GM Rednal's Wrath of the Righteous (Inactive)

Game Master Rednal

The Ruins of Drezen
Citadel Drezen
Drezen Dungeon
Battle Map
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Party Loot


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If my own GMs won't stick around for this campaign, then I will bloody well run it myself, because I really want to go through this story somehow. XD

Important Note: I have... not heard good things about the sixth part of this adventure path. This campaign is supposed to be more epic than the finale offered, it seems, so I will be changing the last part into something that's a mix of homebrew and official modules - you deserve to know that before applying. The first five parts, however, will be by-the-book.

Character Creation

Characters Chosen: 4 (Preference to people who ran in previous WotR campaigns with me - remind me who you played, please - but others are more than welcome to apply)

Level: 1 (Gestalt Rules)

Abilities: 25 point buy on a 1-1 basis. No abilities higher than 18 (before racial modifiers) or lower than 10 (after racial modifiers)

Alignment: Good is preferred, Neutral is accepted. No backstabbing the party.

XP: Rather than giving our XP, I'll let you know when you should level up. This makes it easier to give proper rewards, because honestly, you're mythic gestalts and I will totally be increasing the difficulty of encounters to compensate. This ensures you level at the right pace. XD

Races: Core, along with Aasimar/Catfolk/Kitsune/Tiefling/Elemental-blooded

Classes: Any Paizo.

HP: Max per hit-dice

Skills: 1 bonus skill point at each level, spent on Craft, Profession, or Perform. This represents your character's talents outside of combat and adventuring.

Traits: 2 (one must be a Campaign Trait), 3 if you take a Drawback

Starting Gold: 150 GP

Backstory: Yes, please. This is the main way I separate characters, and will be a major factor in my final decision. Note that this adventure focuses around the Crusade against the Worldwound - characters who can be inspiring leaders (as opposed to, say, self-loathing loners) are more suitable for this campaign, though they can certainly be the type to grow into such a role (or support someone else instead). Just keep the themes of the campaign in mind. XD

Sourcebooks: All Paizo, 1001 Spells, and Deep Magic. No Psionics (not quite the flavor I'm looking for - and Mythic Psionics from Mythic Mania isn't out yet). Other 3PP available on request.

Soul Points: Yes. For those of you who don't know - which I'm sure is most of you - Soul Points are basically my version of PFS boons. You'll earn them as you complete sections of each chapter in this adventure path, and they're redeemable for things like bonus traits, feats, access to powerful items, and so on. Soul Points aren't limited to this game - if you get into another game I run (or are currently in one!), points earned here can be spent there as well.

The Exchange

Dotting.


Dotting. Interested, will take time to kick around an idea. My first thought is a Bard/Paladin written up to be sort of the embodiment of the Marshal path. Charismatic leader, lots of support options to lay down before wading into combat, but also more than able to handle themselves with a blade. I'll see where the idea takes me, backstory-wise.


I know I petered out on submitting a character for your RotR game but I *really* like the story for this AP and have been waiting to see someone open a recruitment for it. So...dot >.>

Might still go for my Bard/Oracle idea from before; a Witch/Druid could be interesting but I'm not sure I could come up with as a good of thematically fitting story for such a character. I'm sure there will be lots of flavors of paladin/oracle/cleric/inquisitor especially for this so I'll be thinking things over :)


Dotting. I have a character made for Wrath of the Righteous (Jens, a grizzled Ulfen veteran with a focus on mounted combat and shield-bashing), but I'm not sure what I'd gestalt him with. Everything that makes sense seems subpar (cavalier/fighter, cavalier/barbarian). Plus, I'm holding out hope that the GM for his game will come back.

I've never played WotR with you, but I'll throw my hat in the ring anyway, whether it be with Jens or someone else, just because I've never played gestalt and would love to do so. (I'm thinking a swashbuckler/skald could be fun...)

The Exchange

What exactly are the Pathfinder gestalt rules?


These are what you should use: http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm


Would you consider multiple submissions? Or would you prefer to limit it to one per person?


I'll accept up to two submissions per player. ^^

Dark Archive

I've heard neat things about this AP, so I can't help myself. Dot.

Thinking about one half of my character being a Warder, from DSP's Path of War. That acceptable?


An adventure i know nothing about and with character build rules Ive never tried, definitely dotting.


Excellent (:

I'll be submitting Cinna. She'll require a bit of work to adjust her to WotR and Gestalt (she'll be Paladin/Oracle of Sarenrae)

I haven't played with you as yet.


Nidoran Duran's Bardadin of Iomedae here. The crunch was modified from a level one bard statblock I had lying around, so there might be a mistake or two somewhere in there, but I couldn't find any at a quick glance.

