Deskari's Wrath of the Righteous

Game Master Deskari, Lord of Locusts


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I trust this campaign no longer requires an introduction. I've been playing the video game nonstop since it came out, and it has me itching to run the AP. I will be running it as a combination of the video game's story and the original AP's.

Character creation guidelines:

Gestalt
25-point buy
Core races only, no alternate racial traits
Any official PF class (use Unchained where applicable)
Three traits, one of which must be from the WotR player's guide
LE is allowed, NE and CE are not, CN is pushing it
Start with the higher average wealth between chosen classes

Content warning: This campaign will be R-rated. Demons are chaotic evil creatures capable of all kinds of deplorable acts, as are those that follow them. While nothing TOO graphic will be happening "on-screen", there will still be violence, gore, and heavy adult themes. You have been warned.

I'm seeking three brave crusaders to lead the Fifth Crusade. Any interested party should apply with a stat block for their level 1 character and a pithy, three-sentence backstory (that can be expanded on later), such as this example:

Spoiler:
I was born to a human mother and an elven father, but I never saw him very much as a young child. When he learned I had a knack for the arcane, however, he lured me to the elven lands to hone my abilities. Now, I fight as a magus gladiator, hoping to win his love and respect.

As for posting, I shall post once a day on the weekdays, and once on the weekend, and I expect the same from my players. I also expect posts to be well-written and of substance, as I'd like this campaign to read like a novel as much as possible. I will strive to also meet my own standards.

I'll keep this open at least through the weekend; it depends on how many people apply.


Hello there! I’m running two gestalt campaigns of WotR myself, would that disqualify me from applying here? I have read most of the first two books, but I can separate player and character knowledge, but I certainly understand if you’re not comfortable with that.

I love gestalt games, and the video game has got me loving Wrath.


I just had a character that didn't make the cut for GMotC's game. I'll do any retooling needed for yours and submit him, hopefully tomorrow.


Since the opportunity is here, I'll work on getting together my Spirit Guide Oracle/Chosen One Paladin idea from GMotC's game together more firmly.


Is the “no NE” up for debate? I have an idea about a dwarf druid/shifter that had his master turn into a siabrae, corrupting him into a blight druid, with goals of taking the power of a siabrae himself.

Doesn’t really fit any other alignment but NE, but I have a few other ideas rolling around if that’s nom-negotiable.


aaaaaaaand timeframe? Like, selection timeframe? I'm going to say in full transparency, possibly for all of those who aren't going to be willing to say it: I'm just not up for another month long recruitment process where I'm all in from DAY1 but for whatever reason don't get selected a month later.

That said, since they're in thread, no shot across the bow at GMotCr either. Didn't make it, so that's that. But GM(they) were actually called on the carpet for terminating early, and honestly, that's rude, because not only had they said they might be doing that in their opening post (if there was a lot of interest, which there was) but it actually was the prudent pragmatic choice: it SUPPORTED the strength of the submissions which were already in, and didn't leave a date hanging out there where you could come in at the last minute. Was a really smart decisive move to execute once there was sufficient interest. LOL versus now with their Corrupted recruitment where there seems to have been pressure for a fixed date ...

... and said date will be parallel to this recruitment for a pretty solid 2 weeks until the 5th.

K, wow, PLEASE excuse the directness, but it seemed like something it would be more helpful to have out there to discuss than to have it smoldering (demonic innuendo intended) thank for reading.


Quick question! Are you doing any optional rules like Elephant in the Room or Background Skills?


GM of the Crusade wrote:

Hello there! I’m running two gestalt campaigns of WotR myself, would that disqualify me from applying here? I have read most of the first two books, but I can separate player and character knowledge, but I certainly understand if you’re not comfortable with that.

I encourage you to apply!

bigrig107 wrote:
Is the “no NE” up for debate? I have an idea about a dwarf druid/shifter that had his master turn into a siabrae, corrupting him into a blight druid, with goals of taking the power of a siabrae himself.

Because it only works as NE, I shall make an exception.

Evindyl wrote:
aaaaaaaand timeframe? Like, selection timeframe? I'm going to say in full transparency, possibly for all of those who aren't going to be willing to say it: I'm just not up for another month long recruitment process where I'm all in from DAY1 but for whatever reason don't get selected a month later.

I'd say within a week I'll have made my selections, assuming I get enough applicants over the weekend.


Absolutely interested in this. Have been wanting to play it forever. Dotting til I can work out a character.


KingHotTrash wrote:
Quick question! Are you doing any optional rules like Elephant in the Room or Background Skills?

I am not. Not a fan, honestly.


Awesome! I’ll get started on the beginning concept and see what I can get together.

Always been disappointed nothing really explored the siabrae and the Druids of the northern forests, so I’m excited about that for sure.


Contemplating playing a bard/oracle, sorcerer/oracle, or a straight up bard/sorcerer.

Difficult decisions. Any GM preference? LOL


Jace Crenn wrote:

Contemplating playing a bard/oracle, sorcerer/oracle, or a straight up bard/sorcerer.

Difficult decisions. Any GM preference? LOL

Gun to my head, I'd pick bard/sorc. But that's just me. Listen to your heart!

Silver Crusade

Also interested and will submit my passed over entry from a couple of weeks ago.


I’ve loved the idea of the campaign, I’d love to play, dotting for now. the initial idea is to make the baddest warrior I can make to challenge the hordes: a bloodrager/sorcerer with a backup ranger/paladin.

A question for the time being, will you be doing mythic as well? I’m fine with or without it just curious as the complexity of it all would be fun but challenging.


