Protectors of Golarion (Wrath of the Righteous AP) - Recruitment


Recruitment

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Trscroggs wrote:
Do you think there is room for a Summoner or Warpriest in the line-up?

I don't see why not. I don't have anything against either class. Okay, that's not true, but it's not relevant to me choosing you as a potential player. That said, summoners are restricted to being unchained.

Baradim: Sure thing.

Rose: Looks fine, though I'll have to reexamine it when I do another round of backstory feedback.


@DM- Would dual talent human be acceptable?

Paizo wrote:
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.


Worldwound GM wrote:
Kevin Hurly

GM:
Kevin's mother was from Absalom. She trained in the paladin school there and then went to the worldwound and met her husband. When Kevin was born they wanted to get as far away from the Worldwound as they could so they went back to her home. She has family there. They gave up crusading for their son.

The paladin school in Absalom is staffed by maimed and recovering crusaders. The school's philosophy is if you are well enough to fight you should be. I can't give you chapter and verse on that at the moment but I have read that in the past.

Kevin was originally set up for the Child of the Crusades trait and the Marshall path in our home game he was invented for. When that ended I've tried to get him into a few PBP games but they never advanced far. I will be trying to get Kevin into Eldrich Heretage Demon. The longer he stays in the Worldwound the more he begins to resemble the demons there.


SqueezeMeNow wrote:

@DM- Would dual talent human be acceptable?

Paizo wrote:
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Sure, why not? I don't have any objections to it, especially since you give up the bonus skill points as well as the bonus feat.

trawets71: Huh, sounds neat. Carry on.


Kaleros' profile now includes his background. A shortened version of it, at least. I'm working on a longer, more detailed one, but this one should do to give you the basics of his character.


Alright...so I remade Baradim as a monk, and a human, and went with the "Stolen Fury" campaign trait. Took the Perfect Scholar to make him a bit stronger as a knowledge-based character and it'll help cancel out his lower amount of skill points.


Worldwound GM wrote:

Having read your spiel on Ragathiel, I now see why you might want to go with him rather than Sarenrae, though I do think there are, of course, other options open. That said, I’m not gonna try to tell you not to do it! It’s an interesting spin. I find it interesting that he usually focuses on devils, but I suppose his backstory lets that make sense.

Anyways. On to Merixia’s backstory. I think it makes sense, as you’ve said, for her to pick up on Ragathiel, but I also feel like there’s potential for her to occasionally have doubts/confusion about his rites, because she has had only a single teacher who she has since left behind. Might need to rely more on divinely inspired intuition for how best to do things in the right ritually pleasing way. :P

Other than that, looks good to me.

Oh, there were always other options. That's one of the cool things about the Golarion setting, there's a deity or empyreal lord for everything and usually more than one choice. Given the scope of Iomedae's and Sarenrae's worship, there are most likely sects somewhere out there that see righteous wrath in a more positive light than the ones Merixia encountered. She just happened to meet a sympathetic priest of Ragathiel when she was young, impressionable, and lonely. Then Ragathiel took a personal interest and decided she would make a good cleric. Boom, Touched by Divinity trait. :)

It's part of my personal headcanon that empyreal lords are more likely to interact one on one with their worshipers than deities are, because they have a lot fewer worshipers to keep track of.

I imagine that most people who follow an empyreal lord end up doing a lot of improvisation as far as rites go. They don't exactly have a holy book or the traditions of an organized faith to go on, after all. So yeah, Merixia does what makes sense to her unless Ragathiel sends her a dream or vision specifying otherwise.

@Elliot: Aww, you took my advice! I think a peri-blooded aasimar would be very thematic for this AP. An inner conflict between good and evil to mirror the outer conflict. Maybe Elliot and Merixia can bond over the inconveniences of their extraplanar ancestry. And hey, they both have pyrotechnics as a racial spell-like ability! Cool.

Silver Crusade

@Gm, would you be open to allowing the feats Deadly aim/power attack/combat expertise to be base options in combat? (Basically giving the feats for free I suppose) I would also, at the risk of sounding rude which hopefully I do not, suggest considering making power attack scale at -1/+2 flat, as while PbP has a lesser issue in regards to turn time, it still makes things easier to keep track of.

Liberty's Edge

I've been away from the boards for ages; starting to feel the itch to PBP again. I need to try for this one. Kind of feeling the arcane; leaning towards a sorcerer of some kind. I'll percolate a bit and see what emerges.

Sovereign Court

Will be working on a Tetori Monk (I honestly forgot they existed) . Final answer. I've got backstory rattling in my head and crunch planned there, too.


I submit Takeda Mon'tar Aasimar Monk. I believe all is in order. I am converting an alias should I be selected. I thank you for your consideration.

Takeda Mon'tar Male Garuda Blooded Aasimar
Unchained Monk 1

Background:

Takeda was an abandoned orphan. Left on the doorstep of the Wind of Heaven School, he was taken in by the monks. His red plumage, instead of hair, marked him as different from the very beginning. As he got older it ended up cresting much like a cardinal's only in his case it raised and lowered with his mood.

At the age of 10 he was out playing with several of the other students. The monks felt that interacting with nature and play was an excellent way for young students to build their bodies and to learn about the world around them. Sadly, a group of cultists found the children and absconded with them. The monks tracked the group of cultists down but not before they had involved the children in some sort of ritual. Two of the students died, one became feral and the remainder seemed unaffected to include Takeda. However, Takeda could always feel the energy that had washed over him like a small kernel of energy just outside his body's ki pathways. Now, at the age of 18 he has managed to incorporate this power into his ki flow though how it can be implemented he is still working out.

