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Cythraul Dig |
![Demon-Spawn](http://cdn.paizo.com/image/avatar/PZO9423-DemonSpawn_90.jpeg)
Cythraul Dig
5'6" tall, slender of build, with long black hair and pupal-less white eyes. Skin is of a dark red complexion with with large ram's horns curling back from her forehead.
Born to an elven father and human mother, Cythraul believed herself a half-elf until she hit puberty and began to change. The elven society that was willing to tolerate, if not embrace, a half-elf was unwilling to accept a tiefling. After falling out with her father, she adopted the name Cythraul Dig and turned her back on her past. Only after many years of wandering did she find her place in the crusades, finding friendship while fighting a common cause.
After years as a social outcast, Cythraul has finally found both the opportunity to prove herself and companions willing to accept her for who she is, not what. In the war against the worldwound, appearance matters less than loyalty and skill at arms.
As a Lore Warden, Cythraul has a considerable number of skill points per level and knowledge(all), along with survival and several other useful skills. Perception and Diplomacy will eventually be heavily invested in, and class skills, but not at first level. Cythraul still needs to come out of her shell.
Planning to Dual-Path Guardian/Archmage.
Cythraul plans to either invest into medium armor proficiency, with mithral armor to maintain mobility, or take enduring armor. Cythraul Dig will eventually have considerable skill with UMD, allowing easy usage of most magic items and scrolls.
Eastern Standard
I had the alias already set up from a prior application and have made the few campaign specific changes necessary.
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Mailhain Starfall_2 |
![Spell Sovereign](http://cdn.paizo.com/image/avatar/33_Spell-Sovereign.jpg)
Already had the alias set up. Here is the required entries
Init +2; Senses Lowlight vision; Perception +3
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (Dex +2)
hp 9 (1d6+3)
Fort +0, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Longsword +1(1d8+1, 19-20x2, slashing)
Dagger +1/+2 (1d4+1,10ft, 19-20x2, piercing)
Longbow +2 (1d8, x3, piercing)
Spells memorized: 0lvl:Detect Magic, Light, Mage hand, Message, 1stlvl: Summon Monster I (x2), Grease, Magic missile,
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Statistics
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Str 12 (+1), Dex 14 (+2), Con 10, Int 18 (+4), Wis 12 (+1), Cha 12 (+4)
Base Atk +0; CMB +1; CMD 13
Feats: Toughness, Scribe Scroll (Item Creation)
Traits: Warrior of Old, Riftwarden Orphan
Skills Appraise (Int)+8, Knowledge (arcana) (Int)+8, Knowledge (dungeoneering)(Int)+8, Knowledge (nature)(Int)+8, Knowledge (planes)(Int)+8, Knowledge (religion)(Int)+8, Linguistics (Int) +8.
Languages: Common, Elven, Celestial, Draconic, Sylvan, Aquan, Auran, Ignan,
SQ: Shift, Low-Light Vision, Elven Immunities, Elven Magic
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Special Abilities
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
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.
Traits
Warrior of Old: As a child, he put in long hours in 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.
Riftwarden Orphan:You gain a +2 trait bonus on all concentration checks.
Feats:
1st: Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
1st bonus: Scribe Scroll (Item Creation)
Benefit: He can create a scroll of any spell that he knows. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Spellbook:
0lvl:all except for Necromancy and Illusion
1st: Magic Missile, Mage Armor, Grease, Summon Monster I, Ear-Piercing Scream, Unseen Servant, Shield, Protection from Evil
Teleportation School
Associated School: Conjuration.
Replacement Power: The following school power replaces the acid dart power of the conjuration school.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (total 8 times per day)
Carrying Capacity: Light (43 lbs. or less), Medium(44–86 lbs.), Heavy (87–130 lbs.)
Gear:Longbow (75gp, 1d8, ×3, 100 ft., 3lbs., P,), Longsword (15gp, 1d8, 19–20/×2, 4lbs., S), 2 Daggers (4gp, 1d4, 19–20/×2, 10 ft., 2lb., PorS), Arrows (20) (1gp, 3lbs.), Spell component pouch (5gp, 2lbs.), Backpack, common (2gp, 2lbs., Contains: Spell book (3lb.), Ink (8gp), Inkpen (1sp), Parchment (5 sheets) (2sp), 2 Sacks (1sp, 1lb. )), Canteen (2gp, 1lb., Full), Belt pouch (1gp, 1/2lb., Contains: Chalk (10 various colors, 1sp), 3gp, 1sp), Bandolier (5sp, Contains:4 Iron vials (4sp, 4lb.)), Scroll case (1gp, 1/2lb., Contains:), Signal whistle (8sp), (Total Spent 118 gp, 9sp)
(Total Weight: 26lb.)
Familiar
Rook
Owl N Tiny animal
Init +3; Senses low-light vision; Perception +10
Defense
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural)
hp 5 (1d8)
Fort +2, Ref +5, Will +2
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4
Perception, +4 Stealth
Also I am in upstate New York GMT -5
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Ezro Lindran |
![Alain](http://cdn.paizo.com/image/avatar/PZO9426-Alain_90.jpeg)
Time Zone: EST -5 GMT
amused smile. He stands almost 6' at 5'10", with long black hair pulled back
into a pony tail. He has the outline of a well kept beard, shortened that
outlines his jaw, to a short goatee. Bright green eyes take in his surroundings
as he eagerly and confidently greets any who he crosses. Around his neck dangles
a silver symbol of Iomedea.
through life. He is loyal to death towards his friends, and will endanger his own
well being to help those in need. A devoute believer and cleric of Iomedea, he
always holds a prayer to her on his lips, but happily replaces it with a mug
of mead with friends.
he will happily deny it with a chuckle. In truth he sees his upbringing as a blessing.
Left on the steps of a cathedral to Iomedea in the Diamond City, Nerosyan, he was
raised by the clergy on the 11 Acts of Iomedea. Tought how to read, write, fight, and
lead. He took to the life of a priest like a fish to water, and he viewed Iomedea as
an a child might see a mother.
The priests and paladins tought him sword play, how to act nobily, and how to treat the
downtrodden and destitute. He became very adept at healing magics, and tought himself
how to fend for those in combat. He became an adept battle healer, being able to focus
himself in the fires of battle effectively. On his 29th birthday he decided he should
travel, not far, but enough to see some of the Mendevian country.
This "walk" as he called it, brought him to Kenebras on the day of the Armasse.
Walking through Clydwell Plaza, he took in the merriment, and the buzz of energy in
the air. Seeing the banner of the Eagle Watch, something he recognized from growing up
around it often, he took a step towards it. Approaching a man, who obviously seemed to
be in charge, he smiled and greated the man.
"Good day, and may Iomedea bless you. What might you be up to here?" he asks in a friendly
tone.
"Recruiting for the Eagle Watch." the man replies, looking Ezro up and down before
continuing, "”you look somewhat competent. Why do you want to join and hunt demons,
and what skills do you bring?"
Ezro blinks for a moment, somewhat shocked he did not expect such a question. Thinking
for a moment he replies, "Well I never thought about it before. I suppose though it would
be my next step. Iomedea has led me here. I shall bring her with me to fight the beasts
that bay at the doors of this nation. To bring the cleansing and sanctifying light of
the Inheritor to the horrible creatures that attack. I bring with me the skills of
healing, and sanctifying protection. I bring with me the Sword of the Inheritor."
