Wrath of the Righteous Re-Recruitment.


My group is currently getting ready to start book 4 and our divine caster can no longer play with us.

Start at Lvl 12. Here is the link to our gameplay to get an idea.

I will leave recruitment open for a week and decide from those interested.

I can build one this weekend, trying to keep some sort of continuity.

I see you've lost your GM, as well.

I like to think I excel at filling niches, finding a way to fill the party role (Divine) while bringing a little unexpected extra.

The "uncola" as it were.

I'd applied to join this group when they lost their paladin - would be delighted to step in -- just to confirm:

- 20 point buy, standard wealth at 12th?
- what mythic tier (if any)?

I've got a Numeria-born Half-Orc Nature's Fang Druid orphaned from an earlier campaign that I could level up to 12.

I never actually got to finish this AP with my local group, so I will throw my hat into the ring as well.

Looking at the people in the group, it looks like you are 12th level with 4 tiers. I'll start making a character who meets those criteria and change it if needed.


I'm still working on his backstory, but here is my character's mechanical submission:


LG Half-Orc Cleric of Shizuru 12/Heirophant 4

str 14/16
dex 10
con 14/16
int 10
wis 23/27
cha 14

HP 132
AC 27 (14 armor, 3 deflection), T 13, FF 25
Init +4

Fort +16
Ref +9
Will +19

Speed 30'

Katana: +14/9 to hit; 1d8+4 damage; 18-20/x2 crit

Skills: Knowledge (Nobility) r10 +10, Knowledge (Religion) r2 +5, Perception r12 +25

Feats: Alignment Channel (Evil Outsiders), Armor Proficiency (Heavy), Endurance, Extra Channel, Spell Penetration, Greater Spell Penetration, Improved Initiative, Weapon Focus (Katana)

Traits: Fate's Favored, Touched by Divinity (Shield of Faith)

Class Features:
Archetype: Theologian
Focused Domain: Heroism
Channel Energy (6d6; 7/day)
Domain Secret (Extended Heroism, Disruptive Holy Smite)

Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoos

Spell DC: 20 + Spell Level
Spells/Day: 4/4+1/4+1/4+1/3+1/3+1/2+1
Concentration +20

Base Abilities: Hard to Kill, Mythic Power 11, Surge 1d8, Amazing Initiative +4, Recuperation, Divine Surge (Inspired Spell)

Mythic Feats: Dual Path (Guardian), Mythic Paragon

Mythic Powers: Mythic Spellcasting (Breath of Life, Heroism, Holy Smite, Shield of Faith, Searing Light, Heal), Enduring Blessing, Armored Might, 4th tier power needed

Equipment: 2,250 gp
Headband of Inspired Wisdom +4 16k
Belt of Physical Might (Str/Con) +2 10k
+3 O-Yoroi 10,850
+1 Bane (Evil Outsiders) Katana 8350
+1 Bane (Construct) Adamantine Katana 11,350
+3 Ring of Protection 18k
+3 Ring of resistance 13.5k
Boots of Striding and Springing 5500
Eyes of the Eagle 2500
Tunic of Careful Casting 5000
Wand of Cure Moderate Wounds (50 charges) 4500

Silk Kimono 200

Dotting as well

Would a Herald Caller be acceptable?

Is VMC (variant multi-classing) allowed?

Also, understanding that the team had been together and likes the outgoing Divine caster, probably a lot... Long standing have.

Was there any "cleric" aspect the group felt there could have been more of? Or we their spells, channels, etc... Left unused often?

Might help all of us get a feel and tailor or submissions.

I'm certain we can all be creative, but designing a character that fits mechanically to supplement and complement the existing team, as well as for in RP/story wise would be optimal.

Thanks in advance!

Dotting for interest

I have been dying to play this AP since forever. I actually got to do it up through book 2. I would love to join you guys through the latter parts of the game. Here's the thing. I really want to play my same character. He's an inquisitor with the guardian mythic path(dual path into heirophant as well) and I see you already have one of those. I also assume you're expecting something more like a cleric. So if you don't like the sound of that, ah well, I'll keep searching. If those things don't bother you though, he is really cool. And here is his stuff.

character sheet:
Human Inquisitor of Shelyn 12; Guardian/Hierophant 4
LG Medium Humanoid
Init +5; Senses Perception + 20, Sense Motive +26
AC 10, touch 10, flat-footed 10 (+ armor)
hp (1d8+)

Fort +10, Ref +6, Will +12
Speed 20 ft

Special Attacks
Judgement 4/day 0 used
Bane 15 rounds/day 0 used
Base Atk +9/4 CMB +14 CMD 25

Level 1 Feat: heavy armor prof
Human feat: favored judgement evil outsider
Level 3 Feat: power attack
Bonus Teamwork: Escape Route
Level 5 Feat: Extra Bane
Bonus Teamwork: Intercept Charge
Level 7 Feat: Enforcer
Level 9 Feat: Furious Focus
Bonus Teamwork: Crowd Control
Level 11 Feat: Intimidating Gaze
Bonus Teamwork: Shake it Off

Trait #1 : Exposed to Awfulness
Trait #2 : deft dodger

Diplomacy(12) +15
Heal(6) +12
Intimidate(12) +19
Knowledge Planes(12) +15
Knowledge Religion(12) +15
Perception(12) +20
Sense Motive(12) +26
Survival(6) +12


0 pp gp 0 sp 0 cp
Special Abilities
-Bonus Feat
-Extra Skills


Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.

Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.

Second Chance (Sp): At 8th level, you can give an enemy a second chance to correct the error of its ways. Once per day as a standard action, you can cast atonement as a spell-like ability, targeting a creature that has violated the tenets of a religion you both share or that freely desires to convert to your alignment. If costly material components are required for the atonement, you may choose to accept a permanent negative level as a sacrifice in place of those components. The target of this effect also receives the benefits of a cure serious wounds spell as part of the effects of the atonement.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Destruction:+1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s.

Resistance: 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type matching the inquisitor's for overcoming DR. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Wisdom modifier in addition to Dexterity on initiative checks.

Can cast detect good/evil/law/chaos at will. Only one at a time.

1/2 level to survival to follow or identify tracks.





Path: Guardian/Heirophant

DIVINE SURGE: Inspired Spell


1st - Legendary Item Thorn Glaive
2nd - Relentless Healing
3rd - Legendary Item
4th - Impervious Body


-Mythic Spell Lore

-Dual Path

- Blistering Invective
- Holy Smite
- Cure Serious Wounds
- Consecrate

Legendary Item - Thorn(glaive)
Legendary surge: 4/4

1- Upgradeable
2- Powerful
3- Returning
4- Foe-biting

0th level spells
DC 14
Known: Detect Magic, Guidance, Stabilize, light, acid splash, sift

1st level spells
DC 15
4 per day
Known: Cure light wounds, divine favor, protection from evil, hedging weapons, shield if faith, wrath

#Cast: 0/6

2nd level spells
DC: 16
Known: blistering invective, consecrate, cmw, detect thoughts, hold person

Cast: 0/6

3rd level spells
DC: 17
Known: csw, dimensional anchor, litany of righteousness, magic circle against evil

Cast: 0/5

4th level spells
DC: 18
Known: divination, healing flames, hold monster, holy smite

Cast: 0/4

Appearance and Personality:
Manius Wardroxan is a Chelish man in his mid twenties with the pale complexion and dark hair expected for his people. He is above average in height and solidly built but his most defining features are the scars on his face. He had a run in with a demon as a child and still bears a reminder of the encounter in three deep scars from the creature's claws, one of which runs under a patch over his left eye. He is usually seen wearing heavy armor and carrying a glaive.

Despite his somewhat frightening appearance he is a kind hearted man who tries to find the good in everyone.

Manius was born in Cheliax. When he was a small boy a demon from the Worldwound suddenly appeared in his family's home. How and why it travelled so far was a mystery but demons and devils don't get along all that well and some thought that to be the why.

In any case the demon slaughtered most of Manius' family. Only most because somehow he lived long enough for a Hellknight to arrive and vanquish the demon. The fiend did quite a number on young Manius however and he gained many scars that have stuck with him ever since.

With his entire family dead Manius lived in an Asmodean orphanage. As he grew he got very involved in the church eventually joining the ranks officially as an Inquisitor. The scars he carried as a young man made him an outcast and all the other children picked on him calling him ugly. The idea of rising through the hierarchy of the church and gaining power over those underneath him appealed to him greatly. No one would call him ugly if they were his subordinates.

If someone asked him if love at first sight was possible he would have laughed at such sentimental notions. Until the day he met Viviana that is. He was travelling through Taldor on official business when he saw her. When she looked up he turned to walk away. Inside he was still the sad little boy crying because the others laughed at his scars. But she apparently saw something in the way he looked at her. She walked up and introduced herself. They got to know each other very well over the next few days. Manius also began learning the teachings of Shelyn as Viviana was a priestess of the faith. Once he heard the idea that "Beauty comes from within" he began to understand how she looked past his scars and started to feel a change in himself over the course of the next couple of years.