In a war-torn area there are numerous orphans. Also, the strange energies coming from the war wound and the beings who have engaged in combat have caused numerous physical differences in many children. This means Takeda did not grow up as some sort of outcast. As a matter of fact he was with others who were orphans and some who had physical differences such as he had though none had the bright red plumage which he displayed. Today, Takeda seeks to use the skills he has been taught to help the citizens of Sarkoris in their struggles against the monsters of the wound.

Defense:

Initiative +3 (Dex +3)
AC 18, touch 18, Flat Footed 10 (+3 Dex, +4 Wis, +1 dodge)
HP 10 (8+2)
Fort +4 Ref +5 Will +4

Fighting defensively: normal -4 to hit, +2 AC; cautious warrior -4 to hit, +3 AC; crane style -2 to hit, +4 AC

Offense:

Speed 30ft
Melee
Unarmed +4 (1d6+1/20x2)

Ranged
Shuriken +4 (1d2/20x2, range 10')
Dagger +4 (1d4/19-20x2, range 10')

Statistics:

Str 12 Dex 16 Con 14 Int 13 Wis 18 Cha 10
BAB +1, CMB +2, CMD 15

Starting Stats
Init Str 12 Dex 14 Con 14 Int 13 Wis 16 Cha 10
Cost Str 2 Dex 5 Con 5 Int 3 Wis 10 Cha 0
Race Dex +2 Wis +2
Level
Total Str 12 Dex 16 Con 14 Int 13 Wis 18 Cha 10

Feats & Rogue Talents:

1C. Improved Unarmed Strike
1C. Stunning Fist
1B. Dodge
1. Weapon Finesse

Future
2B. Combat Reflexes
3. Crane Style
5. Crane Wing
6B. Improved Trip
7. Crane Riposte
9. Agile Maneuvers
10B. Improved Critical Unarmed Strike
11. Greater Trip
13. Ki Throw

Skills:

Skill Points = 5 (4 class + 1 Int)

Acrobatics* 7 (1 rank, 3 class, 3 dex)
Climb* 5 (1 rank, 3 class, 1 Str)
Escape Artist*
Intimidate*
Perception* 8 (1 rank, 3 class, 4 Wis)
Perform*
Ride*
Sense Motive* 8 (1 rank, 3 class, 4 Wis)
Stealth* 7 (1 rank, 3 class, 3 Dex)
Swim*

Background (12)
Craft*
Know History: 5 (1 rank, 3 class, 1 Int)
Know Religion: 5 (1 rank, 3 class, 1 Int)
Profession*

Languages:

Common, Varisian

Class Abilities:

Improved Unarmed Strike: 1d6 damage

AC Bonus: add Wis bonus to AC

Flurry of Blows: as a full attack, one extra attack at highest attack bonus

Stunning Fist: declare before attack, Foe damaged must make a FOR save DC 10 + 1/2 LEVEL + Wis mod or be stunned for 1 round. 1 Stunning fist attack per monk level per day.

Aasimar Racial Traits:

Garuda Blooded Aasimar

Ability Score Bonus: Dex +2, Wis +2

Medium Outsider with native subtype

Celestial Resistance: acid, cold, and electricity 5

Feat and Skill racial traits: +2 racial bonus on Acrobatics and Fly

Spell like ability: See invisibility once per day

Darkvision 60'

Traits:

Stolen Fury: granted a +2 trait bonus on all CMB checks against demons. Associated Mythic Path: Champion.

Cautious Warrior: You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.

Gear:

Belt Pouch (loose change: gold and silver) .5#

Backpack (Caltrops, chalk x10, whetstone, flint and steel, candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin) 5#

Dagger .5#
Shuriken x5 .5#

Light Load 25, Medium Load 50, Heavy Load 75
Total Gear Weight: 16.5 pounds, Light Load

PP GP 23 SP 0

Liberty's Edge

Question for DM: you okay with using mythweavers character sheets? They're just my first preference if you're cool with it.


I would like to submit myself for this campaign as an Eldritch Archer Tiefling. Background and stats can be found in the profile (I can repost it in thread if that is preferred).

I do have one question though. I went with the trait Stolen Fury. In the backstory I went with the ritual happening to her on the day of her birth. Is this problem? I can adjust background if so

Thank you for consideration


Dot. I want to do something Arcane. But what? Maybe a Magus. Maybe a Sorcerer. I'll figure it out.


I wish I had seen this earlier, someone already has a submission too close to what my first choice would have been. So, I will prepare an Arcanist to submit. I am both familiar with their spellcasting and the mythic ruleset. More to follow once I have chance to get things set down digitally.

Liberty's Edge

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After a coinflip and some random choices on a whim, I'm kind of stirring around a half-orc sorceress (yes, that's -ess, that was the coinflip) with the possessed bloodline and pass for human feat. For some reason the idea of playing a charismatic "human" who doesn't quite know she's part orc is growing on me. Goin for that archmage path too. Might make more mechanical sense to do a human with orcish kinds of traits but meh, min-max, schmin-schmax. We'll see.

Silver Crusade

Any opening for a human paladin? He'd be the 1st level version of my current Paladin 5 / Hellknight 1 character.


Just have to do Background, then I can hit demons with a spiked book


Worldwound GM wrote:
stuff

Riftwarden orphan for the moment.

I touched upon it and his trauma a bit in his own personal portion of the stuff i dropped.

His viewpoint is a distinctly not human one. He makes friends and tries to be a good person not because hes looking for lifelong bonds or punch out a score card that gets him good with his diety before he expires. Rather it's with the full knowledge that the lives of those around him are alarmingly brief even without the threat of horrible violence around every corner. He's seen far more violence than most elves twice his age. But, on the flipside hes been largely sheltered from it by a group of very hard veterans trying to pass on their hard won knowledge and skill before something takes them as well. He's not numb nor naive but he sees no point om dwelling on it in front of his shorter lived peers. They dont have time for that.

