 extreme endurance 5, fourth aspect
16th +16/+11/+6/+1 +10 +10 +5 Defensive instinct (+4), invulnerability 8/-, rage power
17th +17/+12/+7/+2 +10 +10 +5 Shifter claws increase, tireless rage
18th +18/+13/+8/+3 +11 +11 +6 A thousand faces, extreme endurance 6, invulnerability 9/-, rage power, timeless body
19th +19/+14/+9/+4 +11 +11 +6 Shifter claws increase
20th +20/+15/+10/+5 +12 +12 +6 Defensive instinct (+5), final aspect, invulnerability 10/-, mighty rage, rage power
Weapon and Armor Proficiency: An Invulnerable Shifter is proficient with all simple and martial weapons. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Invulnerable Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. An Invulnerable Shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Invulnerable Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
Bonus Languages: An Invulnerable Shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
An Invulnerable Shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Shifter Aspect (Su): At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.
Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces danger sense.
Woodland Stride (Ex): At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
Wild Shape (Su): At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.
A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Shifter's Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don't benefit from shifter's claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
Chimeric Aspect (Su): At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.
Greater Rage (Ex): At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Greater Chimeric Aspect (Su): At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.
Indomitable Will (Ex): At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.
Tireless Rage (Ex): At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.
A Thousand Faces (Su): At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.
Final Aspect (Su): At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter's aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will.
Mighty Rage (Ex): At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Human (Kellid - Sarkorian):
+2 to One Ability Score: Human characters get a +2 bonus to Strength at creation.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
20 Point Buy
Base Race Level Magic Current
5 14 +2 16 +0 16 +0 S 16 +3
5 14 +0 14 +0 14 +0 D 14 +2
5 14 +0 14 +0 14 +0 C 14 +2
0 10 +0 10 +0 10 +0 I 10 +0
5 14 +0 14 +0 14 +0 W 14 +2
0 10 +0 10 +0 10 +0 H 10 +0


As a note for the existing players, once Kraek can Wild Shape, if he takes the "right" Mythic path and abilities, then you will gain the OPTION of Wild Shaping with him. Unlikely to be a normal tactic, I imagine, but an interesting option, I think.


Hey everyone. After pondering for some time, I will be removing Argraxx from the list of applicants. Good luck with the game!

Silver Crusade

I'd like to re-submit Tessaviri Cervallin, modified this time to a Divine Hunter/Cleric of Iomedae & more melee focused than my prior plan.

Background:
Note: My ideas for her background have evolved a bit since my last submission. The essentials are still the same, but it's a bit in flux. I'm short on time for this post to get it all hammered down.

The crisp, frosty morning air
Melody of the Shudderwood
Shaded glades gleaming as the sun rises
The world ends

"On occasion, some have asked me what I saw when the god of the humans died. The truth is that I didn't see much. It's odd to say that the end of the world seemed ordinary, but much of the time it was. The sun rises and sets. You try to find food and help someone else if you can. That sort of thing..."

"A great storm came that was a herald of the destruction to come. It shook the Shudderwood fiercely, but the elders told us not to worry: that this storm would pass like all the others before it. They didn't know what was happening just outside our forest."

"I was very young then, when the demons came. We first heard of attacks on outlying parts of the forest and my father and brother left to go defend our homes with others from the village. We never saw them again. My older sisters and I tried to flee, but it was already too late. The demons came and the horse I was on scattered into the wind while my sisters gave their lives to save me."

"Somehow I escaped. Some Sarkorians took me in as they fled the demons. Even with so little left of their own, they shared with me what they had as well all tried to escape the coming destruction."

"Then came the crusade. I remember the skepticism of those around me. What could the followers of a mere herald of a god who no longer answered prayers do to stop the end of the world? I thought differently...that they would take vengeance for my family and push the demons back to where they came. We were both wrong. I don't think anyone could have imagined how long this would go on...that it could possibly result in the long wars we've seen ever since."

