
Tart "TC" Cranberry |
1 person marked this as a favorite. |

Tart "TC" Cranberry wrote:Wow. Zephyr and TC would be like best buds if they both get in.jajajajaja for sure!
Tell me: where is the best place to read about leshy people? Like I honestly don't even remember what book they were first presented in.
I read about them on Archives of Nethys. I believe they were introduced in Ultimate Wilderness. They’re humanoid plant creatures made by Druidic ritual to serve as protectors of plants and as companions.

Hayato Ken |

Zephyr Cevendyl wrote:I read about them on Archives of Nethys. I believe they were introduced in Ultimate Wilderness. They’re humanoid plant creatures made by Druidic ritual to serve as protectors of plants and as companions.Tart "TC" Cranberry wrote:Wow. Zephyr and TC would be like best buds if they both get in.jajajajaja for sure!
Tell me: where is the best place to read about leshy people? Like I honestly don't even remember what book they were first presented in.
They're tasty walking salad and not only demons will love to snack on them!
In fact, for a crusade, bringing battalions of leshys is very convenient. They can fight, work and serve as food that carries itself! :D
GM of the Crusade |

I'm going to add one thing to Rix's submission if I may, some people pace, others bite their nails. I'm imagining Rix doing slow tai-chi like katas for at least several hours per day. Adorable or annoying depending on your point of view.
I don’t actually see Rix’s profile anywhere? I checked the Rix alias on your page and it’s a level 4 Magus?

Ceneth d'Thuranni |

Zephyr Cevendyl wrote:I read about them on Archives of Nethys. I believe they were introduced in Ultimate Wilderness. They’re humanoid plant creatures made by Druidic ritual to serve as protectors of plants and as companions.Tart "TC" Cranberry wrote:Wow. Zephyr and TC would be like best buds if they both get in.jajajajaja for sure!
Tell me: where is the best place to read about leshy people? Like I honestly don't even remember what book they were first presented in.
WOW - what a good read, thanks!

Tart "TC" Cranberry |

Tart "TC" Cranberry wrote:Zephyr Cevendyl wrote:I read about them on Archives of Nethys. I believe they were introduced in Ultimate Wilderness. They’re humanoid plant creatures made by Druidic ritual to serve as protectors of plants and as companions.Tart "TC" Cranberry wrote:Wow. Zephyr and TC would be like best buds if they both get in.jajajajaja for sure!
Tell me: where is the best place to read about leshy people? Like I honestly don't even remember what book they were first presented in.They're tasty walking salad and not only demons will love to snack on them!
In fact, for a crusade, bringing battalions of leshys is very convenient. They can fight, work and serve as food that carries itself! :D
I know you’re joking, but it is a question I was wondering: vine leshy’s can have blossoms and fruit as decoration. TC is a cranberry vine, mostly because I think the plant is really pretty: are his berries edible by others? I’m not worried about the in game mechanical ramifications since I’ve never been in a game where party starvation is a worry, but there’s the RP value in the party hanging out after a great day of demon slaying and one person decides to help himself to cranberry punch…

Goliath |

I know you’re joking, but it is a question I was wondering: vine leshy’s can have blossoms and fruit as decoration. TC is a cranberry vine, mostly because I think the plant is really pretty: are his berries edible by others? I’m not worried about the in game mechanical ramifications since I’ve never been in a game where party starvation is a worry, but there’s the RP value in the party hanging out after a great day of demon slaying and one person decides to help himself to cranberry punch…
At least we'll never run out of Goodberries.

Ceneth d'Thuranni |

In the Worldwound, untainted food is absolutely a problem, and does play some part in any adventures in the wastes. I’ll have to do some research and see if there’s any rulings or hints either way.
Actually, how did I miss that in the AP? When I started playing the game, I was stunned that there was this new wrinkle to camping. Just really strange.

GM of the Crusade |
1 person marked this as a favorite. |

GM of the Crusade wrote:In the Worldwound, untainted food is absolutely a problem, and does play some part in any adventures in the wastes. I’ll have to do some research and see if there’s any rulings or hints either way.Actually, how did I miss that in the AP? When I started playing the game, I was stunned that there was this new wrinkle to camping. Just really strange.
Probably because you had a DM that wasn’t particularly worried about it? I, for one, think playing up the inedible nature of most of the food in the Worldwound is part of the charm.

The Wyrm Ouroboros |

Silas Hawkwinter wrote:I'm going to add one thing to Rix's submission if I may, some people pace, others bite their nails. I'm imagining Rix doing slow tai-chi like katas for at least several hours per day. Adorable or annoying depending on your point of view.I don’t actually see Rix’s profile anywhere? I checked the Rix alias on your page and it’s a level 4 Magus?
Rix's information can be found in this post in this thread.
For the food/water thing ... in the previous game I played Aerianna in, I did come up with a solution for the tainted water problem, at least.

