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


Recruitment

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Silver Crusade

I'm only going to post a 'rough sketch' of a character because I strongly believe in collaboration during character building to make the party stronger and better. Plus I'm still a relative newbie to the Pathfinder rules system (I have tons of experience with 3.0/3.5 through Living Greyhawk and Living Arcanis) so I will gladly accept any advice, hints, and tips others can provide. My original thought was to pattern this character after my first but I don't know if the AP would allow for the travel time and opportunity to become a Hellknight.

The basic foundation would be a Paladin of Iomedae from Cheliax with the Oath of Vengeance archetype vs. the Worldwound. I'm obviously open to alternatives; I like the Oath of Vengeance's 11th level ability to share some aspects of smite with the party. The Code of Conduct for the Oath Against Fiends contradicts the tips in the WotR Player's Guide. Depending on the application of the 'feat tax' system race could be either human or aasimar; if assimar it would likely be Angel-blooded.

Statistics:

Strength 15+2
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 12
Charisma 15+2

Skills:

Diplomacy 1+3+3=7
Heal 1+3+1+2=7
Intimidate would be the next option of the Hellknight prestige class is possible. Otherwise I'd like to see if there's any class skills the Paladin has that are lacking in the party.

Traits:

As always subject to assistance from others.
The leading options would be:

Indomitable Faith
Reactionary
Armor Expert
Stalwart of the Society
Birthmark
And one of the Campaign traits. Another area for discussion since the Player's Guide recommends each trait being selected only once. I think the 'Stolen Fury' one suits a Paladin with its attachment to the Champion path.

Feat:

Waiting to see what the decision is on Power Attack, etc. but Fey Foundling is great for a Paladin to heal themself and keep in the fight.

Character Plan:

Paladin for at least the first 5 levels and then it would depend on if Hellknight is possible. If not then probably all Paladin unless someone has suggestions for other options. If Hellknight is possible it would probably only be 3ish levels and the rest Paladin.

Background:

Kept short for the sake of the GM's sanity and because I am more interested in the evolution of the character as they gain life experience through adventuring rather than their beginning. His family would be former Aroden worshipers who turned to worship Iomedae after Aroden's 'disappearance', making them social outcasts among the new ruling class. Still his family is proud of its heritage and service to the powers of Law and Righteousness and their abhorrence of Chaos and Evil - thus his hatred of the corrupting power of the Worldwound and the Abyssal filth unleashed on innocent people across the region. Knowing the perceptions of both Chelaxians and Paladins, he tries to rehabilitate the image of both by his outgoing, friendly, and generous nature.


This is the character of SqueezeMeNow. Got most of the crunch done. Tomorrow I will finish his equipment and get his backstory and description down.

TLDR in advance: White-haired, armor-clad Kellid that was raised by an abusive witch and used as slave labor until the time of the ritual mentioned in the stolen fury trait. At which point a mercenary company broke it up and slaughtered most of the cultists. Adopted by the mercenary leader and raised in Mendev until they were all eventually wiped out by demons. Left alone in Mendev to carry on adopted father's dream of reclaiming Sarkoris.

Character Concept: Armored barbarian tank with a one-level dip into white-haired witch. Focus on running over or knocking down enemies. Making AoO on them when they get up with hair for grapple. Also, just attacking with hair when necessary. A real controller tank. Plus, lots of skills thanks to barbarian + high INT + background skills.

@Worldwound GM: If you do decide to run with EitR that would change his progression path and starting feats considerably, as he could take a combat maneuver feat at first level. Then, take a dip into W-HW at second.


This is Ariarh Kane's submission: Elyda (pronounced e-lie-duh) Evandros, Archon-Blooded Inquisitor (Cold Iron Warden). I have added spoilers on her character profile page with the crunch and accompanying fluff. I may tweak some of her stats slightly before close of recruitment (I'm prone to thinking some more and fiddling until I feel I have her right in my mind). I hope the backstory is satisfactory, and if it lacks something, I'm happy to edit/elaborate.

Thank you for your consideration, GM, and, good luck to all. :)


should have a rough draft up in a few hours. went with the idea of an oracle fighter multiclass, I had some what i think are fairly good ideas and reasons. After some quick research apparently there are drow cities near the world wound


Wow, you guys have been busy. Alright, I'm going to try to offer feedback, but I may miss a couple folks, so let me know if you want feedback and I haven’t given it to you.

Simeon:
Huh. Neat choice of deity. I had to look her up. xD Other than that, I rather like what you’ve done there. Short, sweet, and interesting.

Dain Bramage:
So, where’s Dain from? What prompted him to join Torag’s priesthood? Why demons, and not some other form of evil? The Bramage clan is an interesting idea - what are they like?

Shadow Dragon:
I will reiterate this - I won’t be giving any opportunity to join the Hellknights. I don’t like the Hellknights, as a rule, and none of them have a citadel close enough for it to be practical anyways.

That having been said, I like the idea of him being a very outgoing sort, especially since people born in Cheliax are typically regarded with great suspicion in the lands outside of it.

Elyda Evandros:
Wow, that’s a lot of detail and thought. I appreciate it. It looks good to me.

I had a lot less to say today 'cause I'm a little out of it, but also 'cause there were fewer characters to go over. xD

Silver Crusade

Full Paladin works for me. :)


Any feedback on Amelia that wasn't discussed?


This is "The Lucky Halfling" chiming in with my alias. I'm getting ready to start translating over the mechanics, but the first draft of the backstory is up for your review.

I have altered him being driven to Kenabres because of his half elven ancestry to his father. It works better with the adventure trait.

Liberty's Edge

Here's my submission: Wrathadorand, the Dawnstar, Warpriest of Ragathiel VMC Barbarian. There's more I want to add to his backstory, but I wanted to flesh out his clan first since they're still in Kenabres with him. I'm starting vacation today, so I'll get to that once I'm settled in. Until then there's enough of his history to get an idea of him.

Party roll: Divine barbarian.