Paige is meant to be sort of a "do everything" character. Bards are natural skill monkeys (especially in the Knowledge and social department), her spell selection is geared toward support and utility, CLW and Paladin both give her some handy backup healer potential, and once she'd laid her buffs down she'll act as a switch hitter, favoring her Longsword but switching to her Longbow as needed, with a few backup weapons for good measure. She's in light armor due to the archery, skills, and Bard magic, so pretty much the only thing she won't do much of is tanking.

Background:
Paige's family involvement in the Crusades stretches back to their declaration by the Church of Iomedae in 4622, stretching five generations back to her great-great-grandparents, who were involved in the liberation of Sarkoris. Some part of her blood has never left Mendev, a lineage of great crusaders and holy warriors of Iomedae following all the way down to her on her father's side. Her mother, Audra Tanis, carried no such grand legacy; a street performed-turned-cleric of Sarenrae who came from Andoran for the purpose of tending to the sick and wounded, unskilled with a blade and removed from the grizzly carnage of the frontlines. She sang songs as she healed, hoping to raise the morale of the injured warriors with tales of glory and happier days. It was during one night of healing the survivors of a scouting mission gone awry that she met Tybald Sentine, her future husband.

In 4690, Paige was born in Kenabres to the newlyweds. Her father had her learning archery and swordplay by the time she ten, seeing in the girl the exact same fire and potential for glory that had led to such an enduring family of crusaders. From her mother she learned music and sang alongside her as she healed, delighted by the way their songs could light up war-weary faces. She found a certain magic in her singing, a small arcane gift that manifested itself as she grew older. The ability to lift spirits and perform minor magical feats with her songs. Still, she decided to foster her martial prowess more than her arcane abilities, intent on going off to war alongside her father once she came of age. The Fourth Crusade was in full swing as she hit her mid teens, and she missed him greatly every time he disappeared for days at a time to patrol and scouting missions. Her greatest wish was to come of age, be accepted into the ranks of the crusaders, and fight by his side.

Though something about Sarenrae's teachings resonated in her, she desired to be a warrior more than a hero, and followed in her father's footsteps as a hopeful servant of Iomedae. The idea of redemption remained with her though; so many great heroes succumbed to despair and to demonic temptation, further thinning their ranks. Perhaps all it took for some of them to be turned back to the righteous path was a great leader capable of bringing them back from the darkness. As she further developed her musical passion and found herself to be rather charismatic, she began to wonder if such a leader resided inside of her. Though it would never be great, she began to study a bit deeper into magic, seeking out spells within her modest talents that could aid others. Perhaps the combination of her gifts could allow her to one day stand on the battlefield as a commander, inspiring warriors and bringing out the potential within them.

She would never get the chance to fight alongside her father; he was due home from a scouting mission on the eve before her official acceptance into the ranks of the Church of Iomedae, but he never returned. None from his group did. It made the day she'd been waiting for for years a rather bittersweet one. The Fourth Crusade ended soon after. The prospective Paladin resumed her final studies in a time of pessimistic peace, becoming a fully-fledged Paladin at age 22. As the general misery induced by the abysmal morale of the crusaders dragged onward, Paige tried to keep upbeat and hopeful, if only for everyone else's sake. All they would need to rise once again to glory was a moment of victory and a great leader to hold their sword high, and with any luck it would be the longsword at Paige's side that would point upward to the sky.