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Time to toss my hat in as well! I have made Azreal a Summoner/Oracle.
Here is
Male Aasimar (Agathion Blooded) Summoner / Oracle of Valani Gestalt 1
NG Medium Outsider(Native)
Init +2 ; Senses Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, + Dodge, +0 Natural Armor, + Deflection, + Shield)
hp: 11 (1d8+3)
Fort +3, Ref +2, Will +2 [+2 vs Spell and Spell-like Abilities]
Defensive Abilities: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5; Resistance 5 against Good Aligned Spell Damage [Hr/Level].
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Offense
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Speed: 30 Ft
Melee: Spiked Gauntlet -4 (1d4; 19+ x2)
Ranged: Acid Splash +3 Touch (1d3; x2)
Summoner Spells] (CL 1st; Concentration +7)
Level 0 (-):[4] Acid Splash, Detect Magic, Read Magic, Daze
Level 1 (2/2): [2] Mage Armor, Lesser Rejuvenate Eidolon
Oracle Spells] (CL 1st; Concentration +7)
Level 0 (-):[4] Create Water, Guidance, Purify Food and Drink, Stabilize
Level 1 (4/4): [2] Bless, Cure Light Wounds
Spell Like Abilities] (CL 1st; Concentration +7)
1/day: Expeditious Retreat, Corruption Resistance [Extended duration hr/level]
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Statistics
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Str 10, Dex 14, Con 16, Int 10, Wis 10, Cha 18
Base Atk +0 ; CMB 0; CMD 12
Racial Abilities:
Celestial Resistance:] Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: +2 Racial Bonus to Handle Animals and Survival.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Class Abilities:
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Summoner Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Eidolon:A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
See the Eidolon Unchained rules here.
Life Link: At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster I: At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner’s spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Mystery (Spellscar): Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Each oracle must choose from among the following mysteries.
Oracle’s Curse (Blackened):Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
A complete listing of Oracle Curses can be found here: Oracle Curses
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Orisions[/]: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
[spoiler=[i]Revalation[/]:] At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
[i]Mystic Null (Ex): You gain a +2 insight bonus on saves against spells and spell-like abilities. At 7th level, this bonus also applies on saves against supernatural abilities. At 11th level, the bonus increases to +4.
Traits
Focused Mind: You gain a +2 trait bonus on concentration checks.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Touched by Divinity (Valani): You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. 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). Domain=Azata- Expeditious Retreat 1/day.
Feats:
Extra Evolution[/]: Your eidolon’s evolution pool increases by 1.
Skills: Knowledge [Planes] +4 (1), Knowledge [Religions] +4 (1), Perception +5 (1), Spellcraft +4 (1)
Languages: Common, Celestial
Zerachiel- Azata Eidolon CG
Eidolon Defense
Speed: 20 ft., climb 20 ft
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AC 17, touch 13, flat-footed 14 (+0 armor, +3 Dex, +0 Dodge, +4 Natural Armor, +0 Deflection, +0 Shield)
Temp hp: 11 (1d10+1)
Fort +1, Ref +5, Will +2
Defensive Abilities:
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Eidolon Offense]
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Speed: 30 Ft
Melee: Rapier +4 (d6+1; 18+ x2) and Tail Slap -1 (1d8+1)
Ranged: None
Special Attacks:
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Statistics
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Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1 ; CMB +2; CMD 14
Evolutions[b] [2]: serpentine (limbs [arms], tail, tail slap) [free], Resistance (Electricity) 5 [free], Martial Weapons Proficiency [free], Darkvision [free], Link [free], Share Spells [free], Improved Natural Armor (1), Improved Natural Damage (Tail slap)(1)
[b]Eidolon Abilities
[i]Darkvision: 60 ft
Link: A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Share Spells: The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Eidolon Feats
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Skills: Acrobatics +7 (1), Knowledge (Planes) +2 (1), Perception +4 (1), Stealth +7 (1) [Additional Class Skills- Acrobatics, Knowledge: Religion, Survival, Swim]
Combat Gear: Rapier* (20 gp/ 2 lbs), Backpack [w/Tracked goods]*, Hide Shirt (20 gp/18 lbs), Spiked Gauntlet [5 gp/ 1 lb]
Gold: 110 Silver: 3 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
Silver Holy Symbol [Valani] 1/1 1 Free
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 x2* 1/1 5 0.2 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried by Zerachiel
Azreal Total Weight 21 lbs : 33 lbs light or less/ 34-66 medium / 67-100 heavy
Zerachiel Total Weight 34 lbs : 43 lbs light or less/ 44-86 medium / 87-130 heavy
Here are the
1. What is your character’s name? Azreal Eirikson and his Eidolon is Zerachiel.