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Mythicman19 wrote:
A question for the time being, will you be doing mythic as well? I’m fine with or without it just curious as the complexity of it all would be fun but challenging.

Yes, it will be mythic. I should have made that clear, thank you.


Raban Kwazeeli is a Mbe’ke dwarf who left to train at the Magaambya after his tribe in the Terwa Uplands was devastated by a demon attack. There he learned to blend different magical traditions together to achieve wonderful things while discovering a call to go to the Worldwound. With his trusted bear companion Olapa, he seeks to restore balance to Old Sarkoris and rediscover the ancient druidic lore long dormant since the incursion of demons into this world.

I hope that’s sufficiently pithy! There’s a lot more to Raban, and I'm happy to expand if you want more. A bit of the opposite to bigrig107's pitch.

Character Sheet:
Raban Kwazeeli
Male Mbe’ke Dwarf Halcyon Druid 1 / Ravener Hunter Sanctified Slayer (Inquisitor) 1 of Trudd
NG Medium humanoid (dwarf)
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; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

--------------------
Offense
--------------------
Speed: 20 ft.
Melee: cold iron battleaxe +3 (1d8+3/x3), warhammer (1d8+3/x3)
Ranged: shortbow +2 (1d6/x3)
Special Attacks: studied target (+1, move action), +1 on attack rolls against goblinoid and orc humanoids
Spell-Like Abilities (CL 1st)
1/day – enlarge person
Druid Spells Prepared (CL 1st; concentration +4)
1st (2/day) cure light wounds, entangle
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 14, Int 13, Wis 17, Cha 6
Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush or trip)

Feats: Celestial Servant
Traits: Touched by Divinity (campaign), Grounded (race), Propitiation (religion)
Skills: Acrobatics +2 (+4 on balance-related checks), Diplomacy +3, Handle animal +2 (+6 for animal companion), Intimidate -1, Knowledge (local) +6 (+9 to identify creatures, +1 studied target), Knowledge (nature, planes, religion) +5 (+8 to identify creatures, +1 studied target), Perception +7 (+1 studied target), Sense Motive +8 (+1 studied target)
Languages: Common, Druidic, Dwarven, Undercommon
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 cold iron battleaxe, heavy wooden shield, hide armor, holly & mistletoe, shortbow with 20 arrows, signal whistle, silver holy symbol of Trudd, spell component pouch, warhammer, belt pouch containing 1 gold, 2 silver, 5 copper, chalk, & earplugs; backpack containing pitons, 50 ft of rope, 50 ft of twine, a waterskin, & 5 days of trail rations

--------------------
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.

  • 1st—protection from evil

    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.

  • 1st—blessed fist, celestial healing, karmic blessing, songbird

    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).

    Dwarf Race Traits

  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
  • Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
  • Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

    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.

    Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

    Propitiation: Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

  • Animal Companion:

    Olapa
    Bear Elemental Companion (Air)
    N Medium magical beast
    Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

    --------------------
    Defense
    --------------------
    AC 18, touch 13, flat-footed 16 (+2 Dex, +2 natural, +3 armor, +1 size)
    hp 14 (2d8+2)
    Fort +4, Ref +5, Will +1
    Resist acid 5, cold 5, electricity 5; SR 6

    --------------------
    Offense
    --------------------
    Speed: 40 ft.
    Melee: bite +4 (1d4+2), 2 claws +4 (1d3+2)
    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 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
    Base Atk +1; CMB +2; CMD 14

    Feats: Light Armor Proficiency
    Skills: Perception +5, Stealth +9
    SQ: link, share spells, tricks (attack, attack all, defend, down, flank, heel, seek)
    Gear hide shirt barding


    Might do a bit of retooling to my idea, maybe focus on going a bit more ranged combat instead of the melee that Raban provides. Maybe phytokineticist instead of slayer?

    I think it’d be interesting to see the interactions between the two Druidic styles of thought, should we both make it.


    I've been a long time lurker on these boards and only threw my hat in the ring for one other campaign previously, that was Carrion Crown. I'd be interested in giving this a go again. Please check out the character under this profile and see what you think. In short, he would likely be Zen Archer Monk on one side and a mix of other classes on the other.

    Are you holding hard and fast to starting at level one? The concept for this character is, in the broadest sense, overcoming a disability through training and will power (crunch and feats), so he will surely be at a disadvantage until at least level 3. It's been a long times since I've put much thought into it, but if you are interested, I could work on it some and get it ready under your parameters.

    The stats are high, but it is a 25 point buy with the Spell-like Ability swapped out for +2 CHA. This was in keeping with the Scion of Humanity racial trait (which I recognize that you've disallowed), but I hope it can be up for discussion at least.

    If you are interested, you can look through my short list of posts for this character to see my writing style, specifically in Warm Tarven by the Road. It was a busy room and I didn't get much interaction, but my first post picks up where my Campaign Hook from my profile leaves off.


    Shadow Dragon wrote:

    Also interested and will submit my passed over entry from a couple of weeks ago.

    #MEtoo


    Evindyl wrote:
    Shadow Dragon wrote:

    Also interested and will submit my passed over entry from a couple of weeks ago.

    #MEtoo

    #AlsoMeToo

    Dark Archive

    I am interested. With Gestalt characters are you limited to two classes combined or can you do three?


    Gestalt is just leveling two sides of the same character at once. You can do tri-gestalt, but the GM would have to say that ahead of time. Base gestalt is just merging two classes together.


    Here's Ouachitonian's submission. The alias itself has more detail, which I wrote for the previous campaign I applied to.

