Mythic Playtest: The Witchwar Legacy (Inactive)

Game Master mathpro18


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I might be a little crazy in trying this but I think I am going to try running The Witchwar Legacy using the Mythic Playtest document found here. I am looking for 4-6 players and this is not first come first serve. I am looking for a fully developed party.

For those of you who do now know The Witchwar Legacy is a 17th level module which is set in Irrisen. More information can be found in the spoiler below.

Campaign info:

Nearly 500 years ago, the Witch Queen Tashanna, Ninth daughter of Baby Yaga, sought the means to overcome her mother and rule Irrisen unopposed for all time, sparking the short but exceptionally bloody rebellion that became known as the Witchwar. Baba Yaga ruthlessly crushed Queen Tashanna's rebellion, and the Old Crone executed all her wayward daughter's loyalists, placing them in a frozen tomb in the far north. There, it is said, their spirits remain entrapped alongside the wealth looted in their short-lived cop-left as an object lesson by Baba Yaga for any who would ever dare to challenge her power again and risk the fate of the Witchwar Legacy.

Character Creation Rules:
*Level 17 characters. Max HP at level 1 and then either roll hp or half+1 for other levels which ever is higher.

*Core Races only

*Core, APG, Ultimate Combat, Ultimate Magic, and Ultimate Equipment are all available for your use as well as Paths of Prestige. Any other paizo product is pretty much fair game(except the Advanced Race Guide) but if you are using non-core things please let me know what source they're coming from.

*Either roll 2d6+6 for stats or do a 20 point build, again which ever is faster.

*Standard wealth by level for starting gold. No more than 25% of your wealth can be spent on a particular item.

I have not read through the mythic playtest document...I have downloaded it and intend to read it tonight so I will get more specific info up on the mythic part of character creation up tomorrow.

Feel free to post any questions you have here. Recruitment will end probably Monday with selections being made Tuesday afternoon. With thanksgiving being Thursday the game probably won't start until Friday though...unless I start it Tuesday night...but we will see.


Sounds interesting.

I will work on an Ulfen or Shoanti druid.

Sczarni

Interested.

Cleric or Druid Hierophant Summoner/Healer.


Interested as well, downloading the playtest document right now.

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12

Well considering that's a 5 point buy, I think I'll be going with 20 point buy.

I'd like to play my favorite class if it's compatible with the rules (synthesist summoner) but I'll have to read them first.

Edit:After skimming it, initial impressions are that he was granted his mythic powers by a dying mythic dragon (or linnorm), and absorbed his essence (becoming his eidolon). With the Guardian mythic path.

Shadow Lodge

This will be Mythic. I'd like to make two submissions, if possible.

Name: Thak Val Zsing
Race: Dwarf
Class: Monk (Zen Archer) 15/Inquisitor 2
Alignment: LN
Backstory (summary): Former cannibalistic follower of Urgathoa, Thak broke away from her will after decades of struggle. Killed fully half of her agents when she sent them after him in a fury. (Possibly founded some sort of church afterwards, still deciding)
Party role: Face/Damage dealer
Path: Champion

and

Name: Arduino the Lesser
Race: Human
Class: Sorcerer (Fey/Arcane) 17
Alignment: NG
Backstory (summary): The lazy son of a great line of druids and mages, he was cast out by his father, Arduino the Greater, and told to return only when he was worth of his name. Becoming involved with the Bellflower Network, his work freeing slaves and his exposure to people doing the same inspired him to learn duty and sacrifice. Returning in time to thwart a Chelish plan to burn his home forest to the ground and use the wood for war/root out slaves, he became a hero.
Party role: Face/Primary Spellcaster
Path: Archmage


Dreaming Warforged wrote:

Sounds interesting.

I will work on an Ulfen or Shoanti druid.

Given Psionichamster's claim, I'll also explore ranger. Not sure I'll find the time to get the application together though.

Sczarni

I mostly want to try out the Hierophant, so if you're super attached to Cleric/Druid, I can try another PC route.


Dotting for interest


Dotting for interest. Paladin.