2. How old is your character? 17
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Azreal is 6 ft tall and lean. He has a shaved head, but with a long red/brown beard. His eyes show his primal nature and look like glittering flames. He is dressed like a Kellid barbarian in leather hide armor and leather clothes. He prominently wears a Silver Holy symbol of Valani, the Empyreal Lord of Primal Forces. Beneath the hide armor his arms are wrapped in bandages and through the bandages his skin shows as thin and blackened on his arms and hands. When he has Zerachiel summoned a flaming symbol can be seen on the palm of his right hand.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Azreal is a somber man. When he was chosen by Valani to go forth and purge the world wound and restart the growth that the area craves, the primal forces of the God charred sections of his body leaving him somber but proving his dedication to the God.
5. Where was your character born? Where were you raised? By who? Azreal was born in a Kellid village to the far north. He was raised by both of his parents, Eirik Bjorgson and Aniela Yarnsdauter
6. Who are your parents? Are they alive? What do they do for a living? Azreal’s father was a Kellid and his mother was an Aasimar. Eirik was a fisherman who braved the freezing cold waters in the far north. Aniela worked as a seamstress.
7. Do you have any other family or friends? I have a younger brother named Steiner and an uncle on my fathers side named Roy Bjorgson.
8. What is your character’s marital status? Kids? I am single. I briefly courted a young woman named Berit before I was chosen by Valani and sent south to the World Wound.
9. What is your character’s alignment? I am CG.
10. What is your character’s moral code? Azreal seeks to improve the world. To do that he is willing to break the rules where needed to save the world from the dangers of the World Wound.
11. Does your character have goals? Close the World Wound and eventually have a family back in the north.
12. Is your character religious? Yes, he is a staunch follower in the teachings of Vanali.
13. What are your character’s personal beliefs? Azreal believes in the general good of the world. He feels that people put too many structures on life which makes it easy for evil to lurk and flourish. Azreal believes that freedom from evil is worth breaking those structures as needed.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? He is very somber. The oracle’s curse that he has is a constant distracting irritant, but he tries not to take out his burden on those around him.
15. Why does your character adventure? He feels he owes his ancestors who served Vanali and that good people must step forward to stop the horrors of the World Wound before it consumes everything.
16. How does your character view his/her role as an adventurer? Azreal is focused on helping those around him, including the Azatan agent that he summons to his side. Even though he was called by an Empyreal Lord to go to aid the war on the World Wound, he cannot hope to stop it on his own. Instead he must aid those around him to save the world. His powers will be most focused on support and healing spells, although he will have the power to use flames as well if necessary.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? His arms and hands are burnt and charred. His eyes also glitter like the flames of the Fireshakers volcanic eruptions.
18. How does your character get along with others? Azreal is friendly. He wants to work with others to meet his goals. But he is somber and so it does take some time for him to allow friends to get close to him.
19. Is there anything that your character hates? He hates squid. It tastes too rubbery and his mother insisted that he eat it when he was sick.
20. Is there anything that your character fears? Azreal is claustrophobic. He is used to wide open wilderness where growth, destruction and renewal flourish. The idea of being in tunnels that he has to squirm through terrifies him.
Here is a little
On the third night of his coming of age quest he had succeeded in surviving and was tending to his fire, happy in the knowledge he would return to the village early the next day. As he was tending to the fire it erupted in a shower of flaming earth and sticks which clung to his arms and hands. In the fires a messenger of Vanali came to Azreal and spoke to him. By the time the conversation was over Azreal was promised the aid of an Azata, Zerachiel, and swore that he would go as a representative of Valani to aid in the fight in the World Wound. Once it was over Azreal cleansed his wounds and found them healed, but his arms forever marked by his encounter with the representative of Vanali. Because of his injuries it took some time, but Azreal gathered supplies and summoned Zerachiel to him. The two then turned south to go face the dangers of the World Wound.
At the start of the adventure path, Azreal and Zerachiel have just reached Kenebras. They have little knowledge of the surrounding area and are looking to find out how they can join the crusaders to stop the danger of the world wound.
And a quick