Ezro Lindran
Neutral Good
Half-Elf Cleric of Iomedea
STR: 12
DEX: 14
CON: 13
INT: 10
WIS: 16 (+2 from Racial)
CHA: 14
HP: 10(D8+1 Con+1 Favored Class Bonus)
BAB: +0
AC: 18 = 10 + 1 Shield + 5 Scale Mail + 2 Dex
FORT: 3 = 2 + 1
REF: 2 = 0 + 2
WILL: 5 = 2 + 3
Feats:
Skill Focus(Diplomacy)
Selective Channel
Traits:
-(Faith) Devoted Healer: Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid. (Pathfinder Player Companion: Quests and Campaigns)
-(Campaign) Touched By Divinity: 1/Day - Protection from Evil, 1 free silver holy symbol
Channel Energy(Positive): 5/Day 1D6
Domains: Glory, Good
-Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Skills:
Diplomacy 8 = 1 + 3(Trained) + 2(Skill Focus) + 2(Cha)
Heal 7 = 1 + 3(Trained) + 3 (Wis)
Armor:
Scale Mail
Light Wooden Shield
Weapon:
Longsword +1 1D8+1 19-20/x2
Spells:
0 - Level: 3/Day
Guidance
Light
Read Magic
1st - Level: 2/Day + 1 Domain
Bless
Bless
(D)Shield of Faith
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Aladir Cyruthion |
![Arlindil](http://cdn.paizo.com/image/avatar/A6-Final.jpg)
I have two folks who are invited to participate in this campaign, so the skill monkey (a rogue) and other (an inquisitor) slot are already filled. That leaves warrior (preferably paladin), divine (preferably Iomedae, Torag, or other crusading deity cleric, but oracle is ok) and arcane (preferably wizard, but sorcerer is fine).
DM Papa.DRB, per your request I am submitting Aladir Cyruthion, an Elven Rogue (Scout) intended to fill the Skill Monkey role. For ease of access, I am going to copy all the information from the profile into spoiler tags here. I believe it meets all your requirements; I just double-checked it, but if there's anything I'm missing, please let me know. Sorry for taking so long to get this put in! It's been a heckuva busy day today. Thanks again for this opportunity!
Male Elf Rogue (Scout) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 8 (1d8)
Fort +0, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee longsword +1 (1d8+1/19-20/×2)
Ranged longbow +3 (1d8/×3)
Special Attacks sneak attack +1d6
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Statistics
--------------------
Str 12, Dex 17, Con 10, Int 14, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Dodge
Traits chance encounter, poverty-stricken
Skills Acrobatics +6, Climb +4, Craft (Cooking) +6, Diplomacy +6, Disable Device +7, Knowledge (local) +6, Perception +7 (+8 to locate traps), Sleight of Hand +6, Stealth +6, Survival +7 (+8 while in forest terrain), Use Magic Device +6; Racial Modifiers +2 Perception, +1 Survival, woodcraft
Languages Common, Draconic, Elven, Sylvan
SQ trapfinding +1
Other Gear Hide shirt, Arrows (40), Blunt arrows (40), Longbow, Longsword, Backpack, masterwork (87 @ 20.92 lbs), Chalk, Thieves' tools, Trail rations (3), Waterskin, 41 GP, 5 SP
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Special Abilities
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Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
Aladir grew up at the edge of the Worldwound as part of a poor family; many of the resources they had went to helping fight the Crusades, even though they could've lived more comfortably if they'd kept a little more back. They all did what they could, Aladir no different from the other members his family. From a young age he proved adept in the wild, so his help came mostly by trapping and shooting game for food. One day, in a time when his family was particularly in need of more food, he was single-mindedly tracking a young deer he had wounded, no attention paid to his surroundings. His drive led him unknowingly past the front line of the Worldwound. It wasn't until he happened upon some cultists that he realized how far into the danger zone he'd gone. He almost succeeded in sneaking away, until his long hair got caught in a thick growth of brambles and he pulled it hard. The noise caught the cultists' attention and they captured Aladir before he could cut himself free.
He was certain he was a goner when a mysterious woman stepped in and helped him get away from the cultists; as young as he was when it happened, he doesn't remember her that well except that she was incredibly beautiful...though there was an air of sadness of some kind, as well. They were only together a short while, though it was long enough for him to see that she was incredibly skilled as an archer, and barely spoke, when she simply disappeared only moments after she had led him onto a main road.
Almost immediately, a group of crusaders rounded a bend in the road to see Aladir standing there. They immediately picked him up and took him back to Kenabres. He never told anyone about his encounter with the mysterious woman, wanting to keep that particular memory to himself. But he never, ever forgot her.
Unfortunately, his lot in the many years since that time has not improved a great deal; his family is still among the poorer in Kenabres despite their genuine effort in trying to improve themselves. Despite their poverty, they have generally remained in good spirits, choosing not to let their circumstances dictate their attitudes and perceptions, believing firmly that someday, Desna's eye would turn to them and they would see a change in their fortunes.
Given his skill at tracking and hunting, Aladir has chosen to try and turn that into something useful, spending a fair portion of his spare time learning the finer arts of wilderness food preparation as a means of making the most of the family's resources and supplementing the family's income by selling anything that they deem over and above what they need...which, granted, isn't much.
It is for that reason that Aladir has spent all the recent time he could hunting deer and preparing all the venison jerky he conceivably could...and why he has come to Kenabres at the beginning of this year's Armasse: not to enlist in the Crusades or seek some greater destiny but to try and sell as much of the extra jerky he's made as he can to help put more money into the family's coffers.
Aladir is typically tall and slender for his race, standing at an even six feet tall and weighing 140 pounds; however, his frame is not without some muscle as well, likely due to all the time he spends hunting and working to provide for those he cares for.
His dark brown hair is cut relatively short, a habit he developed after his long hair nearly got him killed when cultists near the Worldwound captured him. His skin has a perpetually moderate tan due to the amount of time he spends outdoors. In sharp contrast to his hair and skin, his eyes are a clear, crystal blue, the vibrant pupils taking up very nearly the entire visible part of his eyes.
Despite the hard times he has lived with for as long as he can remember, his personality is fairly laid-back and relaxed. Growing up, his parents always taught him that physical possessions were always less important than sharing what you had, that it was better to live free and help others than to be obsessed with the material. That, while trusting people would often cause you pain, it was better than not trusting at all. Aladir took the lessons of his mother and father to heart, adopting many of the tenants of their philosophies as an adult.
Time zone is GMT - 5:00; I'm a Georgia boy!
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Aladir Cyruthion |
![Arlindil](http://cdn.paizo.com/image/avatar/A6-Final.jpg)
Made some changes to Aladir's sheet; fairly minor stuff. Swapped Dodge for Point Blank Shot and finagled with his gear, so I'm reposting the updated stat block here.
Elf Rogue (Scout) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
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Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +1 (1d8+1/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 10, Int 14, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot
Traits chance encounter, poverty-stricken
Skills Acrobatics +6, Climb +4, Craft (Cooking) +4, Diplomacy +6, Disable Device +7, Knowledge (local) +6, Perception +7, Sleight of Hand +6, Stealth +6, Survival +7 (+8 while in forest terrain), Use Magic Device +6; Racial Modifiers +2 Perception, +1 Survival, woodcraft
Languages Common, Elven, Orc, Sylvan
SQ weapon familiarity, trapfinding +1
Other Gear hide shirt, arrows (40), blunt arrows (40), longbow, longsword, backpack, masterwork, chalk (2), thieves' tools, trail rations (3), waterskin, 41 gp, 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
In addition, I have a question: I manage my character using HeroLab and right now, Aladir is only one pound from a medium load because I have it defaulted to not counting the weight of carried money. If you want me to change that to count the weight of gold carried, I'm either gonna have to ask your ok to exchange the gold for platinum or need to swap out the longsword and longbow for the short versions of each. Let me know which of those you'd want me to go with. Thanks!
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![]() |
![Count Haserton Lowis IV](http://cdn.paizo.com/image/avatar/PZO9231-Hasteron.jpg)
This character's cooked around for a while and I like submitting him as an unorthodox crusader coming from the horrendously under represented empire of Cheliax. He's an evangelist cleric who won't overlap much with any bards due to there already being a skill monkey.
Also, I've played through the first third of the first book already. But I won't spoil anything.
Its very rare that one hears of those crusading for the hellish kingdom, but some in the nation feel it is time to increase Cheliax's influence in the crusade against the demons of the Worldwound. To that effect they have conceived a loose order of knights, clergy, and inquisitors to prepare and send crusaders to the crown of the world in the name of mighty Cheliax. This order, known as Her Infernal Magestrix's Own Black Fire Guard, is a bureaucratic mess that is underfunded, unadvertised, and only occasionally brought up as a political talking point by a politician or clergyman looking to impress peers. Despite this, Polydeuces has taken the opportunity and sees it as his chance to become like his childhood heroes.