Ability Scores:
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 3) + 6 = 15


Can't read playtest at work will have to download it tonight. Probably Alchemist maybe plash Paladin or Monk.


ability scores:
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12

Sczarni

Ability Score Rolls

Spoiler:
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13


psionichamster wrote:
I mostly want to try out the Hierophant, so if you're super attached to Cleric/Druid, I can try another PC route.

Thanks. No worries, I'm not attached to anything at the moment. My mind is going crazy with ideas (Dragon Disciple for example), but at the same time, I have little time to put together a decent application, so I don't wish to commit and cut other people from submitting.

Rolls:

2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14


Sounds exciting. I am leaning towards a fighter, sword and board or a witch. I'll get back with a submission.


Interested. Are we planning on starting as tier 1 mythics, or just a base lvl 17 character? Also, are your feelings on homebrew type stuff? I've been looking at things like Gravity Bow and Lead Blades (basically up your weapon by one size without the penalty) and thought they might make interesting amulets, but I figured I'd ask. I'm leaning towards an in your face type, so it should be interesting

rolls:

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 6) + 6 = 15


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Rolls:
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9

I'm leaning towards a Dwarf Ranger/Barbarian/Fighter(shielded fighter) using a shield as a weapon along with a Dwarven waraxe. I'd definitely think about taking the Guardian Mythic path with it.


Dotting, don't know if I will have something up in time, but at least it will be easier to see the mythic chaos that is bound to happen

Thinking of a Sorcerer Archmage, let the spells flow :) Not sure if I will have the time to submit a character so don't want to commit to a class combo. :)

rolls:

Spoiler:

2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11


Could be interesting to play a Varisian or Ulfen bard who is literally the son of Shelyn. Marshal path, definitely.

Rolls!:

2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 2) + 6 = 11 Add 2 to make this 13 (20 points rather than 18) and I'm good.


Ice Titan wrote:
Could be interesting to play a Varisian or Ulfen bard who is literally the son of Shelyn. Marshal path, definitely.

Rolling out hit points as well.

16d8 ⇒ (3, 4, 4, 3, 1, 5, 3, 7, 5, 1, 8, 1, 2, 7, 8, 3) = 65
5, 5, 5, 5, 5, 5, 5, 7, 5, 5, 8, 5, 5, 7, 8, 5
total 90

Should have an alias and backstory soon?


Great to see this getting some interest...when I posted this and no one applied for almost 4 hours I got a little worried.

I didn't get a chance to read through the mythic rules playtest doc yet but will do so as soon as my other games get some love. I'm thinking of keeping the 2 levels of a normal class to every tier of mythic that I've seen a lot of people propose for right now which means that your characters would be 8th tier mythic characters. That might be a little powerful and I may readjust once I read the test doc but for right now that's what I'm going with.

Oh and no third party publishing materials please. I believe I've allowed enough(probably to much) material that we don't need to bring in 3pp stuff.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

How much would you like us to prep characters before you decide? Anything in particular you're looking for (backstory, character concept, mythic path)?


since this is a higher level game it would seem rather cruel to make you all make full aliases only for 6 of you to make the cut so I would like everyone to please list the following for me:

+Character concept including: Race, Class, Archetypes(if any), and Mythic Path.
+Backstory(3-6 paragraphs should suffice) including what you're doing in Irrisen and how long you've been in the area. You might also include if your part of a regular adventuring party and decided to take some time off for personal reasons to undergo this quest or how you got to be a 17th level adventurer.

Since I won't have full aliases the key thing becomes your background. This is how you will differentiate your self from anyone else that wants to come along and propose a similar build. Why should I take your Barbarian/Gardian over his/her Barbarian/Guardian?

With that being said if you do wish to make a full alias I won't stop you but it won't help your changes of getting in. The main thing is going to be differentiation and making your character stand out amongst any competition you might get.


Posting as Shalm's alias Gagdor Trollkin, a dwarf Fighter (shielded fighter) 13/Barbarian 2/Ranger 2 with the Guardian mythic path. His background is posted in his information. Let me know if you'd like anything else from me.

Sczarni

Here is the link to Americo, a Cleric/Hierophant of Cayden Cailean.

No mythic stuff applied yet, but he is very summoning/endless power focused.


I'll be building some sort of gunslinger, and will look a bit into some options with the gun-focused archetypes. I'll read through the playtest before I decide on mythic path. What level of firearms advancement should I be looking at?