Manius gave up on Asmodeus and committed himself to Shelyn. He became a far more kind and loving person. Especially towards the love of his life Viviana. When she came down with a disease that none of the clerics in their small town could cure and then died of it he was devastated. He tried to carry on without her but had trouble finding beauty in life with her gone and he had never gotten all that good at creating beautiful things.

One day a memory, one that he had tried to forget, came rushing back to him. The day his family was murdered. He decided that if he couldn't add any beauty to Golarion maybe he could take some ugliness out. He left that very day for Kenabres.

I didn't mess with gear, I figured I could go through all that if invited.

The history part was written assuming a first level start. I could adjust it a little for coming in later. Maybe he died during the stuff in the beginning of book 1 and Shelyn is sending him back with mythic abilities or something.

Hello, here is my (Anderlorn's) submission ... Adanna Gyrlassrakka

Character's background, appearance, personality, and role:

Background: Adanna Gyrlassrakka was born to Lord and Lady Gyrlassrakka, at the family fortress, Amaldangren Ost, in the Kingdom of Kyonindor (Kyonin). She is one of three fraternal, not identical, twins which is rare for an Elf and there is a reason why but that is for another story. She was groomed from an young age to be healer for the family, who is one of several royal families tasked to defender the Kingdom from Treerazer and of course other foes as well. When she became an adult, by order of Queen Edasseril, her father sent her to the Worldwound to learn the ways of Demon Hunting from the experts and hone her skills in healing. In addition to maybe finding a way to end the demon invasion, perhaps find a way to permanently purge Treerazer from Kyonin? Then when she is ready, she is to return to Amaldangren Ost.

Prior to this group, she was part of another group that was severely crippled and had to disband because of it. This is when she was given a vision during prayer meditation, to seek out Aerianna Flametongue for they just lost their healer and they need a replace for they are doing great work.

Appearance: Adanna is a exceptionally beautiful and exotic elf. She is unlike many elves on Golarion, perhaps a rare race of elf? She is tall with softer chisled elven features, athletic, and well per portioned for an elf. She wears a Blue and Gold robe with a wide exquisite black leather belt around her waist, a normal belt pouch, and a nice shiny metallic breastplate protecting her torso like all breastplates. In addition, she wears an exquisite golden headband, an exquisite leather haversack which could contain gear or not, and one exquisite gold ring on each hand. Lastly, she carries a very well made exquisite longspear.

Personality: Adanna's is extremely kind, empathetic, has a delicate touch, an awesome bedside manner when physically tending the wounded even though most of her healing can now be done from a small range distance, and is willing to forgive those who are truly repentant. She has been known to use her powers to heal animals and non-party members affected by this continuous ancient scourge on Golarion called the Worldwound and the filth pouring from it. However, she is not so selfish to drain her power placing her fellow demon hunters at risk. She is obvious focused on a personal mission but that also includes her fellow demon hunters. She seems to be well educated and almost seems to be of good royalty but there is no other indication she is other than her personality.

Role: Healing is her main role, buffing is her second role and for her third role, she can also use mythic combat reflexes with no maximum to AoO attacks she can make within her reach.

NOTE: This character is not set in stone so of course I am willing to change anything that is not liked or if the party needs me to change something to fit their needs, I am open to that as well.

In addition, I will be fixing grammar and modifying fluff until chosen and play begins, or unfortunately not chosen.

1. I have no problems posting Tuesday thru Saturday.

2. Currently, I am only in one other game that is moving at a snail's pace. The GM has a new addition to family and he is a school teacher.

3. My time zone is Eastern.

4. As for experience, I have been playing DnD since 1980 and expanded to many many other Role Playing Games in high school, military, and college. I wish I could join a PnP group but with family that is difficult and PnP games seem to be in short supply within my town.

5. Lastly, I can already pledge my participation until the end.

Thank you!

I am submitting Junior

Fluffy Bitz:
Intro and Description
A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches stands in front of his prospective employer. A battleaxe is holstered on his right and a longspear is strapped to his back as is a heavy wooden shield with a horse emblem. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service."

After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!"

Junior clears his throat, "Fred wants to know how much the pay is."

Junior's history (in his own words)
There once was an ork from Cheliax
Insulting nobles behind their backs
They put him in chains
But he left through a drain
And now hunts nobles with an axe.

Further Background
Junior is the bastard son of a Chelish Hellknight. His father took him from his orkish mother when he was a young child. The only thing he has to remember his mother by is a single gold coin with a horse head stamped into it. Dubbed Fred, the coin speaks to him and while it is responsible for teaching him kindness and bravery in the face of evil, it also has a mercantile streak. Fred also frequently requests to be bathed in alcohol and takes on a drunken mien for a time after, not that anyone but Junior could tell.

After insulting a Chelish noble he was sold into slavery by his father. Following Fred's advice to, "Just grow three sizes," he found that he could in fact grow to a great size by willing it. He used the greater strength granted by his size to escape his cell and fled north as far as possible. Along the way he found he had a talent for songs and limericks. And if he concentrated in just the right way the people who heard these entertainments became inebriated Inspire Rage.

After hearing about the Worldwound, he thought that was the best place for him to do some good, make a little gold, and maybe make some paladins drunk without them knowing what was happening.

The crunch is a work in progress. But I was thinking he would be a Skald/Oracle/Rage Prophet. Not sure on the mix. He would have the Touched by Divinity trait and worship/get his oracle power from Cayden Cailean. Fred would be his spirit guide and the source of his covetous curse.

I'd also be interested in joining.

I'm working on a Samsaran Divine Paragon Cleric of Tsukiyo. The basic idea is that she hails from distant Tianjing in the Dragon Empires and has been sent to Mendev as an emissary and to request aid from the crusaders. Her homeland is once more dealing with Abyssal incursions from Qlippoth and she was sent to learn from the experience the crusaders have with turning back Abyssal forces.
Upon arrival she immediately realised that the threat of the Worldwound was a lot more immediate than the threat back home and she decided to stay and help.

Her history beyond that and how she became as powerful as she is is something I'm still working on. It at least involves closing a gate to Leng while crossing the Crown of the World and a visit to her deities home realm in Heaven where she conversed with his herald.

Hey - popping in to ask would a mythic Ghaele be an allowable PC? It has 13HD, so one higher than the current PC's but perhaps balance could be found through having less mythic power than the rest of the group? I like the image of the literal servants of Good coming down to help out at this point in the war.

Mythic Hierophant, future class levels in cleric of course - so domains would only ever get to 7 but he'd cast as a level 20.

I can't help it, games like this I always look for something unusual... :)

@DM and Players

Having fun building a Herald Caller. If there is something that specifically wouldn't work with that Archetype, please let me know.

Is recruitment over tomorrow, or will there be an extension? I've not seen any feedback.

Good luck to all!

Never used Hero Lab, before... hope you like it!

Brother Donovan, Desnan Herald Caller & Crafter:

Brother Donovan
Male Human (Varisian)
Cleric (Herald Caller) of Desna 12/Hierophant 4
Source Material: Pathfinder Player Companion: Monster Summoner's Handbook
NG Medium humanoid (human)
Init +8; Senses Perception +19
[AC 24, touch 13, flat-footed 23 (+9 armor, +2 deflection, +1 Dex, +2 natural)
HP 148 (12d8+52)
Fort +11, Ref +7, Will +16
Defensive Abilities: hard to kill
Speed 50 ft.