At the start I intend to play him as kind of lawful stupid stoic proud warrior race guy, but in a funny, non-disruptive way. "What do you mean 'what is our attack plan'? I will kill the ugly one by the gate, then I will walk over to the tall green one and kill it too, then I will kill the big one." Hopefully he'll grow to be less of a stoic idiot over the course of the game. I put a lot of class features into reflecting him being a chosen warrior of Ragathiel. His story is intentionally Mary Sue-ish, since Ragathiel is kind of Mary Sue-ish. It's sort of a parody, I guess. Hopefully it's not too much.

Wrath:
Wrath out of armor.
Wrath in armor.
Male human (Shoanti) warpriest of Ragathiel 1/barbarian*
LG Medium humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron bastard sword +5 (1d10+6/19-20)
Special Attacks blessings 3/day (Good: holy strike, Law: axiomatic strike), champion's strike, sacred weapon (1d6, +0, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor (2)
. . 0 (at will)—detect fiendish presence, guidance, light
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 13, Wis 15, Cha 10
Base Atk +0; CMB +4; CMD 14
Feats Improved Weapon Of The Chosen, Weapon Focus (bastard sword), Weapon Of The Chosen
Traits fate's favored, stolen fury
Skills Acrobatics -7 (-11 to jump), Diplomacy +4, Intimidate +4, Knowledge (religion) +5, Linguistics +2, Profession (soldier) +6, Sense Motive +6
Languages Abyssal, Celestial, Common, Shoanti
Combat gear splint mail, heavy wooden shield, cold iron bastard sword, holy text (Ragathiel), spell component pouch, wooden holy symbol of Ragathiel
Other Gear backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, trail rations (5), waterskin, 7 gp, 1 sp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Improved Weapon of the Chosen As swift act, deity's fav wep gains 1 align aspect of deity or cold iron and silver if neutral.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.

History:

The boy was born with golden eyes. Atsila, the clan’s shaman, said that golden eyes meant he was destined for greatness. Eschewing a traditional shoanti name, he was named Wrathadorand, elvish for “purifying flame”. The small clan were simply happy to have a healthy child, destined or not. As difficult as it was for such a small group to survive in the demon-tainted Broken Lands, the Uleyov Shadde-Quah (Wandering Axe Clan) were lucky even to have the occasional live birth. Wrathadorand’s growth was not stymied by the harsh conditions of his upbringing. He grew fast and tall. The child always seemed distant, but not unobservant or distracted. Shoanti children must grow up fast, more so when they have no walls and only a small clan to protect them. He learned to fight in the manner of his people with mighty earth breaker and klar, though the giant lizards from which the skulls klar’s are made of are not native to the northeastern Broken Lands, so he sufficed with simple, spiked wooden shields.

The clan had wandered over much of the Broken Lands, trying to eek out a living in areas either too hostile for soft peoples or to barren to support larger groups, never staying in one place for more than a few weeks. Around Wrathadorand’s twelfth year, Atsila guided the group less and less further afield, slowly spiraling towards Nerosyan, the city stationed where Mendev, Numeria, and the cursed Worldwound meet. Not all members of the clan were happy with staying in such proximity to a civilized city, but to Wrathadorand it felt right – not that a boy had any say in the movements of the clan. The shaman felt sprits calling them deeper into the Worldwound. Wrathadorand felt the call as well.

After gathering supplies in Nerosyan, the Uleyov Shadde-Quah began the dangerous trek up the West Sellen River on the boarder of Mendev and the Worldwound towards Kenabres. After three days and as many attacks by small groups of weak demons, much of the clan put their collective foot down. Most had no desire to head in this direction to begin with, and what could be gained from battling demons? Was their life not hard enough as it was? Their respect for their shamanic leader would only take them so far and after much debate, Atsila relented and agreed to return them to more hospitable lands, at least by their standards. They made camp for the night but would not have a chance to return from whence they came. An alarm was raised late that night when the watchman, Eharee, was found dead, gruesomely torn apart by the mighty claws of an unknown creature. Wrathadorand and a newborn girl were nowhere to be found. The clan’s hunters quickly found a trail leading deeper into the demon’s land, and they gathered their arms and set off to rescue the two missing children.

Wrathadorand does not remember much of what happened when he was taken, at least that is what he claims. He and the infant were spirited away into the dark lands, carried on the backs of some kind of corrupt, elephantine creature, surrounded by a mob of cultists in dark robes and masks carved from bone. Wrathadorand and the infant were bound to a desecrated altar on the floor of a crater, and the ritual began.

Chanting and dancing. Strange smelling incense. Pain. Fear. Standing by the head of the alter, a cloaked being sang, a mighty hammer in its hands. Lit braziers spaced around the floor of the crater cast awful shadows across anything Wrathadorand could see. He could hear his cousin screaming and feel her wriggling on the alter next to him. Suddenly, all was silent. The thing at the head of the alter raised its hammer, spoke a single, unknown word, and brought it down with all its might, intent on crushing the helpless boy’s skull. There was a deafening peal of shattering crystal and a flash of blinding light. His ears ringing, the only thing the boy could see was the afterimage burned into his vision of whatever had made the flash of light: a naked humanoid form with five asymmetrical wings. He lay there in the dark and silence for some time, wondering if he was dead. Slowly, his eyes adjusted to the darkness and the stars overhead showed themselves one by one, starting with the brightest. His cousins wriggling woke him from his stupor and he sat and looked at what fate had befallen their captors.

The crater was dark, the braziers extinguished. All around him, where there had been men or orcs or whatever race they were, were only piles of ash. The hammer meant to destroy him was twisted and melted, they great head of it reduced to little more than worthless slag. Despite everything, he was no longer afraid. A clean, white heat burned in his heart, perhaps a gift from whoever had saved them. With uncanny ease, he broke through his bonds and gathered up his cousin. He left the alter, walking through the ash towards the purpling sky that promised sunrise.

As dawn broke, Wrathadorand crested the lip of the crater with his infant cousin in his arms and fire stolen from the gods. The loss of Eharee in the night raid was great, but the clan saw the children’s survival as a sign that they were indeed meant to be there, and they abandoned their plan to return to the south and continued northeast along the river to Kenabres.