Here's Brandr Silver-Blood, traveling storyteller and Herald of Summer's Return. My backstory's in my alias!

I need to apply Mythic things as well.

Mythic is pretty much applied; just need to do a proofread after an hour or so and it'll be done.


Emerging guns for the gunslinger.


Great, thanks.


Oh hey, interested as well. I'm not familiar with the module but I'll take a shot at it.

Are Evil Characters alright? I've been wanting to play a certain kind of character for a while now.

Character details as such:

Alignment: Chaotic Evil
Race: Human
Class: Antipaladin 7 / Demoniac 10
Demon Lord: Baphomet
Mythic Path: Champion

No backstory included, but I'll start at it if such a character is allowed. Basics are that he comes from a line of followers of the Templars of the Ivory Labyrinth and he's striking out on his own to further the cause, 'peacefully' preaching the virtues of Baphomet and turning those who he can to his cult. He sows the seeds of chaos and destruction which he sees as true freedom, all the while 'absolving' those who are unable to be redeemed, of course.


Rolling Stats:

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
20 pt buy it is!


Rolls:
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17

I'm interested in putting together a trickster to try this out. More on him later.


Ok. I'm looking at an Elven Musket-Master Gunslinger 5/Myrmidarch Magus 12 with an axemusket, and will likely go Trickster.

Question on that:
The myrmidarch's Ranged Spellstrike specifically calls out using a full attack past 12 level, but doesn't explicitly modify Spell Combat to be used with ranged weapons. How would you say that works? I'd have reloading down to a free action with musket master, rapid reload (axe musket), and alchemical cartridges.

Also, all of Advanced Race Guide is out, right, including the stuff for the core races?


Dreaming Warforged's application: a Shoanti Oread Ranger (Infiltrator) 17 / Champion 8


Dotting for interest. Really want to give the mythic rules a try. Will have concept and stuff up later.


2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15

I'll take the rolls thank you.

Sczarni

Anyone else notice how badass you are with these rules?

Americo's basically capable of demigod level abilities (cure blindness at will? Hand out free buckets of beer indefinitely? Fly all the time?) Yeah, all that and then some.


psionichamster wrote:

Anyone else notice how badass you are with these rules?

Americo's basically capable of demigod level abilities (cure blindness at will? Hand out free buckets of beer indefinitely? Fly all the time?) Yeah, all that and then some.

That's sort of the point. It rather reminds me of Exalted rather than D&D.

This is not a bad thing.


Race:Human

Class:Summoner (Synthesist)

Mythic Path:Guardian

Backstory:Konrad Olvirsson was the son of a Linnorm King. He always thought it would be his destiny to slay one of the terrible creatures and take his father's place as king. When he was still a youth his father succumbed to old age, and though Konrad was no where near ready, he was foolhardy enough to think it was time for him to take up his destiny. He sought out rumors of a dragon amongst the common people of the north. His quest lead him deep into the mountains, and finally to the cave where this dragon supposedly lived. There he encountered not a Linnorm, but a Great Wyrm crystal dragon who was so old that it was on death's doorstep. Amused by the tenacity of this human, and knowing it's own end was near the mighty creature breathed a bit of his essence into Konrad's mind. It told him that he must use his powers to protect the people of the north and fight against the land's many evils.

Konrad found himself able to summon a creature, which he would later learn was called an eidolon, and bind its essence to himself. While connected with this creature, he became a mighty warrior, dragon-like in power and appearance. Since that time Konrad has traveled the north with many different companions. Adventuring and slaying evil creatures, working his way towards his destiny. While he would still like to slay a Linnorm and become king one day, he has come to realize that the greatest threat to the North is Irrisen and Baba Yaga. He has focused his efforts on combating her and her minions in recent years.

Concept:Flying tough-as nails front-liner with multiple natural attacks and buff spells. Can handle his own healing, and in emergency heal other party members as well.

Sczarni

TarkXT wrote:
psionichamster wrote:

Anyone else notice how badass you are with these rules?

Americo's basically capable of demigod level abilities (cure blindness at will? Hand out free buckets of beer indefinitely? Fly all the time?) Yeah, all that and then some.

That's sort of the point. It rather reminds me of Exalted rather than D&D.