"The world is still ending, you know. You can see it for yourself."

Tessaviri was born in the year, 4589 AR and was still a child when Aroden died and the Worldwound opened.

One of the Sarkorians that rescued her as a child gave her a home as he hunted the wilds near Egede, always provided that she could keep up. She learned much of the wilderness and its creatures there, and he introduced her to a family of wolves that lived in the edges of the Estrovian Forest. Even after he died Tessaviri continued to visit the wolves, always watching them from a distance.

Tessaviri eventually found employment helping the healers in Kenabres as they treated crusaders wounded in battle. She was introduced to the church by the Cervallins, a family of crusaders that hailed from pre-Thrune Cheliax and were now in exile in Mendev. Much later, they adopted Tessaviri as one of their own.

After the Third Crusade burned itself out, Tessaviri formally joined the Church of Iomedae and began training with their priests when she was old enough.

Mechanics:
Race: Elf
Classes: Hunter/Cleric of Iomedae
Archtypes: Hunter (Divine Hunter) & Cleric (Mendevian Priest)
Domains: Good (Redemption) from Divine Hunter & Sun (Revelation) from Cleric
Animal Companion: Wolf
Eventual Mythic Path: Guardian

Ability Scores:
Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

L1 Feat: Toughness


I submitted Nioku, a ranged Warpriest, for the original recruitment. It'll take a while, but I'll make some changes to turn her into a melee girl.


Ok, made some alterations, changed items a bit and adjusted skills.
I do have stealth 7 now after taking a drawback, meaning that our party is relatively stealthy.

Other skills are the 2 missing face skills (Diplomacy, intimidate), perception (I am bit at it), acrobatics.

I have one skill slot left, I could either trade it for darkvision (dim dweller), get UMD, get Bluff (current choice).

Level 5ish, Between Metal revelations, armor training from steelblood, masterwork, and a trait a plate armor will be reduced to 0-1 ACP.


I submitted a half-orc barb/druid in the original recruitment thread, but I've decided to go with a Mostly Human Solar Ifrit Rage Prophet (UnBarb/Spirit Guide Oracle) this time around. Instead of being all natury focused, he's all spirity focused. Lore oracle with the Haunted curse. The Haunted curse represents the irrepressible troublmaking nature of Máii iiłtsoí, his spirit animal. The lore revelation represents all the secrets the spirits whisper to him. He'll be taking a revelation that adds Cha instead of Int to knowledge skills to further represent that. Probably go with the Spirt Totem rage powers instead of the usual beast totem, but obviously the Calm Stance rage power comes first.

I didn't answer some of the questions because I answered them more thoroughly in the general history.

Bhornkild:

Pic of Bhornkild

Male sunsoul (solar ifrit) unchained barbarian 1/oracle (spirit guide) 1/gestalt 1
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 14 (1d12+2)
Fort +4, Ref +3, Will +1
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee earth breaker +4 (2d6+4/×3)
Special Attacks rage (6 rounds/day)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—efreeti magic
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, divine favor, remove fear
. . 0 (at will)—create water, detect fiendish presence, ghost sound (DC 13), guidance, mage hand, purify food and drink (DC 13)
. . Mystery Lore
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Statistics
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Str 17, Dex 10, Con 14, Int 13, Wis 8, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Power Attack
Traits fate's favored, stolen fury
Skills Climb +3, Diplomacy +7, Intimidate +7, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +2, Survival +3
Languages Celestial, Common, Ignan
SQ fast movement, fire in the blood, mostly human, oracle's curse (haunted), revelation (sidestep secret), wildfire heart
Combat Gear scale mail, earth breaker, spell component pouch

Other Gear bedroll, blanket, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack, trail rations (10), 26 gp, 4 sp

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fate's Favored (Trait) +1 to Luck Bonuses
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Stolen Fury (Trait) +2 CMB vs Demons.
Wildfire Heart +4 racial bonus on initiative


Appearance:

Age: 39 | Height: 6'03" | Weight: 230 lbs. | Hair: Dark Brown| Eyes: Dark Blue

Bhornkild is an solar ifrit-blooded human of shoanti descent. Little of his ifrit heritage is expressed in his physical appearance, the only real hint that he is not entirely human are his dark blue eyes, which shoanti do not have. Dark blue eyes that tend to wander, following the paths of the spirits that leap and play about him. The spirits that have guided him since birth. Brown hair hangs to his shoulder blades and he has a full, medium length bear. He has copper colored skin - a feature as much a gift from his shoanti heritage as it is from endless hours spent under the sun. His skin is crisscrossed with many battle scars, some from beasts, some from more intelligent foes, but he has somehow managed to acquire a collection of only what would generally be considered "attractive" scars - scars that make readily apparent his tale as a skilled and powerful warrior, but do not leave him disfigured or maimed. His copper skin is also covered in tribal tattoos, mostly on his arms and back, representing his Quah. He is tall even for a shoanti, with broad shoulders, barrel chest, and heavy muscling. His clothing is of traditional shamanic styling: open toed leather sandals and loose-fitting flame-orange linen trousers under a simple, white sleeveless cotton robe of sorts that is often left open to bare his chest. He wears a large amount of jewelry and piercings for a warrior, mostly gold and onyx, each piece representing a different spirit or rite or ward against the undead. He wields a mighty iron earth breaker - the weapon of his people - and wears a mithril breastplate, cut down to minimize its interference in moment and only covering enough to protect his vital organs from direct blows.

Personality:

Like any shoanti or ifrit, Bhornkild carries himself with cool confidence, trusting both in his own skill and the guidance of the spirits. Unlike shoanti, Bhornkild has a charismatic quality that might even be called "forceful", far more approachable than his tribal kin. Despite a natural gift for socializing a winning people over, Bhornkild is a loner. Haunted by visions of the spirit realms and those who reside there, he has always been distant with those who still have two feet firmly planted within the land of the living. He can come off as more aloof and spontaneous than his stoic brethren, but that is only because the spirits are fickle, often changing their minds without notice, and he follows where they lead. His calm and quiet personality stands in stark contrast to his appearance. He does not seek confrontation, but he does not shy away from battle or challenge. Bhornkild has a surprising mastery of all scholastic subjects, from the mundane the the most cryptic and esoteric, a feat he attributes, like all things, to the spirits.

History:
The boy was born with blue eyes. Shoanti are not born with blue eyes. They say children with blue eyes are favored by the spirits - that blue eyes can better see the spirit world. Born into the Skoan-Quah, the Skull Clan, this omen was seen as a great blessing. It was the duty of the Skoan-Quah to protect the spirits of all the dead clansmen who had come before.

Life on the Storval Plateau was hard, even for survivors like the shoanti. Children were raised not by their parents, but by the clan as a whole. This gave the children access to the resources of the whole clan, not just of their parent's, and gave children the best chance to survive. But life was hard on the Storval Plateau. Less than half of the children born would survive to see eight summers. With so few children making it to adulthood, children were not seen as one of the Quah until their twelfth year. The children were not even named. A sort of emotional survival mechanism; if you do not love them, you will not miss the majority that do not make it. Those who do make it their twelfth summer undergo a rite of passage where they will take their true place beside their clansmen and where they will receive their name. The rite of passage is determined by the shaman of the Quah, who communicates with the spirits to find a suitable test for each child. The rites were not intended to kill, but they were nevertheless deadly, as were all things on the plateau.

Being born with blue eyes was a mark of the spirits favor; it was not a promise that a child would rise to greatness, or even survive childhood, but the boy with blue eyes seemed destined for greatness. He grew fast and strong, hale and hearty, clever and charming. A favored child, but he did not seek attention, or even seem to enjoy it. From infancy, the blue-eyed boy seemed distracted by things only he could see. His gaze would dart erratically around the room, following something only he could see before he burst into laughter at the antics of the sprits invisible to all but him. The blue eyed boy learned all the things needed to survive on the hostile plateau and he did his share of the basket fixing and fire tending and other jobs suitable for young children, but when not needed for anything specific, he often wandered far and away from the rest of the clan, ever chasing his spirit companions. The lad was easy prey for the Cinder Wolves and Bush Tigers, but he always defied fate, always being in the right place at the right time to avoid the deadly predators.