With spear, mace, and infernal might behind him he ventures out from Cheliax, setting off on a journey toward the Worldwound. Many of his ilk call him a fool on another man's errand, a misguided boy looking to claim glory where there is none to be had. Polydeuces however is blinded by the righteousness of his endeavor. Any plan to set the world back on the path of order will begin with a brave gambit against the most visible force of chaos on this planet, the demons pouring out of the Worldwound. This crusade, though heavily romanticized, means everything to Polydeuces. With the aid of a few good men, he could perhaps make his god take a second look at the mortals who sewed chaos in his universe and see them rise as the greatest heralds of the order Asmodeus has deemed necessary for the universe.
Mussed curly brown locks hang over his classically handsome face. Going lower, thick eyebrows sit above a straight nose, thin mouth, and a chiseled chin. HIs skin is dark, betraying his origins in humid Isger. Standing only 5'10, he is shorter than the average adventurer, but he is well built and particularly strong. If not for his armor proudly displaying the reversed pentagram, one would be hard pressed to guess he ever spent any time in Cheliax or worshipped her patron deity. Though his face is pretty his hands are rough. He has known hardship and for a while lived as a vagabond with his brother.
Polydeuces has a calm disposition. Versed in Asmodean apologetics, he is used to his motives being questioned and his intentions being misunderstood. Oh if only they could see the world as he sees it, and understand it as he understands it. He tends to get caught up in sweeping narratives, looking for the divine meaning in things and trying to fit all in the plans of the gods. However, with steely resolve, he makes it his business to set those drawn to the perversions of chaos, especially those under the influence of demons, back right again.
Polydeuces and his younger brother, Castor, were raised by their mother in Isger until his brother was seven years old. Mother Troy, having only six fingers (having had four bitten off by raiding goblins during the Goblinblood Wars) could no longer remember Polydeuces' age and sent the two out into the world, reckoning he was old enough to take care of his brother. They were captured one day and sent to the Sisters of the Golden Erinyes. Upon realizing that Polydeuces was a particularly gifted child, well suited to serve their master, the Archdevil himself, the Sisters had him sent to Cheliax where he would receive clerical training from the best her clergy had to offer. A strange boy preoccupied with righting the world as opposed to perverting it, Polydeuces became enamored with the idea of purging the Worldwound and what it would mean to drive the demons back to the lowest recesses of the Abyss.
Polydeuces Troy
Male Human (Chelaxian) Cleric (Evangelist) of Asmodeus 1 (Pathfinder RPG Ultimate Combat 0)
LN Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron heavy mace +3 (1d8+3) and
. . cold iron longspear +3 (1d8+4/×3)
Ranged sling +1 (1d4+3)
Special Attacks fascinate, inspire courage +1, sermonic performance, countersong, sudden shift
Cleric (Evangelist) Spells Prepared (CL 1st; concentration +4):
. . 1st—bless (2), disguise self[D]
. . 0 (at will)—create water, guidance, light
. . D Domain spell; Domains Deception, Trickery
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Combat Reflexes, Lingering Performance[APG]
Traits asmodean demon hunter, touched by divinity
Skills Diplomacy +4, Knowledge (planes) +4 (+7 on checks related to demons), Perception +4, Spellcraft +4
Languages Common
SQ aura, public speaker, spontaneous casting
Other Gear lamellar (leather) armor, cold iron heavy mace, cold iron longspear, sling, sling bullets (10), silver holy symbol (Pentagram), 55 gp, 9 sp
--------------------
Special Abilities
--------------------
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (1 targets, DC 10) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Public Speaker (-1 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 4 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
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DM Papa.DRB |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
No more Warrior submissions being looked at.
Divine / Arcane still open, although there are several very good ones in the queue.
-- david
List of everything that I found. I have not gone thru them all completely.
If you have submitted something and I either missed you or have your character in the wrong category, or I am pointing to the wrong post, please let me know.
Warrior
Baradesh Ironheart Stonelord Paladin
Doomguide Brother Adun, Monk
Algar Lysandris Arwen Mc Lyntier, Paladin
JuanAdriel Jordi, Paladin
Cythraul Dig Fighter
Quinn Inktooth Paladin
Reliant Lion Mugwa Tafaye, Barbarian
Elros of Amrothe' Cavalier
Divine
Merick the Blue Cleric
Bane88 Roman Lectus, Cleric
Feuerrabe Zhalia, Druid
Ezro Lindran Ezro Lindran, Cleric
Uncle Taco Polydeuces Troy, Cleric
Arcane
cartmanbeck Kristen Dalmar, Arcanist
SamuraiRuy Bosh Ufgod, Wizard
Mailhain Starfall_2 Mailhain Starfall, Wizard
Unknown
Tsiron Ragmar
Tanner Neilson – Ranger
Aunthor Ironborn
SAMAS
Tourach
Ralwind Winterbreath
DoubleGold
Old Guy GM
Other / Rogue – ACCEPTED
Hyram Grimstalk Inquisitor
Aladir Cyruthion Rogue
Other / Rogue – NOT ACCEPTED *
Doomguide Antorin Glimmerkin, Rogue
Asura Vanil Inquisitor
* Sorry about this, but I did say in the 2nd post that these two slots were already taken.
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DoubleGold |
![Kreighton Shaine, Maste rof Spells](http://cdn.paizo.com/image/avatar/PZO9435-Kreighton_500.jpeg)
Not going to submit anything, you gave specific suggestions as to what you want for warrior, arcanist and divine. I can accept that arcanist means level 9 spells, and I can even accept a well balanced party. But Not that I'm against Paladin, but I would go in knowing that Fighter or Barbarian or cavalier are less likely to get in. Not that I'm against sorceror or wizard, but I would go in knowing that witch which also has level 9 spells wouldn't be as likely to get in. Not that I'm against cleric or oracle, but Druid which has level 9 divine as well wasn't on the suggestion list.
It just seems like a lot of railroading for submissions and not my style.
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DM Papa.DRB |
1 person marked this as a favorite. |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Not going to submit anything, you gave specific suggestions as to what you want for warrior, arcanist and divine. I can accept that arcanist means level 9 spells, and I can even accept a well balanced party. But Not that I'm against Paladin, but I would go in knowing that Fighter or Barbarian or cavalier are less likely to get in. Not that I'm against sorcerer or wizard, but I would go in knowing that witch which also has level 9 spells wouldn't be as likely to get in. Not that I'm against cleric or oracle, but Druid which has level 9 divine as well wasn't on the suggestion list.
It just seems like a lot of railroading for submissions and not my style.
Your opinion, your choice.
As I am the person GM'ing the game, I get to pick the characters. Would you rather me say "open to everything" and have a hidden agenda where I won't even consider anything not on my hidden list? Or would you rather me provide guidelines so folks do not spend time on characters that I know won't stand a chance of being chosen?
I have looked thru some of the recruitment and other threads, and I understand that you appear to want the "open to everything", and that is ok. I truly hope that you find a GM that will allow you to create the kind of character that you wish to play. That GM is not me.
Good luck and good gaming.
-- david
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DoubleGold |
![Kreighton Shaine, Maste rof Spells](http://cdn.paizo.com/image/avatar/PZO9435-Kreighton_500.jpeg)
I have found DMs and games that way, but I'd rather not get in seeing diverse applications. Otherwise I'm the same, except for well maybe an archetype and how stats go, etc.
I'll take the warrior list for example
Warrior
Baradesh Ironheart Stonelord Paladin
Doomguide Brother Adun, Monk
Algar Lysandris Arwen Mc Lyntier, Paladin
JuanAdriel Jordi, Paladin
Cythraul Dig Fighter
Quinn Inktooth Paladin
Reliant Lion Mugwa Tafaye, Barbarian
Elros of Amrothe' Cavalier
4 Paladins, 1 Cavalier, 1 Fighter, 1 Barbarian.
I'd rather not get in submitting a Fighter as my warrior than to get in submitting 1 of 5 Paladins, because I knew you preferred Paladin I was railroaded towards that. This doesn't mean the others classes can't get in, but are less likely.
Or looking at the 4 Clerics, 1 Druid.