Character sheet:
Paige Sentine - Paladin of Iomedae 1/Bard 1
Lawful Good Medium Humanoid (Human Female)
Init +7; Perception +4
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DEFENSE
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AC 14, touch 12, flatfooted 12 ( +2 Dex +2 Armor)
HP 12 (1d10 (8) + 2 Con)
Fort +4, Ref +4, Will +2
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OFFENSE
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Speed 30 ft.
Melee
-Longsword +4 1d8+3, 19-20/x2, S
-Rapier +4 1d6+3, 18-20/x2, P
-Dagger +4 1d4+3,19-20/x2, P/S
-Sap +4 1d6+3, x32, B, nonlethal
Ranged
-Longbow +3 1d8, x3, P/B
--Within 30 feet: +3 1d8+1, x3, P/B
Bardic Spells Known
1st (2/day) DC 15: Cure Light Wounds, Grease
0th (infinite) DC 14: Dancing Lights, Ghost Sound, Mage Hand, Prestidigtation
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STATISTICS
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XP
Str 16, Dex 14, Con 15, Int 14, Wis 10, Cha 18 (16+2 racial bonus)
Base Attack +1; CMB 4; CMD 15
Feats: Improved Initiative, Point-Blank Shot
Traits: Child of the Crusades, Tactician
Favoured Class: Bard (1 Skill Point)
Skills:
Acrobatics +6 (1 rank + 3 class +2 Dex)
Diplomacy +8 (1 rank + 3 class +4 Cha)
Climb +3 (+3 Str)
Disguise +4 (+4 Cha)
Escape Artist +2 (+2 Dex)
Intimidate +8 (1 rank + 3 class +4 Cha)
Knowledge (Arcana) +3 (+2 Int +1 Bard)
Knowledge (Dungeoneering) +3 (+2 Int +1 Bard)
Knowledge (Geography) +3 (+2 Int +1 Bard)
Knowledge (History) +7 (1 rank +3 class +2 Int +1 Bard)
Knowledge (Local) +7 (1 rank + 3 class +2 Int +1 Bard)
Knowledge (Nature) +3 (+2 Int +1 Bard)
Knowledge (Nobility) +3 (+2 Int +1 Bard)
Knowledge (Planes) +7 (1 rank + 3 class +2 Int +1 Bard)
Knowledge (Religion) +7 (1 rank + 3 class +2 Int +1 Bard)
Perception +4 (1 rank + 3 class)
Perform (Sing) +8 (1 rank + 3 class +4 Cha)
Profession (Soldier) +4 (1 rank + 3 class)
Ride +2 (+2 Dex)
Stealth +6 (1 rank + 3 class +2 Dex)
Swim +3 (+3 Str)
Use Magic Device +4 (+4 Cha)
Languages: Abyssal, Common, Elven, Dwarven
Equipment: Leather Armor, Longsword, Rapier, Longbow, Common Arrows (20), Blunt Arrows (20), Spring-Loaded Wrist Sheath, Dagger (loaded in wrist sheath), Sap, Explorer's Outfit, Spell Component Pouch, Backpack, Hemp Rope, Signal Whistle, 4 Sacks, Belt Pouch, Caltrops
Current encumberance: 53 1/2 lbs
Money: 6 gp, 8 sp
Carrying capacity: 76, 77-153, 154-230
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SPECIAL ABILITIES
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-Bard Abilities-
Bardic Performance: 8 rounds/day
Performances: Countersong, Distraction, Fascinate (DC 15), Inspire Courage +1
Bardic Knowledge +1
-Paladin Abilities-
Aura of Good
Detect Evil
Smite Evil 1/day (+4 to attack rolls, +1 to damage rolls)
-Feats-
Improved Initiative: +4 to Initiative rolls.
Point-Blank Shot: +1 on attack and damage rolls with ranged weapons against targets within 30 feet.
-Traits-
Child of the Crusades: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.


Chi here, reapplying from previous game that didn't get started.

Ratfolk, Gunslinger (Mechanist) / Alchemist (grenadier).

Will have to rebuild her from previous version as the rules are different but same concept as before.

Character backstory is mostly completely, albeit with the parts of her being a half-lampad needing to be removed.

Will update as soon as possible. Good Luck everyone during recruitment. ^.^


Dotting with an idea of a hunter mixed with either a zen archer or cleric.
How does gestalt work with archetypes. Normally?

Any limitations on archetypes?

Looking to play a primal companion hunter (with possibly divine hunter archetype) combined with something else.


Chi again -

Resubmitting my Character Teldrin - Magus (Bladebound / Kensai) / Paladin of Desna from the previous recruitment.

His Race is 3pp from SGG games known as Lapith a sort of Centaur/Elven race with the ability to transform betweem humanoid form and centaur form.

Complete other then making adjustments for new rules stated by Rednal above.

Thanks!


I'm pretty interested!


*Waves at Chi and Rednal*


Very interested
Thinking about doing a shaman (Unsworn Shaman)/brawler character from the Mwangi expanse. Waiting to figure out what the ruling is on archetypes


*Waves back at Lune*

Ran out of time due to an internet debacle or else I would have added this to my entries.

Chi's Role:

The idea behind Chi was of course, damage and the utilization of two support classes into one great and devastating combo.

Using explosive ammunition and the alchemists ability to infuse ammo with bomb damage for a very explosive and devastating damage dealer. The infused ammo could still be aimed by the Grenadiers Precise bomb technique, allowing the gunslinging bomb chucker to avoid damaging her allies while blowing holes in the enemy.

Couple that with eventually breaing potions for the party (tonics, ability increases and the like) for an all around team player.

Teldrins Role:

Damage Dealer of course!

Went with a free form, I am my own steed Magus who's Blackblade would eventually be infused with his paladin might as well.