I honestly could have gone on longer. He has a half elf foster brother thats progressed much faster than himin training. Theres ugly rumors about the ten martyrs that returned back to kyonin. Theres reasons why he puts faith in sarenrae over more traditional elven gods. At least twenty best friends whove all met grisly fates. The reason why he was the only survivor.

But, yeah, thats a lot for just a character entry.


Dotting for interest, I have played in a solo-game of Wrath of the Righteous before with a barbarian I really liked, sadly it stranded at around book 3. Seeing as how there are many more melee builds around, I might want to change into another character concept I haven't been able to try yet.

Concept is a transmuter (whip)wizard. Spells are a good thing to have, though what if you run out of them? She uses a whip to great effect to disarm or trip when her spells are not effective.

Likewise her later spells will include things that focus on certain combat maneuvers. Previously it was a human, I'll see if I can make this work with a tiefling or aasimar.


After looking at the crunch, I would have to shift things around, whips aren't an option alas, unless picking up Exotic Weapon Proficiency.

Tiefling does give me more options to write up an interesting character arc. I have some ideas, but it may take some time to write.

For now, here's the initial idea.

Ocarona Rion:

TN Medium Tiefling (Native Outsider & Humanoid (Human)),
Transmuter (Enhancement) Wizard 1

Init +2; Senses ; Perception +0, Darkvision 60 feet
DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex, +0 armour)
hp 9 (6 + 0d6 + 3)
Fort +2, Ref +2, Will +1;
Defensive Abilities ;
cold resistance 5, electricity resistance 5, and fire resistance 5.

OFFENSE
Speed 30 ft.,
Melee Light Flail: + 4 (1d8+3/x2)
Ranged Light Crossbow: + 2 (1d8/x3)

STATISTICS
Str 16 (15+1) , Dex 15 (13+2), Con 14, Int 18 (16+2), Wis 10, Cha 8 (10-2);

Base Atk +0; CMB +7 ( +4 to Disarm when wielding the Light Flail) ; CMD 19 (BAB +0, Str +3+4 Int+2 Dex)

Feats: Arcane Discovery (Knowledge is Power (1st)
Skills: Linguistics 1 ranks (+8), Knowledge (Arcana) 1 ranks (+8), Knowledge (History) 1 ranks (+8), Spellcraft 1 ranks (+8), Appraise 1 ranks (+8), Knowledge (Local) 1 ranks (+8)
Languages: Common, Elven, Dwarven, Infernal, Abyssal, Celestial

Combat Gear: Light Flail (Heirloom weapon/Bonded Item), Light Crossbow with 20 bolts
Other Gear: spellbook, journal of her grandfather: professor Rion
Encumbrance: lbs; Light Load, (Light Load up to 76lbs, Medium up to 153lbs, heavy up to 230 lbs)
Carrying capacity: 15 lbs Light Load
Money Left: 28 gp

Traits:
Heirloom Weapon: Light Flail, proficiency with light flail, +2 to Disarm with weapon +1 bonus to attack
Riftwarden Orphan:
You bear a strange birthmark 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 children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. 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. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.
Special Abilities
Arcane School: Transmutation
Opposition schools: Necromancy & Enchantment
Physical Enhancement (Su) (+1 Str)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Arcane bond → Bonded Item: Grandfather (Professor) Rion's Light Flail
Racial Traits:
Base Speed 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Light from the Darkness: Tieflings who deny the evil of their heritage to go on to become heroes refuse to use the dark magic of their blood, but their struggle grants them uncanny resilience against evil’s touch. As long as they retain a good alignment, they gain the aasimar’s incorruptible alternate racial trait. This racial trait replaces the spell-like ability racial trait. Source PZO9280
Incorruptible Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages. Source PZO9280
Bullying: Tieflings are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces skilled. Source PZO9280

Favored Class Bonus (hp)
[spoiler=Spells:]
Level 0: Detect Magic, Mage Hand, Read Magic, Prestidigitation, Message
Level 1: Enlarge Person, Magic Weapon, Alter Winds, Shocking Grasp, Comprehend Languages, Mage Armor, Shield


Daynen wrote:
Question for DM: you okay with using mythweavers character sheets? They're just my first preference if you're cool with it.

I'm not hugely fond of the idea, but if you feel it's absolutely better than using the profile on the site, go for it.

Aria Dros wrote:

I would like to submit myself for this campaign as an Eldritch Archer Tiefling. Background and stats can be found in the profile (I can repost it in thread if that is preferred).

I do have one question though. I went with the trait Stolen Fury. In the backstory I went with the ritual happening to her on the day of her birth. Is this problem? I can adjust background if so

Thank you for consideration

The profile's fine! i also don't have an objection to having the ritual that early, so... go for it!

Shadow Dragon wrote:
Any opening for a human paladin? He'd be the 1st level version of my current Paladin 5 / Hellknight 1 character.

While I don't object to having a human paladin, I recommend against submitting a Hellknight aspirant. I'm... not fond of Hellknights.


And a renewed list of submissions. As I observed in a PM earlier, uh... I'm not looking forwards to cutting this pool down to 5-6 characters.