Melee +1 cold iron starknife +9/+4 (1d4+1/×3) or
sparkwave starknife +9/+4 (1d4+1/19-20/×3)

Ranged +1 demon-bane paueliel light crossbow +10 (1d8+1/19-20 plus 2d6 vs. Demon)

Special Attacks channel positive energy 8/day (DC 19, 6d6), eldritch breach[MA], inspired spell[MA], mythic power (11/day, surge +1d8)

Domain Spell-Like Abilities (CL 12th; concentration +19)
At will—dimensional hop (120 feet/day)

Cleric (Herald Caller) Spells Prepared (CL 12th; concentration +19)
6th—blade barrier[M] (DC 23), find the path[D], heal, planar ally
5th—atonement, breath of life (DC 22), hallow, teleport[D], wall of stone
4th—dimension door[D], dimensional anchor, freedom of movement, holy smite[M] (DC 21), restoration
3rd—daylight, fly[D], invisibility purge, lightning lash, magic circle against evil, protection from energy, searing light
2nd—bear's endurance, consecrate, gird ally, locate object[D], owl's wisdom, silence (DC 19), spiritual weapon
1st—bleeding strike, bless, bless, divine favor, longstrider[D], protection from evil[M], shield of faith
0 (at will)—guidance, light, read magic, stabilize
D Domain spell; Domain Travel
M mythic spell
Str 10, Dex 13, Con 14, Int 14, Wis 24, Cha 16

Base Atk +9; CMB +9; CMD 22


  • Augment Summoning
  • Augment Summoning[M]
  • Craft Magic Arms & Armor
  • Craft Wondrous Item
  • Demon Hunter[ISWG]
  • Extra Channel
  • Improved Initiative
  • Mythic Crafter[M]
  • Selective Channeling
  • Skill Focus (Knowledge [planes])
  • Skill Focus (Spellcraft)


  • Demonbane Summoner (the worldwound)
  • Touched by Divinity


  • Acrobatics +6 (+14 to jump)
  • Diplomacy +11
  • Heal +13
  • Knowledge (planes) +23 (+25 to know the powers and abilities of demons)
  • Knowledge (religion) +10
  • Linguistics +9
  • Perception +19
  • Profession (merchant) +11
  • Sense Motive +22
  • Spellcraft +23
  • Use Magic Device +15

    Languages Abyssal, Celestial, Common, Dwarven, Gnome, Halfling, Sylvan, Varisian

    SQ agile feet (10/day), amazing initiative, call heralds, divine heralds, legendary item[MA], legendary power, legendary surge, mighty summons[MA], mythic bond, mythic spellcasting[MA], recuperation, undetectable

    Combat Gear

  • +3 mithral breastplate
  • +1 cold iron starknife
  • +1 demon-bane paueliel light crossbow
  • sparkwave starknife[APG]
  • amulet of natural armor +2
  • blinkback belt[UE]
  • ring of protection +2

    Other Gear

  • boots of striding and springing
  • cloak of quick reflexes +1/+2[MA]
  • gloves of spell snaring[MA]
  • headband of mental superiority +2 - legendary/dynamic item -[MA]
  • wand of cat's grace

    GP 19,233 gp
    Special Abilities
    Agile Feet (10/day) (Su) For 1 rd, you ignore difficult terrain.
    Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
    Augment Summoning Summoned creatures have +4 to Strength and Constitution.
    Augment Summoning (Mythic) Summoned creatures are considered Mythic, and any of their DR become DR/epic.
    Call Heralds (+3 concentration) (Su) Concentration bonus to summon monster spells.
    Cleric (Herald Caller) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
    Cleric Channel Positive Energy 6d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Demon Hunter Gain Knowledge and combat bonuses vs. demons
    Dimensional Hop (24 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
    Divine Heralds (Su) Summon creatures appropriate to deity.
    Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
    Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
    Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
    Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
    Legendary Surge (+1d6 to Skill Checks - Charisma, Skill Checks - Intelligence, Skill Checks - Wisdom All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
    Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
    Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
    Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
    Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
    Selective Channeling Exclude targets from the area of your Channel Energy.
    Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
    Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

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  • As promised, one druid Heirophant.

    I've also actually built a combat cleric of Iomedae (Disciple of the Sword feat is your friend) - who started as a swashbuckler before hearing the call, and ended up a Holy Vindicator -- but I liked the flavour and backstory of this character one better than hers. (That said, she could still be fun to play, but I thought she'd end up fitting in too well in the party - and that something different would add a little more spice)

    Krogal Blackmane
    Male Half-Orc Druid (Nature's Fang) 12 Mythic Tier: 4 (Heirophant/Champion)


    NG Medium Humanoid (Orc, Human)
    Init: +6, Senses: Normal Perception: +21
    Languages: Abyssal, Common, Hallit, Orc, Druidic.
    Krogal stands a full head above six feet, a clear sign of his orcish blood, but with the the lean, wiry physique typical of the Kellid. His coloration is also a blend of orcish and Kellid, with just the smallest hint of a greenish undertone to his otherwise sand-brown tan skin the coarse, thick black hair that gives him his name and falls over his leathers to his mid-back. His features are almost completely human, with only the slightest broadening of the nose giving sign of his mixed heritage... save for the hint of tusks when he smiles or laughs. There is a hungry, predatory look to him, which is only heightened by his dark, nearly-black, eyes and the twin scars extending over his left eye and down his face, the pale lines intersecting and breaking up the brown, spiked tattoos on his left cheek that are reminiscent of antlers.



    Though he has little memory of his early childhood, Krogal was born in the Sellen Hills of Numeria, part of the (small) Black Lion Clan, which once claimed a small piece of the rocky, hilly territory not far from Chesed. His father was a half-orc barbarian named Gron Orctooth, a former crusader who came south after seeing the horrors of the Worldwound up close, who that won his way into the clan through battle. His mother, Invit, was a warrior-shaman who came to develop feelings for Gron due to the frequent talks at the healer's hut where she apprenticed, as Gron was quick to bring his fellow clansmen to be tended whenever they fell too deep into their cups and resented the "outsider" in the Clan. Like most Kellid clans, the Black Lions revered Gorum for battle, and Erastil to help them in the hunt.

    Many of Krogal's earliest memories are of his parents, and his training -- the boy was carrying a staff and sling before his sixth winter, and being taken out by his father, or some other of the clan's warriors, to hunt for food and resources -- sometimes, the prey were animals, but almost as often, they were other clans to be raided for their supplies. Those, at least, were the pleasant memories, compared to others where he was told to hide from the strange metal creatures that sometimes arose from the caves, the beasts that could breathe lightning and fire and kill his clansmen by the dozen.

    Krogal was in his tenth year when his clan was destroyed. His pride at coming home with four kills on his belt -- more than enough to feed his family -- was washed away when he saw the attack. The attack was led by other Kellid, but it was not a raid -- they had come to cut down the clan and destroy it. Krogal found a hiding spot on the mountain and watched with horror as the clan's strongest warriors were cut down, not only by blades but strange silver devices -- the devices which he'd always been told were forbidden. He saw his father strike down several of the attackers, until he was surrounded by three of the strange four-armed metal men -- ones than held fire in their hands and weapons in others. His father managed to kill... destroy... break... one of them, and was striking down a second -- enough to give Krogal hope -- when one of the Kellid pointed a black rod at him, and fired a strange, crackling beam that tore through his chest. The battle seemed to take an eternity, but when it ended, the attackers retrieved a strange metalic box from amongst the Chieftain's treasures. They opened the box, releasing a strange violet glow, before closing it and nodding in satisfaction. They finished loading the rest of the Chieftain's treasures, including a few other hidden, forbidden trinkets, and then left -- after stripping their own dead and taking the broken bits of their metal beasts, saying only, "This is the price for defying the Black Sovereign."

    Krogal waited about an hour after they left before returning, his mind and heart a jumbled storm or thought and emotion -- he was hoping to find any evidence of a survivor, that he wasn't alone -- but at the same time, his training telling him to gather as much food as he could and to leave before the scavengers arrived, because that much carnage would certainly attract things that were hungry. The attackers had left little that was usable behind, choosing to destroy the supplies that they didn't take with them... but, despite concerns about predators, Krogal took the time to make a small cairn for his parents before he left.

    The next year was a difficult one for Krogal - he could only eat what he found for himself, and he was the only vigilant set of eyes against the dangers of the wild - both natural and unnatural. His wanderings brought him south to Scrapwall, and while it didn't make things any less dangerous -- adding cutthroat raiders and not really reducing the risks of wild beasts -- Krogal was at least able to scavenge for cast-off supplies and trash to keep himself fed... and to keep away from the Lords of Rust, even as he saw (or at least, heard) them inflict terrible things on those they did manage to catch -- or brought in on slaver's wagons. Those nights were the worst, as he could hear the screams of pain, each one bringing back a memory of what happened to his clan, filling him with the same burning desire to fight back, and the shame of being unable to.

    On one of his midnight raids to the scrap-heap, however, Krogal came across a small lion kitten -- likely the runt of a litter delivered to one of the arena beasts. Krogal found himself drawn to the beast, maybe because it was a lost runt like himself, or maybe because it was the totem animal of his lost clan... but either way, the boy took the kitten with him, even if it meant another mouth to feed.

    The familiarity of Krogal's routine -- a little hunting during the day away from Scrapwall, rushing back and hiding before twilight to keep away from the beasts, and then a midnight raid to the midden pile or an abandoned campsite -- led to the boy becoming less vigilant. It was less than a year after he'd claimed the kitten -- now a half-grown stone lion -- that Krogal came face-to-face with two scouts from a slaving who had noticed some of their supplies having gone missing. The boy fled, abandoning his hiding spot and what little treasures and supplies he'd gathered, and taking an arrow to the shoulder as he ran.... right into the path of the young chimera he'd been avoiding for weeks. The beast pounced upon his lion, tearing it to shreds -- Krogal tried to run, sure that he was going to die... remarkably, rather than his last sight being three sets of teeth closing in on him, he saw a number of green-fletched arrows pierce the things hide -- enough that the Chimera took to wing with only half of its 'prize'. Krogal was even more relieved when he saw that the archer -- his rescuer -- wasn't the slavers, but a lone Kellid with a heavy bow, fine armour and the holy symbol of Old Deadeye.