Cleric and Oracle have the best chance of getting in, I don't have access to playtest materials. So I'd be 1 of 5 Clerics or the only Oracle. But I wouldn't submit a Druid since I know that it isn't impossible for Druid to get in, but unlikely.
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JuanAdriel |
![Roy Greenhilt](http://cdn.paizo.com/image/avatar/Avatar_Roy.jpg)
That goes both with the GM, and the AP itself, because thats a crusade. A fantasy crusade? yes, but, as the player guide for the AP says, it recomends that kind of classes.
In the first post of any recruitment, is the GM requirements and likes, if after reading it you don't like it... don't lose time with them. But, for your first post, I'm pretty sure you didn't take your time to read and undertand th GM requirements and wishes.
I love variety of choices, but when find someone demanding something more concise, and its on my style/mood, I apply. If not... just go to another thread, there are alot, just a few days that same AP got a recruitment for gestalt caracters and all the paizo material and the prd was allowed.
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Quinn Inktooth |
![Tiefling](http://cdn.paizo.com/image/avatar/PZO9423-Tiefling_90.jpeg)
You gravitate towards the one you think would offer you the best shot of becoming involved in the 5th Crusade. There is the banner of the Eagle Watch, a knightly order of mostly Paladin, Fighters and Clerics. You approach the person who seems to be in charge, and inquire as to how you may join the order. ”You look somewhat competent. Why do you want to join and hunt demons, and what skills do you bring?"
The heavy folds of a massive cowl hide the features of the man as he approaches. It would be alarming, even here in the hub of the Crusade, except below the cowl the man bore the well-worn tabard and armor of one of Kenabres local guardsmen.
Up close, the reason for the cowl is too obvious. From deep within, tiny pinpricks of light, like burning embers, shine out from eyes that are otherwise grey like ash. Asymmetrical horns, too unlike those of animals to be comparable, spring irregularly from skin that is sometimes cracked and cragged, sometimes chalked like spent charcoal.
As the man exhales, tiny tendrils of smoke waft from the corners of his mouth and the faint, sulfurous smell of brimstone leaks from beneath the hood. Then the man smiles, and all the other grotesquerie of his appearance is forgotten...
The broken lips fold apart, revealing a veritable canyon of ebon stalagmites so mismatched and incongruous that it is a wonder the creature can close his mouth around them. The dagger-like protrusions seem to simultaneously shine, like the molten crafts of the glass-blowers, and swallow the light, like obsidian draped in shadow. When he speaks, the ill-fitting shards click and scrape against one another, causing a shower of tiny sparks to spray from his mouth.
"I have nowhere left to go," the man laments. "I cannot return to the barracks, and no inn or posting house will let me through the doors. I have trained all my life to protect Kenabres' citizens, and the foreigners, the tribes... everyone under her banner. Now, I am outcast in my own home. But, I am no coward, to run and hide away from what has happened to me. 'Why am I here?' you ask." The man, if indeed he could still be called that, shrugs. "What else is to be done?"
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Feuerrabe |
Or looking at the 4 Clerics, 1 Druid.
Cleric and Oracle have the best chance of getting in, I don't have access to playtest materials. So I'd be 1 of 5 Clerics or the only Oracle. But I wouldn't submit a Druid since I know that it isn't impossible for Druid to get in, but unlikely.
The Advanced Class Guide Playtest may be downloaded for free until it comes out of playtest and the actual guide is released:
http://paizo.com/products/btpy92zi?Pathfinder-Roleplaying-Game-Advanced-Cla ss-Guide-Playtest![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Cythraul Dig |
![Demon-Spawn](http://cdn.paizo.com/image/avatar/PZO9423-DemonSpawn_90.jpeg)
As I am the person GM'ing the game, I get to pick the characters. Would you rather me say "open to everything" and have a hidden agenda where I won't even consider anything not on my hidden list? Or would you rather me provide guidelines so folks do not spend time on characters that I know won't stand a chance of being chosen?
-- david
I prefer the frank and honest statement up front. I know being a fighter instead of a paladin hurts my chances, but I'm just not a paladin type of person.
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![Fighter](http://cdn.paizo.com/image/avatar/PathfinderCover4.jpg)
@ doubleGold
I would say that this does give me the perfect opportunity to play a Paladin in an environment that does make sense.
And it is true that in a crusade vs evil outsiders every paladin would try to come but they would still be very low % wise in the crusade as gods seldom find those that can hear that call.
I appreciate when the DM clearly stats what he likes and doesn't want to see in his game.
As a player sometimes if there is something i really want to play i get chosen because i made something that made the DM perk his interest.
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![Count Haserton Lowis IV](http://cdn.paizo.com/image/avatar/PZO9231-Hasteron.jpg)
Or looking at the 4 Clerics, 1 Druid.
Cleric and Oracle have the best chance of getting in, I don't have access to playtest materials. So I'd be 1 of 5 Clerics or the only Oracle. But I wouldn't submit a Druid since I know that it isn't impossible for Druid to get in, but unlikely.
Dude, you gotta believe in the heart of the cards strength of your concept. Without weight toward GM preferences your chances of getting in with the divine group will be 1/6 no matter what you submit. If you think your concept is better than others for this AP then just go for it. Fortune favors the bold.
I can understand the limits in this game, considering not just the setting but also the nature of mythic powers (a few of them heavily favor full casters as opposed to 2/3 casters). I'm told this AP gets brutal down the line and a couple of full casters in a group never hurt anyone.
To GM
I see a lot of different styles for the "Why" part. Is it supposed to be in character? I'll change mine if that's the case.
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therealthom |
![Spectre](http://cdn.paizo.com/image/avatar/Spectre.jpg)
Please accept Amaka Gry, cleric of Gozreh for consideration. Her character sheet is behind the link.
I'll summarize here your requested information here.
Short description: Amaka is a tall well-toned woman. Her skin is lighter than typical for a Mwangi, but far darker than the Varisian her sharp nose hints at. She dresses lightly for warm weather, with a drab cloak when it rains or the bugs are especially bad. In cold weather she bundles up with heavy wool or furs that she has hunted herself.
Short personality: Amaka is somewhat retiring. Visibly different from her Varisian relatives, she grew up on the fringe of a close-knit clan. That left her with a feeling of being apart from most others, and she usually desires to avoid notice. But when angered, she can be more forceful and determined.
Short history: Amaka grew up in a Varisian caravan. A few years back the caravan leaders broke with tradition and decided to try an arms run to Mendev, hoping to profit from the crusaders' need for weapons and armor. Amaka became separated from the caravan and never found her way back. In truth she didn't really want to. A strangeness from the Worldwound feels like a violation of nature, a violation she feels compelled to set right. More background in the linked alias.
Why? Amaka looks down at the ground, "Why does grass grow?" Her gaze lifts to the sky, "Why do the Wind and the Waves ceaselessly dance?" She lowers her eyes to stare at her interlocutor. "Because Gozreh wills it. This Worldwound is an abomination, a denial of Her very being. It shall be ... reclaimed."
Amaka will be a stalwart companion. I am hoping her slightly different motivation will promote group interaction.
•Timezone. I am in Massachusetts, USA, GMT -5.
EDIT: Just read the other divine candidates. YOW! You guys are good!
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![Count Haserton Lowis IV](http://cdn.paizo.com/image/avatar/PZO9231-Hasteron.jpg)
Made edits and fixed the "Why?" section. For the time being I'm holding off on buying adventuring gear until selections are made. Gives me time to think about how to spend the last 100 or so gp I have left if I get in.
By the way I highly recommend Inner Sea Gods if you ever need help figuring out how to effectively add faith to a character concept. Paizo really outdid themselves with that book.
Mussed curly brown locks hang over his classically handsome face. Going lower, thick eyebrows sit above a straight nose, thin mouth, and a chiseled chin. Standing only 5'10, he is shorter than the average adventurer, but he is well built and particularly strong. If not for his armor proudly displaying the reversed pentagram, one would be hard pressed to guess he ever spent any time in Cheliax or worshipped her patron deity.