Goliath |

Here be my final submission. There's a more detailed breakdown of stats and stuff in the profile if one is interested. Just trying to keep everything organized to account for mythic and gestalt.
Goliath is an Armored Hulk Un-Barbarian/ Goliath druid. I switched from Invuln barb to Armored Hulk since Goliath druids keep their gear when wildshaped into giants, so he may as well have heavy armor proficiency. Stone Plate is a long, long, way away though. He's gonna be really easy to hit for a while. He grows tall and smooshes the bad guys. I would normally submit a more divine/deity focused character for WotR, but druid/barb is at the top of my gestalt to-play list. Instead of wanting to battle demons directly, Goliath is motivated by a desire to heal the Worldwound. If demons try to stand in his way then that is their ill-advised decision.
Goliath is also a breatharian, so bad food won't be a problem for him.
1. What is your character’s name?
Goliath Stormborn.
2. How old is your character?
34.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Just shy of seven-foot-tall and four hundred pounds, Goliath lives up to his name. Built like a strongman, many battle scars crisscross his blueish-white skin, the most notable being a wide, jagged scar that runs horizontally across his gut. His tusks were once impressive, but both have been broken in combat and are now hardly visible through his blue-white facial hair. He carries an earthbreaker, the signature weapon of the shoanti. His clothing is mostly the traditional leather clothing of his people: breechcloth, leggings, and moccasins. He generally goes topless unless donning armor and has a bearskin cloak for cold weather. Ostensibly a half-orc, some say he looks more ice giant than orc.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Goliath is pondering and careful. It is easy to break things when you are as large as he is, and he is surprisingly gentle and slow to anger. His voice is gravely and deep.
5. Where was your character born? Where were you raised? By who?
As an infant, Goliath was found by his tribe, the Uleyov Shadde-Quah (Wandering Axe Clan), at the mouth of a cave in the Stony Mountains in northwestern Varisia. It is theorized he was born in the Darklands and his mother left him on the surface, maybe to die, maybe in hopes of a better life for her child.
6. Who are your parents?
Goliath was adopted by Abey and Oakden, two humans.
6A: Are they alive?
Yes.
6B: What do they do for a living?
Fightin' demons.
7. Do you have any other family or friends?
Goliath'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?
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.
8A: kids?
3. Ahiga: Human male, 14 years old. Aiyana and Goliath'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 Goliath'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.
10. What is your character’s moral code?
Morales are not often found in the wilds. Protect the natural world and raise strong children for a better future.
11. Does your character have goals?
Heal the Worldwound and let the balance of nature return to the land.
12. Is your character religious?
Not particularly.
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?
Goliath and his clan currently seek to heal the Worldwound.
16. How does your character view his/her role as an adventurer?
Goliath's connection to druidic magic gives him a sense of responsibility for the natural word and a perceived duty to cleanse the world of aberrations.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Both of his orcish tusks are broken off and not visible through his beard. Maybe battle scars crisscross his body, the most notable one being a deep and wide gash that runs horizontally across his gut.
18. How does your character get along with others?
Goliath is not the most social or talkative person, even for a shoanti. He is not interested in interpersonal drama.
19. Is there anything that your character hates?
Disrespect for the natural world. Bad parenting.
20. Is there anything that your character fears?
The usual "adult fears" all parents know.
====================
They found the boy at the mouth of a cave in the Stony mountains of northwest Varisia. Some feared the half-orc but Atsila, the clan’s shaman, commanded the infant to be taken in. As difficult as it was for such a small group to survive in the demon-tainted Broken Lands, much of the group thought it was lucky to find another to add to their numbers. The child was named Goliath, and he rapidly grew into his name. Taller and heavier than anyone else in the clan by the time he was twelve, Goliath was a much-needed addition to the clans’ warriors. He also had a penchant for druidic magic.
The clan had wandered over much of the Broken Lands and Eye of Dread, trying to eke out a living in areas either too hostile for soft peoples or to barren to support larger groups, never staying in one place for more than a few weeks. Around Goliath’s twelfth year, Atsila guided the group less and less further afield, slowly spiraling towards Nerosyan, the city stationed where Mendev, Numeria, and the cursed Worldwound meet. Not all members of the clan were happy with staying in such proximity to a civilized city, but to Goliath it felt right – not that a boy had any say in the movements of the clan. The shaman felt sprits calling them deeper into the Worldwound. Goliath felt the call as well.
After gathering supplies in Nerosyan, the Uleyov Shadde-Quah began the dangerous trek up the West Sellen River on the boarder of Mendev and the Worldwound towards Kenabres. After three days and as many attacks by small groups of weak demons, much of the clan put their collective foot down. Most had no desire to head in this direction to begin with, and what could be gained from battling demons? Was their life not hard enough as it was? Their respect for their shamanic leader would only take them so far and after much debate, Atsila relented and agreed to return them to more hospitable lands, at least by their standards. They made camp for the night but would not have a chance to return from whence they came. An alarm was raised late that night when the watchman, Eharee, was found dead, gruesomely torn apart by the mighty claws of an unknown creature. Goliath and a newborn girl were nowhere to be found. The clan’s hunters quickly found a trail leading deeper into the demon’s land, and they gathered their arms and set off to rescue the two missing children.
Goliath does not remember much of what happened when he was taken, at least that is what he claims. He and the infant were spirited away into the dark lands, carried on the backs of some kind of corrupt, elephantine creature, surrounded by a mob of cultists in dark robes and masks carved from bone. Goliath and the infant were bound to a desecrated altar on the floor of a crater, and the ritual began.