    The man's name was Varkul Kar, and he was a paladin of Erastil. He healed the wound in Krogal's shoulder, and offered the boy food, telling him that he was seeking a slaving band that had come south and picked up two children from his town. Krogal, feeling better, immediately offered to lead Varkul to the slaver's camp, telling the paladin that this would be the first time that he could take a stand. Varkul was hesitant, but Krogal insisted, until he gave in and accepted the boy's help. Krogal led the archer to higher ground, allowing him to call out his demand for surrender with his foes within reach of his bow, and taking them unawares. When they refused to surrender, the paladin was able to rain arrows down on the slavers -- and Krogal was able to use the sling his mother had given him so many years ago for a more righteous purpose.

    Grateful for the help, Varkul brought Krogal to his own home - the town of Iadenveigh. Krogal was surprised at the general sense of community and security, and it took a few months for him to be able to accept it -- or to come to terms with all of the feelings that he'd never had the liberty to deal with before. It was almost a year of rash behaviour, sudden rages -- and an inability to make friends with anyone -- but Varkul and his wife were able to break down the barriers, fighting their way to Krogal's heart... and, slowly, Krogal's nightmares began to fade, replaced by something else -- the call of Erastil.

    Krogal began to thrive in an actual community, his spirit and heart growing almost as fast as his body (now that he was able to eat regularly). Almost more important to him, however, was being given the opportunity to use the skills he'd learned as a boy: to hunt, to scout, to care for others, and not just himself. Even more, he began to see how they could go even further -- to be turned to actively protecting those who could not stand for themselves -- as he himself had been too weak to do for so many years.

    He began to allow himself to care for people, Varkul and Yrdin becoming foster parents, as he was no longer living in constant fear that they'd be taken away from him. He began to make friends with some of the other teens in town -- finding time to play a game and actually enjoy himself -- even going so far as to steal a kiss or two from a few girls, though nothing serious came from that flirtation... at least not until he met Tala.

    And, while Krogal had lost count, he was seventeen winters old when he took his vows, having his face and arms tattooed in a geometric pattern of antlers to mark his devotion to the Stag God. Each poke of the needle, somehow, seemed to release his inner pain and anger, turning these things into tools and weapons, rather than things that could consume him. Still, his time in the wilds, and even with his clan, had left their mark -- and not just from the scars on his body and heart -- but even his magic was more feral than the others, even though it was clear that Erastil had chosen him.

    Tala, who had taken her vows as a paladin two years earlier, teased him about the strangeness of his magic, saying that it was his inability to let go of the past that made it so, pointing out that he still carried the sling his mother gave him, that he insisted on fighting with a staff as his father had taught him and that he liked to skulk about and scout. The two had a year together before she left, heeding the call of Erastil and heading south into the River Kingdoms, trying to protect those that lived there against the various robber-barons and brigand lords.

    Krogal, however, felt the call to go north instead. And he was sure he knew why: to use the strength he'd found to avenge his clan. Varkul, Yrdin, and even Tala, before she left, had tried to convince him otherwise, but he insisted that he knew his own heart. And so, the following year, he left his foster parents and his adopted community, and headed back into his memories and his old life. The voyage north, across the wilds, was not an easy one, with the dangers he remembered seeming even more active than they were before -- but, this time, at least, he had his skill and his magic to defend himself. Still, it took longer than he expected, and he was a few weeks shy of twenty when he found the cairn he'd built a decade prior. Other than the stones he'd piled, there was no sign that anyone had ever lived there anymore. No trail to track, no evidence to be found. No way to know which bloody officer of the Technic League carried out the attack, and whether it really was under the orders of the Sovereign... or, even if it was, whether he was just manipulated into doing it.

    He slept that night in the same cave he had a decade ago, surprised at just how small it really was, all the while mourning that last bit of a childhood fantasy... and only there, in the dark cave, reliving his grief did he realize that it was holding him back -- and that he needed to let that go to be able to fully commit to living for Erastil -- as Tala had teased him about. When he finally slept that night, he was given a strange vision -- a set of disjointed images of a dragon, of a powerful demon, of people suffering and needing to be protected.

    Krogal didn't know what any of it meant, until something sparked a dim memory of scouting with his father... He remembered having seen a a small, half-drowned group that would have been easy to raid - but rather than praise him, his father told him that they must never strike at Crusaders heading to Chesed, and into Mendev to hold against the Worldwound. He smiled as he remembered his shock of when his father walked out to greet the new would-be Crusaders, offering them several pounds of meat, some waterskins, and even giving one of them his prized bow. He started as he realized that that bow -- his father's -- was one of the things he'd seen in his vision, in the hands of a now middle-aged paladin of Erastil, desperately firing arrows into the darkness and trying to protect his charges.

    He began to understand, and so he sat, staring into the fire, concentrating on the vision and his memories when he began to hear a strange snarling sound. He turned to see a large scaled grey beast take its place beside him by the fire, wicked white scars across its head from large claws, looking almost like the antlers of a stag.

    He knew, then, what Erastil was asking of him... and giving him to help him succeed. Together, Krogal and Stonefang headed to Chesed to follow the Crusader's Road into Mendev.

    The journey across Mendev was slow -- and he could feel a building sense of urgency as he traveled, the vision-dream repeating each night, giving him another new jumble of images. Silver scales being torn apart. People fleeing as those they counted on to protect them turned on them, putting them to the sword and axe. Brave defenders doing what they could to hold... including Tala, wearing a dented breastplate, holding a warped halberd in her hands.

    He was still a dozen miles away from Kenabres when he saw the battle in the sky -- the demon and dragons from his vision, and knew that the other images were true too. He knew there were people who needed to be protected against the things they could not find the strength to stand against. Krogal knew what Erastil -- what his own heart -- demanded of him, and so, he and Stonefang rushed toward the shattered town....

    AC 24, Touch 14, Flat-footed 22, CMD 29
    (+10 armour, +2 deflection, +2 dex)
    HP 115 (12HD)
    Fort: +12, Ref: +8, Will: +16 (includes +2 for Sacred Tattoo/Fate's Favoured)
    Defensive Abilities: Hard to Kill
    Speed: 30 ft. (6 Squares)

    Ebon - Primary (+1 holy mythic bane quarterstaff) +17/+17 (1d6+9) {Bludgeon - Versatile}
    Ebon - Secondary (+3 evil outsider bane quarterstaff) +19/+19 (1d6+11) {Bludgeon - Versatile}

    Ebon - Primary (+1 holy mythic bane quarterstaff) +17/+17 (1d6+12) {Bludgeon - Versatile}
    Ebon - Secondary (+3 evil outsider bane quarterstaff) +19/+19 (1d6+14) {Bludgeon - Versatile}

    Two-Weapon Fighting
    Ebon - Primary (+1 holy mythic bane quarterstaff) +15/+15 (1d6+9) {Bludgeon - Versatile}
    Ebon - Secondary (+3 evil outsider bane quarterstaff) +17/+17 (1d6+11) {Bludgeon - Versatile}
    + Two-Weapon Rend (d10+9)

    +1 evil outsider bane sling +12 (1d4+7)

    Special: Studied Combat +3 ; + 1 trait damage when flanking; Sneak Attack: 1d6; Mythic Surge (d8); Inspired Spell; Sudden Attack; Opportunist (take an AoO against a target that has been struck in melee)

    Base Atk: +9, CMB: +15
    Str 22, Dex 14, Con 14, Int 12, Wis 22, Cha 10
    Armour Proficiencies: Light, Medium, Shield (Non-Metal).
    Weapon Proficiencies: Club, dagger, dart, falchion, greataxe, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.

    Additional Traits, Weapon Focus (Quarterstaff), Toughness, Boon Companion, Quarterstaff Master, Weapon Specialization (Quarterstaff), Weapon Versatility.

    Combat Style I: Two-Weapon Fighting; II: Improved Two-Weapon Fighting; III: Two-Weapon Rend.