His twelfth summer came, and it was time for the blue-eyed boy to undertake his rite of passage and earn his name. Atsila, the clans shaman, communed with the spirits and set the boy on his task: steal an egg from the nest of an inferno eagle, who make their nests atop the cliffs of the Wyvern Mountains. A harrowing task, the inferno eagles themselves were half the size of roc's, never mind all the other threats the mountain harbored. But the mountain harbored more than just flames and talons on that fateful day. The blue-eyed boy was captured by demonic cultists of the darkflame, who intended to sacrifice him to their old god and usher in a new world of darkness to Golarion. The boy claimed a mischievous and cunning fox spirit named Máii Iiłtsoí helped him escape and led him to the top of the mountain where the inferno eagles made their nests. He stole an egg and escaped from both the eagles and the cultists down an old forgotten goat path and returned to his quah, unharmed. On his return, the blue-eyed boy was named Bhornkild - "Walks With Spirits" in the common tongue.

Over the next fifteen years, Atsila, the quah's shaman and leader, slowly guided the Skoan-Quah (Skull Clan) north and east, across lands that rivaled the Plateau both in danger and the ferocity of their people. The spirits were warned the shaman that a great danger that threatened both the physical and the metaphysical world was brewing in Lastwall.

Bhornkild is a warrior who fights for the spirits of the dead. He has many spirit companions; Skeind, the powerful bear spirit and Fiere, the wise owl spirit are two of his most prominent companions, but he has always been led throughout the world by his constant companion Máii iiłtsoí, the playful fox.

Questions:

1. What is your character’s name?
Bhornkild, which, translated to the common tongue, means "Walks with Spirits".

2. How old is your character?
39

5. Where was your character born? Where were you raised? By who?
Bhornkild was born in the cinderlands and raised by his tribe on the Storval Plateau.

6. Who are your parents? Are they alive? What do they do for a living?
Abey and Oakden, both humans. They are hunters for their quah.

7. Do you have any other family or friends?
Bhornkild's entire clan is currently in Kenabres. Atsila is the clans leader. Half-orc male, shaman. Blind, has a strong connection to ancestral spirits. Is seeking something, but no one knows what it is.

8. What is your character’s marital status? Kids?
Married to Aiyana: Human female shaman. They were betrothed since childhood in the manner of their clan. Aiyana is a shaman, using ancestral magics to bolster troops. Aiyana is the opposite of her husband in many ways, short and slight of build, quick-tempered and nontraditional

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

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

9. What is your character’s alignment?
Neutral Good.

10. What is your character’s moral code?
Morales are not often found in the wilds. Protect the natural and spirit realms and raise strong children for a better future.

11. Does your character have goals?
Heal the Worldwound and let balance return to the land.

12. Is your character religious?
He believes spirits live in all things, both creatures and objects, and these spirits can be petitioned to earn their favor.

13. What are your character’s personal beliefs?
Strong roots make tall trees. Do things right from the very beginning.

15. Why does your character adventure?
Bhornkild quests on the behalf of Máii iiłtsoí, his spirit animal.

16. How does your character view his/her role as an adventurer?
His stronger than average connection to the spirit realm gives him a sense of responsibility to the supernatural forces of the world.

18. How does your character get along with others?
Bhornkild is charming and has a commanding presence, but he prefers to be alone, though he is never truly alone.

19. Is there anything that your character hates?
Disrespect for the spirits. Bad parenting.

20. Is there anything that your character fears?
The usual "adult fears" all parents know.


Questions for Kraek:

Quote:
1. What is your character’s name?