This is not a bad thing.

I agree.

It's just eye-opening when I see the character come together is all.

Reminds me of Mutants & Masterminds actually.


Time to resurrect an otherwise defunct alias. Let's make him truly "mythic".

Background: Gurthock Fleshmincer is one of Gorum's Eternal Champions; warriors blessed with the Lord in Iron's immense strength and power to bring battle and conflict wherever they might tread. Gurthock's past is something of a mystery having only showed up in the Lands of the Linnorm kings some ten years past Gurthock has showed up in nearly every major battle in the north ever since. Fighting for whatever side strikes his fancy Gurthock has reveled in the carnage of battle and tests of strength such that only great legends and ancient heroes might even close to matching his deeds for good or ill.

As to his past before his endless march of battle? He laughs. "What good is my story going to do you in battle today? Will it make you a competent swordsman? Will it pierce the armor? Shatter the shield? No, Gorum demands battle, and battles are for the here and now. I will not regale you with tales of victory and metal. Today I will make a story of victory. That is all you need to know."

Gurthock's entry into Irissen surprises few who know of him and worry's all who have heard of him. The Fleshmincer's coming is a herald of grand conflict and bloody wars to come. In the year that he has spent there the witches have had to put down no less then seven village revolts and found themselves in bloody conflicts with Ulfen barbarians on all sides of their borders. That the Eternal Champion of Gorum is somewhere in their country doing Gorum's work is no small concern.

Depending on group make up Gurthock will either be a half orc Inquisitor of Gorum/Hierophant or a straight human Barbarian (Invulnerable Rager)/Champion. Always prefer being what a group might need.


Sooo, yeah, mythic is WAY more powerful than I had thought it would be. Found ways to swing for 56d8 on a charge with one magic item. This is definitely going to be epic.

Shadow Lodge

Backstory added.

Name: Thak Val Zsing
Race: Dwarf
Class: Monk (Zen Archer) 15/Inquisitor 2
Alignment: LN
Party role: Face/Damage dealer
Path: Champion

Backstory:
Cultists of the dark gods are a varied lot; some strayed accidentally, some deliberately cast away their immortal soul for the sake of power, lust or revenge. Those who still retain some vestige of humanity, those who realize of the shackles they placed themselves in when they pledged service to their dark gods, and in particular those who serve the Pallid Princess Urgathoa, speak of Thak. They tell of a dwarf, cursed with an endless hunger by Urgathoa and forced into cannibalism, devouring his closest and dearest loved ones before serving her as her agent. Squashed beneath her heel and his insatiable appetite, the dwarf nearly passed into the infinite blackness of evil.

But he fought back.

One day, when the goddess expected it least, Thak freed himself from her control. The story fractures here; some say he faced her in single combat, piercing her with arrows dipped in her own blood. Others say he simply walked away from a mission, despite all the hunger and pain that vicious Princess could fling at him. In all, Thak Val Zsing broke free from the dark gods' will, something unprecedented enough to send shockwaves through covens and cults and redoubts of black magic everywhere. Afterwards, Urgathoa sent agents after him; warriors and wizards and twisted creatures, all of whom he tracked and hunted and killed, until finally her ranks were nearly depleted and her rage abated. A rage he had outlasted.

Whether or not Thak's tale is true cannot be divined. Urgathoa is said to have destroyed all traces of his former life and forbade her followers from speaking of him on pain of dismemberment. Thus Thak's tale has passed into myth. Many followers of Urgathoa and the other dark gods do believe it; and they believe that there is a path back to Good just like the one Thak carved and trod.

Thus myth ends and history begins. Thak still walks the earth; habits of movement and evasion are ingrained in him, and he is loath to remain in any one place for too long. When he left his Goddess' service, he expected the powers he gained from her to disappear; yet as he methodically killed his servants, this was not so; his powers were as strong as ever. Whether that is because she forgot to spurn him or some new god has blessed him does not concern him; for the first time in far too long, he is a free man, and he is happy. He also has a new mission. Occasionally in his travels, he met others like him who searched for him; some on the run from their dark gods, others still on their leash. Despite surprise that they would know of him, he taught them something of mastering their appetites and evading divine control. They profused thanks, and left. Inspired, Thak now seeks to found... something. A monestary? A temple? A place of respite? He does not know. Some place where others like him can come, safe from their dark masters, and find their souls again.