    Dual Path, Extra Path Ability
    Dirty Fighter (Combat)
    You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

    Fate's Favored (Faith)
    The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

    Focused Mind (Magic)
    Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

    Touched by Divinity (Campaign) [Archon Subdomain (Good), Growth Subdomain (Plant)]
    You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL 12). You can select a second domain granted by your affiliated deity. You can use the 1st-level spells of both domains as spell-like abilities 4 times per day each. By expending one use of mythic power, you may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than your mythic tier.
    [Archon: Divine Favour, Align Weapon (good), Prayer, Holy Smite, Dispel Evil, Planar Ally (archon), Holy Word, Holy Aura, Summon Monster IX (good)]
    [Growth: Enlarge Person, Barkskin, Plant Growth, Command Plants, Righteous Might, Repel Wood, Animate Plants, Control Plants, Shambler]
    SPELLS - Druid (CL 12) Concentration: +20 Domain: Fur
    Orisons - 4 - (DC 16) - Create Water, Detect Magic, Light, Resistance
    Level 1 - 10+1 - (DC 17) - Magic Fang (D), Cure Light Wounds (x5), Entangle, Feather Step, Longstrider, Produce Flame, Snowball.
    Level 2 - 6+1 - (DC 18) - Hold Animal (D), Animal Aspect, Barkskin, Burst of Radiance (x2), Stone Discus, Summon Swarm.
    Level 3 - 5+1 - (DC 19) - Beast Shape I (D), Cure Moderate Wounds (x2), Delay Poison (Communal), Iron Stake, Swarm of Fangs.
    Level 4 - 4+1 - (DC 20) - Summon Nature's Ally IV [animal only] (D), Cure Serious Wounds (x2), Flame Strike, Freedom of Movement.
    Level 5 - 4+1 - (DC 21) - Beast Shape III [animal only] (D), Cure Critical Wounds (x2), Death Ward, Wall of Thorns.
    Level 6 - 3+1 - (DC 22) - Antilife Shell (D), Blazing Rainbow, Greater Dispel Magic, Stoneskin (Communal).
    Spellstaff: Life Blast
    Mythic Spells: Magic Fang (Greater), Cure Serious Wounds, Animal Aspect, Wall of Thorns
    SPELL-LIKE ABILITY (CL 12) : 4/day: Divine Favour (oooo); 4/day: Enlarge Person (oooo)
    Class Skills are italicized, Trained Skills marked with *

    Adventuring Skills
    Skill Name [Total] = Rank + Stat + Misc (Description)
    Acrobatics [-1] = 0.0 + 2 + 0 -3 (AC)
    --Jumping [+4]
    Appraise [+3] = 0.0 + 1 + 0 + 2 (Scavenger)
    Bluff [+0] = 0.0 + 0 + 0
    Climb* [+7] = 1.0 + 6 + 3 -3 (AC)
    Diplomacy [+0] = 0.0 + 0 + 0
    Disguise [+0] = 0.0 + 0 + 0
    Escape Artist [-1] = 0.0 + 2 + 0 -3 (AC)
    Heal* [+19] = 10.0 + 6 + 3
    Intimidate [+0] = 0.0 + 0 + 0
    Knowledge (Nature)* [+9] = 5.0 + 1 + 3
    Perception* [+21] = 12.0 + 6 + 3
    ---Identify Potion [+23] (Scavenger Racial Trait)
    ---Determine Food Spoiled [+23] (Scavenger Racial Trait)
    ---Find Hidden Objects/Traps [+23] (Scavenger Racial Trait)
    Ride [-1] = 0.0 + 2 + 0 -3 (AC)[/i]
    Sense Motive* [+15] = 6.0 + 6 + 3
    Spellcraft* [+16] = 12.0 + 1 + 3
    Stealth* [+14] = 12.0 + 2 + 3 -3 (AC)
    Survival* [+21] = 12.0 + 6 + 3
    Swim* [+7] = 1.0 + 6 + 3 -3 (AC)

    Fey Thoughts (Ex) (Sense Motive, Stealth)
    Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for you.

    Orc Blood (Ex)
    Half-orcs count as both humans and orcs for any effect related to race.

    Sacred Tattoo
    Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

    Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.

    Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.

    Favoured Class Bonuses:
    Skill Point (x6);
    Bonus Druid Animal Companion Damage (6x) Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.

    Nature Bond (Ex) (Stonefang, see below)
    At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

    Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

    Predator's Grace (Su) (ooooo oooo)
    You can, as a swift action, grant yourself a +20-foot bonus to your base speed for 1 round. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability 9 times per day.

    Slayer Talent
    At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.
    - Combat Style I (Ex) The slayer selects a ranger combat style and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
    - Combat Style II (Ex) The slayer gains another combat style bonus feat and can add the 6th level bonus feats to the list.
    - Combat Style III (Ex) The slayer gains another combat style bonus feat and can add the 10th level bonus feats to the list.
    - Opportunist (Ex) You can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even if you have the Combat Reflexes feat, you can't use the Opportunist ability more than once per round.

    Sneak Attack (Ex)
    If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

    Spontaneous Casting
    You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

    Studied Target (Ex)
    A nature fang gains the slayer's studied target class feature. A nature fang can, as a swift or move action, study an opponent to gain a +3 bonus on Bluff, Knowledge, and Sense Motive; a +3 bonus on Perception, and Survival checks attempted against that opponent; and a +3 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 3. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place. This ability replaces nature sense, wild empathy, and woodland stride.

    Trackless Step (Ex)
    You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

    Mythic Path: Hierophant
    Those who draw upon a god's power find themselves becoming closer to the divine. Some aspire to become immortal servants of their gods, and others reach for apotheosis itself. A hierophant could be either of these, channeling divine power directly or indirectly--whether from a deity, the spirit of nature, or the power of life itself--and eventually becoming more like a patron of divine power than a mere devotee.

    Mythic Path: Champion
    The champion is the pinnacle of skill at arms and armor. No ordinary fighter could hope to match the skill with a blade, a bow, or an axe that surges within a mythic champion. The champion turns aside blows and shatters shields with every movement, all while racing gracefully across the chaotic battlefield. When the screams of fallen foes die down, the champion stands strong and defiant in blood-spattered armor, hefting a weapon and shouting a terrifying war cry.

    Amazing Initiative (Ex)
    You gain a +4 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

    Divine Potency (Su)
    Choose one of your divine spellcasting classes. You gain four bonus 1st-level divine spell slots for that class (like the bonus spells gained from a high ability score). This doesn't change your number of spells known. You can select this ability more than once. If you choose the same divine spellcasting class a second time, you gain four bonus 2nd-level spell slots; if you choose it again, you gain 3rd-level slots for choosing it a third time, and so on. This ability can't grant you bonus spells for a spell level that you don't have the ability to cast.

    Hard to Kill (Ex)
    Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

    Inspired Spell
    As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level divine spell you can cast from that spellcasting class.

    Legendary Item (Ex) Ebon, an upgraded +1/+1 Darkwood Quarterstaff
    You gain a legendary item. This item grants 3 abilities. At 3rd tier, you can select this ability again, causing the item to become a lesser artifact. At 6th tier, you can select this ability again; the item then becomes a greater artifact.
    - Legendary Power: All legendary items contain a pool of power--at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.
    - Legendary Surge: All legendary items have a legendary surge ability, similar to a mythic character's surge ability. It can be used only on specific rolls or checks based on the nature or purpose of the legendary item. The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step.

    Mythic Companion (Su)
    Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability 4 times per day. Its surge ability uses the same bonus die type as you do when you use your surge ability.

    Mythic Power (Su) (ooooo ooooo o)
    Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 11 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

    Mythic Spellcasting (Ex)
    You can learn 4 mythic spells and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times.

    Precision (Ex)
    Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can't give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn't reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.

    Recuperation (Ex)
    You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain 57 hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

    Sudden Attack
    As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding +4 to the attack roll. Damage from this attack bypasses all damage reduction.

    Surge (Su)
    You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

    headband of inspired wisdom +4; ring of protection +2; boots of striding and springing; belt of giant strength +4; +4 dragonhide (red) breastplate; cloak of quick reflexes +2; +1 Evil Outsider Bane Sling ; silver holy symbol; spell component pouch

    Ebon (+1 holy mythic bane/+3 evil outsider bane quarterstaff) [legendary/powerful/unyielding/upgradable];
    - Surge (oooo) - d8 - applies to attack and maneuver rolls
    - Unyielding - Cannot be sundered by non-mythics, double hardness and triple hp

    Backpack, Masterwork [ Sling Bullets (30); Bedroll; Holy Symbol (Wooden); Rope (Silk/50 ft.); Mess Kit; Soap; Waterskin (filled); spell component pouch; spell component pouch];
    Belt Pouch [ Holy Water (Flask) (x2)];
    Belt Pouch [ Flint and Steel; ];
    Wand of Cure Light Wounds



    Male Companion (Warcat of Rull) Animal 10 (NG Large Animal)
    Init +3; Senses: Low-Light, Scent (Perception +6
    AC 31, Touch 12, Flat-footed 28, CMD 30 (34 vs trip)
    hp 102 (10 HD)
    Fort: +11, Ref: +10, Will: +3; +4 v. enchantments (devotion)
    Speed: 40 ft. (8 squares);
    Melee: bite +15 (2d6+12) + grab and 2 claws +15 (1d8+12) [+3 to natural attack damage from FC bonuses included]
    Special: Pounce; Rake (d8); Evil Outsider Bane (Amulet); Combat Reflexes (+3 AoO's per round); Mythic Surge (d8)
    Base Atk: +7;CMB: +17 (+21 grapple);
    Str 28, Dex 17, Con 18, Int 3, Wis 12, Cha 5
    Feats: Armor Proficiency, Light, Combat Reflexes, Improved Natural Attack (Bite, Claw), Multiattack, Toughness.
    Skills: Acrobatics +8, Acrobatics (Jump) +12, Climb +12, Escape Artist +4, Fly +2, Heal +2, Perception +8, Ride +4, Sense Motive +2, Stealth +5, Survival +4, Swim +12,
    Possessions: mulet of mighty fists +0 [bane (outsiders (evil)]; +2 studded leather barding (large);
    Knows the tricks: air walk; attack (x2), come, down, defend, down, flank, guard, heel, hunt, seek, sneak and watch

    Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.