Kraek of the Brown Bear Clan

Quote:
2. How old is your character?

18

Quote:
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

Provided in the description, I think. Short for a human male, green eyes, light brown skin and dark hair of the Kellid. Hide shirt, longbow, lucerne hammer, pack of gear. Only thing unusual about his kit is the simplicity, really.

Quote:
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

He doesn't understand any of the normal social niceties. Small talk is a foreign concept.

Quote:
5. Where was your character born? Where were you raised? By who?

In Mendev, near the Worlwound. He was raised by the clan's teachers and his mother (Yanik, the Druid Farkam, the Hunter Besket, the Barbarian Hokum, and the Slayer Desk)

Quote:
6. Who are your parents? Are they alive? What do they do for a living?

Kraek's father died in the Worldwound. His mother is Yanik, who both works in the clan's fields and as a seamstress.

Quote:
7. Do you have any other family or friends?

No other close family, though the clan as a whole counts. His friends are the other members of the clan that were training to go into the Worldwound.

Quote:
8. What is your character’s marital status? Kids?

Single. He isn't considered worthy of marriage or breeding until he returns from at least one combat against the outsiders in the Worldwound.

Quote:
9. What is your character’s alignment?

True Neutral. He worries about himself and those close to him and not what he can either do for or take from others. He is not seeking the natural balance per se, though he wants to return the Worldwound to a far more natural state, so that the clan can return to their ancestral home. The nature of his goal means he will provide support for others fighting to retake the Worldwound where another True Neutral with different goals might just ignore the situation. Such assistance is self-serving, not generous.

Quote:
10. What is your character’s moral code?

He's been taught that nothing matters but retaking the clan's traditional home. He's been indoctrinated into the belief that violence is the only way to succeed at that goal. I'm interested to see how he grows from there, honestly.

Quote:
11. Does your character have goals?

Restore the clan's ancestral homelands to a habitable state, and getting them back there.

Quote:
12. Is your character religious?

Yes, but he is old Green Faith, not modern deity religious.

Quote:
13. What are your character’s personal beliefs?

The strength of the natural world is bottomless. Given time, it will wear down and through the Worldwound even as mountains are worn away over time. There are many ways to demonstrate greater immediate power, but none to demonstrate more power permanently. Even the new deities live and die according to the natural order.

Quote:
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

He is still quite naïve, having been raised with a focus on the threats and dangers within the Worldwound, but with little thought to other people and forming relationships. He will (at least initially) too easily trust those who seem to share the fight against the Worldwound and refuse to treat with those who do not.

Quote:
15. Why does your character adventure?

To restore the clan to their ancestral home.

Quote:
16. How does your character view his/her role as an adventurer?

He originally expected to be a small, stunted tree, taking root in the cracks of the stone wall and weakening it so that one day newer trees will be able to grow large in the dirt which is eventually created. Like his fellows, he was taught that they are likely to only improve the timeline for restoring their homeland.

Then the rumors started about what he might be capable of doing. Now he has hopes and dreams of being able to do far more than just scratching the surface of the problem. Well beyond the typical hopes of his peers.

Quote:
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

As a Kellid, green eyes are in the normal range, but are not common, so they are a distinguishing feature. As is his (lack of) height. The dedicated life of warrior training has him covered in a variety of small scars earned over the years.

Quote:
18. How does your character get along with others?

He tends to be a team player with those accepted as part of the team. As noted already, though, he has few good tools for evaluating who he should actually trust and who he should not.

Quote:
19. Is there anything that your character hates?

He was taught to hate the Worldwound and the demons within from birth. Having lived through people never returning, and some notifications that they ended the lives of some of the clan's best and brightest only reinforced those lessons. He doesn't HATE those who refuse to pull their weight, but he quickly dismisses them as valueless.

Quote:
20. Is there anything that your character fears?

Failure. Accomplishing nothing to reduce the hold of the Worldwound and/or demons on the land.

Being rendered impotent, unable to do anything that matters.

Never seeing his mother again.