    Stat Block:

    Lysander
    Male elf magus (bladebound, kensai) 1/sorcerer (wildblooded) 1/gestalt 1 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9, 47, 70)
    NG Medium humanoid (elf)
    Init +4; Senses low-light vision; Perception +4
    --------------------
    Defense
    --------------------
    AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex, +1 dodge)
    hp 9 (1d8+1)
    Fort +3, Ref +4, Will +3; +2 vs. enchantments
    Defensive Abilities canny defense +1; Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +4 (1d4/19-20) or
    elven thornblade +5 (1d6/18-20)
    Special Attacks arcane pool (+1, 5 points), spell combat
    Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +7)
    1st (4/day)—mage armor, shield
    0 (at will)—detect magic, prestidigitation, ray of frost, read magic
    Bloodline Sage
    Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +7)
    1st—corrosive touch[UM]
    0 (at will)—arcane mark, mage hand
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con 12, Int 18, Wis 12, Cha 8
    Base Atk +0; CMB +0; CMD 15
    Feats Eschew Materials, Weapon Finesse, Weapon Focus (elven thornblade)
    Traits pragmatic activator, riftwarden orphan, treerazer's bane
    Skills Knowledge (arcana) +10, Knowledge (planes) +8, Knowledge (religion) +5, Perception +4, Spellcraft +10 (+12 to identify magic item properties), Use Magic Device +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
    Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan
    SQ chosen weapon, elven magic
    Other Gear silken ceremonial armor[UC], dagger, elven thornblade, bedroll, belt pouch, flint and steel, ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 59 gp, 7 sp, 2 cp
    --------------------
    Special Abilities
    --------------------
    Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
    Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
    Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
    Chosen Weapon (Elven thornblade) Kensai abilities only function when wielding a weapon of this type.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
    Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

    Background:

    The son of Riftwardens who disappeared on a mission into the Worldwound, Lysander was raised by his uncle, who was also a Riftwarden. While he has tended toward more martial magic, he hopes to become a great mage and make his parents proud. Also, he really hates demons and wants to destroy them all.

    Grand Lodge

    I'm also in the resubmit category. Tessaviri Erisanthe is an elven Divine Hunter/Fighter.

    Tessaviri Stats:
    Tessaviri Erisanthe
    Female Elf Divine Hunter of Iomedae 1 / Fighter 1
    NG Medium humanoid (elf); Age 129 (birthdate 19 Desnus); Height 5' 10"; Weight 107 lbs
    Init +3; Senses low-light vision; Perception +8

    DEFENSE
    AC 16, touch 13, flat-footed 13, CMD 16 (+3 dex, +3 armor)
    Hit Points 15 (+10 fighter, +1 constitution, +1 favored class bonus +3 toughness)
    Fort +3, Ref +5, Will +2 (+1 fort & reflex vs evil outsiders, +2 vs enchantments)
    Immune magical sleep

    OFFENSE
    Speed 30 ft.
    Melee cold iron longsword +4 (1d8+3/19-20/x2), cold iron dagger +4 (1d4+3/19-20/x2)
    Ranged longbow +4 (1d8/20/x3)
    Special Abilities Animal Focus 1/day
    Hunter Spells Known (CL 1; concentation +3; +3 vs spell resistance)
    1st (DC 13, 2/day) - Cure Light Wounds, Resist Energy (20), Summon Nature's Ally I
    Orisons - Create Water, Detect Magic, Light, Purify Food and Drink

    STATISTICS
    Str 16, Dex 16, Con 12, Int 14, Wis 14, Cha 8
    Base Atk +1; CMB +4; CMD 16
    Feats – Point-Blank Shot, Toughness
    Traits – Exposed to Awfulness, Purity of Faith, Scholar of the Great Beyond
    Skills (ranks: +6 Hunter +2 Intelligence) – Handle Animal +3 (+7 to handle Karogo), Heal +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +8, Profession (Soldier) +6, Stealth +7, Survival +6
    Skill Ranks - Handle Animal 1, Heal 1, Knowledge (planes) 1, Knowledge (religion) 1, Perception 1, Profession (Soldier) 1, Stealth 1, Survival 1
    Languages – Celestial, Elven, Hallit, Taldane
    SQ – Nature Training, Wild Empathy +0

    Noncombat Gear - backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, 50' rope, soap, torches (10), trail rations (5 days), waterskin, iron holy symbol of Iomedae
    Combat Gear - longbow, 20 cold iron arrows, cold iron longsword, cold iron dagger, studded leather, buckler
    Carrying Capacity Light: 76, Medium: 153, Heavy: 230
    Total Carried 66.2 lbs

    Karogo (Wolf Animal Companion) Stats:
    Karogo
    Male Wolf Companion 2; N Medium animal
    Init +2; Senses low-light vision, scent; Perception +1

    DEFENSE
    AC 15, touch 13, flat-footed 12, CMD 15 (+2 dex, +1 dodge, +2 natural armor)
    Hit Points 13 (+9 animal, +4 constitution)
    Fort +5, Ref +5, Will +1

    OFFENSE
    Speed 50 ft.
    Melee +2 (1d6+3 and trip/20/x2)

    STATISTICS
    Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +1; CMB +2; CMD 15
    Feats – Dodge
    Skills (ranks: +4 Animal -2 Intelligence) – Stealth +7
    Skill Ranks - Stealth 2
    SQ – Link, Share Spells

    Background:
    Tessaviri was a young girl living in the forests of Sarkoris when the Worldwound opened. Her family died there, but she fled to Sarkoris and lived through the Crusades. Now of age, she seeks to hold the line against the growing threat to the north.

    Silver Crusade

    I haven't selected a Mystery to remain flexible depending on the party composition. If needed (say Life Mystery), I can adjust his deity. Likewise I would adjust his spells known to avoid duplication.