The feeling of the pure flame burning within him never left, the five-winged being he had seen haunting his dreams. Despite the harrowing brush with death, Wrathadorand was not weaker for the experience. Not only was he sound of mind and body, but the gods had also blessed him with divine powers, creating a fearsome warrior. Atsila did not know who the winged being was or what divine might have sent it, but the answer to the mystery revealed itself the day before their arrival in Kenabres. A small group of knights and paladins all the way from Andoran came upon the clan as they were setting up camp. Wrathadorand instantly recognized the holy symbol emblazoned on their armor: a bastard sword with five wings of flame. When he told them his tale and all he had seen, they too recognized the work of their own Empyreal lord, Ragathiel.

Both the knights and the Uleyov Shadde-Quah were welcomed into the city, as most capable of fighting were. Wrathadorand pledged to join the paladins of Ragathiel and, once he was grown, he did so. Eschewing the simple traditional weapons and armor of his people, Wrathadorand adopted the plate armor and elegant swords of the knights of Ragathiel. They trained him as a solider and taught him to master his new divine powers. Bolstered by courage from a belief that lord Ragathiel would always guide him, Wrathadorand rushed headfirst into the defense of Golarian against the invading demons.


Description:

Height: 6'5" | Weight: 230 lbs. | Hair: Bald; black beard | Eyes: Gold
Wrathadorand is a tall, sturdily built human of shoanti descent. He keeps his head shaved bald and has a thick, well-manicured beard of straight, black hair. Two fresh scars run diagonally across his left brow and cheek - a souvenir of his most recent battle with demons in the worldwound. His other facial features are chiseled and stoic, stress wrinkles making him look older than he is. His most striking feature are his golden eyes, god's eyes, some say.

Since coming to Kenabres, Wrathadorand most always wears his heavy plate armor when he is out and about in town and he always carries his deities sacred weapon, a cold iron bastard sword. In town he wears a blue tabard trimmed in gold with five-winged lion heraldry emblazoned on the chest. When he leaves the relative safety of the city walls, he switches his blue tabard for an identical one that is red trimmed in black. It is easier to clean demon blood off red and black fabric, after all.

Wrathadorand could accurately be described as inflexible and unimaginative, both in posture and personality. Dutybound, he always stands straight at tall. Unwilling to compromise, he remains an immovable obelisk in conversation and on the battlefield. One might call him arrogant or prideful, and some have. He is a loyal and honorable soldier, driven and – in his own way - passionate, but his disinterest in anything not related to slaying demons can leave him seeming aloof. He prefers the company of children over adults.


Ah, ya missed me GM!


@Worldwound GM
Not to be pushy, but was there any feedback for me?


@Worldwound GM, I second Aria Dros's comment. Did you have any feedback for Ocarona?


I blame my being half-asleep. I'll get to it shortly.


Background, Appearance:

Appearance

Kira typically dresses in some type of heavy armor, both for her own protection and to cover her skin tone and heritage as a Half Drow. She prefers blacks and purples, and will never go out without her Cloak, a keepsake from her father.

Stormy gray eyes, long silvery white hair, dusky skin as usual for a dark born. She has a jagged scar on her chest from the demonic ritual she was put through.

Picture

Backstory- Love in the Darkest Depths

My name is Kira Feylin, or that's what my surface name would be. My name among Fathers people, the humans. I refuse to use my Darkborn name, the drow... a culture of idiocy and betrayal. Worshipping demon lords as if the power they grant is a good long term investment. My hate for the dark starts where my life does, at birth.

Mother had relations with one of her human slaves, That man... would be my father Artorias a paladin of Shelyn enslaved in the drow city of Far Parathra. from my understanding an odd place located far beneath the western planes of the Worldwound.

Mother, a drow noble priestess of a minor house. Needed a child born of her own blood for some ritual commanded by the Demon lord Deskari. That child was me...Things didn't go as expected for her. The ritual failed and I survived. She could not figure out why or what happened, but i escaped with Father's help.

Since then, I've had nightmares, visions of future dangers, though memory of them faded by morning only for me to remember them minutes before. I've learn to take advantage of them, while training and study with father as we searched for a way out of the Darklands.

I... Remember the day we finally found the exit... being pursued by assassins. Father's abilities slowly came back to him, enough to strike down dangers. But... it wasn't enough. Leading the assassins was My mother, she killed Father in front of my eyes... I remember his final words "Run up. Find the building that matches mine... the Lady of Love will protect you as she did before."

And so I ran... From one danger into another. Sick of the chaos below, unsure of who to trust. I will give this Lady of Love my attention...For him.

The important part of the submission for now. The crunch soon to follow. as a side note i switched to half elf but specifically Half drow which to my surprise had options.

Grand Lodge

I have my character now, a half-elf summoner called Shela.

Background:

Shela of the Serpant's Scale is a rare Half-Elf Kellid, born of a Kellid woman after her time with a half-elf wanderer.

Not particularly strong for a Kellid, her tribe considered her swiftness and strong personality to be her only real strengths.

Her tribe considered her all but lost when Shela was attacked by a demon in her childhood. This left her surprisingly durable, but weak and prone to nightmares.

It was after one particular nightmare that Balen appeared at her side.

As Balen was also the name of her tribe's patron spirit, Shela found herself immediately assigned to her tribe's cheif shaman as an apprentice.

With Shela's apprenticeship almost complete, she has accompanied the clan's shaman on an errand to the town of Kenabres.

Shorthand Stats:

Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18

Skills: Spellcraft +4, Use Magic Device +11, Knowledge(History)+4, Linguistics +4

Feats: Spell Focus(Conjuration), Skill Focus (Use Magic Device), Armor Proficiency(Light), Simple Weapons

Traits: Exposed to Awfulness, Eleven Refelexes

Spells: (0) Detect Magic, Mage Hand, Message, Read Magic
(1) Expeditious Retreat, Grease

Eidlon:

Type: Biped
Subtype: Azata
Evolution: Slam
Primary weapon: Greatsword, Slam

Future Growth:

Shela will probably be grown into a support-caster, though there might be a few teamwork feats in her future.