He looks in Irrisen now; the lands of Baba Yago are frozen and seemingly unspoilt by the other dark gods. He has no doubt that from the witches he will find many disciples, and perhaps a safe place where he can teach them.

and

Name: Arduino the Lesser
Race: Human
Class: Sorcerer (Fey/Arcane) 17
Alignment: NG
Party role: Face/Arcane Spellcaster
Path: Archmage

Backstory:
From the line of Poggle have sprung some of the greatest druids and mages in the history of the verdant lands. The blood of the line of Poggle runs rich with the fey magics, and from its ranks have each generation come druids of great power and wisdom. One of such was Arduino. Hailed as a once-in-a-decade genius, he became one of the greatest druids whose mere presence was enough to send the trees and grasses spiralling out of the earth and up to the sky if he so wished it. Through hard work and natural talent he gained the deep knowledge of the land and of life itself.

Not so much could be said of his son.

Arduino the Lesser was born with the powers of a scion of the line of Poggle, but none of the determination, will or wisdom. A sallow youth, he preferred lazing around ponds and sleeping and completely scorned any contact with animals or nature. Arduino the Greater put off his son's day of druidic trial later and later, before he finally realized that no amount of time would make Arduino ready for something he simply did not wish to do. So he was exiled from the forests, and told to return only when he had the capacity to bring honour to his family line.

For some time, Arduino the Lesser lived the very essence of the life of a jack-of-all-trades. Performing jobs with some adventurers, studying at an university or working as an entertainer for a group of travelling gypsies, he travelled the land, finding something interesting to do to break him out of his lazy doldrums before growing bored and seeking something else to do. The latter trend greatly annoyed any friends he managed to make, many of whom he couldn't be bothered maintaining and abandoned.

Arduino's latest venture was working with the Bellflower Network, freeing slaves. With his magics he was able to cloud the minds of Chelish guards and lords and from under their noses free hundreds. He found it a jolly lark, and was toasted by his new comrades as a brave hero. Little did they know boredom was already setting in. Just as he was packing to leave, a call went up and he left the hideout. Upon the river was a Chelish galleon, and as he and his comrades watched, two hundred of the slaves they had freed were pushed over the side and into the water, another hundred behind them. Arduino watched aghast as little children slipped beneath the waves, or were eaten by the ravenous river crocodiles. He tried to summon his great magics but because of the distance he was helpless.

As his comrades cried out with anger and the ship sailed away down the river to port, Arduino changed into a new man. Filled with a consistency of purpose and a suddenly laser-like focus of will, he shouted and badgered and ordered the group into teams and sent them out in preparation for his mission. The next day, the great Chelish port where the boat moored was burnt to cinders. A horde of slaves, Arduino at the forefront, burst out of the enclosues and killed their guards. As he spat syllables and made arcane gestures, ships caught alight and the earth split under the army barrackses. It was a great victory.

Today, Arduino still works for the Bellflower Network as one of its most powerful members. His fame from the raid has been put to use, misinformation placing him at various places around the empire to divert resources while he leads missions into several key slave trading posts. Having reconciled with his father, and setting up a new safe town for freedmen in his ancestral forests, Arduino the Lesser is now on a mission to Irrisen. Fifty and three hundred slaves were sent to this frozen land for an unknown purpose suddenly, slipping out of the waiting hands of the Network who were about to free them. He has been sent to locate them and discover what purposes new batches of slaves are being sent there.


HP Rolls:

Level 2 1d10 ⇒ 6 6
Level 3 1d10 ⇒ 1 6
Level 4 1d10 ⇒ 6 6
Level 5 1d10 ⇒ 9 9
Level 6 1d10 ⇒ 7 7
Level 7 1d10 ⇒ 7 7
Level 8 1d10 ⇒ 9 9
Level 9 1d10 ⇒ 2 6
Level 10 1d10 ⇒ 4 6
Level 11 1d10 ⇒ 1 6
Level 12 1d10 ⇒ 1 6
Level 13 1d10 ⇒ 5 6
Level 14 1d10 ⇒ 6 6
Level 15 1d10 ⇒ 3 6
Level 16 1d10 ⇒ 7 7
Level 17 1d10 ⇒ 2 6