However Teldrin can easily take Magus/Cavalier or Magus/Alchemist in the event the party need more utility classes and less Paladin's. ;)

With Teldrins ability to trnsform he will be able to move about the battlefield quickly and unleash a devastating array of Spells and blade prowess on his opponents. Perhaps not at his current level but with age he will become a sturdy front liner.

As always I am open to changing the character classes to the need of the group as being a balanced group is more important in an AP like this.

Thanks and good luck everyone! No hard feelings at all if not selected over someone with a more solid character Rednal! Thats just how it goes~ ^w^


Dot for interest.


Howdy,

My initial idea is a Sylph Slayer/Witch(maybe Druid). I'll try to submit soon.


@Jolly Roger: Standard limits on Archetypes (i.e. no archetypes that modify the same things, no picking and choosing individual parts to take, etc.)


I'm sure you have more than four of your previous characters in here, but I'm gonna try anyway. Character creation is fun!


Ta Ferumber Paladin/Ninja at your bidding. I'll go ahead and submit a non paladin too for variety's sake.


Dotting. I'll be submitting a dwarf cleric-ranger and maybe a kitsune bard/oracle.

Silver Crusade

Gestalt? Oh my...

Dotting with this character - she was built for a previous WotR that died after one fight. She's single-classed now... I might add Paladin as the second class, for the ultimate Life Oracle/Paladin healer.

I will update her to the character creation rules shortly!

Dark Archive

So after doing a bit of digging, I'm thinking of a Dwarven Zweihander Sentinel Warder/Inspiring Commander Cavalier with the Order of the Dragon (obviously, if these options are okay).

He'd be a honest-to-goodness "tank," protecting the rest of the group with Aid Another actions, probably the Bodyguard feat line, and the Warder's abilities, using his maneuvers to stymy and defeat his enemies, while also providing his friends with lots of useful bonuses (Inspire Courage, Aid Another, spreading Teamwork feats, etc.). So he'd cover the frontliner role, while being a decent support and martial character.

As far as background would go, he'd be one of the last Knights of Thanehelm, a dwarven mountainhome that was destroyed by demonic and undead forces. He believes he's tracked the demons who planned the invasion, seige and sacking of Thanehelm to the World Wound, and he hopes to have them pay for their crimes.


Rite Publishing makes some good stuff, and others seem to think that it's a fairly worthwhile option... ^^ Yeah, I can accept that archetype. Guardian or Marshal paths, then?

Dark Archive

Guardian is really grabbing me, and fits perfectly with the kind of character I'm thinking of. He's going to be a 4 1/2 foot tall unstoppable juggernaut who inspires his companion through shouted orders and battlecries.


Here's Lune's updated sheet :3

Character Sheet

Primal Host

Righteous Sentinel

Primal Host:

Indulgence (Ex): The defining feature of the relationship between a primal host and his urge is indulgence, making the urge happy by indulging it’s vice of choice. At the time of bonding the host discovers the personality quirk of the urge who has bonded to him. Each quirk has actions associated with it that could earn the host favor with his partner, and examples of how the urge would act while in control of the host’s body. The partnership between the primal host and his urge can lead to varying levels of self-control. While the urge is happy, the host enjoys full, sometimes even better than full, control of his body. In exchange, if the urge is restless or unhappy the host’s control of his own body can suffer. As a free action, the host can indulge his partner by letting him take full control of his body for 3 rounds. Doing so earns him 1 favor token and adds 1 to the relationship score of the primal host and his urge. At the start of a turn in which the primal host allowed the urge to control his form he gains 1 favor token. While the urge controls the host body it gains +1 bonus to attack rolls, with an additional +1 bonus at for every five primal host levels he possesses, the urge does not however gain the benefits of the relationship score results. In times of stress, particularly under circumstances which go against what the primal urge wants, the primal urge can attempt to wrest control away from the primal host. In these situations the host may allow the urge to take over for 3 rounds, as per normal, or he may attempt a charisma check DC 10 + the primal hosts’ Charisma modifier to maintain control of his body. Succeeding on the check allows him to maintain his control, but he loses 1 from his relationship score. If he fails the urge controls his body and he does not gain 1 relationship from the symbiote’s control. In extreme circumstances or when failing a charisma check with a relationship of 0, the GM may assume control of the primal host.
A primal host can store a number of favor tokens equal to his Charisma modifier. He can spend favor tokens on morph special abilities, and certain symbiosis results.