Balen is going to be a melee Eidolon, mostly engaging with a long reach and a powerful Greatsword.

I will chose the Guardian Mythic path, as it gives the most to companions and summoners.


As promised, Backstory Feedback:

Also, gah, I’ve been ready to post this twice already, only to have another submission to work on! But seriously, thanks. I appreciate all the interest.

Aria Dros:

Quite good! Though I concede that magi usually have to study, I don’t mind the idea that in her case it comes partly from natural talent. Passing for human will be quite useful in the Worldwound, so that’s neat.

Tieflings don’t have to be descended from fiends, in my opinion. They usually are, but some could just have been afflicted with fiendish energy in the womb, as Aria was. I will say that the personality and the Charisma 8 don’t necessarily match, but that’s fine. It’s possible she just has an air of… uncanniness to her.

Kazmanaught/Grok:

So, Grok’s from one of the Mwangi Expanse’s tribes of orcs? A… Rainkin, that was it? I like the Magaambya, so a Halcyon druid’s neat. It’s a bit of a trip to go all the way from the Mwangi Expanse to the Worldwound, but I see no reason why it couldn’t happen.

Does Grok think of himself as more of a shaman of Sarenrae or a priest? The difference being mostly one of how he comports himself, rather than a mechanical one.

Ocorona Rion:

I like the Indiana Jones-esque interests! It’s pretty neat. It’s a very creative take on a wizard, and I find it pretty cool. She might be most interested in Fallen Sarkoris’ remnants, which, while not really a focus of the campaign as such, are possible to find, in my opinion.

Anyways, I think it’s a good thing, all in all. I don’t have much to add!

Amelia “Rose” Hart:

Nope, we’ve basically covered what I was suggesting in PMs, I think.

Darmok of Averaka:

It seems like Darmok is written with something like Skull & Shackles in mind, with mentions of crew and whatnot. How would you modify him for Wrath of the Righteous?

Archae/Kira:
So you went with a half-elf rather than a full drow? Not bad - it certainly makes more sense for one of the darkborn to flee from the Darklands than a full drow (not that the latter can’t happen, but the darkborn do have more reason to do so).

As a House that serves Deskari will be interesting to integrate with the AP, I like it! I don’t think there’s a canonical house that does it, so I can make more free use of my creativity. Nice!

Shela:
Is the Kellid tribe that Shela was born into from Sarkoris? Mendev? Numeria? The Realm of the Mammoth Lords? There’s plenty of places to choose from, in truth. A Sarkoran would probably be pretty invested in ending the Worldwound, while a Mendevian native would have potential drama with the crusaders who have basically crushed their culture despite their good intentions, a facet I’d like to explore in the game.

EDIT: And I still prove myself incapable of remembering everyone.

Thesius Monteblanc:
Does Thesius actually pursue archeology, or is it just the archetype you thought suited him best? I don't object to the latter, though the former can be more interesting as a plot hook, potentially. How old is he? Kenabres was not a friendly place to live during the Third Mendevian Crusade (though I doubt he's that old, his father probably was around during that time, and he might have a grudge against people like Hulrun, who led witch-hunts against a huge number of innocents as well as genuine demon cultists).

Crisichild/Wrathadorand the Dawnstar:
Okay, that is an amazing name. Just saying. How come the Shoanti are wandering near the Worldwound/Mendev? Varisia's not exactly in the neighborhood. Maybe they were exiled or some such, but didn't abandon their culture? Something to consider.

Other than that, it seems like a neat story.


1 person marked this as a favorite.

Orcs do not need emotional support or require commentary on their backgrounds.
...most likely because they have bad tempers and some tribes eat critics. Literally.

* grin *


I am technically all fresh and new, if you want to review me Mr. DM.


Worldwound GM wrote:

As promised, Backstory Feedback:

Also, gah, I’ve been ready to post this twice already, only to have another submission to work on! But seriously, thanks. I appreciate all the interest.

** spoiler omitted **

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** spoiler omitted **

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** spoiler omitted **...

Yeah, part of the reason is it works fluff wise way better and was easier to write for but also my inner player saw a 12 constitution on a melee intended character and cringed. The Shelyn bits give me reason to try building something with Polearms too. Thanks for the compliments btw.


Worldwound GM wrote:

As promised, Backstory Feedback:

Also, gah, I’ve been ready to post this twice already, only to have another submission to work on! But seriously, thanks. I appreciate all the interest.

I know you were talking earlier about closing submissions. And youve probably got enough to start three separate games if you fancied. If you feel overwhelmed youll only disappoint the people who havent even dotted an interest yet. Then just wait till tuesday for people who already wanted in to finish what they already started so you can spend the rest of the time giving additional feedback and putting work into the game itself.


*Grumble grumble*

There're too many of you guys! I forget whom I've already responded to and not! But seriously, thanks for your enthusiasm. It puts me in a good mood.

Khaleros:

Khaleros has a good attitude, I think. He's a survivor, and it gives him a sort of rough edge to him that most paladins tend to lack. It might contrast him to the more "polished" paladins of the crusaders, though I imagine that most polish gets ground away on the frontlines. Other than that, I like it!

Baradim Walks-The-Earth, Redux:

In all honesty, I have little to say - I like what you've done. Tying the rage and the self-mastery together, returning to Kenabres... It all looks good to me!