“Submissions” wrote:


Mostly-Solid Characters:
Wyniess Morgethai, elf ranger (Tanglebriar Demonslayer/Transporter) by rdknight
Kevin Hurly, tiefling paladin of Sarenrae by trawets71
Heinrick Stonewright, human cleric of Iomedae by Mokshai
Merixia, tiefling cleric of Ragathiel by Linnea the Diviner
Baradim Walks-The-Earth, human monk by KingHotTrash
Tippy Fullbottle, halfling unchained rogue (knife master) by Nazard
Elliot Stormbane, aasimar (emberkin) arcanist by Trevor86
Khaleros, half-orc paladin of Iomedae by Mr Nevets
Dain Bramage, dwarf inquisitor (living grimoire) of Torag by Andrea1
Ferranel Branchfire, elf magus (eldritch archer) by TarkXT
Darmok of Averaka, half-orc monk by ScorchedOne
Amelia “Rose” Hart, human? fighter? by rorek55
Aria Dros, tiefling magus (eldritch archer, hexcrafter, fiend flayer) by Slayde77
Takeda Mon’tar, aasimar (plumekith) unchained monk by Ironperenti
Ocarona Rion, tiefling transmuter (enhancement) wizard by Rocan
Nicolette Yardley, aasimar shaman (speaker for the past) by SmooshieBanana

Planned Characters:
Half-Orc Bard, by CucumberTree
Human Cleric of Cayden Cailean by TheWaskally
shadowdancer, ultimately by Simeon
Bard? by Kazmanaught
Aasimar (lawbringer) Inquisitor (Cold Iron Warden) by Ariarh Kane
Half-Elf Bard into Marshal by psionichamster
Half-Elf Bard (Archeologist) of Desna by “The Lucky Halfling”
Reknar, half-orc bard by Albion, the Eye
Barbarian (Armored Hulk) by SqueezeMeNow
Elven Transmuter into Eldritch Knight by Locmore
Sorcerer by Daynen
Tetori Monk by Knight of Rust
Something arcane by Ouchitonian
Half-Orc Sorceress by Daynen
Arcanist by Thedmstrikes
Human Paladin by Shadow Dragon
Drow Magus or Oracle by Archae

Interest Expressed:
pad300


rorek55 wrote:
@Gm, would you be open to allowing the feats Deadly aim/power attack/combat expertise to be base options in combat? (Basically giving the feats for free I suppose) I would also, at the risk of sounding rude which hopefully I do not, suggest considering making power attack scale at -1/+2 flat, as while PbP has a lesser issue in regards to turn time, it still makes things easier to keep track of.

Oops, forgot to respond to this. Uh, I'd lean towards saying yes, because I've encountered how annoying it is to need to grab combat expertise. I'll make a firmer/more formal announcement come game start, but at the moment, you may assume that this is in effect.


So far no updates from CucumberTree - I think I will start fleshing out Reknar, just because :D


Seeing as you have decided on D&D, I'll kindly withdraw my interest. Good luck.


Albion, The Eye wrote:
So far no updates from CucumberTree - I think I will start fleshing out Reknar, just because :D

Sounds fair to me.

The Vagrant Erudite wrote:
Seeing as you have decided on D&D, I'll kindly withdraw my interest. Good luck.

I... don't really get what you're saying, but thanks for your initial interest!

Grand Lodge

Worldwound GM wrote:
rorek55 wrote:
@Gm, would you be open to allowing the feats Deadly aim/power attack/combat expertise to be base options in combat? (Basically giving the feats for free I suppose) I would also, at the risk of sounding rude which hopefully I do not, suggest considering making power attack scale at -1/+2 flat, as while PbP has a lesser issue in regards to turn time, it still makes things easier to keep track of.
Oops, forgot to respond to this. Uh, I'd lean towards saying yes, because I've encountered how annoying it is to need to grab combat expertise. I'll make a firmer/more formal announcement come game start, but at the moment, you may assume that this is in effect.

So using the Elephant in the Room anti-feat tax system?

I'm really debating a God-Caller Summoner (unchained). It's super-thematic, but the costs are super-high for the benefits.

Spoiler:

You give up half your Eidolon's tether reach (meaning you have to be pretty close to it at all time) for it to have at-will guidance. And since I hate Guidance spam, that's not great.

You give up all the Knowledges eeh and Use Magic Device yikes for Diplomacy and Intimidate. Not great with the Face role

At level 8 you loss the ability to swap places with your Eidolon, which has to be close to you remember, for an admittedly useful ability to reroll Diplomacy and Intimidate.

You give up the ability to swipe evolution points from your Eidolon at level 10 and 18 for limited casts of clairaudience/clairvoyance meh and then later the ability to bypass Mystic DR. Bypassing that is good, but it comes so late that I really should have already fixed that issue by then.

And the capstone replacement is three-times casting of a group stun spell (resisted by will) instead of the ability to turn into a duplicate of your personalized murder machine.

So it's extremely thematic, having strong reasons to join the Crusade, but I'm not sure it's worth it.

I was also looking at Devil Imposter, which is also thematic, but then realized that being detected as Lawful Evil whenever your Eidolon is out is a great way to set a Paladin off.


Trscroggs wrote:


So using the Elephant in the Room anti-feat tax system?

I'm really debating a God-Caller Summoner (unchained). It's super-thematic, but the costs are super-high for the benefits.

** spoiler omitted **

So it's extremely thematic, having strong reasons to join the Crusade, but I'm not sure it's worth it.

I was also looking at Devil Imposter, which is also thematic, but then realized that being detected as Lawful Evil whenever your Eidolon is out is a great way to set a Paladin off.

Uh, for the first one - maybe? I don't know enough about it to say for certain, but I'll definitely be considering it, because man it is annoying to have to grab some feats.

God-Callers are, indeed, pretty thematic here, though I concede that it might be hard to make the mechanics worth it. And yes, Devil Imposter is probably not a good idea - lots of paladins in this AP, and reading as LE when they might be looking at you is likely to net you a fair amount of suspicion, if not outright hostility.


Trevor86 wrote:

While the player's guide mentions a particular mythic path is bound to one of the traits, how 'hard' is this? Is it forbidden to take a trait and go a different mythic path?

Having looked into this a bit more, I can clarify! You can choose your mythic path freely, but if you choose the associated mythic path, it increases the bonuses of your trait.