Vengeful: The vengeful urges do not suffer insult or injury. When attacked by a creature you will maintain your relationship if you at least reciprocate the amount of damage dealt, if you kill the creature you may increase your relationship. When in control the vengeful urge will attack the first creature to attack him until he has killed it. Taking a full round action to coup de grace if possible. Not attacking a creature who attacked you, or suffering an insult quietly may cause the vengeful urge to take over.

Horror-Bound:
Class Skills: Knowledge (dungeoneering) (Int), Knowledge (planes) (Int)
Fear of the Dark: The primal host’s symbiote is a thing accustomed to stalking the dark places of the world. At 1st level, the primal host gains either the depth stalker or eyes of the beast morph.

Natural Armor (Ex): The primal host’s urge forms plates, scales, or some sort of armor with which to protect its bearer. When unarmored and unencumbered, the primal host adds his Charisma bonus (if any) to his AC and his CMD. The bonus to AC is a natural armor bonus. In addition, a primal host gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four primal host levels thereafter, up to a maximum of +5 at 20th level.

Primal Weapons (Ex): Starting at 1st level the primal host may manipulate his urge in order to form weapons from his flesh. He may choose one of a bite attack, two claw attacks, a gore attack, a slam attack, or a tail-whip. At 5th level and every 5 levels thereafter the primal host may manifest a new natural weapon. Hey may alternatively select one of his natural weapons a second time, doing so makes him count as he were 1 size category larger for the purposes of the damage the natural weapon deals. This does not stack with the Improved Natural Weapon feat. A symbiote with the gluttonous quirk must select a bite attack as his first primal weapon. A primal host’s natural weapons need not be constantly visible; they may be readied with a free action.

Depth Stalker: The primal host gains a swim speed of 60 feet and can breathe underwater as easily as in the air. Additionally, the primal host takes no penalties for fighting underwater.
Favor Bonus (Squid Strike): The primal host may spend a favor token while underwater in order to move up to 240 feet in a straight line as a full–round action. Additionally the primal host may make a bullrush attempt against any creature whose square he would travel through. This bullrush attempt does not provoke attacks of opportunity. Alternatively the primal host may make 1 attack against a creature in his range at any point during his movement.

Righteous Sentinel:

Code of Conduct: A righteous sentinel must adhere to his own alignment as a strict moral code, while additional restrictions on the righteous sentinel’s conduct are derived from his divine covenant. He loses all class features except proficiencies if he ever willingly breaks this code.

Avenging Smite (Su): At 1st level, the righteous sentinel gains the paladin’s smite evil ability, except that it functions only against creatures described in the righteous sentinel’s divine covenant. This ability replaces favored enemy.
•Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Detect Evil (Sp): At 1st level, a righteous sentinel gains the paladin’s detect evil ability. This ability replaces wild empathy.
•Detect Evil (Sp): At will, a Paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Track (Ex): A Righteous Sentinel adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Divine Covenant (Su): At 1st level, a righteous sentinel must devote himself to a singular cause. A divine covenant grants the righteous sentinel a number of new spells and special abilities. He is also expected to follow a code of conduct, in addition to strict adherence to his alignment. Should the righteous sentinel ever violate his covenant or his code of conduct, he loses the benefits of his covenant until he atones. The violation of a covenant or code of conduct is subject to GM interpretation. A righteous sentinel cannot change his covenant without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits granted by his old covenant. He must then follow the decree of his new covenant for one entire level without gaining any benefits from that covenant. Once accomplished, he gains all of the benefits from his new covenant. Note that the names of these divine covenants might vary depending upon the campaign setting or GM’s preference. This ability replaces combat style feats gained at 2nd, 10th, 14th, and 18th level, and master hunter.

Covenant Against Fiends:
A righteous sentinel who makes a covenant against demons, devils, daemons, and other evil outsiders is constantly on the hunt for malevolent fiendish incursions into the world. Should fiends gain entrance into the Material plane, the righteous sentinel has vowed to hunt them down and either banish them to their plane of origin, or destroy them utterly.

Skills: The righteous sentinel with the covenant against fiends adds Knowledge (planes) (Int) to his list of class skills. In addition, whenever a righteous sentinel with a covenant against fiends uses Knowledge (planes) to identify or gain information about fiends, he receives a bonus on the check equal to 1/2 his righteous sentinel level (minimum +1).

Feats, Traits, & Drawbacks:

Elemental Blood (Minor, Symbiote): The symbiote infuses your blood with a slightly elemental quality. Benefit: Choose either acid, cold, electricity, or fire. You gain resistance 5 to that energy type. In addition, any adjacent creature that deals damage to you with a slashing or piercing weapon takes 1 point of energy damage of the chosen type.

Intense Artist (Shelyn): Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.