“Submissions” wrote:

Mostly-Solid Characters:

Wyniess Morgethai, elf ranger (Tanglebriar Demonslayer/Transporter) by rdknight
Kevin Hurly, tiefling paladin of Sarenrae by trawets71
Heinrick Stonewright, human cleric of Iomedae by Mokshai
Merixia, tiefling cleric of Ragathiel by Linnea the Diviner
Baradim Walks-The-Earth, human monk by KingHotTrash
Tippy Fullbottle, halfling unchained rogue (knife master) by Nazard
Elliot Stormbane, aasimar (emberkin) arcanist by Trevor86
Khaleros, half-orc paladin of Iomedae by Mr Nevets
Dain Bramage, dwarf inquisitor (living grimoire) of Torag by Andrea1
Ferranel Branchfire, elf magus (eldritch archer) by TarkXT
Darmok of Averaka, half-orc monk by ScorchedOne
Amelia “Rose” Hart, human? fighter? by rorek55
Aria Dros, tiefling magus (eldritch archer, hexcrafter, fiend flayer) by Slayde77
Takeda Mon’tar, aasimar (plumekith) unchained monk by Ironperenti
Nicolette Yardley, aasimar shaman (speaker for the past) by SmooshieBanana
Grok Dawnbloom, half-orc druid (Halcyon Druid) by Kazmanaught
Ocarona Rion, tiefling transmuter (enhancement) by Rocan
Alennia, human swashbuckler (courser) by Simeon
Paladin of Iomedae by Shadow Dragon
Tern Bismeth, human barbarian (armored hulk) by SqueezeMeNow
Elyda Evandros, aasimar (archon-blooded) inquisitor (Cold Iron Warden) by Ariarh Kane
Thesius Montblanc, half-elf bard (archeologist) by “The Lucky Halfling”
Wrathadorand, the Dawnstar human (Shoanti) Warpriest of Ragathiel/VMC Barbarian by Crisischild
Shela, half-elf summoner by Trscroggs

Planned Characters:
Half-Orc Bard, by CucumberTree
Human Cleric of Cayden Cailean by TheWaskally
Half-Elf Bard into Marshal by psionichamster
Reknar, half-orc bard by Albion, the Eye
Barbarian (Armored Hulk) by SqueezeMeNow
Elven Transmuter into Eldritch Knight by Locmore
Sorcerer by Daynen
Tetori Monk by Knight of Rust
Something arcane by Ouchitonian
Half-Orc Sorceress by Daynen
Arcanist by Thedmstrikes
Human Paladin by Shadow Dragon
Drow Magus or Oracle by Archae
Halfling Oracle (Shadow Mystery, Deafness Curse)/Rogue VMC by The Vagrant Erudite

Interest Expressed:
pad300

Also, wow we've got a lot of submissions. I'm going to see if I can organize them by campaign trait, to give people an idea of the stats (including me. I want to know this stuff.)


Here we go, the current crop of basically complete submissions organized by campaign traits.

Chance Encounter (Trickster)
Tippy Fullbottle
Alennia

Child of the Crusade (Marshal)

Exposed to Awfulness (Guardian)
Wyniess Morgethai
Khaleros
Dain Bramage
Amelia “Rose” Hart
Elyda Evandros
Shela

Riftwarden Orphan (Archmage)
Ferranel Branchfire
Ocarona Rion

Stolen Fury (Champion)
Kevin Hurly
Baradim Walks-the-Earth
Darmok of Averaka
Aria Dros
Takeda Mon’tar
Tern Bismeth
Wrathadorand, the Dawnstar

Touched by Divinity (Hierophant)
Heinrick Stonewright
Merixia
Nicolette Yardley
Grok Dawnbloom

Unclear
Elliot Stormbane (Probably Riftwarden Orphan?)
Shadow Dragon’s Paladin (Probably Stolen Fury?)
Thesius Monteblanc (Almost certainly Chance Encounter)

Grand Lodge

Worldwound GM wrote:

As promised, Backstory Feedback:

Is the Kellid tribe that Shela was born into from Sarkoris? Mendev? Numeria? The Realm of the Mammoth Lords? There’s plenty of places to choose from, in truth. A Sarkoran would probably be pretty invested in ending the Worldwound, while a Mendevian native would have potential drama with the crusaders who have basically crushed their culture despite their good intentions, a facet I’d like to explore in the game....

My original through was from Sarkoris, but a Mendevian also makes a lot of sense.


Huh! No Marshall trait at all? Weird!

Wyniess could work with that trait I think. She's a child of the crusade already, it's just a different crusade somewhere else.


That's really strange! I thought from reading posts and looking at the lists that at least four other people were making bards... but no one has actually finished a 'classical' one with the associated marshall path?

...

*Doubt intensifies*

*Starts seriously considering arcanist variant multiclass bard with the dual mythic path ability and going marshall/archmage*


A lot of the bards haven't submitted more-or-less finished bits.


I think the lack of Marshals may have to do with the nature of play-by-post. It tends to have a lot of immediate actions and stuff to make other people do things and it could be a big pain in the butt to do logistically. I have played WotR a little years ago and the Marshal was amazing since it broke the action economy.


Wyniess Morgethai wrote:

Huh! No Marshall trait at all? Weird!

Wyniess could work with that trait I think. She's a child of the crusade already, it's just a different crusade somewhere else.

Likewise, I would be willing to play Khaleros as a Child of the Crusade as well if that'd help.


I guess I don't know enough about mythic to make an educated decision. The trait could slot into her backstory pretty well, but the mythic path might not fit.

The classes given as an example for it suggest charisma might matter. If it does, Wyniess isn't a good fit since she only has a 10. If it's more class linked than ability score linked it might work.

I guess I'll have to do some research and really understand this mythic stuff *grumble*.


I don't think we need to have a submission in every trait. I just thought the information was interesting and decided to share.

Grand Lodge

Wyniess Morgethai wrote:
I guess I don't know enough about mythic to make an educated decision. The trait could slot into her backstory pretty well, but the mythic path might not fit.

The traits are technically independent of the path. You just get a really nice bonus for linking the two together.


I have wanted to play a particular character in Wrath of the Righteous for quite a while now but it's a bit unconventional.

The idea is for a follower of Chavazvug, a Qlippoth lord with an intense hatred for all things demonic and who doesn't really care about mortals. Ideally the character would be Chaotic Evil though they would place themselves firmly in the camp of the Crusade and comes from a long line of crusaders with their great-great grandparents having taken part in the First Crusade. They have just lost faith in the old methods and are now willing to do whatever it takes to close the Worldwound and destroy the demons. Really everything (including playing nice if that wins the day). Part of this is that they are convinced the failures of the Crusade so far is because they have been too soft.