Silver Crusade

I find mythweavers easier to read through/look over. I do prefer keeping an "item" section on the paizo profile however, as it's easier to copy paste things.

I also suggest if you make use of spells to keep a "spell selection" spoiler in your profile for ease of tracking.

I've honestly had good success with this mixture. Mythweavers feels a lot cleaner to me when looking over statistics, and I don't have to worry about doing the math XD. Just properly put the numbers in and blamo

Also, I merely suggested allowing the 3 listed feats as flat options. Feat tax rules give a lot more.


Hm, a dash of Elephant in the Room added to the recipe? I like! It's like Christmas for a Ranger!


rorek55 wrote:

I find mythweavers easier to read through/look over. I do prefer keeping an "item" section on the paizo profile however, as it's easier to copy paste things.

I also suggest if you make use of spells to keep a "spell selection" spoiler in your profile for ease of tracking.

I've honestly had good success with this mixture. Mythweavers feels a lot cleaner to me when looking over statistics, and I don't have to worry about doing the math XD. Just properly put the numbers in and blamo

Also, I merely suggested allowing the 3 listed feats as flat options. Feat tax rules give a lot more.

Back when i did this regularly i tried to have a statblock with link in the profile, the actual sheet on mythweavers, and basic stats on the signafure lines for the profile. No need to dig for my AC or save when theyre all in the top lines of my post.

Sometimes for higher level games especially i would jave a copypasta of the attack roll sequence somewhere to toss into a post.


I admit to not being wholly comfortable with the myth-weavers stuff, but that's mostly because it's new and strange to me, so... I'm not going to say no. I'm just used to (and therefore like more) having it on the profile, but so long as I can find everything to my satisfaction, I'll be okay.

rorek55 wrote:
Also, I merely suggested allowing the 3 listed feats as flat options. Feat tax rules give a lot more.

Yes, this I am absolutely okay with. Not sure about the full feat tax rules - I'll keep it under consideration, but no guarantees there. Sorry for the potentially false hope.


1 person marked this as a favorite.
The Vagrant Erudite wrote:
Seeing as you have decided on D&D, I'll kindly withdraw my interest. Good luck.

I...put this in the wrong thread. Oops.

Another thread I expressed interest in had a GM undecided on systems.

I had both tabs open, that and this, when I saw he settled on 5e.

(And not for nothing, but finding 5e is as easy as looking in the LFG subreddit. Finding ANYTHING BUT D&D is a good deal harder.)

So my bad. I'm still into this one.


Worldwound GM wrote:
Yes, this I am absolutely okay with. Not sure about the full feat tax rules - I'll keep it under consideration, but no guarantees there. Sorry for the potentially false hope.

I've got a feat in parentheses just in case you do use EitR rules. If we don't, I'll remove it.


I will say, having used feat tax, its never been overly a problem. If there was a "problem", it gives martial/gish types a higher starting "power", which makes some encounters relatively easy at the start, but it generally balances out rather quickly. It does give a good boost to dual wielding builds however, which is a big reason I make use of them in my face to face game.

Also, I wanted to point out that Amelia -believes- she is a human. Having no clue at the start to her divine heritage. I also had a few ideas regarding this bit about her but I'll wait to see if I am selected to worry you anymore about it.


So if we're solid on the 3 feats from EitR being freely available I'll go ahead and add them to the sheet when I get a chance here. I'll mark them, maybe italics or something, so it's clear why Wyneiss is starting with 4 feats rather than 1.


2 people marked this as a favorite.

I’ve allowed the Elephant in the Room feat system for some of my games and I highly recommend it. It frees up so many more feat slots for fun and interesting choices and really makes combat maneuvers a viable build strategy.

Of course, what’s good for the goose means that the baddies also get it, which does add work on your end to adjust the printed NPC stats. A quick shorthand I’ve used, rather than going through and choosing new feats for NPC baddies is to default giving them Toughness if they have any feats that would have been negated by EitR, or a flat +1 to saves. Something simple and easy to apply to the mooks, though my big bads get a more unique treatment.

Just my 2cp. EitR wouldn’t really benefit my submitted character, unfortunately; at least, not in the beginning.


EitR eliminates the power attack/combat expertise prerequisites for their associated combat maneuvers. Really opens things up for say, a controller melee like I have planned. I haven't seen anything in it (not 100%) that is really problematic to games as it just frees character up to go build paths without heavily taxing them on feats.

Might be a slight nerf to fighters.


Thank you everyone for your help! I really appreciate it. After some thought, I think I'm going to apply as a buff/battlefield control focused Halcyon Druid, took the Touch of Divinity trait. Tried to copy some of the formatting :) Also I haven't spent my money yet.

Crunch:
Grok Dawnbloom: Level 1 half orcish Halcyion Druid | HP:10 | AC:T:FF | Init:+6 | BaB:0 | Fort:6 Ref:3 Will:8 | Favored Class: Druid +1 Skill

Str: 8 -1
Dex: 142
Con: 14 2
Int: 12 1
Wis: 17+2 4
Cha: 12 1

Half Orc:
Shaman's apprentice: Gain endurance as a bonus feat
Sacred tattoo: +1 luck bonus to saves
Forest Walker: +2 to climb checks, and low-light vision instead of dark vision
Fey Thoughts: Perform and Sense Motive

Halcyon features:
Bonded Mask: Carved into the appearance of a Silvanshee Agathion: functions as a wizard bonded item
Diplomacy and all knowledge skills as class skills
1/2 lvl to diplomacy and knowledge local
Spontaneous casting good domain spells

VMC Oracle Features:
Blackened curse
- -4 to weapon roll
-Burning hands as a spell known