Jereru's submission is Bron Frostbreath, a melee Warpriest/Ranger.

Shadow Lodge

Interesting, could be perfect for a tiefling Magus/Warder I had in a different campaign where the DM had work issues. Is path of war allowed? If not I could probably retool her as a fighter


Zoresk Sunspeaker is a Kellid (human) male Chosen One Paladin 1/Spirit Guide Oracle 1. His close blood ties to Sarkoris and unwavering devotion to the Dawnflower have marked him as a young man marked for greatness. Unassuming and devoted in his training, he's proven skilled in arms and at the healing arts. In recent months, he's been plagued by visions of destruction and death that he cannot explain. Any warning to his parents, members of the Crusade, or even his friends are met with polite doubt at best. His only solace as his warnings go unheeded is his childhood cat, Alyosha. Spritely and kittenish well beyond her twelve years of age, the black and grey cat is a source of solace and calm to the young boy. He feels a greater affinity then he ever has for her and swears he can sometimes feel her thoughts.

Character dev/secrets/random thoughts:

Thematically, the class was built from Chosen one as I thought it was a really cool archetype from a story perspective for WotR. The choice of Powerless Prophecy as an oracle curse seems to fit in very well with it and also goes well with his youth. The Cassandra-like elements of the story are a plus.

Long term, I plan for Alyosha to be revealed as a Silvanshee Agathion blessed by Sarenrae. Meant as a guide and inspiration to him, she will be another link to the divine for the young man.

I've selected 17 as his age to try and line up with the Paladin archetype, but if 18 is more appropriate (perhaps as a newly recruited guard), I think that works just as well (maybe better, on reflection?).

With Spirit guide, my thought is that he is bonding with the misc. spirits of the dead land of Sarkoris that was overrun. This can be his ancestors, the land (life), etc.

For my mythic path, I was thinking Marshal/Hierophant dual path. Champion/Hierophant makes sense to me too if we're not 100% locked in by our traits. For normal class ranks, I was planning to go Oracle 20/Paladin 20.

Q&A:

1. What is your character’s name?
His given name is Zoresk and in keeping with his Kellid heritage he doesn't have a surname, per se. His devotion to Sarenrae and his prophecies of doom have earned him the mocking title Sunspeaker (i.e. one who's head is in the clouds).

2. How old is your character?
He's too young to serve in the Crusades at 17. He's proven himself to be well trained and with great potential, but that's not enough for him with a 'storm' just out of sight.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Before you stands a tall youth whose features lack the craggy weatherworn look of most of his elders. His dark eyes are framed by a seemingly untamable mane of dark brown hair worn to the nape of his neck. Like most Kellids, his skin is relatively pale. In his worn training battle armor, his frame -not yet filled out- looks thin bordering on comically so. What gear he does possess looks well worn and well cared for.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Trailing the gangly youth like a shadow is a small black cat. It's unusual golden eyes seem to have far more intelligence then your typical cat. From time to time, Zoresk speaks confidingly to her, Alyosha, as if asking advice. Whatever the question, he always seems comforted by her presence.

5. Where was your character born? Where were you raised? By who?
A native of Mendev and a child of multiple generations of crusaders, Zoresk is at home in Kenabres. His is the blood of old Sarkoris and he can never rest easy while the Worldwound and the tides of demons are ravaging it.

6. Who are your parents? Are they alive? What do they do for a living?
His parents are devoted to the crusades as their parents were before. His father, Tron, and his mother, Keshka, are members of the Guard. His hope is to serve after finishing his training. They are both alive before the attack on Kenabres.

7. Do you have any other family or friends?
Zoresk has several uncles and aunts who are also living in Mendev (if not necessarily Kenabres). He is close to a few of his older cousins who are also in the city. Being the youngest in the family, he's generally seen as the one most in need of protection.

8. What is your character’s marital status? Kids?
At 17, Zoresk has things other then marriage on his mind. His devotion to his training and idealistic desire to free his homeland have blinded him to romance.