They would have started out as a follower of an Empyreal Lord, but deciding that principles and rules only held them back they found their way to Chavazvug, who has a similar unlimited hatred for demon-kind.


personally mine i think will be touched by divinity

update about progress , Basically done . Just putting the Finishing touches


While I appreciate the inventiveness of the concept, Cuàn, I refer you to my opening post in this recruitment, specifically the part about the alignments. From what you've written, it doesn't look like this character would be interested in redemption/ascension to good alignments, which I wanted to keep as a big theme for this game.

I really like the idea conceptually, but I just don't want to include that in this particular game. Sorry.


Right, done with the crunch for my character and have the notes for the backstory written down. Hope to finish it all tomorrow!


Tell you what, I honestly haven't completely gotten a handle on the Mythic Paths at this point, but I do see that the Marshall path is linked to CHR, so what the heck. I'm going to adjust the character sheet to be a Child of the Crusade. Won't even have to change his character backstory much.

Edit: Done.


I will be finished sorting out my character by sunday. Just have a lot of personal stuff on the go right now.


Worldwound GM wrote:

While I appreciate the inventiveness of the concept, Cuàn, I refer you to my opening post in this recruitment, specifically the part about the alignments. From what you've written, it doesn't look like this character would be interested in redemption/ascension to good alignments, which I wanted to keep as a big theme for this game.

I really like the idea conceptually, but I just don't want to include that in this particular game. Sorry.

No problem, it is exactly why I asked.

Now looking at a former bandit from the Stolen Lands who turned to the Empyreal Lord Neshen in hopes of finding redemption.


Finished submission

Should be everything, Stats are on the profile for convenience and in a mythweaver sheet.


Worldwound GM wrote:

Wow, you guys have been busy. Alright, I'm going to try to offer feedback, but I may miss a couple folks, so let me know if you want feedback and I haven’t given it to you.

So, where’s Dain from? What prompted him to join Torag’s priesthood? Why demons, and not some other form of evil? The Bramage clan is an interesting idea - what are they like?

Mendev. His wish to join Torag's faith came from his listening to stories of how demons and devils can corrupt and destroy family bonds and traditions. His goal was to help root out those that lurk in the dark under the guise of friends.

As for the clan. No scottish accents :) Lean into Torag more but are more wandering to bring stability to the country.


Worldwound GM, thanks for the feedback and reminding me about that. I was planning on including an archaeologist spin to Thesius from the beginning, but it fell through the cracks while I was doing my initial write up. I will be updating his story throughout the night to reintroduce that aspect of his life into his story among other things.

After losing his father to this war, he wishes to see something like this never happen again. Thusly he has studied various knowledges and will continue to put further points into various knowledges throughout his career. He does this in hopes of eventually making a difference in not only the current affairs, but to also help make sure nothing like this never happens again. Thusly learning the history and more will help him in this endeavor.

That said, I also like how the archetype's bonuses work well with Desna.

I have also updated my alias with his traits. I realize I failed to transfer them over after your earlier post. The campaign trait is most assuredly Chance Encounter. Funny enough is that I incorporated it into his backstory, but forgot to put it down in a more concrete manner. Thanks for the catch.

I will also add in a section explaining how I plan on advancing him. Currently the plan is to go into the Evangelist prestige class and definitely interested in the Trickster mythic path. My hopes are to make him a Jack-of-all-Trades character with a feeling of inexplicable luck through the archaeologist's luck ability and various abilities to improve his bonuses in untrained skills as he works towards being able to use untrained skills as well.


Burp!

The big man sighed. "Sorry. Beg pardon. 'Ello, my name is Xandarian Quartermain, but most folk just call me 'Xan'. 'Xan The Man', they say! A cleric of Cayden Cailean, who wants me to go up north and stop this whole 'Worldwound' thingee!"

This is TheWaskally's character submission. Shh.

Silver Crusade

Worldwound GM wrote:

Here we go, the current crop of basically complete submissions organized by campaign traits.

Unclear
Elliot Stormbane (Probably Riftwarden Orphan?)
Shadow Dragon’s Paladin (Probably Stolen Fury?)
Thesius Monteblanc (Almost certainly Chance Encounter)

Apologies I put the Campaign Trait last in the Traits section. As you surmised my preference would be for Stolen Fury but, given the recommendation in the WotR Player's Guide, I would be open to switching to a trait/mythic path that is missing from the group. I'm operating on the assumption that one of the reasons the PG recommends only one PC per trait is that all of them might be needed and/or helpful at some point.


Hi everyone! I realize it's a crowded recruitment already, but I'd like to submit for your consideration Verene: human diviner wizard, native child of Kenabres, and disillusioned failed cleric who's been looking all her life for a sign. Finding none, she's given up on religion, but not on serving the greater good. She's decided to study arcane magic, with the ultimate aim of making accessible to all mortals the gifts that the gods reserve for their chosen few.

I was able to join a Wrath of the Righteous PbP campaign with her on these boards years ago, but it fell apart after only a few combat encounters, so I don't think meta knowledge should be much of a problem. A posting rate of at least one per day also won't be a problem for me.

The AP has strong themes of faith, and so I'm really interested in the roleplay opportunities for a Fantasy Atheist who can be a (good-aligned! non-disruptive!) older foil to some of the more pious, idealistic, younger characters. To be clear, I'm not interested in drama and conflict between PCs for its own sake: Verene isn't the type of Fantasy Atheist who hates the gods, arrogantly wants to supplant them, thinks they're unworthy of worship, or picks fights with believers. She respects the good gods and those who serve them. Her problem is, "How do I help, if they don't want me?" and she's decided that the answer is, "By using everything I am and everything I have on behalf of others."

Mechanically, she would be inclined toward buffs and battlefield control with some utility, rather than blasting. She has the Riftwarden Orphan campaign trait and would be going with the associated Archmage path. The crunch in this profile is updated in accordance with your character creation guidelines, including background skills (Knowledge: Geography and Linguistics, to reflect her past as a wanderer) and starting gold, but I've copied it in the spoilers below for ease of reference. Although I picture her as at least approaching middle age, I completely understand a DM not wanting to deal with a caster with the middle age ability score bonuses/penalties, so officially she is 34 years old and in the adult age category. She has some leftover gold, so please let me know if you as DM would be okay with me using it up to add some additional first-level spells to her spellbook.