Chanting and dancing. Strange smelling incense. Pain. Fear. Standing by the head of the alter, a cloaked being sang, a mighty hammer in its hands. Lit braziers spaced around the floor of the crater cast awful shadows across anything Goliath could see. He could hear his cousin screaming and feel her wriggling on the alter next to him. Suddenly, all was silent. The thing at the head of the alter raised its hammer, spoke a single, unknown word, and brought it down with all its might, intent on crushing the helpless boy’s skull. There was a deafening peal of shattering crystal and a flash of blinding light. His ears ringing, the only thing the boy could see was the afterimage burned into his vision of whatever had made the flash of light: a massive phantasmal oak tree. He lay there in the dark and silence for some time, wondering if he was dead. Slowly, his eyes adjusted to the darkness and the stars overhead showed themselves one by one, starting with the brightest. His cousins wriggling woke him from his stupor, and he sat and looked at what fate had befallen their captors.
The crater was dark, the braziers extinguished. All around him, where there had been men or orcs or whatever race they were, were only bushes and brambles. The once barren crater had been filled, taken over by huge roots and dense vegetation. The corpses of his captors were impaled on gigantic thorns, their bodies already looked to be mostly decomposed. The hammer meant to destroy him was rusted and broken, already breaking down to its base components and returning to the earth. Despite everything, he was no longer afraid. A clean, white heat burned in his heart, perhaps a gift from whoever had saved them. With uncanny ease, he broke through his bonds and gathered up his cousin. He left the alter, walking through the brambles towards the purpling sky that promised sunrise.
As dawn broke, Goliath crested the lip of the crater with his infant cousin in his arms and a new connection to the land. The loss of Eharee in the night raid was great, but the clan saw the children’s survival as a sign that they were indeed meant to be there, and they abandoned their plan to return to the south and continued northeast along the river to Kenabres.
Some twenty years have passed since their arrival in the besieged town. Goliath married and had three children. Goliath has made a name for himself as a fearsome fighter, his deep connection to earthly magics allowing him to grow to monstrous size in the heat of combat and literally crush the demons that would challenge him.
Male half-orc unchained barbarian (armored hulk) 1/druid (goliath druid) 1/gestalt 1
N Medium humanoid (human, orc)
Init +0; Senses darkvision 120 ft., low-light vision; Perception +7
Aura enlarge
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 14 (1d12+2)
Fort +5, Ref +1 (+1 bonus vs. trample attacks), Will +6
Defensive Abilities sacred tattoo
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron earth breaker +4 (2d6+4/×3)
Special Attacks rage (6 rounds/day)
Druid (Goliath Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds (2), enlarge person[D] (DC 14)
. . 0 (at will)—create water, guidance, purify food and drink (DC 13)
. . D Domain spell; Domain Plant (Growth subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +6; CMD 14 (15 vs. overrun)
Feats Power Attack
Traits bred for war (shoanti), devotee of the green, stolen fury
Skills Acrobatics -3 (-7 to jump), Handle Animal +4, Intimidate +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7, Survival +7
Languages Common, Druidic, Orc
SQ dusksight, indomitable stance, nature bond (Growth domain), orc blood, primal bond, primal empathy, primal size, primal summons, wild empathy +1
Other Gear hide armor, cold iron earth breaker, backpack, belt pouch, blanket, flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 71 gp, 2 sp, 5 cp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white only).
Druid (Goliath Druid) Domain (Growth)
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
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.
Sacred Tattoo +1 to all saves.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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I saw this toward the end, but I'd like to submit Tessaviri Cervalin, an elven Divine Hunter of Iomedae / Fighter and her wolf friend, Karogo. Tessaviri is a refugee from the Shudderwood in what was once Sarkoris, and was a child when the Worldwound opened.
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 14
Charisma 8
Alignment: Neutral Good
Animal Companion: wolf
Personal fighting style: primarily archery
If it's helpful, I played Tessaviri initially in PFS as just a Divine Hunter, and her gestalt build would look fairly similar, with Fighter overlaid and some amount of chaos with her feats since that's a thing for Fighters. You can see the PFS version of the character here.
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. We reached Nerosyan, and they left me at an orphanage. I owe them so much, but I no longer know their names...I was too caught up in my own loss to think of their sacrifices."
"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 AR 4589. I don't know what year the campaign is starting, but that should put her age a bit over 120 years.
Tessaviri lived in the orphanage in Nerosyan until the First Crusade came to Mendev, when she was taken in by the Cervalins, a noble family from Cheliax that had come to join the fight against the Worldwound and she moved with them to Kenabres. They encouraged her to adopt their faith in the Inheritor and although she refused for a few years, she eventually chose to begin worshipping Iomedae near the end of the First Crusade. Still young, she began running errands for the medics who tended to the wounded returning from the front lines.
When not serving with the Iomedeans, Tessaviri acted as a servant to the Cervalin family. Over the decades, she saw multiple generations of the Cervalin family be born and grow old while she remained a child. Although the second head of the Cervalin family in Kenabres offered to formally adopt Tessaviri, she felt uncomfortable abandoning the memories of her elven ancestors. She finally relented when she fell deeply in love with Darsius Cervallin, a scion of the Cervalins, and married him in AR 4695 at the age of 106. She remained married for ten years and she bore a son they named Alix. Darsius died on the front lines near the end of the Fourth Crusade.
The death of her husband broke Tessaviri as she entered a spiral of depression that finally drove her from Kenabres, leaving behind her son with the Cervalin family. She first traveled to Kyonin in search of her mother, who had left her family years before the disaster at the Shudderwood, but found no word of her elven family there. She left from there and travelled to Lastwall, where she fell in with a group of adventurers: a pair of human siblings and a half-orc as well as a wolf she befriended in the forests of Nirmathas and named Karogo. With their companionship, she began to recover by degrees.
Their explorations eventually brought them to a ruined temple of Aroden where she found a small shrine to Iomedae in her role as a herald. Feeling lost, she prayed to the Inheritor for the first time in over a year. That night, she dreamed of a great griffon that called her to return to the service of her goddess and to return to Mendev. As the first vision ended, she found herself before a pride of lions that comforted her in her dream while she wept for those she had lost.
When Tessaviri woke, she felt reforged and her faith renewed as though years had passed instead of a single night. Recognizing the gift given to her, she left an offering at the Iomedean shrine and thanked her adventuring companions before leaving for Kenabres with Karogo at her side.