Polydeuces is surprisingly friendly, open, and happy. An evangelist at heart, he rarely plays the role of the conniving devil worshipper many would take him for at first glance. Well versed in Asmodean apologetics, he is used to his motives being questioned and his intentions being misunderstood; but he is always willing to discuss the particulars of his personal beliefs. He sometimes gets caught up in sweeping narratives, looking for the divine meaning in events and trying to fit it into the grander plans of the gods. He holds a special admiration for the Godclaw pantheon but has little patience for the capricious lifestyles encouraged by chaotic neutral faiths and none at all for evil beings not named Asmodeus - not even archdevils. He collects tea cups.
Polydeuces and his younger brother, Castor, were raised by their mother in Isger until his brother was seven years old. Mother Troy, having only six fingers (having had four bitten off by raiding goblins during the Goblinblood Wars) could no longer count Castor’s age and sent the two out into the world, reckoning his brother was old enough to take care of him. They were luckily captured one day and sent to the Sisters of the Golden Erinyes. Upon realizing that Polydeuces was a particularly gifted child, well suited to serve their god, the Sisters had him sent to Cheliax where he would receive ecclesiastical training from the best of her clergy. Polydeuces became enamored with the idea of purging the Worldwound and what it would mean to drive the demons back to the lowest recesses of the Abyss.
”Because a sickness has come to this world. From an infected wound it bubbles up, threatening the world with its virus — its demons. With extreme prejudice and righteous fervor, I’ll help deliver the misguided from the arms of the Abyss and slay the fiends who dare bear false witness to them.”
Polydeuces "Pol" Troy
Male Human (Chelaxian) Cleric (Evangelist) of Asmodeus 1 (Pathfinder RPG Ultimate Combat 0)
LN Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron heavy mace +3 (1d8+3) and
. . cold iron longspear +3 (1d8+4/×3)
Ranged sling +1 (1d4+3)
Special Attacks fascinate, inspire courage +1, sermonic performance, countersong, sudden shift
Cleric (Evangelist) Spells Prepared (CL 1st; concentration +4):
. . 1st—bless (2), disguise self[D]
. . 0 (at will)—create water, guidance, light
. . D Domain spell; Domains Deception, Trickery
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Combat Reflexes, Lingering Performance[APG]
Traits asmodean demon hunter, touched by divinity
Skills Diplomacy +4, Knowledge (planes) +4 (+7 on checks related to demons), Perception +4, Spellcraft +4
Languages Common
SQ aura, public speaker, spontaneous casting, variant channeling (justice/law variant channeling)
Other Gear chain shirt, cold iron heavy mace, cold iron longspear, sling, sling bullets (10), silver holy symbol (Pentagram), 105 gp, 9 sp
--------------------
Special Abilities
--------------------
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (1 targets, DC 10) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Justice/Law Variant Channeling (±1 Profane) Perception, Sense Motive, attack & save bonus/zone of truth
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Public Speaker (-1 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 4 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Sudden Shift (6/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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DM Papa.DRB |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
List of all that I have found, and pointing to the latest post of those that have updated entries.
About 46 hours left in recruitment phase, ie. 0800 US EDT on Friday 11 July.
========================================================
ACCEPTED characters
Hyram Grimstalk Inquisitor
Aladir Cyruthion Rogue
Warrior
Baradesh Ironheart Stonelord Paladin
Doomguide Brother Adun, Monk
Algar Lysandris Arwen Mc Lyntier, Paladin
JuanAdriel Jordi, Paladin
Cythraul Dig Fighter
Quinn Inktooth Paladin
Reliant Lion Mugwa Tafaye, Barbarian
Elros of Amrothe' Cavalier
SAMAS Omara Sedilah, Paladin
Divine
Merick the Blue Cleric
Bane88 Roman Lectus, Cleric
Feuerrabe Zhalia, Druid
Ezro Lindran Ezro Lindran, Cleric
Uncle Taco Polydeuces Troy, Cleric
Arcane
cartmanbeck Kristen Dalmar, Arcanist
SamuraiRuy Bosh Ufgod, Wizard
Mailhain Starfall_2 Mailhain Starfall, Wizard
Unknown
Tsiron Ragmar
Tanner Neilson – Ranger Withdrew
Aunthor Ironborn
Tourach
Ralwind Winterbreath
DoubleGold Withdrew
Old Guy GM
Other / Rogue – NOT ACCEPTED *
Doomguide Antorin Glimmerkin, Rogue
Asura Vanil Inquisitor
* Sorry about this, but I did say in the 2nd post that these two slots were already taken.
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![Blackfire Adept](http://cdn.paizo.com/image/avatar/PZO9249-Blackfire_90.jpeg)
List of all that I have found, and pointing to the latest post of those that have updated entries.
About 46 hours left in recruitment phase, ie. 0800 US EDT on Friday 11 July.========================================================
ACCEPTED characters
Hyram Grimstalk Inquisitor
Aladir Cyruthion RogueWarrior
Baradesh Ironheart Stonelord Paladin
Doomguide Brother Adun, Monk
Algar Lysandris Arwen Mc Lyntier, Paladin
JuanAdriel Jordi, Paladin
Cythraul Dig Fighter
Quinn Inktooth Paladin
Reliant Lion Mugwa Tafaye, Barbarian
Elros of Amrothe' Cavalier
SAMAS Omara Sedilah, PaladinDivine
Merick the Blue Cleric
Bane88 Roman Lectus, Cleric
Feuerrabe Zhalia,...
Kristen Dalmar has been updated, incase you missed that (though you got the updated name right, so I think the link just needs changed).
Kristen Dalmar![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Feuerrabe |
Just some slight adjustments to the wording, the stats remain the same. I've considered to take a normal animal companion for nature's bond or the fire domain, but nothing really convinced me. I could vary the abilities a bit to try to give her a bonus to constitution or start out with a 16 in the main attribute, but any variation would mean to benefit less from her elven heritage; I am not one to balance out the disadvantages of a given race I rather play the advantages; an elven druid should differ from a human one.
I am still considering different feats or changing the equipment so that I may start out with a longbow instead of a shortbow...
Female Elf Druid 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee longsword +1 (1d8+1/19-20)
Ranged longbow +3 (1d8/×3)
Druid Spells Prepared (CL 1st; concentration +5):
. . 1st—aspect of the falcon[D,APG], cure light wounds, entangle (DC 13)
. . 0 (at will)—detect magic, light, purify food and drink (DC 12)
. . D Domain spell; Domain Eagle
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 14, Wis 15, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Combat Casting
Traits exposed to awfulness, focused mind
Skills Craft (alchemy) +6, Handle Animal +5, Heal +6, Knowledge (nature) +8, Perception +8, Ride +2, Survival +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Druidic, Elven, Sylvan
SQ elven magic, weapon familiarity, hawkeye, nature bonds (eagle domain), wild empathy +2
Other Gear hide armor, heavy wooden shield, arrows (20), longbow, longsword, backpack, bedroll, flint and steel, mess kit, waterskin, weapon cord, 2 gp, 6 sp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Druid Domain (Eagle) Granted Powers: Your spirit soars with the mightiest and noblest of all winged creatures.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Hawkeye +1 (5/day) (Su) Swift, gain bonus on one perception check or ranged attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Female Hawk
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Tricks Attack, Come, Down, Fighting, Heel, Seek, Stay
Skills Fly +7, Handle Animal -1, Heal +3, Perception +14, Ride +4, Survival +3; Racial Modifiers +8 Perception
SQ come, fighting, heel, improved evasion, seek
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Flight (60 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
They were standing out in the open plains beyond the forests of Kyonin in broad daylight. The entire day had been radiantly beautiful and now everything she hoped for for the last decade was offered to her. It should be the happiest moment of her life. Alas, it wasn't, because she realized what a liar she had been, to herself and more importantly, to him.
"I can't take your ring, my love." she said and her voice trembled. "I love you with my all my heart and all I wish is to be your wife and have your children so we can be happy forever and ever, but I can't."
He had courted her for ten years. Done everything for her. Might her heart shine in the light of Sarenrae. Never touched her - a variation of the complex elven courting traditions that meant only one thing: Forever. A word that no elf uses lightly but there it was, this ring meant "forever", and forever it would be if she took it.