    Stat Block:

    About Arrius Voralius Constantine

    About Constantine, Paladin of Iomedae

    Constantine
    Male Paladin 1 (Oath of Vengeance) Oracle 1 (Mystery TBD)
    LG Medium Human
    Init +1; Senses: Perception +3

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

    Defense

    AC 14, touch 11, flat-footed 14 (+3 armor, +1 Dexterity)
    HP 13 (1d10+2+1)
    Fort +4, Reflex +1, Will +1

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

    Offense

    Speed 30 ft.

    Melee

    Nodachi (+5 to hit, +6 damage, 1d10/18-20x2) Deals P or S damage
    Sap (+5 to hit, +4 damage, 1d6/x2)
    Dagger (+5 to hit, +4 damage, 1d4/x2) Deals P or S damage, stored in wrist sheath

    Ranged

    Shortbow (+2 to hit, 1d6/x3) Arrows: 40
    Dagger (+2 to hit, +4 to damage, 1d4/x2) Deals P damage
    Space: 5 ft.; Reach 5 ft.

    Skills

    Diplomacy 7
    Heal 3
    Knowledge (Religion) 4
    Perception 3
    Sense Motive 3

    Languages: Common
    Mythic Path: Champion

    -------------------
    Statistics
    -------------------

    Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 16
    Base Atk +1; CMB +5; CMD 16

    Traits: Exposed to Awfulness (Campaign), Birthmark (Faith), and Seeker (Social)

    Feats: Fey Foundling (1st Level), Power Attack (Bonus Human feat)

    --------------------
    Special Abilities
    --------------------

    Oracle: Spellcasting, Oracle's Curse (Haunted), Orisons, Mystery (TBD), and Revelation (TBD).
    Spells Known
    Orisons: Create Water, Guidance, Light, Stabilize
    1st Level: Cure Light Wounds, Protection from Evil

    Paladin: Aura of Good, Detect Evil, Smite Evil (1/day)

    -------------------
    Equipment
    -------------------

    Outfit, Explorer's
    Nodachi 60
    Sap 1
    Dagger 2
    Shortbow 30
    Arrows, common (20) [2] 2
    Studded Leather 25
    Shield, heavy wooden 7
    Backpack, common 2
    Waterskin 1
    Pouch, belt 1
    Sack [5] 0.5
    Bedroll 0.1
    Soap [2] 0.02
    Blanket 0.5
    Rope, hemp (50') 1
    Whetstone [2] 0.02
    Torch [5] 0.05
    Rations, trail [6] 3
    Holy symbol, iron 5
    Poncho 0.5
    Flint and Steel 1
    Candle [10] 0.1
    Crowbar 2
    Hammer 0.5
    Hook, grappling, common 1
    Piton [3] 0.3
    Chalk [5] 0.05
    Kit, grooming 1
    Kit, gear maintenance 5
    Bandolier [2] 1
    Weapon Cord [3] 0.3
    Wrist Sheath (Spring Loaded) 5
    Holy Text 10
    Spell Component Pouch 5

    Back Story:

    Constantine was born in Cheliax into a family whose status fell after the death of Aroden. Although he doesn't know it his heritage isn't quite what he has been told. Due to his brush with death from a demon he has sworn an Oath to destroy the Worldwound and its demonic filth.


    I changed Gadlan very slightly from the first time I made him.

    Background:

    Gadlan is the most recent in his family to take up arms and join the crusades. Gad's father was a high ranking Paladin who instilled in his son what it means to be a knight and Gad's mother taught him what it means to be a warrior. Gadlan feels immense pressure to live up to his family's legacy.

    Statblock:

    Gadlan O'Laughlin
    LG Bloodrager (Primalist)1/ Paladin of Olheon(Oath Against Chaos)1
    Male Human (Humanoid)
    Init +1; Senses Perception +5;

    --------------------
    Defense
    --------------------

    AC 16, Touch 11, Flat-Footed 15 (+5 armor, +1 dex)
    HP 14 (1d10+3)
    Fort +5; Ref +1, Will +3

    --------------------
    Offense
    --------------------

    Speed 40 ft. (30 ft in armor)
    Melee halberd +4 (1d10+7/x3) or cold iron gauntlet +4 (1d3+3/x2)
    Ranged javelin +2 (1d6+3/x2)
    Special Attacks bloodrage 7/day (+4 Str, +4 Con, +2 Will Saves, +2 Temp HP, -2 AC); smite chaos 1/day (+2 attack rolls, +2 deflection to AC, +1 damage or +2 damage on first attack against chaotic outsiders, dragons, and aberrations)
    Spell-like Abilities (CL 1)
    At will - detect chaos (DC 13)
    Bloodrager Spells Known

    Paladin Spells Prepared

    --------------------
    Statistics
    --------------------

    Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 14
    BAB +1; CMB +4; CMD 15
    Feats Power Attack, furious focus
    Skills diplomacy [1] +6, perception [1] +5 ,planes [1] +6, spellcraft [1] +3
    Languages Common
    Traits Faith: Scholar of the Great Beyond; Combat: Demon Slayer
    Campaign: Stolen Fury
    SQ angelic attacks, aura of good, bloodline (Celestial), bloodrage, code of conduct, fast movement, oath against chaos
    Favored Class +1 hit Point
    Combat Gear scale mail, halberd, cold iron gauntlet, javelin (5), acid flask (3)
    Other Gear masterwork backpack, bedroll, canteen, crusader’s cross, flint & steel, holy text, holy symbol, mess kit, trail rations (5), rope (50 ft), soap, and a belt pouch containing 6 gp, 1 sp, and 9 cp

    Bloodrager Abilities:

    Bloodline Powers: Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
    Angelic Attacks (Su): 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.