Name: Sorin Markov
Race: Human
Class: Monk 5/Brother of the Seal 7/Lore Warden 5
Alignment: LN
Party role: Damage Dealer/Front Line
Path: Champion

Backstory:
Son of an apothecary, Sorin had always had an interest with human anatomy. When most children were playing with the biggest wooden swords they could find, Sorin was busy working out ways to drop his opponents with just his fingers. Needless to say, he was not popular with the children of swords and as a result was regularly beaten by them. Seeing the pain hidden in his face, Sorin's father sent him to Kaer Maga to live with a 'less than reputable' friend. In exchange for Malix's protection, Sorin would be subject to him at all time and in all things until his passing at which point he would be free to do what he wished..

Life in Kaer Maga was hard but worth it. Sorin quickly showed Malix that he would be far better as a student then a slave. His appetite for knowledge was incredible and his work ethic commendable. Seeing the need to push him, Malix brought him to the Brothers of the Seal, of which he was an officer, and initiated the boy into their ranks. As Sorin was bound by his fathers honor and his word, he had little choice in the matter as distasteful as it initially seemed. However, Sorin's early study of the human body gave him an edge over the other initiates, which encouraged him to work all the harder seeing the fruits of his labor. With the monks' training and his own cunning, Sorin became a master of hand to hand combat.

As the years past, Malix began to take Sorin on different assignments for the Brotherhood. Though each of these tasks was grueling, Sorin could see was Malix was the go-to man of the Brotherhood. Malix, was in all respects, a lord of war. His speed and strength were unmatched and he knew how to get things done. He also knew how to drain barrels of ale, This unfortunately, was his downfall. Powerful as Malix was, put a couple of mugs of hard liquor in front of him and he would be out of commission the rest of the night. A rogue faction of the Brotherhood saw Malix as a threat to their rise to power. As such, these men thought it necessary to 'arrange' for Malix's death. Sorin quick as he was, was unable to help as Malix was set upon by 8 assassins at once.

Bloody was the fight, if a fight you can call it, when 8 assassins target a drunken man. In the chaos of the scene, Malix was struck with what appeared to be the amulet that Malix always wore. As it struck him, Sorin felt a rush of power and, with speed and precision, struck down each of the 8 men. Unfortunately it was to late for Malix, his body was torn beyond recognition.

After unmasking the assassins and seeing their mark, Sorin left the Brotherhood to their inner rot. With his bond fulfilled, Sorin wandered the world searching for answers, both to why Malix's amulet had triggered the changes in him as well as for finer and more precise forms of combat.


Sorin Markof wrote:
Sooo, yeah, mythic is WAY more powerful than I had thought it would be. Found ways to swing for 56d8 on a charge with one magic item. This is definitely going to be epic.

Your talking to a guy who could sunder demiplanes before mythic.


Gurthock Fleshmincer wrote:
Sorin Markof wrote:
Sooo, yeah, mythic is WAY more powerful than I had thought it would be. Found ways to swing for 56d8 on a charge with one magic item. This is definitely going to be epic.
Your talking to a guy who could sunder demiplanes before mythic.

how did you pull that off? I just thought it was pretty crazy to get 56d8 because if you went average health and damage, its pretty much a one hit ko on anything without a high Con and hit die. especially if you start tacking on things like haste, and throw on some elemental damage, and spend ki for an extra attack you could up it to 81d8 then spend a mystic point to take another turn and repeat the process, albeit at half the power. So we are talking 121d8 if you want to push it. have someone enlarge you or cast lead blades and its even more (at that point you are 2 conversions off of the damage increment table)

almost forgot

HP:

12d8 + 5d10 ⇒ (8, 3, 8, 3, 1, 7, 6, 8, 5, 4, 8, 8) + (8, 8, 10, 6, 6) = 107


Eámanë Helyanwë

All information is provided in the link, nicely formatted and organized. Equipment is subject to change after I review my copy of Ultimate Equipment at home. Mundane equipment has not been purchased yet.

Path: Guardian


This sounds like fun, I'll start putting together a wizard with the archmage mythic abilities.


2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 1) + 6 = 9

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