Silas Hawkwinter |

Silas Hawkwinter wrote:I'm going to add one thing to Rix's submission if I may, some people pace, others bite their nails. I'm imagining Rix doing slow tai-chi like katas for at least several hours per day. Adorable or annoying depending on your point of view.I don’t actually see Rix’s profile anywhere? I checked the Rix alias on your page and it’s a level 4 Magus?
See my post here. The only thing in common with that profile is the first name.
These days I don't generally make profiles unless selected. You can't delete profiles as far as I'm aware and since you typically have a 10-20% chance per recruitment thread they'd really pile up!
Edit: I see Ouroboros posted the link too, thanks.

polyfrequencies |

Belaye the Mask feels fated to slay demons. Late entry, but I hope I made it in time!
1. What is your character’s name? Belaye bəˈlɑje͡ɪ, or buh-LAH-yay. Having been raised at the Magaambya, they have no formal tribal name. However, given their propensity for wearing a mask, they have taken the soubriquet the Mask.
2. How old is your character? 27 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)? Belaye is a visibly Garundi aasimar with ochre brown skin that has a metallic sheen. They have long, thick, ropy locs that flair out down their back. They are rarely seen without a painted wooden mask covering their face: carved so that it appears distinctly like some kind of celestial, but the exact type remains somewhat vague (and they tend to give different answers to different people if asked). (I haven’t decided which spirit it represents for my 13th-level ability and want to be able to make that decision later.) The eyes behind the mask have a lustrous tone akin to opals, glistening with different hues especially in the moonlight. They stand just shy of six feet tall, firm and well-toned. A large, silver butterfly necklace hangs prominently across their chest, a signal of their devotion to Mother Moon, Desna. Their independent and strong-willed tiger companion, Olapa, is also a frequent fixture by Belaye’s side, her orange, black, and white fur seeming to sway even when there is no wind. Olapa’s fur comes together in a butterfly shape on her head.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Belaye is precise in their speech, but frequently elaborates with complex hand gestures. Their voice is mid-pitched, giving no clear cue regarding their gender.
5. Where was your character born? Where were you raised? By who? Belaye was most likely born not far from Nantambu, the headquarters of the Magaambya in the Mwangi Expanse. The person most involved in raising them, Mother Tuwe, said that she found them in a woven basket floating down the Vanji River. It was a miracle that Belaye survived, said Mother Tuwe. No one ever came to claim the infant, and so Belaye was adopted into the Magaambya. Belaye sees all of the instructors of the academy as their family. As soon as they were able to begin learning and training in the ways of the academy, they eagerly took to Magaambyan magical traditions.
6. Who are your parents? Are they alive? What do they do for a living? Belaye does not know who their biological parents were, but when they have such a large family of adoptive aunts and uncles and cousins, that hardly seems to matter. Mother Tuwe is the closest thing they have to a parent, and she is a Magaambyan arcanist, a master teaching at the great academy.
7. Do you have any other family or friends? Belaye’s best friend is their tiger, Olapa.
8. What is your character’s marital status? Kids? [b]Belaye has been so focused on their studies of magic that they have rarely had an opportunity, much less an interest, to pursue romantic or sexual frivolities. That’s not to say that they haven’t dabbled, tested the waters so to speak. But they have no long-term partners to speak of.
9. What is your character’s alignment? Neutral Good
I want to finish the rest of these later if I can. It’s been a very busy week.
Archon-Blooded Aasimar Halcyon Druid 1 / Ravener Hunter Sanctified Slayer (Inquisitor) 1
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +4 armor, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: club +3 (1d6+3), cold iron scimitar +3 (1d6+3/18-20)
Ranged: longbow +2 (1d8/x3)
Special Attacks: studied target (+1, move action)
Spell-Like Abilities (CL 1st)
1/day – continual flame, longstrider
Druid Spells Prepared (CL 1st; concentration +4)
1st (2/day) entangle, shillelagh
0 (at will) create water, mending, read magic
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day) bless, divine favor
0 (at will) detect magic, guidance, light, oath of anonymity
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats: Celestial Servant
Traits: Touched by Divinity (campaign), Deft Dodger (combat), Fate’s Favored (faith)
Skills: diplomacy +0, handle animal +3 (+4 for animal companion), intimidate +6, knowledge (local) +5 (+3 to identify creatures, +1 studied target), knowledge (nature, planes, religion) +4 (+3 to identify creatures, +1 studied target), knowledge (history) +4, perception +7 (+1 studied target), Sense Motive +10 (+1 studied target)
Languages: Common (Taldane), Celestial
SQ: bonded mask, charged by nature (lunar mystery: primal companion), holy magic, Magaambya-trained, monster lore, peacekeeper, spontaneous casting, stern gaze, studied target (+1, move action)
Gear club, cold iron scimitar, heavy wooden shield, leather lamellar armor, longbow with 20 arrows, silver holy symbol of Desna, 27 gp
--------------------
Special Abilities
--------------------
Bonded Mask (Su): A halcyon druid forms a powerful bond with a mask, which functions identically to a wizard’s bonded object except that it can be used to cast druid spells (including those gained from class abilities) instead of wizard spells. A bonded mask must be worn to have an effect, and it occupies the head slot. A halcyon druid can enhance her mask with abilities appropriate for a head slot item, and can designate an existing head slot item as her bonded mask (but only if it covers her face). This ability replaces nature bond.
Magaambya-Trained (Ex): A halcyon druid adds Diplomacy and all Knowledge skills to her list of class skills. This ability replaces nature sense and alters the druid’s class skills.
Peacekeeper (Ex): A halcyon druid adds half her class level (minimum 1) to Diplomacy and Knowledge (local) checks. This ability replaces wild empathy.
Spontaneous Casting: A halcyon druid adds all spells from the Good cleric domain to her druid spell list, and she can focus stored spell energy into spells from the Good domain that she hasn’t prepared ahead of time. She can lose a prepared spell to cast any spell of the same level or lower from the Good domain. This ability replaces spontaneous casting.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.
Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items. This ability alters the inquisitor’s spells.
Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day. A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Lawbringer Aasimar Race Traits
Traits
Touched by Divinity: As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. 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. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Fate’s Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Olapa
Tiger Elemental Companion (Air)
N Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +1 natural, +3 armor)
hp 14 (2d8+2)
Fort +4, Ref +6, Will +2
Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed: 40 ft.
Melee: bite +2 (1d6+1), 2 claws +2 (1d4+1), rake (2 claws, 1d4+1)
Special Attacks: The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats: Light Armor Proficiency
Skills: Perception +7
SQ: link, share spells, tricks (attack, attack, defend, down, flank, heel, seek)
Gear hide shirt leather barding