    Pounce (Ex) When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).

    Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes. In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe. A monster with the rake ability must begin its turn already grappling to use its rake--it can't begin a grapple and rake in the same turn.

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

    Surge (Su) (oooo)
    You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

    Brother Donovan - Quick Background:
    We are not alone.

    That's Donovan's guiding principle, that's what he preaches and what influences his every decision and action.

    Twenty five years ago, a bruised and bloodied child stumbled onto the steps of a simple shrine. Where a kindly priestess let him sleep as she tended to his wounds.

    Scratches, cuts and his poor feet... It was a wonder he could walk.

    Demons was his first word as he woke up, his second was Swallowtail. And slipped back into sleep for days.

    She was cleaning the simple shelter, when he spoke again.

    Dozens, hundreds, thousands of them... Swallowtail butterflies. The demon couldn't see me, so I ran! I'm ashamed, leaving my mother and father behind... She killed, but it's me she wanted.

    I'm the reason they're gone.

    I'll hunt down every demon if I have to, but one day I'll find her. And I'll be ready.

    With that, his exhausted body fell asleep, but his mind never rested.

    Every hero has an origin.

    Due to an internet outage in my area I wasn't able to finish up the crunch side of Junior yet.

    Here are the the cliff notes.

    Half-ork human raised shaman apprentice. Skald 3/oracle 4/rage prophet 5. Rage powers: lesser spirit totem, moment of clarity. Curse: covetous. Mystery: battle. Revelations: weapon mastery (greatsword), surprising charge. Path: hierophant, inspired spell, faith's reach, sustained by faith and enduring blessing. Feats on the dazzling display line, spells focused on buffing.

    Full Complete Submissions:


    Brother Donovan's submission ... Brother Donovan


    1. Tilnar's submission ... (Doesn't appear to be a completed Alias yet) ... Krogal Blackmane


    1. Eggellis submission ... (Doesn't appear to be a completed Alias yet) ... Manius


    1. Anderlorn's submission ... Adanna Gyrlassrakka

    Incomplete or Works in Progress ...

    1. Vrog Skyreaver - Kai
    2. Delmoth - Junior

    If there are any corrections to above, please respond and give me links.

    Sorry, did we need an alias? I've got so many orphans that I tend to avoid creating them now.

    Also, totally had an idea for a Gnomish Desnan Lunar Oracle. ;)

    GM Grumpel didn't specifically ask for aliases and as for Orphans, I only post once and then delete unless I plan to keep the character.

    Still working a couple points since making a 12th level char with 4th tier is no joke, but I'd like to put Pyrrhus in consideration.

    He is dedicated healer and his goal is to keep everyone around him from dying. Aside from plentiful of healing and buffing, he has many abilities to prevent his allies from taking deadly attacks or from dying. He is no combatant and his limited offensive power will come with spells.

    More to come!

    Withdrawing interest. Best of luck everyone, happy gaming!

    ***Submissions Update***

    Completed Characters


    1. Tilnar's submission ... (Without Alias) ... Krogal Blackmane


    1. Eggellis submission ... (Without Alias) ... Manius


    1. Anderlorn's submission ... Adanna Gyrlassrakka

    Works in Progress:

    1. Vrog Skyreaver - Kai
    2. Delmoth - Junior
    3. Sir Longears - Pyrrhus Durst


    1. Brother Donavan

    Note: If there are any corrections to above, please respond and give me links.

    1 person marked this as a favorite.

    Wow. Sorry everyone I completely slipped my mind to check on the thread. I do not expect anyone to create an alias unless you are picked. I'm going to let my players chime in here if they wish. They've been together a while and they deserve to have a say. I will get to questions after they have had time to check out the posts. I will leave recruitment open until Sunday to leave time for anyone to finish their submission.

    I'll remove the alias notations tomorrow.

    I'm gonna go ahead and remove my submission: I kept trying to sit down and get this character's background written, but nothing was forthcoming.

    Good luck to everyone and have fun!

    Full Complete Submissions Update:


    1. Tilnar's submission ... Krogal Blackmane


    1. Eggellis submission ... Manius


    1. Anderlorn's submission ... (Minor updates last night) ... Adanna Gyrlassrakka

    Works in Progress:

    1. Delmoth - Junior
    2. Sir Longears - Pyrrhus Durst


    1. Brother Donavan
    2. Vrog Skyreaver - Kai

    If there are any corrections to above, please respond and give me links.

    Very well, here is Pyrrhus's background.

    To be honest, I wasn't sure about the length required, since one of the players have a pretty large background and the others have pretty small ones. I've decided to go with a large one as well.

    At 42 yo, 12th level and 4 mythic tiers, I felt I needed a more robust background, since there was a lot to tell. If, however, you prefer a shorter background, I can shorten it too.

    I intend to also add the famous 5-minute background to point the key aspects of Pyrrhus personality and goals. Any input would be deeply appreciated.

    Situated in the Zelshabbar satrapy of the Padishah Empire of Kelesh in Casmaron, the Ourzid-Mah (or Everlight Oasis, in Taldoran) is a holy site for the sarenites. The oasis is said to have healing and rejuvenating qualities, and followers of the sun goddess come from far and wide to bathe in the water and to commune with fellow members of the faith from other lands. Unfortunately, with the pilgrims come those who wish to prey upon them, and some of them end up robbed or beaten, or worse. As fate decided, Pyrrhus's mother was one of such pilgrims.

    Pyrrhus's mother was part of a caravan heading for the Ourzid-Mah, but sadly such group never arrived at their holy destination. When they were just a day of travel from arriving, they were surrounded by bandits. Having few possessions of value with them, the bandits decided to punish them for wasting their time: the men and guards were killed by the youngest members of the group, treated as training dummies; they young woman were raped and taken as slaves; and the elder were tortured and left to die alone. Pyrrhus's mother was only sparred of this because she was on the later months of pregnancy and the bandit who captured her released her in the desert, figuring she would not survive the journey back to their camp. By luck, or the Goddess's blessing, she managed to reach the oasis and survived long enough to reach its sacred waters... she did not survived much longer, just enough to deliver Pyrrhus in the waters.

    On the following weeks, Pyrrhus was tended by the keepers of the Ourzid-Mah. During his yearly pilgrimage to the Ourzid-Mah, the Imperial Vizier Karvashm al-Yarah heard about the 'miracle' that took place recently and decided to adopt the baby, naming him Pyrrhus for the pyrrhic victory his mother achieved: giving him life, but leaving him alone and with no family (to Kelishites, family is one of the most important aspects in life). Karvashm was in fact homossexual (which is normally accepted in Kelesh) and he and his companion had no children, so Pyrrhus was received with great joy in their family.

    Pyrrhus grew up as a noble despite his dubious blood heritage. He enjoyed the fine things in life and received education from renowned teachers and scholars. Perhaps a consequence of being premature, Pyrrhus never had great constitution as a child, preferring indoor activities, which both his fathers secretly approved (Karvashm, the Vizier, was a wizard and Soramak was philosopher). Pyrrhus's history was never hidden from him and along with his fathers they visited the Ourzid-Mah every year.

    The boy was always happier when close to the oasis and when he approached his teens, he even fled home a couple times to join caravans heading for it. He loved his adoptive parents, but there was something the pulled him back there. It was decided that it would be safer if he continued his education in the oasis than risking the journey whenever the pull was too strong. Pyrrhus lived with the oracles and clerics of the Ourzid-Mah for eight years, learning about the Dawnflower and the healing arts, something that he utterly enjoyed.

    When he was 15 years old, Pyrrhus joined the military for the mandatory 2 years of service on the Ayyarad desert. During these years, his body became strong, even if he was never good as a fighter. Instead, he became once more a healer, being wise for his age and thus respected by his fellow companions. He remained with the Imperial Forces for 5 years, and during this time he raised to General, married the daughter of an important and influent merchant and had a son and a daughter.