    Paladin Abilities:

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

    Detect Chaos (Sp): At will, a paladin can use detect chaos, 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 Chaos(Su): 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 chaotic, the paladin adds her Charisma 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 outsiders with the chaotic subtype, chaotic-aligned dragons, or an aberration, 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. Thai replaces smite evil
    In addition, while smite chaos 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 chaos 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.
    Code of Conduct: Spread the order of law wherever you go, so long as the law is just; do not serve as a tool of tyranny. Fight vigilantly the servants of chaos.

    [spoiler=Feats]
    Power Attack
    Prerequisites: Str 13, base attack bonus +1.
    Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
    Furious Focus
    Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
    Prerequisites: Str 13, Power Attack, base attack bonus +1.
    Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.


    Racial Abilities/Stats:

    [spoiler=Racial Abilities]
    +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    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).

    Traits:

    Scholar of the Great Beyond
    Category Basic (Faith)
    Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
    Demon Smiter
    Category Basic (Combat)
    You grew up around those who fight the demons streaming out of the Worldwound, and from their stories you learned about the demons’ weaknesses. You are likely from Mendev or have joined that nation’s cause as a crusader. Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.
    Child of the Crusade
    Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal. Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.


    As a skill addict, no background skills absolutely breaks my heart but... eh, I'll get over it.

    I'm submitting this fellow, Goliath Stormborn. Armored Hulk UnBarb/Goliath Druid. Out of combat keeps the party alive in the wilderness. In combat grows big and smooshes bad guys. I shall make the requested three sentance backstory, but since Goliath is my go-to gestalt character, I have a more complete backstory that I will also include.

    Goliath:

    An unusually large gloomkin half-orc, found as a newborn at the mouth of a cave in Varisia by a wandering tribe of Shoanti. The tribe took him in and traveled much of the inner-seas region, endlessly questing for something only their tribal leader knew. Now in Kenebras, Goliath is a strong druidic warrior seeking to close the Worldwound so that Golarion may heal.

    ====================

    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.

    numbers:

    Goliath
    Male half-orc unchained barbarian (armored hulk) 1/druid (goliath druid) 1/gestalt 1
    N Medium humanoid (human, orc)
    Init +0; Senses darkvision 60 ft.; Perception +7
    Aura enlarge
    --------------------
    Defense
    --------------------
    AC 14, touch 10, flat-footed 14 (+4 armor)
    hp 14 (1d12+2)
    Fort +4, Ref +0 (+1 bonus vs. trample attacks), Will +5
    Defensive Abilities orc ferocity
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee cold iron earth breaker +5 (2d6+6/×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 domain subdomain)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 10
    Base Atk +1; CMB +7; CMD 15 (16 vs. overrun)
    Feats Power Attack
    Traits bred for war (shoanti), know the land, stolen fury
    Skills Acrobatics -3 (-7 to jump), Intimidate +3, Knowledge (geography) +4, Knowledge (nature) +5, Perception +7, Survival +8; Racial Modifiers +2 Intimidate
    Languages Common, Druidic, Orc
    SQ 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, bedroll, blanket, holly and mistletoe, mess kit, spell component pouch, waterskin, 1 gp, 2 sp
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Druid (Goliath Druid) Domain (Growth)
    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.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
    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.
    Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


    There’s a lot of druid around these parts. Could almost make an all druid party lol

    I’ve settled on a gnome blight druid with the feyspeaker archetype mixed with a wood kineticist. Lots of ranged damage/battlefield control and can make use of the Con and Cha boost.
    I’ll be focusing on using the more debuff/AOE spells from the druid list, and not a lot of the buffs. The various Entangle spells, call lightning, etc.

    Working on final stats now, shouldn’t be long.

    Dark Archive

    I am tossing in my hat as a Barbarian/Shifter/

    Here is

    Vors de Montes:
    Name: Vors de Montes
    -------------------
    Male Human Gestalt Barbarian/Shifter 1
    N Medium humanoid (Human)
    Init +4 ; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, + Dodge, +0 Natural Armor, + Deflection, + Shield)
    hp: 14 (1d12+2)
    Fort +4, Ref +4, Will +3 [+1 vs spells and effects from Evil Outsiders]
    Defensive Abilities:
    --------------------
    Offense
    --------------------
    Speed: 30 Ft [40 ft without Armor]
    Melee: Greataxe +5 (1d12+6; x3) or
    Bite +6 (1d4+4; x2) or
    Claws x2 +5 (1d4+4; x2) or
    Bite +1 (1d4+4; x2) and Greataxe +5 (1d12+6; x3)
    Ranged: None
    Special Attacks: Shifter Claws, Rage
    --------------------
    Statistics
    --------------------
    Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
    Base Atk +1 ; CMB 15; CMD 13

    Racial Abilities:
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Class Abilities:
    Shifter claws: 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 count as magic weaponsSOURCE, ignore DR/cold iron 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.
    Alternate Natural Attacks
    A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
    Shifter Aspect: 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) 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.
    Tiger: Minor Form: You gain a +2 enhancement bonus to your Dexterity
    score. This bonus increases to +4 at 8th level and +6 at 15th level.

    Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claws (2d4 damage) and a bite (2d6 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).

    Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. 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.
    Rage: 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.
    Fast Movement: +10 ft.