The idea wasn't new. It has been gnawing ever since she woke up after that Vrock suddenly appeared on that old grove, 60 years ago. It had been a day for celebration, the kind of day you believe what being a druid is all about when you're young, dancing with fairies, negotiating understandings between different parties of the forest, the balance. The beast came out of nothing, her best friend, a dryad, had been killed before Zhalia knew what was going on. She opposed him, uncontrolled, hardly trained, foolishly. She didn't remember much of the fight after it, but the beast killed many a fey, human ranger and many elves at that day. She herself had her guts slit open but somehow she survived. A branch from the dryad's fell off and covered her before he could finish her off.
Talrin seemed shocked by her response and could only stammer: "But... why... what did I do wrong, my heart."
She shook her head and even though tears ran over her face for all the beauty and love she rejected and pain she caused to the one who was most important to her: "It's not what you did. It's what it did, five dozen years ago. It's the demon that wounded me. I have to face my demons to be truly free of my wound. I have to face the demons to free the world of its wound. To abandon the world and live a life with you would be abandoning myself and living a lie."
"You know what happens to those who leave. They hardly ever come back and if they do... they are changed. I know the thread is more terrible beyond imagination, but let the humans and their armies handle it!"
"I can't. I have been in their grasp long ago. I need to go."
"Then I shall come with you. We're in this together." He stood up swiftly and smiled at her as though the threat of doom was nothing if he shared it with her.
"No, you won't. You will go to Rialla and cry to her about me, she will know how to comfort you. I fooled you. Please don't follow me; I couldn't take it. I just... I need you to be happy, while I myself need to step into the Abyss because I have always been half way down and can't get out without reaching its depth. But you can. Don't let me be your demon. It's all been a lie - I can't be yours." With that she turned away and ran, ran until her legs just wouldn't carry her anymore and she collapsed in tears.
Zhalia is a tall elf maiden with long blonde hair which she usually wears open. Her skin has a warm, sunned tone which is actually a tad darker than her hair. She has crystal clear blue eyes.
Her armor consists of overlapping hide pieces from different animals which are arranged in a fashion to resemble a long tunic or short dress of overlapping leaves or feathers. At her hip she carries an elegant elven longsword, on her back a shield, a bow and a quiver with arrows. Several leather pieces are strapped around her legs to shape leggins.
She particularly revers Sarenrae and the powers of the sun and often addresses Her in her prayers, seeking for the balance in all things, and she cherishes the beauty of wide open land in broad daylight.
Towards humans she tries to be a teacher and can sometimes be a bit aloof, but she is always good willed. Unlike most other druids she is willing to accept cities as an aspect of nature, for she considers the creatures that found them as an aspect of nature and, despite their ability to reason, nothing they do can set them apart from that. So she just tries to make them realize the greater whole help them arrange with nature, as opposed to conquering it.
Demons (and devils) are an abomination to existance as far as she is concerned. Their very existance in the world are and insult to balance. She has similar reservations regarding angels, but angels usually do not interfere with the world in such notorious persistance and if so usually to fight devils and demons. She actually hates demons and she isn't one to easily hate.
EDIT: I removed replaced the shortbow by a longbow and removed the druid's kit to avoid getting into heavy load. The character's pretty broke now... I'll just try to get a few of the most elementary things.
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Quill the Owl |
![Owl](http://cdn.paizo.com/image/avatar/owl.jpg)
I would like to submit Alikia Sokol, Conjuration specialist for the arcane specialist for this party.
Growing up in Kenabres by a foster family, Alikia was always curious about a strange birthmark on upper left arm. When she found out that it was for a secret demon killing society, that her parents were a part of, it took all of her foster parent’s wit to keep her in Kenabres and not from charging into the Worldwound to locate them.
She would also often get into mischief, which came to a head when she turned fourteen. After sneaking into her foster father’s lab and mixing some spell components together, Alikia accidently created a cloud that would dissolve ink from pages. Half of her foster father’s research on different alchemical remedies was lost. After a loud, angry discussion behind closed doors, Alikia was sent to Nerosyan to study under a gifted wizard to help train her natural talents. Recently, Alikia Sokol moved back to her childhood home to help join the crusades.
Alikia is a hardworking, salt of the earth young woman who has seen great triumph and devastating loss. She can appear to be introverted, only truly opening up to others that she truly trusts. She doesn’t worship one particular deity, but if she were pressed, she would choose Sarenrae because of her chance at redemption.
As for what I can do, I spent the last seven years of my life studying ways to summon and dismiss outsiders. I have knowledge of the outer planes that could prove invaluable to this organization. I want to show Golarion what good I can do. Give me that chance.”
Alikia Sokol
Female Half-Elf Wizard (Conjurer) 1
NG Medium Humanoid (human, elf)
Init+1; Senses Low-Light vision 40 ft via torch; Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 ( +1 Dex)
hp 7 (1d6 +1)
Fort +1*, Ref +1*, Will +2*; *+2 vs enchantments
Immune magical sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Masterwork Light Crossbow +2 (1d8 19-20/x2)
Melee Quarterstaff +0 (1d6 x2)
Special Attacks Acid Dart (7/day)
Wizard Spells Prepared (CL 1; concentration +7):
0 (at will) detect magic, light, read magic
1 (2/day) shocking grasp, summon monster I, mage armor (specialist spell)
--------------------
Statistics
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Str 11, Dex 13, Con 12, Int 18, Wis 11, Cha 13
Base Atk +0; CMB +0; CMD 11
Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (Conjuration)
--------------------
Traits
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Dangerously Curious (magic) - You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Riftwarden Orphan (campaign) - You gain +2 trait bonus on all concentration checks.
--------------------
Skills
--------------------
Diplomacy +2, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (planes) +11, Linguistics +8, Perception +2, Spellcraft +8, Use Magic Device +6
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Languages
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Abyssal, Celestial, Common, Draconic, Elven, Hallit, Infernal
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Gear
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Backpack, Bedroll, belt pouch, flint and steel, ink, ink pen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days’ worth), water pouch, spell book, masterwork light crossbow (Arcane Bond), quarterstaff, cold iron crossbow bolts (50)
--------------------
Special Abilities
--------------------
Adaptability: Alikia gains skill focus as a bonus feat
elf blood: Half-elves count as both elves and humans for any effect related to race
Elven Immunities: half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
Keen Sense: Half-elves receive a +2 racial bonus on Perception skill checks
Multitalented: Half-elves choose two favored classes at first level(Wizard, Alchemist)
Opposition Schools: Enchantment, Necromancy
GMT -5 EST
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Omara Sedilah |
![Ganyavesha](http://cdn.paizo.com/image/avatar/PZO9534-Ganyavesha.jpg)
So here we go:
As Omara grew up, she quickly absorbed the teachings of the local clerics on the ways of the Eternal Rose, but found she could never let go of her anger at the raiders for taking her parents from her. With the help of some friendly crusaders, they managed to work out a training program to fit her growing faith. These differences caused some friction among the other Iomedian adepts, who often called her "soft". Throughout her tutelage, she never forgot the being(s?) that saved her life, and swore to make it up to them.
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therealthom |
![Spectre](http://cdn.paizo.com/image/avatar/Spectre.jpg)
Amaka Gry is missing from the divine list.
Thanks for watching out for Amaka, Uncle Taco! Very fair-minded of you.
Though I don't think she has much of a chance. The other divine applicants are very strong, and show a wide variety of approaches. Polydeuces is a really interesting choice for this campaign; an outside the stereotypical approach for a giant good v evil showdown. Feurrabe (Zahlia) and I both tried creating someone who would crusade against the Worldwound because it threatens nature. And Zahlia's back story is much better than mine.
Merick the Blue, Bane88's Roman Lectus, and Ezro Lindran are all cut from more heroic stock than Amaka. And Ezro's got some good writing too.
I think I'll be coming back to this thread later to study PbP application techniques.
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Tirion Jörðhár |
![Banderak](http://cdn.paizo.com/image/avatar/06Banderak.jpg)
May I present Kyleen Ptangor - Female Human Wizard (Abjurer) - possibly Banishment subschool. Opposition schools - Enchantment, Necromancy
A short and disheveled woman limps up the street. Every once in a while, she stops and leans on her staff as she looks around the street before her. What she looks for is difficult to tell as she will appear to watch two pigeons fight over a scrap of food one time, and then watch as two lovers hold hands and walk through the park, apparently unaware of the cataclysmic struggle taking place but a few miles away beyond the wardstones.