    Eventually, the pull from the Ourzid-Mah became once more unbearable and Pyrrhus abandoned the military (and a promising career) to join the Halo of Blades, a order of warriors of the Dawnflower dedicated to protect the roads around the oasis to make the pilgrimage safer. During these years, he became obsessed with the reflex of the sun in the waters of the oasis, convinced that there was something beneath it, even if none could agree or believe his words. He tried repeatedly to dive and find anything, but the waters were too deep... eventually, his obsession reached a peak and he dove deeper and deeper, eventually dying drowned. When his corpse emerged, however, he was carrying with his a large and golden shield with spikes resembling the rays of the sun. Since it was impossible for such item to float with his corpse, the happening was called a miracle and it was ordered that Pyrrhus should be brought back to life (his father, the vizier, gave the order; 1st mythic trial and mythic ascension). The shield was recognize as the Dawnguard, a lost sarenite relic.

    His death experience opened his eyes to the deeper mysteries in the universe and for a time Pyrrhus sook a more sacred task. With the help and support of his family, he ventured to a secluded place in the desert and there he built a temple dedicated to the Dawnflower. There he lived for many years, relying on the grace of the Goddess (2nd mythic trial).

    His seclusion was suddenly interrupted in 4706 as a messenger informed him of his father's death. Upon returning to civilized lands, he discovered that both his father, the Vizer, and the Satrap himself were murdered by demons... alas, they were not the only ones, for similar cases were being reported along all the satrapies of Kelesh. Upon hearing that the Emperor was about to send an army to aid the Fourth Mendevian Crusade, Pyrrhus volunteered himself to join them. At 35 years old, Pyrrhus sailed north.

    Upon arriving in Nerosyan, Pyrrhus was astonished by the amount of suffering the region and its inhabitants had endured... he, one that was used to heal and help everyone in need, felt himself completely lost, for not even in a hundred years he would be able heal all of them. Nevertheless, he joined the fight against the demons, where he distinguished himself by the surprisingly small number of casualties of those who served alongside him. One day, he found himself surrounded by demons and already tired of channeling the gift of his Goddess... he imagined his story had come to an end, just to be saved by the his men, who were wiling to forfeit their own lives to save him. He looked around and noticed that he had healed every single one of them in the past. With his last blessing available, he prayed for the Dawnguard, causing every soldier around him to survive, despite the deadly wounds they received (3rd mythic trial). His soldiers, many of kellid heritage, began to call him "Durst", which meals "Beacon" in their language.

    The Fourth Crusade came to an end and the Emperor of Kelesh ordered his army to return home. Pyrrhus, however, ignored the orders and decided to remain in Mendev, for there was still much work for him to do. Since then, he had remained there to help whenever he is needed. During the last few months, when the Wardstones where destroyed, Pyrrhus was sent in a mission to reinforce and rescue Queen Galfrey's army when the forces of the demonic treant Carrock decided to join forces with another demonic army. During this confront, Pyrrhus managed to save the Queen's life by deflecting a mighty blow of Carrock himself with his sacred shield (4th mythic trial).

    With the Fifth Crusade on its course, Queen Galfrey had now asked Pyrrhus to head to the Citadel Drezen in order to help those responsible to end once and for all the demonic menace.

    Full Complete Submissions Update:


    1. Sir Longears ... Pyrrhus Durst


    1. Tilnar's submission ... Krogal Blackmane


    1. Eggellis submission ... Manius


    1. Anderlorn's submission ... (Minor updates last night) ... Adanna Gyrlassrakka

    Works in Progress:

    1. Delmoth - Junior
    2. Anonymous Lurkers


    1. Brother Donavan
    2. Vrog Skyreaver - Kai

    If there are any corrections to above, please respond.

    Just as a note, explaining your mythic power ... doesn't seem to be necessary for this AP -- the original PCs gained it from the Kenabres Wardstone, and we played Aerianna receiving it from Quinn, so I imagine the transfer might work for a new player as well.

    I didn't really talk about what happened after arriving in Kenabres - I've only ever played like the first half of the first book (numerous times) - but in terms of Mythic ascention, I rather thought it came from finding Ebon in the wreckage - the staff having absorbed some of the power, which then resonated with him.

    However, I'd also be fine with the "transferred mantle" approach.

    I didn't really talk about what happened after arriving in Kenabres - I've only ever played like the first half of the first book (numerous times) - but in terms of Mythic ascention, I rather thought it came from finding Ebon in the wreckage - the staff having absorbed some of the power, which then resonated with him.

    However, I'd also be fine with the "transferred mantle" approach.

    (Just missed modifying the other one, dammit.)

    Meant to note/remind everyone that as far as I can recall, the fluff from most of the (required) Campaign Traits ties people pretty firmly into the area. In addition, the traits all recommend / strongly suggest that if you have the same trait as someone else, you share something in common, depending on the trait (same family, same deity, same ritual, etc.), so that's something you should pay attention to as well. Just trying to keep things canonical. ;)

    (... Kyonindor???)

    Tilnar, you might care to skim through the first three books; I think we're basically operating out of Drezen at this point, not Kenabres, so figuring out how/why you're now in Drezen would be useful -- to yourself, at the very least. ;)

    Kyonidor? I was just making Kyonin sound more elvish in my opinion but if it bothersome for some, I can change it back to Kyonin.

    I know nothing about the APs, which technically I shouldn't, so that is why my background is written the way it is.

    And since we are replacing someone, it would be weird to adventure/ascend the same way as everyone in the current party. I picked Sarenrae because of the healing domain.

    I found that the rage prophet angle just wasn't speaking to me so I changed Junior to a full skald. I know I wouldn't be replacing your missing cleric in a strict sense but I would be bring a different kind of support/buffing to the table. I also changed Junior's background to reflect him having the Stolen Fury trait rather than Touched by Divinity. IIRC no one else in the current party has Stolen Fury so I shouldn't be stepping on any toes. I also added some info about what Junior has been up to during the campaign events and why he is in Drezen.

    Fluffy Bitz:
    Intro and Description
    A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches stands in front of an army recruiter. A greatsword is sheathed and strapped to his back. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service."

    After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!"

    Junior clears his throat, "Fred wants to know how much the pay is."

    Junior is the bastard son of a Chelish Hellknight. His father took him from his orkish mother when he was a young child. The only thing he has to remember his mother by is a single gold coin with a horse head stamped into it. Dubbed Fred, the coin speaks to him and while it is responsible for teaching him kindness and bravery in the face of evil, it also has a mercantile streak. Fred also frequently requests to be bathed in alcohol and takes on a drunken mien for a time after, not that anyone but Junior could tell.

    After insulting a Chelish noble at the tender age of 3 Junior was sold into slavery by his father. He was sold and resold many times until he found himself in the clutches of a cult dedicated to Baphomet. While the cult was conducting a nefarious ritual on Junior, Fred advise him to, "Just escape." He found that his bonds seemed to loosen. Junior started screaming Bloody Murder (an orkish lullaby), stole a weapon, and with newfound strength tore the nearest cultist apart and escaped. Junior found he could channel the energies granted to him by the ritual, through song, to others, granting them bestial strength.

    After escaping the Worldwound and it's dark ritual, he found himself in Kenabres. For years he trained as a weaponsmith by day and entertained by night. Every night he suffered terrible nightmares.

    During the destruction of Kenabres he managed to marshal a group of survivors together and with the help of his singing was able to fend off a few demon attacks. However a vrock had cornered them and all seemed lost. This was when the Wardstones fell, a golden energy seemed to fill Junior with power and he was briefly able to fight off the powerful demon. Now that power lays dormant and he can't quite reach it.

    After Kenabres's fall and he heard about the plan to re-take Drezen. He didn't volunteer at Fred's insistence, but did hire himself out to the armies heading north. He managed to convince some of the people he'd fought with during Kenabres's destruction and formed a unit called Fred's Irregulars. After taking Drezen and seeing the Heros of Kenabres display feats beyond most mortals he seeks an audience with them to help understand his plight.