    Traits & Drawbacks
    Reactionary: (Combat) You gain a +2 trait bonus on initiative checks.
    Purity of Faith: (Religion) You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.
    Child of the Crusades: (WotR) 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:
    Weapon Focus (Bite):
    Power Attack:

    Skills: Acrobatics +6 [1], Knowledge (Nature) +4 [1], Knowledge (Planes) +1 [1], Linguistics +1 [1], Perception +6 [1], Survival +6 [1]

    Languages: Common, Druidic, Sylvan

    SQ: Wild Empathy, Fast Movement

    Combat Gear: Lamelar (Horn) (100g/30lbs), Greataxe (20 gp/12lbs), Spiked Gauntlet (5gp/1lb)
    Gold: Silver: 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 0.2 gp

    Total Weight: 80 lbs 100 lbs light or less/ 101-200 medium / 201-300 heavy

    His

    background:
    Vors' parents were crusaders. His mother became pregnant and gave birth while they were guarding an outpost. The outpost was hit and his parents killed, but Vors was saved by an awakened tiger who raised him for a time until the tiger could get him to people. By that point Vors had grown very attached to the wilds and tigers which set him on his path.


    I will just drop this submission down here:

    Background:
    I am heading back to Kenabris in search of my parents, of whom I’ve received no notice for years after being sent away from the city to be brought up by my grandmother following the time I nearly got myself killed by getting on the other side of the enemy lines.

    The Crunch:

    Carmen Vianu
    Female human Ninja (Scout) / Swashbuckler 1 / Gestalt 1
    CG Medium humanoid (human)
    Init +3; Senses darkvision 60 ft.; Perception +4

    Defense

    AC 17, touch 13, flat-footed 14 (+3 DEX, +4 Armor)
    hp 13 (1d10 +2 CON + 1 Favored Class)
    Fort +2 (+0 FORT + 2 CON), Ref +5 (+2 Base +3 DEX), Will +0 (+0 WILL + 0 WIS)

    Offense

    Speed 30 ft.
    Melee Cold iron Starknife +5 (1d4 +5) 20/x3
    Special Attacks
    Piranha Strike: Cold iron Starknife +4 (1d4 +7) 20/x3
    Sneak Attack +1d6

    Statistics

    Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18
    Base Atk +1; CMB +1; CMD 14
    Feats Divine Fighting Technique: Desna's Shooting Star, Piranha Strike
    Skills (8 per level + 1 human) Acrobatics +7 (+6 with armor), Bluff +8, Diplomacy +9 (+10 when made to influence those who are already friendly or helpful), Disable Device +7, Disguise +8, Intimidate +8, Linguistics +4, Perception +4, Stealth +7 (+6 with armor)
    Languages Common, Varisian, Abyssal
    Traits Chance Encounter, Armor Expert, Honest

    Special Abilities

    Sneak Attack +1d6
    Panache (Ex) 4/4
    Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

    Deeds

    Derring-Do (Ex) (Advanced Class Guide pg. 56): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

    Dodging Panache (Ex) (Advanced Class Guide pg. 57): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

    Opportune Parry and Riposte (Ex) (Advanced Class Guide pg. 57): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

    Treasure and Equipment 10 GP 2 SP
    Cold iron Aldori dueling sword, chain Shirt, backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, hemp rope (50 ft.), soap, 10 torches, trail rations (5 days), a waterskin, a signal whistle and a bell tripwire trap.

    Class Skills Combined

    Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).


    "Just cause you're some big fancy demon you think you can haunt my dreams?!" Largo is a nimble of body and brain halfling set on cleansing the Worldwound for Desna. Nightmares and mysterious strangers have driven him thus.

    Statblock:

    Male Ranger (Demonslayer/Divine Tracker) 1 | Arcanist (Brown Fur Transmuter 1)
    Init +4; Senses Perception +7
    XP: N/A
    --------------------
    DEFENSE
    --------------------
    AC 15, touch 15, flat-footed 11 (10 Base +4 Dex +1 Size)
    HP 12 (1d10+2)
    Fort +5, Ref +7, Will +4 [+2 vs Fear, +1 vs Spells, Spell-Like, and Supernatural of Evil Outsiders]
    --------------------
    OFFENSE
    --------------------
    Spd 20 ft.
    Melee
    Cold Iron Masterwork Rapier +8 (1 BaB +4 Dex +1 Enhancement +1 Trait +1 Size) 1d4 (1d4 base) 18-20/x2 Piercing
    Ranged
    Longbow +6 (1 BaB +4 Dex +1 Size) 1d6 (1d8 base) 20/x3 Piercing
    Spells
    ML 2
    1st (2 Day, DC 13)- Grease, Protection from Evil
    --------------------
    STATISTICS
    --------------------
    Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 10
    Base Atk +1; CMB +0/4; CMD 14
    Feats Weapon Finesse
    Traits Ancestral Weapon, Chance Encounter, Transmuter
    Skills Acrobatics +7, Knowledge (Arcana, Planes) +6, Perception +7, Ride +8, Spellcraft +6, Stealth +12, Survival +5[+1 when tracking]
    Languages Common, Halfling, Dwarven, Elven, Goblin
    Combat Gear Cold Iron Masterwork Rapier, Longbow, 40 Cold Iron Arrows, Potion of Cure Light Wounds
    Gear Vigilante Kit
    Coin: 38
    --------------------
    SPECIAL ABILITIES
    --------------------
    Race: Halfing
    Stats +2 Dexterity, +2 Charisma, -2 Strength
    Size: Small, +1 AC, Attack, -1 CMB/CMD, +4 Stealth
    Fearless: +2 racial bonus vs fear stacking with Halfling Luck
    Halfling Luck: +1 racial bonus on all saving throws.
    Sure-Footed: +2 racial bonus on Acrobatics and Climb checks.
    Weapon Familiarity: Proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
    Keen Senses: +2 racial bonus on Perception checks.