Although the woman appears old and nearly crippled as she limps along, a close look shows that she is in fact young, perhaps not more than her early twenties. In addition, every once in a while when something interesting catches her eye, the limp suddenly goes away as she quickly scurries to investigate whatever she found interesting.
Generally, Kyleen wears long flowing robes with a hood. Whether this is to hide what she considers her homely appearance, or to mask that she is not in the best of physical shape is anyones guess. On those rare occasions when one sees her out of her robe, one sees a short woman who clearly has not spent time caring for her appearance. The only odd thing about her rather plump form is a striking spiraling tattoo on the back of her left leg. In fact, this is not a tattoo, but a birthmark called a Sign of the Seeker's Spiral. It is because of this birthmark that Kyleen typically limps as walking normally causes the birthmark to stretch painfully.
Kyleen has few friends as she rarely spends time socializing. She is a bookworm more likely to be found with her nose in a dusty old tome than downing ale at the pub. When spoken to, she frequently responds with a surprised gasp as few people take the time to talk to a quiet person with a limp such as she.
When required to interact with another, Kyleen is an extreme introvert and seeks to determine the answer to the inquiry from another so as to end the conversation. She is typically impatient wanting to get a job done quickly, and even quicker when attempting to end a conversation. When she does speak to others, she often uses her hands almost as much as her mouth to communicate using gestures to demonstrate her thoughts to others who frequently do not understand the complex areas of study which she enjoys.
Kyleen's parents, actually her foster parents, but the only parents she has ever known, tell Kyleen that she was born under a full moon on midsummer's night. Kyleen never knew her true parents. When she was about thirteen, she realized that her appearance was so different from her foster parents that she must not actually be their child. After a few months of incessant questioning, her father finally broke down and told her that she had been left in their care when her true parents, Riftwardens, went into the Worldwound on a secret mission.
Since this time, Kyleen has had fantasies of traveling past the Wardstones and seeing what lies there. She has read every book she could find on the land now known as the Worldwound and studied every dusty scroll which the local libraries have allowed her to read. Were it not for her father being a librarian himself, she undoubtedly would have been frequently turned away. However, her father, Karsworth Ptangor, was the librarian for a small school of magic which enabled young Kyleen to get into even many restricted stacks of books.
It was while reading books on arcana that she first discovered she had a knack for magic. Hoping to find a safe profession other than bookworm for his adopted child, Karsworth apprenticed her to an elderly mage who specialized in defensive magics. Kyleen quickly learned to cast most of the simple defensive spells, but was more interested in learning to call creatures from beyond. Creatures from other planes. After all, she thought, someone must have first called the demons. What better way to stop the demons than to learn their own tricks.
One day when her master was out, she carefully called upon her magic and then summoned a creature from beyond. It was not much, just a small dog. However, the summoning must have been detected by the Wardstone mages as but moments later, the city guard was at the door with priests and mages in tow. To say that her master was less than pleased is an understatement and he took from her weekly allowance the cost to repair the door damaged by the guards when they arrived thinking that a cultist had been calling creatures from the Abyss.
With Armasse coming soon, Kyleen has finally decided that it is time to search for her long lost parents. She is sure they must be long since deceased, but perhaps there is some sign of them out there somewhere. Or, perhaps whoever, or whatever, killed them is out there. What better way to honor their sacrifice for the Riftwardens than to avenge their death.
Since she was thirteen, Kyleen has spent hours sitting on the highest hills in Kenabres staring north and west toward the Worldwound. As she does, she wonders, what is out there? What lies beyond that is so terrible.
Soon this train of thought invariably changes to wondering who her parents were? What was their secret mission? What happened to them? Are they still alive? Dead? And, if dead, who or what killed them?
This is the true driving force that has caused a young woman, who rarely walks farther than from her bed than to the nearest bookshelf, to go into the Worldwound. To see, and hopefully destroy, the Abyssal invaders. She desires to find what happened to her parents and to rid the land of these invaders so that no other young girls will have to wake up one day and discover that her true parents had disappeared into the unknown of the Worldwound before the girl ever was able to know them.
Up in the air, but likely to build toward the Collegiate/Magaambyan Arcanist prestige class. Intention is to stick with pure wizard or Collegiate Arcanist to maintain casting level.
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DM Papa.DRB |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Updated list. Recruitment closes in 24.5 hours.
==========================================================
ACCEPTED characters
Hyram Grimstalk Inquisitor
Aladir Cyruthion Rogue
Warrior
Baradesh Ironheart Stonelord Paladin
Doomguide Brother Adun, Monk
Algar Lysandris Arwen Mc Lyntier, Paladin
JuanAdriel Jordi, Paladin
Cythraul Dig Fighter
Quinn Inktooth Paladin
Reliant Lion Mugwa Tafaye, Barbarian
Elros of Amrothe' Cavalier
SAMAS Omara Sedilah, Paladin
Divine
Merick the Blue Cleric
Bane88 Roman Lectus, Cleric
Feuerrabe Zhalia, Druid
Ezro Lindran Ezro Lindran, Cleric
Uncle Taco Polydeuces Troy, Cleric
therealthomAmaka Gry, Cleric
Arcane
cartmanbeck Kristen Dalmar, Arcanist
SamuraiRuy Bosh Ufgod, Wizard
Mailhain Starfall_2 Mailhain Starfall, Wizard
Tirion Jörðhár] Kyleen Ptangor, Sorcerer
[url=http://paizo.com/campaigns/DMPapaDRBWrathOfTheRighteous/recruiting&page=2#86]Quill the Owl Alikia Sokol, Wizard (Conjurer)
Unknown
Tsiron Ragmar
Tanner Neilson – Ranger Withdrew
Aunthor Ironborn
Tourach
Ralwind Winterbreath
DoubleGold Withdrew
Old Guy GM
Other / Rogue – NOT ACCEPTED *
Doomguide Antorin Glimmerkin, Rogue
Asura Vanil Inquisitor
* Sorry about this, but I did say in the 2nd post that these two slots were already taken.
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DM Papa.DRB |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
Updated again, and this time formatted correctly.
========================================================
ACCEPTED characters
Hyram Grimstalk Inquisitor
Aladir Cyruthion Rogue
Warrior
Baradesh Ironheart Stonelord Paladin
Doomguide Brother Adun, Monk
Algar Lysandris Arwen Mc Lyntier, Paladin
JuanAdriel Jordi, Paladin
Cythraul Dig Fighter
Quinn Inktooth Paladin
Reliant Lion Mugwa Tafaye, Barbarian
Elros of Amrothe' Cavalier
SAMAS Omara Sedilah, Paladin
Divine
Merick the Blue Cleric
Bane88 Roman Lectus, Cleric
Feuerrabe Zhalia, Druid
Ezro Lindran Ezro Lindran, Cleric
Uncle Taco Polydeuces Troy, Cleric
therealthomAmaka Gry, Cleric
Arcane
cartmanbeck Kristen Dalmar, Arcanist
SamuraiRuy Bosh Ufgod, Wizard
Mailhain Starfall_2 Mailhain Starfall, Wizard
Tirion Jörðhár Kyleen Ptangor, Wizard(Abjurer)
Quill the Owl Alikia Sokol, Wizard (Conjurer)
Unknown
Tsiron Ragmar
Tanner Neilson – Ranger Withdrew
Aunthor Ironborn
Tourach
Ralwind Winterbreath
DoubleGold Withdrew
Old Guy GM
Other / Rogue – NOT ACCEPTED *
Doomguide Antorin Glimmerkin, Rogue
Asura Vanil Inquisitor
* Sorry about this, but I did say in the 2nd post that these two slots were already taken.
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Quinn Inktooth |
![Tiefling](http://cdn.paizo.com/image/avatar/PZO9423-Tiefling_90.jpeg)
For your convenience, I'm reposting an updated Character Sheet. The link you have for Quinn takes you to one that has some errors on the equipment line.