Repel Sin (Tiefling): You have an instinctive revulsion for the sins that led to the rise of demons and subsequent downfall of qlippoth. Benefit You gain a +2 trait bonus on saving throws made against spells and effects with the [evil] descriptor.

Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Unlearned: You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession.
Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Racial:

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Skilled: The Motherless gain a +2 racial bonus on Escape Artist and Survival checks.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Spell-like ability: The Motherless can use blur once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Appearance:

Heavily inspired by this picture.

A lithe creature darts about with heavy priest's robes covering her. Underneath the robes lies a mockery of Angelic and Qlippoth flesh. A long spined chitinous tail dots her back and spine, the same dark chitin completely covers and envelops her arms and legs. The corrupted armor flesh has only started to invade her stomach area, which looks grossly malnourished compared to the rest of her body. Dark hard ribs are can be seen showing through the skin, the point where the flesh ends and the unfeeling chitin begins blurs. Dorsal spines sprout out of her back and twitch about here and there, as if reacting to the node's actions and feelings. Luminescent fibers seem to extend of the largest of the two coming from her shoulder blades, perhaps in a profane attempt to emulate wings that may have once been there. Her left eye is a complete black with an iris of gray that is almost impossible to make out from any distance greater than being adjacent to her. Her right eye retains a bit of normalcy, a deep icy blue on white with only bits of black starting to invade. Her long speak and inky black hair almost seems to move about on it's own when looking out of the corner of your eye, and almost obscures the the brightly colored songbird pendant she wears about her neck.

Backstory:

Ruedi was once a happy place to live in the wild woodland nation of Sarkoris, home to the druids and Godcallers and all manner of magical beast and stranger creatures that called it home. The people there lived humble lives, never asking or wanting for much. And so it would seem to go on and on, until shortly before the nation's final days. An Angelic child had been born to an older couple previously thought barren, and for awhile this brought much joy to the couple as well as the rest of the town. Beautiful, and kind, and hale the Aasimar was also blessed with the gift of song, which she used to alleviate the town's wear and woe whenever it came about. It was an enviable existence. Until the Sundering.
Without warning or heeded knowledge one day when everyone was going about their lives same as they ever was a loud thundering sound broke out and even overtook the girls singing. This was a sound that no mortal nor beast nor creature of the loftier planes could ever hope to emulate. This was the sound of Golarion itself being torn in twain, as it gave forth a blasphemous birth to not only the Abyss itself but also all the Demons that lurked within, ready to ravage the wounded planet now within their grasp. It is unknown whether it was the sundering itself or an invading demon that laid the town low but what is known is that something else escaped from the Abyss along with the demonic horde.
The spirit of a Qlippoth had been fleeing from pursuers when the two planes of the Abyss and the Material were slammed together, tossing the wounded spirit into a strange and unfamiliar land. It was here that it found the destroyed town and the broken body of the singer, and a kindred feeling. Slowly flowing forth from the girl's body was the all too familiar feeling of hate and a need for vengeance against whoever had done this. In a split second the girl had slipped from this world holding onto emotions she had never even known of till this day. It was this shared feeling of Hatred of Demonkind, even if the girl had no idea what they were or were in fact behind this, that drew the primeval spirit of the Abyss towards her, a feeling so mutual and exact that they overlapped, and in this same frequency of hate and spite two dying souls became one. One that lived.
In the following days those who came looking for survivors found the girl, addled but alive and alone among the wreckage of her town. Hurrying her away the group fled the demon infested lands now known as the Worldwound with a child they thought normal, but the farther they went from the Worldwouind the more the child's body seemed to reject the motion, an eruption of corrupting Abyssal flesh and tissue soon began enveloping the girl's body. In fear the group thought to put the girl out of her misery, for she was constantly wracked with pain and her mind addled, barely comprehending her surroundings. Instead they soon came upon a temple of Shelyn and, when the Priests and Priestess could not find any way to heal or cure the girl's condition the group decided it was best if they left her in the temple's care as they strove back into the corrupting lands to look for more survivors.
In the years that followed while the girl, who they named Lune, after the founding priest, never seemed to mentally recover from her ordeal her physical condition, although bizarre if not outright horrific to look at, thrived and flourished. She would spend time going about like a normal person, looking at art and attempting to read and learn, interspaced with bouts of extreme morose and rage at any slights she or anyone else around her, namely the clergy, suffered.
When she came of age, or what they thought was her maturing for it was hard to tell when she grew, if she even did so at all, for the original clergy members that had took her in and had grown old and passed, leaving the temple in the care of their children and grandchildren. So instead of coming of age it would be better to say when the last original member of the family that took her in had passed away she decided she was an outsider to these other members who grew much faster than she did. And so in the dead of night she set forth for the blasted lands that had birthed her, and over the adjourning years while she never participated in any of the Crusades she did everything she could to help the Crusaders and demonslayers from the shadows. Until today...