    Traits:
    Ancestral Weapon Regional. Gain a cold iron masterwork melee weapon costing no more than 500, gain +1 trait bonus on attack rolls with weapons made of the selected material.
    Chance Encounter Campaign. Once per day after failing an acrobatics, bluff, disguise, sleight of hand, or stealth check, reroll it and take the second result.
    Transmuter Magic. +1 bonus to the CL of Transmutation spells, once per day cast Cat's Grace with doubled duration (may not stack with Extend Spell or similar).

    Feats:
    Weapon Finesse May use Dex to hit with finesseable weapons.

    Ranger (Demonslayer/Divine Tracker)
    Favored Enemy (Ex) Gains Favored Enemy (Evil Outsider) and gain 1/2 favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilites of evil outsiders. +2 Bluff, Knowledge, Perception, Sense Motive, Survival again Evil Outsiders, +2 weapon attack and damage against Evil Outsiders
    Track (Ex) +1/2 Survival skill cheks made to follow tracks.
    Favored Weapon Gains proficiency in Starknife

    Arcanist (Brown Fur Transmuter)
    Arcane Reservoir (Su) Has a pool that can be up to 4 (3+Level) points, starting every day fresh at 3 (3+1/2 Level). Once per spell may spend a point as a free action to boost an arcanist spell by 1 CL of increase it's DC by 1.
    Consume Spells (su) As a move action, make a spell slot unavailable as if it had been used to cast a spell and increase your Arcane Reservoir equal to the spell level of that slot up to it's maximum. Usable 1 (Cha Mod) times a day.
    Armored Mask (Su) As a standard action, expend a point from arcane reservoir to gain mage armor of Arcanist level as caster level, and appears to be light or medium armor. While this is active as an immediate action, may expend a point from arcane reservoir to gain Shield of Faith of Arcanist level as caster level.

    Spells:

    Basics: CL 1(2 for Transmutation), CL+Stat 3, DC 12+Spell level.
    Spells Per Day: 3 (2 base, +1 for from Intelligence)

    Prepared:
    0th - Light, Mage Hand, Message, Prestidigitation
    1st - Grease, Protection from Evil

    Spellbook
    1st- Enlarge Person, Expeditious Retreat, Grease, Protection from Evil, Shield


    And she's done!

    Three sentences:
    Khry is a bleached gnome, one of the select few that has survived it. Born to a group of druids in the Forest of Stones in what used to be Sarkoris, she was around for the rituals that the archdruids performed in 4621 and watched as her family and friends were sacrificed to fuel the dark magics. She now hunts the Worldwound for any knowledge of the ritual she seeks, and has turned to the Goddess of Undeath to aid her.

    Role:
    I see her as a ranged combatant and debuffer, focusing on her death domain spells to supplement the debuffs the druid spell list offers. Wood Kineticist offers a lot of crowd control as well, starting from level one with her pushing infusion.

    @GM: I've talked with Raban, the druid opposite of my idea, and I would love to get accepted with him, should you choose to. Just don't think I would mind if you put us together, is all.


    This is Rikash's character and Zoresk Sunspeaker is a young oracle/paladin with a family history of service in the Crusades.

    Zoresk Sunspeaker:
    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...

    Statblock:

    Zoresk Sunspeaker
    Human (Kellid) oracle (spirit guide) 1/paladin (chosen one) 1/gestalt 1
    LG Medium humanoid (human)
    Init +1; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
    hp 13 (1d10+3)
    Fort +4, Ref +1, Will +5
    Defensive Abilities share will, uncanny dodge
    --------------------
    Offense
    --------------------
    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 14, Int 10, Wis 13, 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 +5, Knowledge (religion) +4, Perception +6, Sense Motive +5, 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
    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 - Cat Familiar 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.


    Wow what an explosion of interest, excited to see who will be in it. Below is my submission I drifted from Sorcerer since it felt weird to have different bloodlines and didn’t like the destined sorcerer bloodline. Will create an alias if I’m picked.

    background:
    Milkall is a young man from Brevoy who, unsure of his place in life whilw 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.

    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 14 (1d10+3)
    Fort +5; Ref +3, Will +5
    -------------------- 
 Offense 
--------------------
    Speed 40 ft. (30 ft in armor)
    Melee 1H- Bastard Sword+4 (1d10+6/19-20/x2), 2H- Bastard Sword +4 (1d10+8/19-20/x2)
    Special Attacks bloodrage 7/day (+4 Str, +6 Con, +2 Will Saves, +3 Temp HP, -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 18, 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


    Forgot to mention that since she's a Feyspeaker, Khry uses Charisma for druid things, so she can serve the party face role as well, should that be important.


    2 people marked this as a favorite.

    Hmm. I think I may run this for two separate groups of 3. Still accepting applicants through tonight, and then by Tuesday evening I should have my decisions made.

    Liberty's Edge

    Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

    I'm an elf specialist in defensive magic and general sneakiness. I've been deeply worried about the Worldwound for several decades now, and have been refining my abilities and personality to make myself a better crusader after my parents disappeared in Tanglebriar (or so I thought). Now it's time to travel to Kenabres and put my skills and magic to use against the demonic invasion.