9. What is your character’s alignment?
Zoresk is lawfull good. He seeks the redemption of those who can be redeemed but won't shy from protecting the innocent from those who can't. He believes that the defense of his city and the reclamation of his homeland will require an organized, driven populace and army.
10. What is your character’s moral code?
His own moral code is broadly captured by the code of Sarenrae's paladins:
- I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
-I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
- I am fair to others. I expect nothing for myself but that which I need to survive.
- The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
- I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
- I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
- I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
- Each day is another step toward perfection. I will not turn back into the dark.
In addition, Zoresk is certain that the spirits of his homeland are warning him of impending danger to himself, his loved ones, and the city that has been his home. Others may not believe him, but his faith in the strength of his homeland and his own prophecy doesn't falter.
11. Does your character have goals?
Becomes a true member of the Crusade.
Protect the members of the Crusade and the rest of the world from the blight of the Worldwound.
Drive back the demon menace into the Abyss.
Free Sarkoris from the grasp of death, destruction, terror, and war.
12. Is your character religious?
The light of the Dawnflower guides Zoresk's steps even when the darkest night threatens his ability to walk his path.
13. What are your character’s personal beliefs?
The world is made up of many powers both glorious and ghastly. His desire to see a better world demands that he do all in his power to fight against injustice and evil in whatever form it may take: petty or world-ending.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Despite the grim surroundings of his upbringing and the doubt that afflicts him from all sides, Zoresk is hopeful that the dawn will show itself bright and clear. He struggles to remain so, given the doubts and fears of those around him, but he sees the despair attempting to stop him in his tracks as his own personal foe to conquer.
15. Why does your character adventure?
Because it is clearly right, and he can't sit to the side in the struggle between life and death, right and wrong, and good and evil.
16. How does your character view his/her role as an adventurer?
His adventure hasn't even begun. He's given his warning to those who he can but it's fallen so far on deaf ears. He confides his worries and the visions of destruction in his dear friend Alyosha, and he prepares.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A few minor birth marks (like freckles), but nothing worthy of note.
18. How does your character get along with others?
Bright and enthusiastic; Zoresk's optimism can be grating to those who've seen so much death and destrcution at the hands of the demons of the Worldwound. Without the wisdom of experience to temper his steps, he can be impulsive. His recent visions and the doubts of those who hear him have begun to make him withdraw a little, but he hopes he can prove himself worthy of trust.
19. Is there anything that your character hates?
Boiled cabbage and the depredations of the slavering hordes of demons assaulting his homeland.
20. Is there anything that your character fears?
Whatever lurks in his dreams and the voices of the spirits on the winds. He worries about the fates of his family and his friends. He tries his best to suppress these fears, but he's unsure he will ever be able to grow as hardened as some of the veterans of Mendev.

Crunch:

Zoresk Sunspeaker
Male human (Kellid) oracle (spirit guide) 1/paladin (chosen one) 1/gestalt 1 (Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Ultimate Wilderness 210)
LG Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +4
Defensive Abilities share will, uncanny dodge
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee cestus +4 (1d4+3/19-20) or
. . cold iron fauchard +5 (1d10+4/18-20) or
. . morningstar +4 (1d8+3) or
. . scimitar +4 (1d6+3/18-20)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron fauchard)
Paladin Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +6)
. . 1st (4/day)—bless, cure light wounds, protection from evil
. . 0 (at will)—detect magic, enhanced diplomacy, light, stabilize
. . Mystery Battle
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency (fauchard), Power Attack, Weapon Focus (fauchard)
Traits child of the crusades, desperate focus, seeker
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Heal +4, Knowledge (religion) +4, Perception +5, Sense Motive +4, Stealth -1
Languages Common, Hallit
SQ oracle's curse (powerless prophecy), revelation (weapon mastery)
Other Gear chainmail, heavy wooden shield, cestus[APG], cold iron fauchard, morningstar, scimitar, sling, sling bullets (20), backpack, bedroll, belt pouch, candle (10), chalk, flint and steel, hemp rope (50 ft.), ink, inkpen, iron holy symbol of Saranrae[UE], journal[UE], masterwork backpack[APG], mess kit[UE], pot, powder[APG], signal horn[APG], soap, torch (10), trail rations (5), waterskin, 3 gp, 6 sp, 8 cp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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