Skills
Skill Ranks Stat Class Misc Total
Diplomacy 1 1 Y 1 6
Sense Motive 1 4 Y - 8
Perception 1 4 Y - 8
Survival 1 4 Y - 8
Heal 1 4 Y - 8
Stealth 1 2 Y - 6
Background Skills
Lore(Serenrae): 1 1 Y - 5
Profession(Shaman): 1 4 Y - 8

Languages
Common
Orcish
Abyssal
Druidic

Traits:
Touch of Divinity: TBD
Fate's Favored: +1 to luck bonuses

Feats:
1st: Endurance+Improved Imitative

Spells:

[b]lvl 0's: (3/day)

lvl 1's [Protection from evil] (2/day)
Usual loadout: entangleX2

Halcyion Druid VMC Nature oracle Blackened: Worshipper of Serenrae


@WorldWound GM (But everyone too, I like feedback) here's the backstory, what do you think?
Backstory:

The greenskinned man before you stands bolt upright, uncomfortably so. He shivers in the cold near the Worldwound, but refuses to allow himself relief from it. The parts of his body that are exposed through the heavy furs that he wears are crossed with faded feathery scars, and a crude tattoo rests on his left cheek. A simple silver symbol of Serenrae sits on his chest, although it is marred with a distressing brown stain. His most distinct physical feature though is the flame-blackened skin that runs all the way up his arms. When he speaks, it is with a surprisingly soft voice, and his words are gentle, although his thick accent makes him hard to understand at times. Those who are surprised to see an orc here would be even more surprised to hear that accent, for it's from the Mwangi Expanse; the far side of the Inner Sea Region.

Why then, has a provincial orc traveled all this way to fight the encroaching demonic hordes? And why is an orcish shaman carrying a talisman of Serenrae?

Grok grew up as part of a brood of half orcish children, apprenticed to his tribe's shaman. He did not know his parents, and was encouraged to avoid making bonds with his siblings, as only one could grow up to be the next shaman. Sickness took many of his siblings, and infighting took many of the others. Grok's lack of musculature made him an easy target to pick on, but unlikely to be perceived as a threat. He was a curious child, and learned much from his teacher; how to track, how to hunt, how to influence the plants and animals. Grok in particular found comfort in tending to the cooking fires. And so the years passed.
The orcs were raiders, and often ambushed travelers, either killing them, or taking them prisoner, to be ransomed off later. So it came to pass that a priest of Serenrae, traveling to the Expanse was captured by Grok's tribe. Grok was assigned to watch him, and to find if anyone would pay to have him returned. Unfortunately for the priest, the answer was no. But Grok had grown fond of the patient human, who had taught him how to write. It was the first time that he questioned the life that had been lain out for him. The order came from the chief, to the shaman, to Grok to have the priest killed, and Grok did it. It was the biggest mistake of Grok's life to that date, and it haunts him to this day. That night, he lay awake, clutching the holy symbol that his friend had carried with him. When he finally managed to sleep, his dreams were filled with a beautiful woman. Her face was clouded, but he could tell she was angry. Flames clouded his dream, and he awoke to his arms blackened. Before the rest of his tribe awoke, he snuck away, never to return.
Grok's journey towards enlightenment was not an easy one. He dedicated himself to finishing the task that his friend had failed to complete; to seek out allies to help close the WorldWound. The Mwangi Expanse has some experiance with demons, and the good aligned cities would be natural allies, were they not across the continent. Grok spent nearly a year in the city of Nantambu, learning to refine his shamanistic magic, as well as civilized culture. It took nearly 4 more years to make his way to the WorldWound. Adapting to the cold was tough, but he had orcish blood; the race that stares bullishly into the sun to acclimate against their light blindness. He will persevere. He must preserve the memory of his friend, and redeem himself in the eyes of Serenrae. Perhaps one day he will be able to find forgiveness for himself.


Wow, I confess to being slightly overwhelmed by the amount of submissions and stuff. I'm considering closing it early - not very seriously, but I might, if I get more interest and submissions. Apparently, WoTR is popular. Who knew?

Backstory feedback is forthcoming.


Here is Rocan's submission with finished backstory and crunch in the alias.

Having Combat Expertise would be very beneficial for me if those rules still apply. Also think of Ocarona as a wizard descendant of Indiana Jones and Marion from the Raiders of the Lost Ark. That was my initial idea for her. That's why it's a shame that Heirloom Weapon can't get you a whip.

I'll provide the backstory here as well.

Background:

If anyone would ever describe Ocarona, it wouldn't be the generic idea people have of a wizard. Her demeanor and attitude are not one would associate with a brilliant scholar or a reclusive hermit in pursuit of magical knowledge, or even the high and mighty, haughty mage that thinks everyone who doesn't do magic is beneath them. Rather, her physique and mentality matches that of a brawler, street fighter or at least someone who doesn't shy away from a fight. She loves it when people mistake her either for not being intelligent or a spellcaster due to her strength or vice versa when she is dressed like a mage, but is able to armwrestle the local strongman and win. People often get the wrong impression and that counts doubly so for Ocarona.

Born as a second child to Doran (her father) and Ulissa (her mother), her older brother by 5 years, Priang rounded out the family of four. Alas Ocarona has never actually had the pleasure to grow up in this loving family. It all had to do with something that happened during the pregnancy, when Ulissa was pregnant with Ocarona, she had recurring visions and nightmares of golden eyes looking at her from the dark. First once, then after the third month it became more common and frequent. After Ocarona was born, it was very strange and slightly terrifying indeed to see that when she first opened her eyes, her eyes flashed a golden colour as she smiled up at her parents.
The nightmares continued, but changed considerably. A faint smile, combined with satisfied deep laughter and a faint orange/red light encompassed a feeling of fear, darkness, fateful purpose.