    Melchesiech Crunch:

    Male elf gestalt abjurer wizard|unchained rogue 1
    LG* Medium humanoid (elf)

    DAILY EXPENDABLES

    Protective Ward (6/day): [ ] [ ] [ ] [ ] [ ]

    DEFENSE
    AC 13, touch 13, flat-footed 10 (+3 Dex); 17/13/14 with mage armor
    hp 9 (1d8+1)
    current hp 9
    Fort +1, Ref +5, Will +4, +2 vs. enchantments
    Immunities/Resistances Sleep; fire resistance 5

    OFFENSE
    Speed 30 ft.
    Init +5 (+3 DEX, +2 trait) Perception +8/+10/+13 (+2 when within 5' of Tranh, +3 on opposed sight-based Perception checks in bright light, +1 vs. traps), low-light vision
    Melee TBD
    Ranged TBD
    Special Attacks +1d6 sneak attack

    Spells in Book
    TBD

    Concentration check: +6

    Spells Memorized
    TBD

    STATISTICS
    Str 14, Dex 16, Con 12, Int 16, Wis 14, Cha 10
    Base Atk +0; CMB +2; CMD 15

    Feats
    Scribe Scroll (Wizard bonus): You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

    Weapon Finesse (U-Rogue bonus):

    Point-Blank Shot (L1):

    Skills
    Disable Device +8 (+1 ranks, +3 DEX, +3 class skill, +1 trapfinding)
    Stealth +7 (+1 ranks, +3 DEX, +3 class skill)
    Climb +6 (+1 ranks, +2 STR, +3 class skill)
    Swim +6 (+1 ranks, +2 STR, +3 class skill)
    Perception +8/+10/+13 (+1 ranks, +2 WIS, +3 class skill, +2 familiar feat, +2 racial, +3 on opposed sight-based checks in bright light, +1 vs. traps)
    Spellcraft +8/+10 to identify items (+1 ranks, +3 INT, +3 class skill, +2 racial, +1 trait)
    Knowledge (Arcana) +7 (+1 ranks, +3 INT, +3 class skill)
    Knowledge (Planes) +7 (+1 ranks, +3 INT, +3 class skill)
    Knowledge (Dungeoneering) +7 (+1 ranks, +3 INT, +3 class skill)
    Sense Motive +6/+8 (+1 ranks, +2 WIS, +3 class skill, +2 familiar feat)
    Use Magical Device +4 (+1 rank, +3 class skill)

    Traits
    Riftwarden Orphan: You bear a strange mark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the close relatives of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you have not seen your parents since you were told they died in Tanglebriar, for none of your other relatives spoke of them after they disappeared. Other elves in Kenabres have confirmed that your parents were Riftwardens, and have further confirmed that they went missing on a secret mission into the Worldwound while you were still young. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.

    Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

    Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.

    Racial Modifiers +2 on caster level checks to penetrate spell resistance, +2 on Spellcraft checks to identify magic items, +2 on Perception checks
    Languages Common (Taldane), Elvish, Draconic, Hallit, Abyssal
    SQ Abjurer wizard; opposition schools Evocation and Necromancy
    Combat Gear TBD

    SPECIAL ABILITIES
    Favored Class: Investigator

    Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

    Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

    Familiar: Hawk, Tranh. Grants Alertness (+2 to Perception and Sense Motive checks) when within 5' of Melchesiech, grants +3 on opposed sight-based Perception checks in bright light.

    Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

    With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

    Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

    Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    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 skill checks made to identify the properties of magic items.

    Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


    Deskari, Lord of Locusts wrote:
    Hmm. I think I may run this for two separate groups of 3. Still accepting applicants through tonight, and then by Tuesday evening I should have my decisions made.

    Oh muh gosh. Is this what it's always like on these boards?


    Can confirm, happens more often than you'd think.

    Liberty's Edge

    Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

    Yes. This is actually fairly tame, as recruitments go.

    Liberty's Edge

    I 'member a GM running I think 5 tables of Iron Gods when it first came out. There are some pretty crazy GM's on this board!


    Double the tables, oh boy that would be exciting. I see a few different trio themes that could be done. I’m excited to see the combinations.


    Coming from the other Wrath recruitments, i want to apply with this character.

    The overall theme of the character is being a Dawnflower Dervish and if allowed there might be some multi classing along the way to enhance those abilities and the spirit of that.

    Background:

    Aliyah felt an early call to her faith and spent a lot of time in the temples of Sarenrae. Despite her parents urges she did not join the clergy though. At least not directly. Instead she was more impressed by the spinning dances of the dervishes, learning their ways with dance and blade.
    As her parents traveled from Kelesh to the Worldwound on the behest of Sarenrae, she went with them.
    There she truly felt her passion for battle and became a paladin of Sarenae, heavily influenced by her kelish traditions.


    It is possible I will revise my submission ... to be a gestalt Smurf


    How fine are you with semi redemption arcs?

    Repurposing my CN submission for wrath of the corrupted heretic (Bloodrager Skald), into one who follows Gorum more then Nocticula (but is still interested in gaining her favor, on account of her 30 demon lords kill count when heaven and hell only have 2 each in comparison).


    Interested.

    Thinking a Paladin (Divine Hunter)/Monk (Zen Archer) of Erastil.

    Edit:

    And I see you said you were closing submissions early and hope to decide tonight sometime. <sigh>

    Maybe I'll build the character anyway. Building characters can be fun, too!


    Looks like it would be fun to play, but applying the Zen Archer archetype to the Unchained Monk requires some DM/player agreements on what gets replaced.

    As an example, since the archetype was against the core Monk, it doesn't replace any of the Style Strike options, but Style Strike only works with unarmed flurry of blows, which zen archer doesn't get.

    If I had been here on the weekend, I might have gone through that process, but it would be cruel to even ask on the day the Gm has advertised he'll make his decision. So, I'm just posting to say you won't see the character build, really.


    Wrath of the Righteous is a popular AP, in part because of the mythic power element. Lots of interest in it pretty much all the time. :)


    Ah this seems to take a bit longer.
    Totally fine if it's not a fake recruitment again^^

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