I'm very open to feedback. Thanks so much for your consideration!

Mechanics:
Verene Tanaquil
Female Human Wizard 1
NG Medium Humanoid (Human)
Init +6; Senses Perception +3
------------
DEFENSE
------------
AC 11, touch 11, flat-footed 10 (+1 dex)
HP 7 (1d6+1)
Fort +1, Ref +2, Will +3
------------
OFFENSE
------------
Speed 30 ft.
Melee Dagger -1 (1d4-1, 19-20x2)
Ranged Light crossbow +1 (1d8+0, 19-20/x2) or dagger +1 (1d4-1, 19-20x2)
Spells Prepared (CL 1st; concentration +7)
0 - detect magic, detect fiendish presence, light (DC 14)
1 - color spray (DC 15), grease, identify
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 19 (+4), Wis 12 (+1), Cha 14 (+2)
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Combat Casting, Improved Initiative
Traits Riftwarden Orphan (+2 to concentration checks), Friend in Every Town (+1 to Knowledge: Local and Diplomacy, Diplomacy as a class skill)
Skills Diplomacy +10, Knowledge (Arcana) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +9, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics +8, Perception +3 (UT), Perform (sing) +2 (UT), Sense Motive +3 (UT), Spellcraft +8
Languages Common, Abyssal, Celestial, Vudran, Tien, Draconic
Special Qualities arcane bond (thrush)
--------------------
SPECIAL ABILITIES
--------------------
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Divination Specialization (Focused Arcane School: Foresight) Specialist wizards receive an additional spell slot of each spell level they can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Familiar A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. A thrush familiar can speak one language its master speaks and grants a +3 bonus to Diplomacy checks.
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Opposition School (Enchantment) A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
Opposition School (Necromancy)
Prescience (7/day) (Sp) At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
--------
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.
--------------------------------------------
Thamyris (Thrush Familiar) Statistics
--------------------------------------------
Thamyris
Male Thrush Familiar (reference picture)
NG Diminutive animal
Init +2; Senses low-light vision; Perception +8
------------
DEFENSE
------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
HP 3 (HD 1)
Fort +0, Ref +4, Will +4
------------
OFFENSE
------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +2 (1d2–5)
Space 1 ft.; Reach 0 ft.
----------------
STATISTICS
----------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +8

Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech.

Thamyris is rotund even for a thrush. He watches everything and everyone carefully, ever alert for danger, but usually keeps his peep of a voice low enough that only Verene can hear his sometimes acerbic comments. He was her pet before he became her familiar - a wild bird that she left breadcrumbs for on her windowsill, who decided one winter to come in where it was warm. His favorite food is dried cherries and he hates to be cold.
----------
SPELLS
----------
Spellbook: (27/100 pages used)
0 - Acid Splash, Arcane Mark, Dancing Lights, Detect Fiendish Presence, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Resistance, Read Magic, Scrivener’s Chant, Spark (20 total)
1 - Color Spray, Comprehend Languages, Enlarge Person, Grease, Identify, Mage Armor, Protection from Evil (7 total)
--------------------
GEAR/POSSESSIONS
--------------------
Worn Cold iron crossbow bolts x20 (2 gp, 2 lbs), dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), scholar's outfit (0 gp, 0 lbs), signal whistle (8 sp, 0 lbs), spell component pouch (5 gp, 2 lbs)
Carried Backpack (2 gp, 2 lbs), candle x5 (5 cp, 0 lbs), chalk x5 (5 cp, 0 lbs), flint & steel (1 gp, 0 lbs), hooded lantern (7 gp, 2 lbs), inkpen (1 sp, 0 lbs), money (0 lbs), oil x2 (2 sp, 2 lb), parchment x5 (1 gp, 0 lbs), scroll case (1 gp, .5 lbs), spellbook (0 gp, 3 lbs), trail rations x3 (1.5 gp, 3 lbs), twine (1 cp, .5 lbs), waterskin (1 gp, 4 lbs)
Carrying Capacity Light: 26 lbs Medium: 27-53 lbs Heavy: 54-80 lbs Current 26 lbs (light load)
Money 5 pp 9 gp 9 sp 1 cp Starting Gold Spent: 60.09/120


Description and Personality:
A human woman of average height and build in her middle thirties, Verene has straight dark hair just beginning to show a few strands of gray. Fine lines trace the edges of her mouth and clear, expressive gray eyes, though they seem the kind earned by smiling rather than frowning. Her pale skin and arched brows betray at least some Chelish or perhaps Ulfen ancestry. She is generally found wearing warm, practical robes, with her thrush familiar Thamyris on her shoulder or hiding in her hair. Reference picture.

As a spiritual pilgrim and wanderer for most of her adult life, Verene has more experience than many with the astonishing diversity of people in the world. She is mostly inured to unusual appearances, and forms her opinions of others based not on looks but on whether their words and deeds show compassion, humility, and self-sacrifice. By nature, she's friendly; by necessity, socially adroit, having often been alone in unfamiliar places. She is quick to laugh, slow to judge, and sympathetic to a fault: a good listener who has a keen appreciation for the ridiculous in everything, including herself. She tries hard to say nothing that would not pass her mother's test of, "Is it true? Is it kind? Is it necessary?" However, while she's open about the superficial aspects of her experiences, she is private about her past disappointments and deeper feelings, preferring to keep conversation lighthearted. And when she truly loses her patience, watch out - behind the easy charm is a formidable intellect that can coldly and thoroughly dissect someone's character in a few sentences.


Detailed Background:
"Things don't happen for a reason. The gods are not listening. We are alone."

An orphan of the Crusades like so many others before her, Verene was adopted as a baby by a family of devout worshipers of Iomedae in Kenabres. From an early age she desired nothing more than to aid her parents in their fight, and to honor the sacrifice of the birth parents she couldn't even remember. Her resolve crystallized on that day of fire, fear and blood when Khorramzadeh the Storm King first came to Kenabres. She burned to pledge herself as a blade in Holy Iomedae's service, to be able to send demons shrieking back to the Abyss and to keep her loved ones hale and whole. For four years she trained and toiled to shape herself into a weapon of the Lady's will. And on her eighteenth birthday she kept the vigil, all the long night through; and at sun's rising swore her vows, body and soul now and for ever to the service of the Just Queen of Heaven.