polyfrequencies |

Great!
Final elements that I'm finishing (will edit this post to copy and paste the document I'm working on) to add onto my above post.
Good luck everyone!
10. What is your character’s moral code? ”When the world is in its proper balance, creatures can live together in harmony. Mother Moon, the Song of the Spheres, who the Bonuwat call Shimye-Magalla, teaches us to nurture those around us, to provide space for healing. In such a perfect state, all beings across all planes could resonate with each other: learning, growing, and becoming more fully themselves. Shaitan need not war with djinnis, nor efreets with marids, but could recognize and appreciate each other’s differences. And yet, the Goddess of the North Star is not a pacifist. Far from it. In an age long past, she waged war against the demon lord Aolar, who had struck an unprovoked and wicked blow against Desna’s faithful. Her holy war was a necessary correction. I strive to emulate this devotion in all that I do. The demons have grown brazen, both in my home in the Jungles of the Mwangi Expanse, and in the lands formerly known as Sarkoris. If any demons can be shown the error of their ways, then I will work to welcome them and pave the way to soften the hearts of those who have so long and vigilantly stood against their tide. But if they persist unrepentant in their wickedness, then I will use all that I have learned at the Magaambya to rain holy justice on their heads.”
11. Does your character have goals? In recent years, towards the end of their training, Belaye has felt called to travel from their home at the Magaambya to the far-off Worldwound. They have had dreams that they cannot explain, of sacred rituals happening long ago in Old Sarkoris. They have learned from the Halcyon Druids of the Magaambya that there used to be powerful Druidic Circles far north, but that all contact was lost with their ancient brethren. Should they still exist, fighting back against the demons somewhere deep in the belly of the Worldwound, Belaye wants to bolster them and help to reestablish long-dormant, cross-continental druidic relationships. Beyond that, they earnestly desire to do what they can to bring an end to this war that has lasted over a century and cost countless lives.
12. Is your character religious? Belaye is deeply religious, primarily following Desna, but respecting the shamanistic practices of so many across the Mwangi expanse and feeling a powerful connection to the Green Faith. However, rather than merely revering the natural material world, Belaye’s sights are broader. There are insights to be gained throughout the spheres, not merely on this one.
13. What are your character’s personal beliefs? I got into a lot of this in the moral code above.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Belaye is deeply optimistic and friendly. Some might describe them as naïve to a fault, especially with how many chances they seem to be willing to give to those who have done them (or someone else) wrong, but Belaye dislikes these characterizations. Some people just need more time than others. We don’t always know their stories after all.
15. Why does your character adventure? The thrill of travel, the verve of new vistas, the opportunity to opine with new people, and the change to change a mind or a heart. Belaye seeks to pattern themselves after their patron goddess, Desna: a light in the darkness, willing to bring aid to all those who seek it, but being a swift hand to right wrongs.
16. How does your character view his/her role as an adventurer? Eager and hopeful!
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Underneath the mask, across Belaye’s face, is a pattern of skin seemingly bleached alabaster, in the pattern of a butterfly. Although it is a holy symbol of Desna, this is part of the reason that Belaye wears their mask.
18. How does your character get along with others? Very well, unless they show signs of deep-seeded prejudice and are unwilling to open their minds to other possibilities.
19. Is there anything that your character hates? Harm for harm’s sake; brazen and unredemptive cruelty.
20. Is there anything that your character fears? Fire.
21. Why is your character in Kenabres? They have traveled here to participate in the Crusade, aiming to seek the druids of Old Sarkoris and help them while sharing knowledge.
22. How much general knowledge do they have of the area? The arcanist of the Magaambya have a powerful oral tradition, and Belaye has studied extensively with them to ensure that he knows what they know of Kenabres. Of course, their information may be a few years out of date. Current events may be a bit…uncertain.

GM of the Crusade |

Alright, the waiting is finally over! Been a good two weeks, and now is the time to finally choose my teams.
Yes, I said teams. I couldn't decide on just three, but I wanted to only choose three per party. So, instead, I have decided that I will just run two groups through the path.
Team 1:
Angahar, Scion of Terendelev
Naomi Gilmour
Shella Demonsbane
Team 2:
Aerianna Flametongue
Tart Cranberry
Regnis of Ustalav
Team 2 will be taking place over here, whereas Team 1 will be on this thread. Feel free to check in to your respective channels, everyone!