( Note that I am hoping for new characters, in case RVT comes back and you don't want to get mixed up between two games. )


Going to take a stab at this even though I didn't end up in RVT's WotR campaign. I have a character from another WotR that fizzled out, just need to tweak her stats/build for these rules.


GM Rednal wrote:
( Note that I am hoping for new characters, in case RVT comes back and you don't want to get mixed up between two games. )

oh, hmm


Here is Marlik, sarpadian's cleric-ranger.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

On that Note and because I mess up Withdrawing Chi and Teldrin~

I will be making a Tiefling - Inspired Blade Swashbuckler / Bladebound Kensai Magus.

The Second class will be a Kitsune Gunslinger / Sorceror (With Mage gun archetype. AKA my Version of a Gun Mage.

Will have them up by tomorrow.

Thanks!


Dotting with interest.


A thought, but how will the mythic paths work with gestalt? Same as standard, you get the one that matches your campaign trait or something different? Is taking Dual Path allowed/encouraged?

Sovereign Court

dotting for interest indeed thinking of making this:

Angeal, Male Human Blade Adept (Arcanist)/Inspired Blade (Swashbuckler)


@Lady: You should take the mythic path that matches your campaign trait, but nothing's stopping you from taking Dual Path and grabbing a few abilities from each side if that matches your concept better. ^^ I wouldn't say I encourage or discourage it - rather, I encourage taking the option that best matches your character's theme.


Dotting! I'm putting together an elven fighter/magic-user. I mean, ranger/wizard. :)


Dotting!

The Exchange

Going to work on my submissions at work today. I'm going to submit two ideas that have been kicking around inside my head for a while.

Dark Archive

Would it be okay if my character trades the Iron Tortoise discipline for the Silver Crane one? He'll pretty much be acting like a Toragian Paladin, and Silver Crane really meshes well with what he's going to be.


Let's see, that's... stuff from Path of War? I don't have the book for that one - why would you need to be making a trade in the first place instead of just choosing Silver Crane to begin with?

Dark Archive

Silver Crane requires you to be a part of the Empyreal Guardians martial tradition. Unless the DM says otherwise, of course. I am asking because I didn't want to just go ahead and take it without getting your okay.

You could either incorporate this group into your campaign (I'd say that the Knights of Thanehelm would be an offshoot of them, which would be how my character learned the discipline) or just let me take it, and I'd still roleplay it as techniques learned from the Knights of Thanehelm. :)

Giant Wall of Text About Empyreal Guardians:
Path of War wrote:

Empyreal Guardians

Alignment: Any good
Symbol: A pair of twin swords beneath a silver crane
Discipline: An Empyreal Guardian may trade access to one martial discipline of their choice for access to the Silver Crane discipline.
Oath: Students of the Empyreal Guardians swear to the Code of Al’asadriel; passed down from the solar himself, it places an emphasis on protecting the weak and innocent from those who would prey upon them.
When a Guardian’s training is done and he is deemed ready to go out into the world, his tutors take him to a sacred place. The exact place varies depending on both student and teacher; it might be the site of an
act of great heroism, the ruins of a once-holy church, the tomb of a righteous warrior, or a place of great cultural significance to those the student wishes to protect. The student stands vigil for a day and a
night with neither food nor water, contemplating the duty he will take upon himself, and then swears the following oath:
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day
I die or Al’asadriel returns to release me.”
Allegiance Benefit: In addition to access to the Silver Crane discipline (exchanging a discipline of their choice), Empyreal Guardians enjoy a +2 sacred bonus to saving throws vs. spells and abilities that originate from evil-aligned sources, as well as a +2 morale bonus on saving throws vs. mind-affecting spells and abilities.
An Empyreal Guardian who violates his oath (see above) loses his bonuses to saving throws until he atones, necessitating a week of fasting and meditation or charitable acts worth a minimum of (200 x level) gold pieces (this might be in donations, equivalent service, etc). An Empyreal Guardian who ceases to be good-aligned may not atone or access the Silver Crane discipline until such a time as they return to their good alignment (though they remain free to change their organization).
Description: Known wherever they go for their dedication to mercy, justice, and the tenets of the Upper Planes, the Empyreal Guardians are a religious order devoted to a fallen solar named Al’asadriel. Once a mighty and puissant servant of a god, Al’asadriel was cast down for defying his master when he was ordered to commit an act of evil. Having forsaken his duty for the sake of what was right, Al’asadriel gathered a cult of mortals to his side and taught them the fighting arts he knew, sending them forth into the world to do what he could no longer do and defend the weak and innocent.
Al’asadriel has vanished, but the mortals he raised in his place still travel the lands, lending their hands, hearts, and blades to the defense and succor of the weak. Where knots of Guardians gather they build shrines to the solar that also serve as bases of operation and can even attract clerics, but for the most part they maintain only loose contact with one another, choosing instead to spread themselves thin and shine the light of justice wherever they go. As a general rule, Empyreal Guardians are less concerned with seeking out and destroying evil than they are with promoting good through merciful action, charity, valor, and respect.
Though the Empyreal Guardians do not hesitate to kill if they must, especially if innocent lives are at stake, they would much rather guide their foes down the path of righteousness than cut them down, and while
this emphasis on redemption has proven difficult, dangerous, and even foolhardy at times it has also been very rewarding, and to this day the cultists have friends in strange places both high and low.
Though the Empyreal Guardians may theoretically be found anywhere, they are most attracted to regions of strife or oppression where the innocent suffer.
Called to duty, they do their best to relieve suffering where they find it and eliminate the circumstances which cause it. Some do so by working with or within pre-existing systems, reasoning that it is the best way to prevent innocent deaths; others simply make themselves available or provoke full-scale revolutions in an effort to teach the innocent how to protect themselves so that when the Guardian moves on they won’t be left at the mercy of evil. Empyreal Guardians may often be found working with or for good-aligned churches, or on a quest to diminish the grip of evil over the land.
Despite their good points the angelic cultists do have some flaws, recklessness chief among them. Though the Guardians favor intelligent, cunning students it’s all too easy to get caught up in opposing evil and act without all of the relevant information, and many a hot-headed young cultist has gotten way in over his head as a result – or worse, spread the very misery he was trying to prevent. The subtle trap of moral certitude can also become a problem, though a much easier one to address; Empyreal Guardians that begin the slide towards evil are guided back onto the path by their brothers and sisters, or killed before they can profane Al’asadriel’s teachings with malevolence.
There is also the ongoing matter of their obsession with their patron’s whereabouts. Ever since the solar vanished, more and more Empyreal Guardians every year set aside their normal duties to go hunting him,
utterly convinced that he is held in durance vile.
Al’asadriel himself either cannot or will not comment on the subject, even when questioned with magic, and so the cycle continues – errant Guardians raise up students to take up the quests they’ve grown too
old or tired for, who in turn raise students of their own.
Common Tasks: Though the Empyreal Guardians possess a stunning variety in how they choose to uphold good, dedication to righteousness is still the common bond that connects them. A Guardian in good standing may be asked (or ordered) to escort a holy relic, guard a prominent member of a good aligned faith, break the power of an evil tyrant or consecrate a profane site. Many Empyreal Guardians take on lifelong quests, seeking to rid the world of a powerful and persistent evil such as poverty, a specific demon lord, or a dragon. Others hunt for their vanished patron, raising generation after generation of Empyreal Guardians to try and ‘free’ the wayward angel.
Available Services: As a loose organization the Empyreal Guardians offer few direct services.
However, Guardians in good standing may find themselves enjoying unexpected perks – discounts on day-to-day goods and services, special offers (and requests) from temples, and respect from good-aligned outsiders among them. Those guided down the path of redemption by a Guardian usually remember who saved them, and help can come from unexpected places out of gratitude, or even obligation.
The story is still told of how an erinyes – Mirishka the Fallen – single-handedly held a portal to the Abyss for three days and three nights in order to pay off the life debt she owed to the angelic cultists while the Guardian Kristina ran for reinforcements.


I am slightly concerned over some of the background fluff (though I DO have an idea for managing that, actually... have you read the Chronicle of the Righteous book?), but that certainly seems like something that would be fitting for the game. I think I can work the group into the campaign. ^^


Wait, are you telling me there is a novel written similar to this? Or are you refering to the player's guide.

Dark Archive

Neat. I haven't read the Chronicle of the Righteous book, I'll look into it now. (Just looked, it's like 20 bucks. Think I'll have to pass on reading it. D: )

If Silver Crane is a go, I'm almost finished with crunch-building, and then it's time for fleshing out the fluff. I have some homework to take care of over the weekend, but I imagine I'll have everything together before Monday.


@Seranov: Well, there's this one part in it that Paizo's been a dreadful tease about... XD I'll explain at a later point if your character is selected. But yeah, Silver Crane sounds fine to me.

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