Pitborn Tielfing Paladin 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 17, touch 10, flat-footed 17 (+6 armor, +1 natural)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2
Resist fire 5
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee bite +5 (1d6+6) or power attack +4 (1d6+9)
Melee masterwork longsword +6 (1d8+6/19-20) or power attack +5 (1d8+9/19-20)
Melee longspear +5 (1d8+6/x3) or power attack +4 (1d8+9/x3)
Ranged shortbow +1 (1d6/x3)
Special Attacks smite evil 1/day
Spell-Like Ability 1/day light (CL 1st)
STATISTICS
Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Diplomacy +6, Disable Device +2, Knowledge (religion) +4, Perception +2
Languages Abyssal, Common
SQ aura of good, detect evil, exposed to awfulness 1/day, prehensile tail, scaled skin
Traits Chosen of Iomedae, Exposed to Awfulness
Gear guardsman’s armor (chainmail), longspear, masterwork longsword, shortbow w/20 arrows
Additional Gear backpack, belt pouch, flask (4), flint and steel, grappling hook w/50 ft. rope, guardsman’s banner, holy water (2), soldier’s uniform, wandermeal (10), waterskin, iron holy symbol, 49 gp 7 sp 8 cp
Weight 95.5 lbs. (light load)
He tried to speak, but the words choked in his throat. He felt like he had swallowed ground shards of glass. His shoulders and wrists burned, and the slightest movement sent lances of pain shooting through his back. He realized after a moment that he was hanging… manacled to the wall and suspended by chains. His eyes were clotted shut. With an effort he forced them open. The light was more painful than hanging.
“Wherrrre…?” he hissed hoarsely. He felt, more than heard, the sudden attention of the others in the room. There were sudden whispers and murmurs all around him… too many to decipher.
“What did you say?” came a hard voice from his right.
Quinn tried to ask again, but his corporeal needs overruled his consciousness and the word came out, “Waterrrrr…” After another eternity of pain, the nozzled end of a waterskin was pressed against his lips. He took his first drink of water in a rush and immediately gagged and retched, blazing pain went through his body as he thrashed in his chains.
A heavy door opened and another voice overwhelmed the others. “What has happened?”
“He’s awake again,” the first voice responded. “He asked for water.”
“Give him some,” the second voice demanded. The nozzle was again pressed against his mouth. “Drink slowly,” the voice insisted. Quinn took a few slow, careful sips and felt his throat begin to loosen. After a few more sips the skin was withdrawn. “What is your name?”
“Quinn.” He could not think of any reason to lie. But, even though it was true, it seemed wrong somehow. He had no name in the haze.
“Do you know where you are?”
“No,” he breathed. He did not know what they wanted from him, but he had no strength to resist an interrogation.
“Do you know where you live?”
In the haze… was the answer. But, when his mouth opened, “Kenabres” spilled out. He frowned. That was true and wrong as well. Suddenly, the haze was gone… burned from his mind by the light, as the morning sun burns the fog off of the meadows… His pain became something real and immediate. He whimpered as he hung limp in his chains. “Where am I? What has happened to me?”
There was silence for a long moment. “You are in the temple at Kenabres, the catacombs to be precise. We have held you here for nearly four weeks. Do you remember the fight in which you were wounded?”
The temple. Kenabres. The fight. Four weeks!? “No… no… I don’t remember.” But, that was not true. Bits and pieces of the past began to pierce the darkness in his memory. A cultist and his familiar. The sergeant and his fellow soldiers. The battle was quick, the traitor brought low. He was wounded, but not seriously. Then… the haze… he squirmed. Something insidious longed for the haze. Something deep inside of him. He fought back. The pain helped clear his mind.
“There was some kind of demon. Something we’ve never seen before,” the second voice stated. “It poisoned you with its own blood. The reaction was… terrible.” The blurriness was clearing. His sergeant stood before him, some soldiers and acolytes, as well as a temple priest. The cleric continued speaking. “We could not remove the poison. We couldn’t even slow it down. You’ve been in and out of consciousness. Do you remember anything?”
Only the haze… “Only the nightmares.”
“I’m not surprised. You should know… the demon-blood had some dramatic effects-” the sergeant grabbed the cleric and spun him away. There was a quick and vicious whispered argument, but the priest waved him off. “He needs to know! Quinn, we’re not sure that you are still entirely human…”
You gravitate towards the one you think would offer you the best shot of becoming involved in the 5th Crusade. There is the banner of the Eagle Watch, a knightly order of mostly Paladin, Fighters and Clerics. You approach the person who seems to be in charge, and inquire as to how you may join the order. ”You look somewhat competent. Why do you want to join and hunt demons, and what skills do you bring?"
The heavy folds of a massive cowl hide the features of the man as he approaches. It would be alarming, even here in the hub of the Crusade, except below the cowl the man bore the well-worn tabard and armor of one of Kenabres local guardsmen.
Up close, the reason for the cowl is too obvious. From deep within, tiny pinpricks of light, like burning embers, shine out from eyes that are otherwise grey like ash. Asymmetrical horns, too unlike those of animals to be comparable, spring irregularly from skin that is sometimes cracked and cragged, sometimes chalked like spent charcoal.
As the man exhales, tiny tendrils of smoke waft from the corners of his mouth and the faint, sulfurous smell of brimstone leaks from beneath the hood. Then the man smiles, and all the other grotesquerie of his appearance is forgotten...
The broken lips fold apart, revealing a veritable canyon of ebon stalagmites so mismatched and incongruous that it is a wonder the creature can close his mouth around them. The dagger-like protrusions seem to simultaneously shine, like the molten crafts of the glass-blowers, and swallow the light, like obsidian draped in shadow. When he speaks, the ill-fitting shards click and scrape against one another, causing a shower of tiny sparks to spray from his mouth.
"I have nowhere left to go," the man laments. "I cannot return to the barracks, and no inn or posting house will let me through the doors. I have trained all my life to protect Kenabres' citizens, and the foreigners, the tribes... everyone under her banner. Now, I am outcast in my own home. But, I am no coward, to run and hide away from what has happened to me. 'Why am I here?' you ask." The man, if indeed he could still be called that, shrugs. "What else is to be done?"
Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive—but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.
+2 Strength, +2 Charisma, –2 Wisdom: Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Disable Device and Perception checks.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Thanks for taking time to consider!
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Feuerrabe |
There is a slightly updated version of the character in the post http://paizo.com/campaigns/DMPapaDRBWrathOfTheRighteous/recruiting&page =2#83 and I added a last name by now, Zhalia Sunmeadows.
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![]() |
![Count Haserton Lowis IV](http://cdn.paizo.com/image/avatar/PZO9231-Hasteron.jpg)
Uncle Taco wrote:Amaka Gry is missing from the divine list.Thanks for watching out for Amaka, Uncle Taco! Very fair-minded of you...
Polydeuces is a really interesting choice for this campaign; an outside the stereotypical approach for a giant good v evil showdown.
No problem. Its one thing not to be picked, its another to not be considered at all. I've had a character looked over and not considered because the PbP GM didn't add them to his list. He apologized in a PM but I'm still a little salty about that one.
I just wanted to play a preacher man. I think Asmodeus is one of more complex deities written into the setting, and Paizo seems to care more about fleshing out villains than they do heroes (which makes sense, because the assumed heroes of the world in most cases are the PCs).
Thanks for the complements by the way! I could see your character rising up against eh Jadwiga of Irrisen or the techno-horrors of Numeria, or the legions of undead in Ustalav just as easily as she turns her wrathful eye toward the Worldwound.
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Tirion Jörðhár |
2 people marked this as a favorite. |
![Banderak](http://cdn.paizo.com/image/avatar/06Banderak.jpg)
You know what the funny thing is about all the discussion/arguments that were had earlier in this thread about requiring divine/arcane characters to be able to cast 9th level spells. If someone had wanted to play a Warpriest, they practically qualify as pure melee and could easily have been submitted as such. Using their Weapon focus weapons, they get full BAB, plus the +1 from the Weapon Focus. Plus, while they lack slightly in feats, the incremental increase in damage enables one to take a 2-weapon style, say Thunder & Fang or 2 kukris, and turn this into a serious damage dealer with good healing/casting as a bonus. Thus, while not a Paladin, this would make a very nice holy warrior.