Most would reckon that this had something to do with conceiving a child so close to the Worldwound as the family had stayed up until this point close to more defensible cities like Kenabres. Both Ulissa and Doran came to the Worldwound to defend the world from destruction in 4686AR as a trained warpriest and bard respectively. The two fell in love as they made their joint way through the River Kingdoms and eventually gave birth to Priang the year after they settled in the city. However, shortly before Ocarona was born, about a week prior, the city of Kenabres was attacked by Khorramzadeh, the Storm King. Soon after, the Fourth Crusade was launched. Both Ulissa and Doran felt it was their duty to answer the call. Priang and Ocarona were left inside the city to wait for Turgan Rion, the father of Doran.

Turgan was a teacher, a retired adventurer who had explored many a tomb in his younger years, but had suffered an injury to one of his lungs. His teachings drove both Priang and Ocarona to excel in the anything they set their mind too. Ocarona chose the magical teachings, something that came naturally to her, but also like a voice whispered in her ear of untold power to gain. Whispers that drew her to question her grandfather about her parents and drove her to seek out his study.
Inside the study of Turgan, Ocarona discovered large quantities of papers, books and scrolls detailing the Worldwound, devils, daemons and demons. Some notes containing crossed out words or just the message: 'No' or 'Not it'. Her grandfather was reluctant to talk about it, but only said it was something he was requested to research relating to her birth. “If you want answers, you'll need to travel to the Worldwound yourself. You're old enough now. The mind is willing, but my body is weak, I can accompany you only so far as the city of Kenabres.”

Quirks:

Ocarona's eyes flash up golden every time she enters the dark and her darkvision kicks in. Also she has tufts of bright orange and yellow hair amid her raven-black locks. She always dies her hair black to mask this phenomena.
She sometimes hears whispers, often in her sleep, but on rare occasions even during the day.

Personality:

Ocarona isn't always the easiest person to converse with. She seems closed up around anyone but her closest friends or allies, though she will try to help others if she can. Her initial drive in life is the pursuit of knowledge relating to her birth and birthplace and the notes her grandfather kept in his journal, detailing some signs that might be important. At this moment in life this is her primary goal and there isn't much what can deter her. She's pretty selfish in that regard in order to acquire more information.

Appearance:

Well-trained and lean, her muscles aren't big, but there's quite some power in it. She looks a bit roughshod, she normally wears simple travel gear in dark green and brown, forgoing the usual mage's robes and clothing. Often she appears to just casually read in her spellbook which has a faded title on the front that seems to spell: Lurjan's Bo..ll or the notebook of her grandfather with an engraving: Turgan's Book 1, Notes and Signs.
Her skin is tanned through all of her own travels and the journey to the Worldwound itself.
She keeps her raven-black hair in a ponytail in the back, but keeps the sides of her head shaven, if it's loose, it's slightly curly.
Her eyes are normally a brighter shade of green.

Heirloom Weapon/Bonded Item:

Turgan Orion bestowed both siblings with a piece of his earlier equipment he has used in his younger years. Priang was given the old leather whip to hold from Turgan, it had helped him escape from many a difficult situation. Ocarona was granted an old smaller flail that Turgan used, although small it had been quite handy for him to use. It has some dents and a few missing spikes.


Hey Worldwound GM, after some additional consideration, I am dropping out of the run for Protector of Golarion ;)

Wish you all a great game!


To clarify - I did not mean I'd be selecting people early, but rather that recruitment would be closed to new people expressing interest. Those who already have would be able to finish their submissions.

However, on reflection, I've decided that when I made that statement, I wasn't exactly feeling my best, so I want to assure anyone who's concerned that I don't have any plans to do that at the moment.

Albion, The Eye wrote:

Hey Worldwound GM, after some additional consideration, I am dropping out of the run for Protector of Golarion ;)

Wish you all a great game!

Well, thanks for your initial interest!

Liberty's Edge

It's nice to have things formatted and calculated rather than having to copypasta and spoiler everything, hence I've just come to like mythweavers; it reflects an actual tabletop character sheet and I was a tabletopper first.

ANYWAY, I'm heavily leaning towards a false priest; it's starting to come together as a background and it should be fun to be "not quite a healer who still thinks she's a missionary of her patron." Ought to be fun.

Oh, I can still do the profile line with the alias name for easy references though. You know, HP, AC, saves, initiative, all that jazz; that's easy enough.


Merixia wrote:
@Elliot: Aww, you took my advice! I think a peri-blooded aasimar would be very thematic for this AP. An inner conflict between good and evil to mirror the outer conflict. Maybe Elliot and Merixia can bond over the inconveniences of their extraplanar ancestry. And hey, they both have pyrotechnics as a racial spell-like ability! Cool.

Hah, really? The exact same racial spell between Tiefling and Aasimar? That is a pretty fun coincidence :) Guess if the mythic adventuring thing doesn't work out, we could always go and make a cool light show! Especially since I think I'll be making Elliot part of an acting group as a hobby, where he does the special effects for the play. Today is his first day on the job, and what a better day to start than the Kenabres celebration festival!

Also, pfew! Reading up on all the potential arcanist abilities and builds, especially taking mythic into consideration, was quite daunting. But I've narrowed it down to two progressions: an evocation arcanist who uses metamagic to add control to his damage spells, and a mostly-conjuration swiss army arcane utility knife. Both seem like fun to play. Though, given how fast damaging spells scale with mythic support thrown in, I admit I'm not looking forward to that one time Elliot fails his domination willsave and proceeds to throw empowered 10d10 fireballs on the entire party at level 6... :') Kinda leaning to the heavier control build and letting the martials do what they do best.


Elliot: I don't want to tell you what to do by any means, but I'm playing a Void School Wizard who does a lot of battlefield control in a Mummy's Mask campaign, and it's wildly fun.