Alyosha CR –
Cat (Pathfinder RPG Bestiary 131)
LG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8-1)
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +6, Diplomacy -1, Heal +5, Perception +5, Sense Motive +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, share will
--------------------
Special Abilities
--------------------
Divine Guidance (Sp) An emissary can cast guidance at will.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

Silver Crusade

Took a spin through the background questions to see if I'm forgetting anything. In my head I'd answered a lot of these questions already which is nice. It would be good to formalize it more here though.

Tessaviri Background questions:
1. What is your character’s name? Tessaviri Erisanthe when she was born. Took the surname of Cervallin when she was adopted by a Chelaxian crusader family.
2. How old is your character? Exact age depends on our starting year. If we use the real-world release date of August 2013 and translate that to a Golarion year, she would be 124.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? White hair with green eyes. She stands out in Mendev largely by being an elf.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who? She was born in the Shudderwood. She was raised first by her parents until they died, then by a succession of humans that took her in. Next was a Kellid ranger named Gron, who helped her escape the ruins of Sarkoris and taught her how to live in the wild. Finally the Cervallin family that she joined first as a servant before eventually being adopted after living with them for a few generations.
6. Who are your parents? Are they alive? What do they do for a living? Tessa's mother left home well before the Worldwound opened, but she hasn't found word of her since.
7. Do you have any other family or friends? Living longer than those around her, Tessaviri has had plenty of opportunity to have friends, many of whom might be advanced in age now. Her family is with the Cervallins, who may get a lineage written up eventually. She would probably have some friends in the Church of Iomedae as well. I can easily imagine her being friends with some of the older church members in Kenabres, whom she might have served alongside since they were children. I haven't written up anyone specific yet though.
8. What is your character’s marital status? Kids? In the prior thread, I had Tessaviri marrying into the Cervallin family and she had a half-elf son. I'm vacillating on that point now.
9. What is your character’s alignment?
10. What is your character’s moral code? She isn't a paladin, but I'd expect a cleric of Iomedae to be no less bound to her vows. She lived through the witch hunts of the Third Crusade and I expect her to be very off-put by that sort of zealotry. She also continues to be influenced by her childhood spent in the wilds and has a deep respect for the natural world.
11. Does your character have goals? My internal justification for the Divine Hunter archtype is that Tessaviri has been called to raise a new line of wolves made to hunt down demons--hence the Celestial template for her companion Karogo. She doesn't have that class feature *yet* though, so it might be a goal she picks up early in the campaign.
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Tessaviri has lived almost her whole life in the shadow of the Worldwound. Beyond her father & sisters, that ongoing struggle would have cost her many friends and associates over the course of her life. Generations of humans have grown up and found glory or perished in the Worldwound while she has been forced to wait on the sidelines. She probably feel an odd mix of indebtedness & eagerness to finally be able to take on the fight herself.
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?


Lord Foul II wrote:
Interesting, could be perfect for a tiefling Magus/Warder I had in a different campaign where the DM had work issues. Is path of war allowed? If not I could probably retool her as a fighter

Official Paizo content only, sorry!

I think I'll be picking the replacement this Friday. to give everyone time to finish up any last changes.


I just noticed in the original thread you mentioned maybe letting us use Elephant in th Room rules, if all selected players agreed.

What was the result in the end?


We are using them.


Thank you. I will adjust accordingly.


Thanks for the heads up: main change would be to replace power attack with Shield focus, so at 3rd level I can get grab shielded mage.


Missed that it would be with Elephant in the Room rules. I'd have to think about it and ask some Qs. Hopefully this can be done post-selection (if selected).

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