But Iomedae was silent.

At first Verene thought she had displeased the goddess. She performed rituals of purification and of penance, and tried again. And again. Her father and mother attempted to comfort her, telling her that she could serve the Crusade in other ways; pointing to the spiraling birthmark on the back of her neck as evidence that her path might lie elsewhere. But Verene would not listen. Whatever her birth parents had been, she was and would be Iomedae's servant. She became convinced that the goddess was testing her faith, and eventually embarked upon a pilgrimage to the holiest sites of the church, scattered across Avistan and Garund. It led only to the same silence, and to her first crisis of faith.

If Iomedae would not hear her prayers, Verene thought, perhaps another god would. Perhaps in her narrow-minded insistence on the One True Way, she had been shutting herself off to signs from a different faith, one where her true destiny lay. She entered an even longer period of wandering and self-reflection, seeking out temples large and small, familiar and foreign, giant cathedrals and secret mystery cults, and asking for the lowliest work they had in exchange for learning something of their faiths, morals and philosophies. Some places she stayed only a week or two; others, months or even a year. But if at the end of the year no sign had come, no sacred peace, no certainty, Verene moved on. The gods did not hesitate to make themselves known to the ones they did choose, after all. And no answer was its own kind of answer. She had to trust that she would know, when she had found her path.

But the gods were silent.

So came her second crisis of faith, the one that growing up in a Crusader city, shepherded and safeguarded in every way by divine intervention, had left her unprepared for: The gods did not care. Or they did, but not for her, and not for most people in the world. For Verene had now seen too many desperate prayers in desperate circumstances go unanswered to cling to her old childish faith in fate and mysterious ways. It was the closest she came to true anger, but even this was unsustainable. The miracles worked by divine magic, for some people, were real. They did real good in the world. It was simply that they were randomly and often unfairly applied, rarely helping the most vulnerable lay believers who needed them most. And only those who had sworn themselves to a higher power could work the greater magics of healing - well, and those who had so mastered arcane powers that they might as well be gods themselves.

And so Verene came home, a dozen years later, defeated. There was no point to having faith. The gods were playing their own game. If they were going to hear you, they would, whether or not you even knew you were praying to them; and if they weren't, they wouldn't, no matter how deeply you believed or how obedient you were. Her new perspective saddened her parents, but they reached an uneasy peace by avoiding the topic. After a time, Verene found piecemeal work as a translator of Tien and Vudran, which she had learned on her travels. And she applied herself to the study of simple magic, putting all gods and religion as far out of her mind as it is possible to do in Kenabres.

After three years, the passage of time has made it easier to laugh as well as wince at the memory of those painfully well-intentioned and self-serious days of her wandering, but it has done nothing to soften her convictions. And magic comes easily to her mind, far more easily than enlightenment ever did - but it does not feel like victory.


Writing/Posting Sample:
Mendev, Three Years Ago

The road is bad.

In one sense, of course the road is bad. Go to any given corner of the world, and people may dress differently, eat differently, walk and talk and fight and even sleep differently, but the one consistency will be: the roads in late autumn will be bad. If this is normal, can it really be bad?

In another sense, Verene watches as the cart jounces from rut to rock to sucking mud with bone-jarring force, and doubts that its passengers care about normal. Those who can are walking, to spare the horses, but the cart's current occupants are not so lucky. "Convalescent's better than dead," one of the older soldiers joked to her around the fire last night, "but not so's you'd notice."

He smiles at her now, grey-faced, and says hoarsely, "You've a pretty voice, lass. Don't suppose you know the mountain song?"

Verene bows her head. She knows the one he means. As the cart rolls inexorably toward Kenabres, she takes a deep, steadying breath, and begins to sing, in a pleasant if untrained contralto.

"On tomorrow's painted wagon, in a yester-dreamin' day
I rode to heaven, never thinkin' I'd be back this way
Now I'm standing at your doorstep, with my halo turning gray
Open up your gate, Marianna..."


Brief reflections on the new stuff:

Xandarian looks fun. I don't have much to say other than maybe add a bit about his journey from Oppara to Kenabres.

Verene: I'm a little reluctant to allow spellbook pages to be added pre-character creation, sorry. You might want to either save it for when you have the chance to scribe some spells, or grab some scrolls to scribe?

Background-wise, I like it. A failed priestess-turned-wizard is a neat idea, and I like how much you've put in in such a concise manner. Gives me both hooks and a firm idea of how she got where she is.

Thesius: Your mechanics look a tad wonky - with no Strength Bonus and as a level 1 Bard, how are you getting +2 on your melee attacks?

Shadow Dragon: No worries - you just didn't look certain so I wanted to make sure.


I copied an NPC sheet from Archives of Nethys and left the original stats in there. They've been updated.

Sovereign Court

Update: I've got the crunch thought out and started, I've got a backstory in my head involving a monastery ship in the Lake of Mists and Veils. My wife and I are moving tomorrow for a new home but I'll have everything up Monday. I plan on going Stolen Fury for Champion, anything I should know for The Event stated in the trait?


Stolen Fury's one of the traits that is pretty flexible. You can write it into your backstory pretty much however you want.


I've corrected some numbers within my mechanics. I'm also considering adjusting his skills to account for his buckler since it's likely he will have it on most of the time, or at least at the beginning.

I've also started working a bit more on his backstory, including adding in his hopes to explore the ruins within the Worldwound in hopes that he might find the secrets that will help bring this war to a close and help prevent such tragedy from occurring once again.

I also swapped one skill rank from Knowledge (Nature) to Knowledge (History) as it fits more thematically with the character's background.


Thank you GM for getting back to me! I'd say that Grok is trying to move past being seen as a shaman, but doesn't really feel comfortable calling himself a priest yet either.

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