We just finished an encounter with 2 mummies in which everyone except my 4th level wizard failed the paralysis effect save. I had to figure out how to stay alive and keep the mummies from killing everyone else until the effect wore off. I succeeded so I'm riding kinda high at the moment. I didn't solo kill any mummies, but I kept them unable to do anything until the party could act again.

It's more challenging, like puzzle solving, compared to blowing stuff up. But it's way more satisfying IMHO. It forces you to think ahead a few rounds, then adjust to changing circumstances as they arise.


Presenting Alennia, graceful combatant, devotee of darkness, and aspirant holy warrior!

Stats:

Alennia
Human swashbuckler (courser) 1 (Pathfinder Player Companion: Blood of the Beast 24, Pathfinder RPG Advanced Class Guide 56)
LG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, +1 shield)
hp 12 (1d10+2)
Fort +1, Ref +6, Will +0; +2 trait bonus vs. [emotion], [fear], or [pain] spells
--------------------
Offense
--------------------
Speed 35 ft.
Melee gladius +6 (1d6+4/19-20)
Special Attacks deeds (derring-do, dodging panache), panache (3)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 16
Feats Dodge, Slashing Grace[ACG], Weapon Focus (gladius)
Traits chance encounter, darkest before dawn
Skills Bluff +7, Diplomacy +7, Intimidate +7, Perception +4, Perform (dance) +7, Sense Motive +4, Sleight of Hand +8, Stealth +5
Languages Celestial, Common
SQ swashbuckler finesse, swift target
Other Gear leather armor, mwk buckler, gladius[UC], backpack, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], soap, wooden holy symbol of Kelinahat, 64 gp, 4 sp
--------------------
Special Abilities
--------------------
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Gladius) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swift Target (Ex) Gain dodge, and increased speed while have panache and light or no armor.

Background:

Alennia was always afraid of the dark. In a city like Kenabres, who wouldn’t be. Far more than just the boogeymen that lurked under the bed, in the closet, just out of the corner of the eye, in Kenabres they were demons. While rarely real, it did little to soothe the many, many nightmares that woke Alennia panting and crying in the night. Her parents were shopkeepers, and though far from the warriors on the front lines, they knew the horrors that dwelt beyond the Wardstone Wall, and while they never minced words about what they were, they did their best to shield Alennia from the worst stories.

The day brought happiness, hope, play and laughter. Her mother’s cloudberry pies in the summer, fingers stained red from the sweet, sticky juice. Even when winter came, the warm glow of the fire while her parents told her stories of distant lands and great heroes. No matter what, though, night came, and with it, terror.

On her twelfth birthday she decided she would face her fears, to step outside the Wardstone Wall that next night. The demons were real, yes, but behind the wall she would be safe from them. Even beyond it, the crusaders were on patrol, armor and sacred arms protecting Kenabres from the hordes of utter evil.

It was a mistake.

A group of cultists was on the prowl, looking for a sacrifice to whatever petty god of mindless cruelty they had deluded themselves into following. Alennia was in the wrong place at just the wrong time. No sooner had she left the shimmering light cast by the wall did the cultists pounce. They dragged her into the night. All her fears had come to pass, and it seemed as if her fate was to be carried into a forgotten fane, her blood spilled for their cruel and senseless master. That was all until an arrow found its mark in the lead cultist’s throat. A mysterious woman had come to her aid, picking off cultists one by one until they fled in terror.

Alennia never learned her name, but in the darkness the next night, she found something like solace. That woman had been a champion of good, a foe of the demons, and yet she fought in the darkness. And from the dark, a woman’s voice spoke to her, calm and kind but with a razor’s edge to it. It spoke softly at first, promises that she would see morning, reassurances that she was safe. Then urgings came, that her duty was to fight the beasts that lurked in the dark. Alennia didn’t know yet who it was, but it was the motivation she needed to begin to truly conquer her fears.

She began to train with shortsword and buckler, light armor and rapid strikes. She was fast in body and mind, and took confidence from her skills. She talked to the priests and learned the voice was Kelinahat, She of Ebon Wings. Kelinahat was a champion of good, but one who worked in the darkness, one who struck from the shadows that not even demons could see through.

Alennia had feared the dark, feared the demons she thought lurked around every corner she could not see. No more. Now, she decided, the demons could no longer hide. Not even the night would be safe for them, for She of Ebon Wings decreed that they be driven from the dark to be cut down in the light of day for all to see. Alennia smiled at this. There was no more reason to fear the demons. Now they would fear her.

Appearance and Personality:

Alennia is a tall, lithe woman, pale skin and jet black hair as is common among the many children of Kellids and Taldans in Mendev, though her green eyes are common to neither side. She carries a straight-bladed shortsword and a buckler at her waist, along with leather armor and a well-crafted backpack full of gear she might need. She wears a carved wooden holy symbol of Kelinahat around her neck.

Deeply devoted to justice and righteousness, Alennia carries many of the values of the crusaders of old in her heart. Despite that, her methods and outlooks are very different from the orthodox priests of Iomedae. Her mother is a proud Kellid, and she resents the religious zealotry that lead to some of her ancestors getting burned at the stake despite the ardent hatred of the demons they shared with the crusaders. Her methods also differ from the ways of the crusaders. While open, glorious battle is the way of the bold and valiant crusaders, they aren’t the ones that survive. Subtlety and guile are the way of winners. That extends to Alennia’s views on law and order. The subtle vagaries of law, the intricacy of bureaucracy are not for her. She wants a kind, supportive society, one with the structure and the care to make sure that nobody needs to fear the darkness like she did.

Character Plan:

From level 1, I'll take 5 levels in dusk knight paladin, and from there shadowdancer.

Feel free to ask any questions, I'm happy to answer them!


Background done

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