Mightypion |
Possible Concepts:
Bloodrager (Abyssal)/ Sorceror (Celestial)
Oracle/Sorceror (How would mystic theurge work from there?)
Normally I love Skalds/Bards, but party size of 3 limits it a fair bit. The good Old Barbarian is still an option though.
Barbarian/Urban Skald (I can only dole out the rage powers from the Skald rage power increases, still a lot of rage in that one).

Knight of Yesterday |

Looks like like you could use a trapfinder/ rogue too. I’m thinking an elf (or half elf) from Kyonin who has come north to use his experience in fighting Treerazer against the demons of the world wound. He would probably be a slayer/wizard (maybe witch or arcanist) with the Exposed to Awfulness trait. It looks like your players have the face skills covered so I could focus on knowledge and rogue like skills.
How long are you keeping recruitment open?
Best,
KoY

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This is AceofMoxen's submission, an Alchemist/wizard elf, named Judy Rootblame.
STR 8, Dex 16, Con 11 (+1 magic), Int 20, Wis 10, Cha 8
Favored class: Alchemist
Init +7, Perception +8
HP: 9, Fort 3, Ref 5, Will 2,
AC: 13, Touch 13, Flat 10
BAB +0, Concentration +8
Feats: Brew Potion, Throw Anything, Scribe Scroll, Point Blank Shot, Alertness (near familiar only)
Traits: Riftwarden Orphan (+2 concentration), Pragmatic Activator (Use Int on UMD), Forlorn
Special: Alchemy, bomb 1d6, mutagen, Arcane bond (familiar, Rabbit, +4 init), arcane school (transmutation, Opposed: Necromancy, Conjuration), cantrips, Low-Light Vision, Elven Immunities, Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses, Crossbow Training: An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Skills: Craft (alchemy) (1) +10, Craft (armor) (1) +9, Craft (weapons) (1) +9, Disable Device (1) +9, Knowledge Arcane (1) +9, Knowledge (Planes) (1) +9, Perception (1) +8, Sense Motive (0) +2 Spellcraft (1) +9, Use Magic Device (1) +9,
Wizard Spells: 1st (3+1/day) Prepared: Burning hands, Mage Armor, Enlarge Person, color Spray
Known: Burning hands, Mage Armor, Enlarge Person, Color Spray, Crafter's Fortune, disguise Self, Expeditious Retreat, Identify,
Cantrips: Know all, Prepared: Light, Detect magic, Read Magic,
Alchemist Spells 1st (3/day) Prepared: Shield, Reduce person, Comprehend languages,
Known: Shield, Reduce person, Comprehend languages, Bomber’s eye, Cure light wounds, Touch of the sea, Targeted Bomb Admixture,
Attacks: Light crossbow +3, 1d8
Dagger -1, 1d4-1,
Bomb +4, 1d6+5
Equipment: 20 bolts, Spellbook, Formula book, spell component pouch, Ink, Inkpen, alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
GP 87.9
1. What is your character’s name? Judy Rootblame
2. How old is your character? 20 years
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Judy is a little taller than a human, she wears a dark green cloak, She usually has an inkpen tucked between her pointy ear and red hair. Her hands are usually covered in strange crafting materials.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Judy is exceedingly polite. As just one kid in a big family, she was often ignored or passed over, so now she tries to please everyone and hold people’s attention.
5. Where was your character born? Where were you raised? By who? Judy was born in Kenabres, but her parents died when she was very young, and she was raised by a human family with a lot of siblings.
6. Who are your parents? Are they alive? What do they do for a living? Judy’s parents were both elves, and they fought together in the crusades. Judy was raised by a human pair of Moms, who were cooks for the crusaders.
7. Do you have any other family or friends?
Judy has a lot of siblings as her moms were quick to take in orphans of the crusades. Judy also knows some people from wizard school, but she’s not really very close with them.
8. What is your character’s marital status? Kids?
Judy is far more interested in magic and finding out what happened to her parents than romance. She’s had occasional flings in wizard school, but nothing lasting.
9. What is your character’s alignment?
Judy is Lawful Good. She likes structure, and she wants people to like her for helping them.
10. What is your character’s moral code?
Judy wants everyone to live in safety. She’d like to offer that safety even to those that might harm her. However, she recognizes that some can’t be redeemed. Judy also wants to help everyone.
11. Does your character have goals?
Judy wants to learn more about magic so she can close the worldwound, and relax with learning more about magic.
12. Is your character religious?
Judy pays heed to Nethys for magic and Iomedae for guidance.
13. What are your character’s personal beliefs? Judy believes in self-defense, redemption for everyone, and helping others.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Judy tries to please everyone, and is very polite.
15. Why does your character adventure?
Judy wants to learn more about magic and put a stop to the worldwound.
16. How does your character view his/her role as an adventurer?
Judy would rather be researching in a tower, but she can’t relax until the worldwound is sealed.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Judy bears the mark of the Riftwardens on her back.
18. How does your character get along with others? Judy is polite, but a little distant, as if something else is on her mind.
19. Is there anything that your character hates? Demons. The worldwound has hurt nearly everyone Judy has ever known.
20. Is there anything that your character fears? Poisons. It might be strange for an alchemist, but being raised by cooks taught Judy to be fearful of poison.