    Crunchy Bitz:

    Fred Junior
    Male Half-Ork Skald 12
    Chaotic Good Medium Humanoid (human, ork)
    Init +3; Senses Darkvision 60ft; Perception +0
    AC 23, touch 15, flat-footed 20 (+7 armor, +3 Dex, +1 Nat, +2 Def)
    hp 108 (12d8+12)
    Fort +12, Ref +10, Will +11, +4 vs Bardic perform, sonic, and language
    Defensive Abilities DR 1/-, Uncanny Dodge, Improved Uncanny Dodge
    Speed 30 ft.
    Ranged Masterwork light crossbow +13 (1d8, 19-20, x2)
    Melee Energetic Inferno (+1 flaming shocking greatsword) +14 (2d6+7+1d6 fire+1d6 electricity, 19-20, x2)
    Special Attacks Rage Powers: (Lesser Spirit Totem, Quick Reflexes, Unexpected Strike, Good for What Ails You), Raging Song: 31 rd/day (Inspire Rage (+4 str, con, +4 will, -1 AC), Song of Marching, Song of Strength +6, Dirge of Doom)
    Skald Spells(CL 12, Concentration +18):
    Level 4 (4/day, DC 20) Cure Critical Wounds, Secure Shelter, Dimension Door, Heroic Finale
    Level 3 (5/day, DC 19) Cure Serious Wounds, Good Hope, Flexible Fury, Haste
    Level 2 (7/day, DC 18) Cure Moderate Wounds, Heroism, Mirror Image, Invisibility
    Level 1 (4/day, DC 17) Cure Light Wounds, Comprehend Languages, Saving Finale, Liberating Command, Ear-Piercing Scream, Timely Inspiration
    Level 0 (DC 16) Read Magic, Mending, Message, Spark, Prestidigitation, Detect Magic
    Str 19 (17), Dex 16 (14), Con 12 (10), Int 10, Wis 10, Cha 22 (18)
    Base Atk +9; CMB +13,+2 vs Demons CMD 26
    Feats Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields, Endurance (Shaman’s Apprentice), Scribe Scroll (Skald 1), Skald’s Vigor (1), Weapon Focus (Greatsword, 3), Dazzling Display (5), Antagonize (7), Shatter Defenses (9), Greater Skald’s Vigor (11)
    Traits Artisan, Stolen Fury
    Acrobatics (3) +8; Bluff (Sing) +21; Climb (1) +7; Craft (weapons, 12) +17; Diplomacy (Sing) +21; Handle Animal (Percussion) +21; Intimidate (Percussion) +21; Knowledge (1): Arcana, Dungeoneering, Engineering, Geography, History, Local, Nature +10; Knowledge (0): Nobility, Planes, Religion +6; Sense Motive (Sing) +21; Spellcraft (12) +15; Swim (1) +7; Use Magic Device (12) +21; ACP -1
    Languages Common, Ork
    SQ Skilled (replaces ork ferocity and weapon familiarity), Well-Versed (+4 vs performance, sonic and language dependant), Bardic Knowledge (+6), Versatile Performance: Percussion, Sing (add diplomacy)
    Belt of Physical Perfection +2, Headband of Alluring Charisma +4, Amulet of Natural Armor +1, Ring of Protection +2, Cloak of Resistance +3, Energetic Inferno (+1 Flaming Shocking Greatsword), +1 Mithral Breastplate, Bard Kit, Masterwork Light Crossbow, 50 cold iron bolts, 50 bolts, Flask of Endless Wine (sake), 29059gp (some will be spent on scrolls pending ruling by GM)
    Special Abilities
    Spell Kenning 2/day

    Add Mythic: Champion (assuming 4 tiers): +20 HP; +4 Str => +2 to hit +3 to damage on Energetic Inferno, +2 to CMB, and +2 CMD; Amazing Initiative Hard to Kill; Mythic Power 11/day; Surge (1d8); Recuperation; Sudden Attack; Ever Ready; Crusader; Divine Source (Chaos and Good); Mythic Spellcasting (Heroism, Mirror Image, Haste, Cure Critical Wounds); Mythic Feats: Dazzling Display, Shatter Defenses

    Aerianna Flametongue wrote:

    Just as a note, explaining your mythic power ... doesn't seem to be necessary for this AP -- the original PCs gained it from the Kenabres Wardstone, and we played Aerianna receiving it from Quinn, so I imagine the transfer might work for a new player as well.

    I've indeed checked that it had happened this way with Aerianna, but I imagined your former GM was more concerned about the fact of passing radiance on without stretching the plot in a weird way. If the GM decides to go for this power transfer, I'm fine with it too and it would not take me much time to change Pyrrhus's background.

    In Pyrrhus's case, I took care to only adding mythic trials that a PC on his level could achieve: a swim check that resulted in his death, living only with divine magic (low level cleric spells), the deathless spell and his saving shield ability.

    Aerianna Flametongue wrote:
    Meant to note/remind everyone that as far as I can recall, the fluff from most of the (required) Campaign Traits ties people pretty firmly into the area. In addition, the traits all recommend / strongly suggest that if you have the same trait as someone else, you share something in common, depending on the trait (same family, same deity, same ritual, etc.), so that's something you should pay attention to as well. Just trying to keep things canonical.

    Well, if it is required for the replacement to be of the same deity as the player you've lost, then I'll have to throw Pyrrhus away and start anew, something I won't be able to do, since the deadline is tomorrow. To be honest, I'd be really disappointed, since it was not mentioned so far and none of the players aiming for a spot in this game have gone for Iomedae.

    I've have DMed this AP before, but never played it. As far as I can recall, the importance of multiple characters going for the same trait being connected is just because of the specific missions in book 3: so if there are two Touched by Divinity players, there would be only one temple to recover, not two and so on.

    I've have DMed this AP before, but never played it. As far as I can recall, the importance of multiple characters going for the same trait being connected is just because of the specific missions in book 3: so if there are two Touched by Divinity players, there would be only one temple to recover, not two and so on.

    To me, that is not a great enough importance to be the same faith because there would be enough other crusaders to resurrect your temple or perhaps there is a reason to resurrect the temple of Iomedae as opposed to Sarenrae.

    And I agree with Pyrrhus' post about redoing the character and having to be Iomedae. In fact, I don't think anyone picked Iomedae other than Tilnar's other character?

    I am re-reviewing the AP, I see nothing that places such restrictions on

    You share something in common, depending on the trait (same family, same deity, same ritual, etc.).

    It says, you shouldn't have something disruptive like radical different alignments and Sarenrae is one of the Deities of Crusades so that is not an issue.

    Then there are these clauses from the Campaign Guide;


    People from all over the Inner Sea find their way north to Mendev, offering their swords to fight against the demons of the Worldwound.

    The campaign begins on a holy day, so perhaps your character made a pilgrimage to Kenabres to celebrate the day prior to swearing herself or himself to the cause.

    It sounds more like the main cause is fighting demons to me than anything else? And close the Worldwound if possible?

    And then there is this clause;

    Faith in a deity is not required, but many of the allies and resources you’ll be encountering have ties to the GOOD deities of Golarion.

    No specific deity mentioned.

    Now for my Oracle, I chose Life Mystery over Battle, because of the higher healing potential and from experience, any battle needs a good healer or Corpsman. And really, that could be the only reason why you have a healer that prays to another GOOD Deity and the character ascends just for healing the party through the deadliest combat against one of or only the greatest threats to Golarion. Now, if the Combat Healer was exactly like the Cleric's, I may have thought about taking Battle.

    I believe the reference to commonality was regarding the Campaign Traits.

    Several indicate if you share the same trait, you should have survived/encountered the same event - to the extent that you may be siblings.

    The traits seem to place an import on and strengthen a bond and trust between the party members.

    You could say... Have gone through the same experience, drifted apart (different path, different missions) and we're reunited. Heightens a sense of destiny.

    It's rather cool!

    I also have run the path, well half way anyway. It's important for the touched by divinity people to be the same god for spoilery reasons. But if one is on the way out another should be fine coming with a different god. IMHO its only important for two touched by divinity people be the same god if they are playing at the same time.

    TL:DR make the character you want to play. It will make you happier in the long run.

    Looking through the current characters, there are no other Touched by Divinity.

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    So, she isn't done. I still need to do Mythic and edit some fluff. But the rest of the crunch is done. I was going to try and finish all of the crunch, mythic included, but it is getting really late on my side and I needs sleep.

    Also I only have an alias for her because she is from a Wrath game that died in the first book.

    Okay! I think I've gotten everything put together!

    I give unto you Iona Pentaghast, Bulwark of the Inheritor. Shield of Victory. Shield to the Heroes of Kenbares, if they'll have her.

    Edit, I also changed some things around now. I forgot that she could now wear fullplate so some armor and magical items got edited.

    Full Complete Submissions Update:


    1. Sir Longears ... Pyrrhus Durst
    2. Timeskeeper ... Iona Pentaghast


    1. Tilnar's submission ... Krogal Blackmane


    1. Eggellis submission ... Manius


    1. Anderlorn's submission ... Adanna Gyrlassrakka


    1. Delmoth ... Fred Junior


    1. Brother Donavan
    2. Vrog Skyreaver - Kai

    If there are any corrections to above, please respond.

    First I’d like to thank everyone for putting the work into their characters. This wasn’t an easy decision, but it had to be made.

    Iona Pentaghast please report to the gameplay link for you have been chosen to continue on with us.

    Best of luck to everyone else and hopefully I’ll see you on the tables.

    Thank you for your consideration!

    Happy Gaming!

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